X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=dd202357ba7004073ce1c51290c74110dbb1ac76;hb=db68e0097ed1bf1ebcfc7f3e9a0bdf295c537f00;hp=e8ee600aaef331ba59c2b826c094f8c886e54f1d;hpb=f6cd34f77887ba3c988c7b2b52ac13e049a10965;p=open-adventure.git diff --git a/main.c b/main.c index e8ee600..dd20235 100644 --- a/main.c +++ b/main.c @@ -27,18 +27,6 @@ #define DIM(a) (sizeof(a)/sizeof(a[0])) -/* Abstract out the encoding of words in the travel array. Gives us - * some hope of getting to a less cryptic representation than we - * inherited from FORTRAN, someday. To understand these, read the - * encoding description for travel. - */ -#define T_DESTINATION(entry) MOD(labs(entry) / 1000, 1000) -#define T_NODWARVES(entry) labs(entry) / 1000000 == 100 -#define T_MOTION(entry) MOD(labs(entry), 1000) -#define L_SPEAK(loc) ((loc) - 500) -#define T_TERMINATE(entry) (T_MOTION(entry) == 1) -#define T_STOP(entry) ((entry) < 0) - struct game_t game; long LNLENG, LNPOSN; @@ -618,7 +606,7 @@ static bool playermove(token_t verb, int motion) } ++kk; } - scratchloc = labs(travel[kk]) / 1000; + scratchloc = T_HIGH(travel[kk]); do { /* @@ -647,7 +635,7 @@ static bool playermove(token_t verb, int motion) if (T_STOP(travel[kk])) BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); ++kk; - game.newloc = labs(travel[kk]) / 1000; + game.newloc = T_HIGH(travel[kk]); } while (game.newloc == scratchloc); scratchloc = game.newloc; @@ -688,7 +676,7 @@ static bool playermove(token_t verb, int motion) if (T_STOP(travel[kk])) BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); ++kk; - game.newloc = labs(travel[kk]) / 1000; + game.newloc = T_HIGH(travel[kk]); } while (game.newloc == scratchloc); scratchloc = game.newloc; @@ -748,15 +736,14 @@ static bool closecheck(void) * to get out. If he doesn't within clock2 turns, we close the cave; * if he does try, we assume he panics, and give him a few additional * turns to get frantic before we close. When clock2 hits zero, we - * branch to 11000 to transport him into the final puzzle. Note that - * the puzzle depends upon all sorts of random things. For instance, - * there must be no water or oil, since there are beanstalks which we - * don't want to be able to water, since the code can't handle it. - * Also, we can have no keys, since there is a grate (having moved - * the fixed object!) there separating him from all the treasures. - * Most of these problems arise from the use of negative prop numbers - * to suppress the object descriptions until he's actually moved the - * objects. */ + * transport him into the final puzzle. Note that the puzzle depends + * upon all sorts of random things. For instance, there must be no + * water or oil, since there are beanstalks which we don't want to be + * able to water, since the code can't handle it. Also, we can have + * no keys, since there is a grate (having moved the fixed object!) + * there separating him from all the treasures. Most of these + * problems arise from the use of negative prop numbers to suppress + * the object descriptions until he's actually moved the objects. */ { if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2) --game.clock1;