kk = tkey[game.dloc[i]];
if (kk != 0)
do {
- game.newloc = T_DESTINATION(travel[kk]);
+ game.newloc = travel[kk].dest;
/* Have we avoided a dwarf encounter? */
bool avoided = (SPECIAL(game.newloc) ||
!INDEEP(game.newloc) ||
if (spk == 0) {
int te_tmp = 0;
for (;;) {
- scratchloc = T_DESTINATION(travel[travel_entry]);
+ scratchloc = travel[travel_entry].dest;
if (scratchloc != motion) {
if (!SPECIAL(scratchloc)) {
- if (FORCED(scratchloc) && T_DESTINATION(travel[tkey[scratchloc]]) == motion)
+ if (FORCED(scratchloc) && travel[tkey[scratchloc]].dest == motion)
te_tmp = travel_entry;
}
if (!travel[travel_entry].stop) {
do {
for (;;) { /* L12 loop */
for (;;) {
- long cond = T_CONDITION(travel[travel_entry]);
+ long cond = travel[travel_entry].cond;
long arg = MOD(cond, 100);
if (!SPECIAL(cond)) {
/* YAML N and [pct N] conditionals */
}
/* Found an eligible rule, now execute it */
- game.newloc = T_DESTINATION(travel[travel_entry]);
+ game.newloc = travel[travel_entry].dest;
if (!SPECIAL(game.newloc))
return true;
* inherited from FORTRAN, someday. To understand these, read the
* encoding description for travel.
*/
-#define T_DESTINATION(entry) (entry).dest
-#define T_CONDITION(entry) (entry).cond
#define T_NODWARVES(entry) (T_CONDITION(entry) == 100)
#define T_TERMINATE(entry) ((entry).motion == 1)
#define L_SPEAK(loc) ((loc) - 500)