#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;
}
++kk;
} while
- (travel[kk - 1] >= 0);
+ (!T_STOP(travel[kk - 1]));
tk[j] = game.odloc[i];
if (j >= 2)
--j;
if (FORCED(scratchloc) && T_DESTINATION(travel[tkey[scratchloc]]) == motion)
k2 = kk;
}
- if (travel[kk] >= 0) {
+ if (!T_STOP(travel[kk])) {
++kk; /* go to next travel entry for this location */
continue;
}
for (;;) {
if (T_TERMINATE(travel[kk]) || T_MOTION(travel[kk]) == motion)
break;
- if (travel[kk] < 0) {
+ if (T_STOP(travel[kk])) {
/* FIXME: Magic numbers! */
/* Couldn't find an entry matching the motion word passed
* in. Various messages depending on word given. */
} else if (game.prop[motion] != game.newloc / 100 - 3)
break;
do {
- if (travel[kk] < 0)
+ if (T_STOP(travel[kk]))
BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
++kk;
game.newloc = labs(travel[kk]) / 1000;
* pretend he wasn't carrying it after all. */
drop(EMERALD, game.loc);
do {
- if (travel[kk] < 0)
+ if (T_STOP(travel[kk]))
BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
++kk;
game.newloc = labs(travel[kk]) / 1000;