game.abbrev[i] = 0;
if (!(locations[i].description.big == 0 || tkey[i] == 0)) {
int k = tkey[i];
- if (MOD(labs(travel[k].opcode), 1000) == 1)
+ if (MOD(travel[k].opcode, 1000) == 1)
conditions[i] |= (1 << COND_FORCED);
}
game.atloc[i] = 0;
* inherited from FORTRAN, someday. To understand these, read the
* encoding description for travel.
*/
-#define T_DESTINATION(entry) MOD(labs((entry).opcode) / 1000, 1000)
-#define T_NODWARVES(entry) labs((entry).opcode) / 1000000 == 100
-#define T_MOTION(entry) MOD(labs((entry).opcode), 1000)
+#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)
}
++kk;
}
- scratchloc = labs(T_OPCODE(travel[kk])) / 1000;
+ scratchloc = T_OPCODE(travel[kk]) / 1000;
do {
/*
if (T_STOP(travel[kk]))
BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
++kk;
- game.newloc = labs(T_OPCODE(travel[kk])) / 1000;
+ game.newloc = T_OPCODE(travel[kk]) / 1000;
} while
(game.newloc == scratchloc);
scratchloc = game.newloc;
if (T_STOP(travel[kk]))
BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
++kk;
- game.newloc = labs(T_OPCODE(travel[kk])) / 1000;
+ game.newloc = T_OPCODE(travel[kk]) / 1000;
} while
(game.newloc == scratchloc);
scratchloc = game.newloc;