Structurize the informaruin about dwarves.
[open-adventure.git] / main.c
diff --git a/main.c b/main.c
index a162463edc251ea9f6cc1af224c706b21753d9e6..3d17ec9c160b1a775eed7a777947f72086aef555 100644 (file)
--- a/main.c
+++ b/main.c
@@ -199,8 +199,7 @@ static bool spotted_by_pirate(int i)
      *  that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
      *  it to the troll, but in that case he's seen the chest
      *  (game.prop[CHEST] == STATE_FOUND). */
-    if (game.loc == game.chloc ||
-        game.prop[CHEST] != STATE_NOTFOUND)
+    if (game.loc == game.chloc || game.prop[CHEST] != STATE_NOTFOUND)
         return true;
     int snarfed = 0;
     bool movechest = false, robplayer = false;
@@ -213,8 +212,7 @@ static bool spotted_by_pirate(int i)
                                     game.loc == objects[EMERALD].plac)) {
             continue;
         }
-        if (TOTING(treasure) ||
-            HERE(treasure))
+        if (TOTING(treasure) || HERE(treasure))
             ++snarfed;
         if (TOTING(treasure)) {
             movechest = true;
@@ -231,13 +229,13 @@ static bool spotted_by_pirate(int i)
     if (movechest) {
         move(CHEST, game.chloc);
         move(MESSAG, game.chloc2);
-        game.dloc[PIRATE] = game.chloc;
-        game.odloc[PIRATE] = game.chloc;
-        game.dseen[PIRATE] = false;
+        game.dwarves[PIRATE].loc = game.chloc;
+        game.dwarves[PIRATE].oldloc = game.chloc;
+        game.dwarves[PIRATE].seen = false;
     } else {
         /* You might get a hint of the pirate's presence even if the
          * chest doesn't move... */
-        if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
+        if (game.dwarves[PIRATE].oldloc != game.dwarves[PIRATE].loc && PCT(20))
             rspeak(PIRATE_RUSTLES);
     }
     if (robplayer) {
@@ -276,9 +274,7 @@ static bool dwarfmove(void)
      *  steal return toll, and dwarves can't meet the bear.  Also
      *  means dwarves won't follow him into dead end in maze, but
      *  c'est la vie.  They'll wait for him outside the dead end. */
-    if (game.loc == LOC_NOWHERE ||
-        FORCED(game.loc) ||
-        CNDBIT(game.newloc, COND_NOARRR))
+    if (game.loc == LOC_NOWHERE || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR))
         return true;
 
     /* Dwarf activity level ratchets up */
@@ -293,22 +289,21 @@ static bool dwarfmove(void)
      *  replace him with the alternate. */
     if (game.dflag == 1) {
         if (!INDEEP(game.loc) ||
-            (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) ||
-                         PCT(85))))
+            (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85))))
             return true;
         game.dflag = 2;
         for (int i = 1; i <= 2; i++) {
             int j = 1 + randrange(NDWARVES - 1);
             if (PCT(50))
-                game.dloc[j] = 0;
+                game.dwarves[j].loc = 0;
         }
 
         /* Alternate initial loc for dwarf, in case one of them
         *  starts out on top of the adventurer. */
         for (int i = 1; i <= NDWARVES - 1; i++) {
-            if (game.dloc[i] == game.loc)
-                game.dloc[i] = DALTLC; //
-            game.odloc[i] = game.dloc[i];
+            if (game.dwarves[i].loc == game.loc)
+                game.dwarves[i].loc = DALTLC; //
+            game.dwarves[i].oldloc = game.dwarves[i].loc;
         }
         rspeak(DWARF_RAN);
         drop(AXE, game.loc);
@@ -325,11 +320,11 @@ static bool dwarfmove(void)
     attack = 0;
     stick = 0;
     for (int i = 1; i <= NDWARVES; i++) {
-        if (game.dloc[i] == 0)
+        if (game.dwarves[i].loc == 0)
             continue;
         /*  Fill tk array with all the places this dwarf might go. */
         unsigned int j = 1;
-        kk = tkey[game.dloc[i]];
+        kk = tkey[game.dwarves[i].loc];
         if (kk != 0)
             do {
                 enum desttype_t desttype = travel[kk].desttype;
@@ -339,14 +334,14 @@ static bool dwarfmove(void)
                     continue;
                 else if (!INDEEP(game.newloc))
                     continue;
-                else if (game.newloc == game.odloc[i])
+                else if (game.newloc == game.dwarves[i].oldloc)
                     continue;
                 else if (j > 1 && game.newloc == tk[j - 1])
                     continue;
                 else if (j >= DIM(tk) - 1)
                     /* This can't actually happen. */
                     continue; // LCOV_EXCL_LINE
-                else if (game.newloc == game.dloc[i])
+                else if (game.newloc == game.dwarves[i].loc)
                     continue;
                 else if (FORCED(game.newloc))
                     continue;
@@ -357,25 +352,25 @@ static bool dwarfmove(void)
                 tk[j++] = game.newloc;
             } while
             (!travel[kk++].stop);
-        tk[j] = game.odloc[i];
+        tk[j] = game.dwarves[i].oldloc;
         if (j >= 2)
             --j;
         j = 1 + randrange(j);
-        game.odloc[i] = game.dloc[i];
-        game.dloc[i] = tk[j];
-        game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) ||
-                        (game.dloc[i] == game.loc ||
-                         game.odloc[i] == game.loc);
-        if (!game.dseen[i])
+        game.dwarves[i].oldloc = game.dwarves[i].loc;
+        game.dwarves[i].loc = tk[j];
+        game.dwarves[i].seen = (game.dwarves[i].seen && INDEEP(game.loc)) ||
+                        (game.dwarves[i].loc == game.loc ||
+                         game.dwarves[i].oldloc == game.loc);
+        if (!game.dwarves[i].seen)
             continue;
-        game.dloc[i] = game.loc;
+        game.dwarves[i].loc = game.loc;
         if (spotted_by_pirate(i))
             continue;
         /* This threatening little dwarf is in the room with him! */
         ++game.dtotal;
-        if (game.odloc[i] == game.dloc[i]) {
+        if (game.dwarves[i].oldloc == game.dwarves[i].loc) {
             ++attack;
-            if (game.knfloc >= 0)
+            if (game.knfloc >= LOC_NOWHERE)
                 game.knfloc = game.loc;
             if (randrange(1000) < 95 * (game.dflag - 2))
                 ++stick;
@@ -571,8 +566,7 @@ static void playermove(int motion)
     /* Look for a way to fulfil the motion verb passed in - travel_entry indexes
      * the beginning of the motion entries for here (game.loc). */
     for (;;) {
-        if ((travel[travel_entry].motion == HERE) ||
-            travel[travel_entry].motion == motion)
+        if ((travel[travel_entry].motion == HERE) || travel[travel_entry].motion == motion)
             break;
         if (travel[travel_entry].stop) {
             /*  Couldn't find an entry matching the motion word passed
@@ -626,14 +620,12 @@ static void playermove(int motion)
                 if (condtype < cond_not) {
                     /* YAML N and [pct N] conditionals */
                     if (condtype == cond_goto || condtype == cond_pct) {
-                        if (condarg1 == 0 ||
-                            PCT(condarg1))
+                        if (condarg1 == 0 || PCT(condarg1))
                             break;
                         /* else fall through */
                     }
                     /* YAML [with OBJ] clause */
-                    else if (TOTING(condarg1) ||
-                             (condtype == cond_with && AT(condarg1)))
+                    else if (TOTING(condarg1) || (condtype == cond_with && AT(condarg1)))
                         break;
                     /* else fall through to check [not OBJ STATE] */
                 } else if (game.prop[condarg1] != condarg2)
@@ -672,8 +664,7 @@ static void playermove(int motion)
                     game.newloc = (game.loc == LOC_PLOVER)
                                   ? LOC_ALCOVE
                                   : LOC_PLOVER;
-                    if (game.holdng > 1 ||
-                        (game.holdng == 1 && !TOTING(EMERALD))) {
+                    if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
                         game.newloc = game.loc;
                         rspeak(MUST_DROP);
                     }
@@ -836,8 +827,8 @@ static bool closecheck(void)
         game.prop[GRATE] = GRATE_CLOSED;
         game.prop[FISSURE] = UNBRIDGED;
         for (int i = 1; i <= NDWARVES; i++) {
-            game.dseen[i] = false;
-            game.dloc[i] = LOC_NOWHERE;
+            game.dwarves[i].seen = false;
+            game.dwarves[i].loc = LOC_NOWHERE;
         }
         DESTROY(TROLL);
         move(TROLL + NOBJECTS, IS_FREE);
@@ -1053,7 +1044,7 @@ static bool do_move(void)
      *  place) let him get out (and attacked). */
     if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) {
         for (size_t i = 1; i <= NDWARVES - 1; i++) {
-            if (game.odloc[i] == game.newloc && game.dseen[i]) {
+            if (game.dwarves[i].oldloc == game.newloc && game.dwarves[i].seen) {
                 game.newloc = game.loc;
                 rspeak(DWARF_BLOCK);
                 break;