loc_t loc; // location of dwarves, initially hard-wired in
loc_t oldloc; // prior loc of each dwarf, initially garbage
} dwarves[NDWARVES + 1];
- struct object {
+ struct {
loc_t fixed; // fixed location of object (if not IS_FREE)
int prop; // object state */
loc_t place; // location of object
} objects[NOBJECTS + 1];
+ struct {
+ bool used; // hints[i].used = true iff hint i has been used.
+ int lc; // hints[i].lc = show int at LOC with cond bit i
+ } hints[NHINTS];
obj_t link[NOBJECTS * 2 + 1];// object-list links
- bool hinted[NHINTS]; // hinted[i] = true iff hint i has been used.
- int hintlc[NHINTS]; // hintlc[i] = show int at LOC with cond bit i
};
/*
{
if (conditions[game.loc] >= game.conds) {
for (int hint = 0; hint < NHINTS; hint++) {
- if (game.hinted[hint])
+ if (game.hints[hint].used)
continue;
if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
- game.hintlc[hint] = -1;
- ++game.hintlc[hint];
+ game.hints[hint].lc = -1;
+ ++game.hints[hint].lc;
/* Come here if he's been int enough at required loc(s) for some
* unused hint. */
- if (game.hintlc[hint] >= hints[hint].turns) {
+ if (game.hints[hint].lc >= hints[hint].turns) {
int i;
switch (hint) {
/* cave */
if (game.objects[GRATE].prop == GRATE_CLOSED && !HERE(KEYS))
break;
- game.hintlc[hint] = 0;
+ game.hints[hint].lc = 0;
return;
case 1: /* bird */
if (game.objects[BIRD].place == game.loc && TOTING(ROD) && game.oldobj == BIRD)
case 2: /* snake */
if (HERE(SNAKE) && !HERE(BIRD))
break;
- game.hintlc[hint] = 0;
+ game.hints[hint].lc = 0;
return;
case 3: /* maze */
if (game.locs[game.loc].atloc == NO_OBJECT &&
game.locs[game.oldlc2].atloc == NO_OBJECT &&
game.holdng > 1)
break;
- game.hintlc[hint] = 0;
+ game.hints[hint].lc = 0;
return;
case 4: /* dark */
if (game.objects[EMERALD].prop != STATE_NOTFOUND && game.objects[PYRAMID].prop == STATE_NOTFOUND)
break;
- game.hintlc[hint] = 0;
+ game.hints[hint].lc = 0;
return;
case 5: /* witt */
break;
case 6: /* urn */
if (game.dflag == 0)
break;
- game.hintlc[hint] = 0;
+ game.hints[hint].lc = 0;
return;
case 7: /* woods */
if (game.locs[game.loc].atloc == NO_OBJECT &&
case 8: /* ogre */
i = atdwrf(game.loc);
if (i < 0) {
- game.hintlc[hint] = 0;
+ game.hints[hint].lc = 0;
return;
}
if (HERE(OGRE) && i == 0)
case 9: /* jade */
if (game.tally == 1 && game.objects[JADE].prop < 0)
break;
- game.hintlc[hint] = 0;
+ game.hints[hint].lc = 0;
return;
default: // LCOV_EXCL_LINE
// Should never happen
}
/* Fall through to hint display */
- game.hintlc[hint] = 0;
+ game.hints[hint].lc = 0;
if (!yes_or_no(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
return;
rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty);
- game.hinted[hint] = yes_or_no(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
- if (game.hinted[hint] && game.limit > WARNTIME)
+ game.hints[hint].used = yes_or_no(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
+ if (game.hints[hint].used && game.limit > WARNTIME)
game.limit += WARNTIME * hints[hint].penalty;
}
}