#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((entry).opcode / 1000, 1000)
-#define T_NODWARVES(entry) ((entry).opcode / 1000000 == 100)
-#define T_MOTION(entry) MOD((entry).opcode, 1000)
-#define T_TERMINATE(entry) (T_MOTION(entry) == 1)
-#define T_STOP(entry) ((entry).stop)
-#define T_OPCODE(entry) ((entry).opcode)
-#define L_SPEAK(loc) ((loc) - 500)
-
struct game_t game;
long LNLENG, LNPOSN;
}
++kk;
}
- scratchloc = T_OPCODE(travel[kk]) / 1000;
+ scratchloc = T_HIGH(travel[kk]);
do {
/*
if (T_STOP(travel[kk]))
BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
++kk;
- game.newloc = T_OPCODE(travel[kk]) / 1000;
+ game.newloc = T_HIGH(travel[kk]);
} while
(game.newloc == scratchloc);
scratchloc = game.newloc;
if (T_STOP(travel[kk]))
BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
++kk;
- game.newloc = T_OPCODE(travel[kk]) / 1000;
+ game.newloc = T_HIGH(travel[kk]);
} while
(game.newloc == scratchloc);
scratchloc = game.newloc;
* 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;
const bool stop;
}} travelop_t;
+/* 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((entry).opcode / 1000, 1000)
+#define T_NODWARVES(entry) ((entry).opcode / 1000000 == 100)
+#define T_MOTION(entry) MOD((entry).opcode, 1000)
+#define T_TERMINATE(entry) (T_MOTION(entry) == 1)
+#define T_STOP(entry) ((entry).stop)
+#define T_HIGH(entry) ((entry).opcode / 1000)
+#define T_LOW(entry) ((entry).opcode % 1000)
+#define L_SPEAK(loc) ((loc) - 500)
+
extern const location_t locations[];
extern const object_t objects[];
extern const char* arbitrary_messages[];