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Abstract out some state arithmetic.
[open-adventure.git]
/
advent.h
diff --git
a/advent.h
b/advent.h
index 72af32f58592371f62727ad96584e7fea9d307f9..3c3372576b8c9cfdec568b5a296e286e8357a661 100644
(file)
--- a/
advent.h
+++ b/
advent.h
@@
-29,6
+29,11
@@
#define STATE_NOTFOUND -1 // 'Not found" state of treasures */
#define STATE_GROUND 0 // After discovered, before messed with
#define STATE_NOTFOUND -1 // 'Not found" state of treasures */
#define STATE_GROUND 0 // After discovered, before messed with
+/* Map a state property value to a negative range, where the object cannot be
+ * picked up but the value can be recovered later. Avoid colliding with -1,
+ * which has its own meaning. */
+#define STASHED(obj) (-1 - game.prop[obj])
+
/*
* MOD(N,M) = Arithmetic modulus
* AT(OBJ) = true if on either side of two-placed object
/*
* MOD(N,M) = Arithmetic modulus
* AT(OBJ) = true if on either side of two-placed object
@@
-47,10
+52,9
@@
#define TOTING(OBJ) (game.place[OBJ] == CARRIED)
#define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
#define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
#define TOTING(OBJ) (game.place[OBJ] == CARRIED)
#define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
#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(conditions[LOC]/2*2,8)-5)*MOD(conditions[LOC]/4,2)+1))
#define CNDBIT(L,N) (tstbit(conditions[L],N))
#define CNDBIT(L,N) (tstbit(conditions[L],N))
+#define LIQUID() (game.prop[BOTTLE] == WATER_BOTTLE? WATER : game.prop[BOTTLE] == OIL_BOTTLE ? OIL : NO_OBJECT )
+#define LIQLOC(LOC) (CNDBIT((LOC),COND_FLUID)? CNDBIT((LOC),COND_OILY) ? OIL : WATER : NO_OBJECT)
#define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
#define DARK(DUMMY) ((!tstbit(conditions[game.loc],COND_LIT)) && (game.prop[LAMP] == LAMP_DARK || !HERE(LAMP)))
#define PCT(N) (randrange(100) < (N))
#define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
#define DARK(DUMMY) ((!tstbit(conditions[game.loc],COND_LIT)) && (game.prop[LAMP] == LAMP_DARK || !HERE(LAMP)))
#define PCT(N) (randrange(100) < (N))
@@
-153,7
+157,7
@@
struct game_t {
long trnluz; // # points lost so far due to number of turns used
long turns; // how many commands he's given (ignores yes/no)
bool wzdark; // whether the loc he's leaving was dark
long trnluz; // # points lost so far due to number of turns used
long turns; // how many commands he's given (ignores yes/no)
bool wzdark; // whether the loc he's leaving was dark
- char zzword[TOKLEN
+1];
// randomly generated magic word from bird
+ char zzword[TOKLEN
+ 1];
// randomly generated magic word from bird
bool blooded; // has player drunk of dragon's blood?
long abbrev[NLOCATIONS + 1];
long atloc[NLOCATIONS + 1];
bool blooded; // has player drunk of dragon's blood?
long abbrev[NLOCATIONS + 1];
long atloc[NLOCATIONS + 1];
@@
-168,7
+172,7
@@
struct game_t {
long prop[NOBJECTS + 1];
};
long prop[NOBJECTS + 1];
};
-/*
+/*
* Game application settings - settings, but not state of the game, per se.
* This data is not saved in a saved game.
*/
* Game application settings - settings, but not state of the game, per se.
* This data is not saved in a saved game.
*/
@@
-184,6
+188,8
@@
struct command_t {
vocab_t obj;
token_t wd1;
token_t wd2;
vocab_t obj;
token_t wd1;
token_t wd2;
+ long id1;
+ long id2;
char raw1[BUFSIZ], raw2[BUFSIZ];
};
char raw1[BUFSIZ], raw2[BUFSIZ];
};