if (LIQUID() != 0)
spk = BOTTLE_FULL;
if (spk == BOTTLED_WATER) {
- game.prop[BOTTLE] = MOD(COND[game.loc], 4) / 2 * 2;
+ game.prop[BOTTLE] = MOD(conditions[game.loc], 4) / 2 * 2;
k = LIQUID();
if (TOTING(BOTTLE))
game.place[k] = CARRIED;
#define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
#define LIQ2(PBOTL) ((1-(PBOTL))*WATER+((PBOTL)/2)*(WATER+OIL))
#define LIQUID() (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE]))
-#define LIQLOC(LOC) (LIQ2((MOD(COND[LOC]/2*2,8)-5)*MOD(COND[LOC]/4,2)+1))
-#define CNDBIT(L,N) (TSTBIT(COND[L],N))
-#define FORCED(LOC) (COND[LOC] == 2)
-#define DARK(DUMMY) ((!CNDBIT(game.loc,COND_LIT)) && (game.prop[LAMP] == 0 || !HERE(LAMP)))
+#define LIQLOC(LOC) (LIQ2((MOD(conditions[LOC]/2*2,8)-5)*MOD(conditions[LOC]/4,2)+1))
+#define CNDBIT(L,N) (TSTBIT(conditions[L],N))
+#define FORCED(LOC) (conditions[LOC] == 2)
+#define DARK(DUMMY) ((!TSTBIT(conditions[game.loc],COND_LIT)) && (game.prop[LAMP] == 0 || !HERE(LAMP)))
#define PCT(N) (randrange(100) < (N))
#define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
#define FOREST(LOC) ((LOC) >= LOC_FOREST1 && (LOC) <= LOC_FOREST22)
long OBJTXT[NOBJECTS + 1];
long STEXT[LOCSIZ + 1];
long LTEXT[LOCSIZ + 1];
-long COND[LOCSIZ + 1];
long KEY[LOCSIZ + 1];
long LOCSND[LOCSIZ + 1];
long LINES[LINSIZ + 1];
}
}
-/* Read info about available liquids and other conditions, store in COND. */
+/* Read info about available liquids and other conditions. */
static void read_conditions(FILE* database)
{
long K;
while ((K = GETNUM(database)) != -1) {
long loc;
while ((loc = GETNUM(NULL)) != 0) {
- if (is_set(COND[loc], K))
- BUG(LOCATION_HAS_CONDITION_BIT_BEING_SET_TWICE);
- COND[loc] = COND[loc] + (1L << K);
+ continue; /* COND is no longer used */
}
}
}
* location N. LTEXT(N) is long description. PTEXT(N) points to
* message for game.prop(N)=0. Successive prop messages are
* found by chasing pointers. RTEXT contains section 6's stuff.
- * TTEXT is for section 14. We also clear COND (see description
- * of section 9 for details). */
+ * TTEXT is for section 14. */
for (int I = 1; I <= NOBJECTS; I++) {
PTEXT[I] = 0;
OBJSND[I] = 0;
for (int I = 1; I <= LOCSIZ; I++) {
STEXT[I] = 0;
LTEXT[I] = 0;
- COND[I] = 0;
KEY[I] = 0;
LOCSND[I] = 0;
}
/* Finish constructing internal data format */
/* Having read in the database, certain things are now constructed.
- * game.propS are set to zero. We finish setting up COND by checking for
- * forced-motion travel entries. The PLAC and FIXD arrays are used
+ * game.propS are set to zero. The PLAC and FIXD arrays are used
* to set up game.atloc(N) as the first object at location N, and
* game.link(OBJ) as the next object at the same location as OBJ.
* (OBJ>NOBJECTS indicates that game.fixed(OBJ-NOBJECTS)=LOC; game.link(OBJ) is
// content variables
write_1d(header_file, OBJSND, NOBJECTS + 1, "OBJSND");
write_1d(header_file, OBJTXT, NOBJECTS + 1, "OBJTXT");
- write_1d(header_file, COND, LOCSIZ + 1, "COND");
write_1d(header_file, KEY, LOCSIZ + 1, "KEY");
write_1d(header_file, LOCSND, LOCSIZ + 1, "LOCSND");
write_1d(header_file, TRAVEL, TRVSIZ + 1, "TRAVEL");
game.abbrev[i] = 0;
if (!(locations[i].description.big == 0 || KEY[i] == 0)) {
int k = KEY[i];
- if (MOD(labs(TRAVEL[k]), 1000) == 1)COND[i] = 2;
+ if (MOD(labs(TRAVEL[k]), 1000) == 1)
+ conditions[i] = 2;
}
game.atloc[i] = 0;
}
game.clshnt = false;
game.novice = false;
game.blklin = true;
+
+#ifdef ODEBUG
+# define NEWFLAGS ((1<<COND_ABOVE)|(1<<COND_FOREST)|(1<<COND_DEEP));
+ int mismatches = 0;
+ for (int i = 0; i < LOCSIZ; i++) {
+ long condbits = conditions[i] & ~NEWFLAGS;
+ if (condbits == COND[i] || COND[i] == 2 && condbits == 0)
+ continue;
+ ++mismatches;
+ printf("Mismatch at %ld: COND=%x consitions=%x\n", COND[i], condbits);
+ }
+ printf("%d condbit mismatches\n", mismatches);
+#endif
}
* notes). */
static void checkhints(void)
{
- if (COND[game.loc] >= game.conds) {
+ if (conditions[game.loc] >= game.conds) {
for (int hint = 0; hint < HINT_COUNT; hint++) {
if (game.hinted[hint])
continue;
extern turn_threshold_t turn_thresholds[];
extern obituary_t obituaries[];
extern hint_t hints[];
-extern const long conditions[];
+extern long conditions[];
extern const size_t CLSSES;
extern const int maximum_deaths;
{}
}};
-const long conditions[] = {{
+long conditions[] = {{
{}
}};