Begin toounsnarl the way the TRAVEL array is used.
[open-adventure.git] / main.c
diff --git a/main.c b/main.c
index 069c8651c808ea312a150a4b9246713226a7a52a..6ef13815181f9b201a0f7d4d7ed1432e5012bb04 100644 (file)
--- a/main.c
+++ b/main.c
 #include "linenoise/linenoise.h"
 #include "newdb.h"
 
+#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 in dungeon.c.
+ */
+#define T_DESTINATION(entry)   MOD(labs(entry) / 1000, 1000)
+#define T_NODWARVES(entry)     labs(entry) / 1000000 == 100
+#define T_MOTION(entry)                MOD(labs(entry), 1000)
+#define L_SPEAK(loc)           ((loc) - 500)
+
 struct game_t game;
 
 long LNLENG, LNPOSN;
@@ -294,7 +306,7 @@ static bool spotted_by_pirate(int i)
            continue;
         /*  Pirate won't take pyramid from plover room or dark
          *  room (too easy!). */
-        if (treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD])) {
+        if (treasure == PYRAMID && (game.loc == object_descriptions[PYRAMID].plac || game.loc == object_descriptions[EMERALD].plac)) {
             continue;
         }
         if (TOTING(treasure) || HERE(treasure))
@@ -328,7 +340,7 @@ static bool spotted_by_pirate(int i)
        for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
            if (!object_descriptions[treasure].is_treasure)
                continue;
-            if (!(treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD]))) {
+            if (!(treasure == PYRAMID && (game.loc == object_descriptions[PYRAMID].plac || game.loc == object_descriptions[EMERALD].plac))) {
                 if (AT(treasure) && game.fixed[treasure] == 0)
                     CARRY(treasure, game.loc);
                 if (TOTING(treasure))
@@ -408,17 +420,17 @@ static bool dwarfmove(void)
         kk = KEY[game.dloc[i]];
         if (kk != 0)
             do {
-                game.newloc = MOD(labs(TRAVEL[kk]) / 1000, 1000);
+               game.newloc = T_DESTINATION(TRAVEL[kk]);
                 /* Have we avoided a dwarf encounter? */
                 bool avoided = (SPECIAL(game.newloc) ||
                                 !INDEEP(game.newloc) ||
                                 game.newloc == game.odloc[i] ||
                                 (j > 1 && game.newloc == tk[j - 1]) ||
-                                j >= 20 ||
+                                j >= DIM(tk) - 1 ||
                                 game.newloc == game.dloc[i] ||
                                 FORCED(game.newloc) ||
                                 (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) ||
-                                labs(TRAVEL[kk]) / 1000000 == 100);
+                                T_NODWARVES(TRAVEL[kk]));
                 if (!avoided) {
                     tk[j++] = game.newloc;
                 }
@@ -548,10 +560,10 @@ static bool playermove(token_t verb, int motion)
         if (CNDBIT(game.loc, COND_NOBACK))k2 = TWIST_TURN;
         if (k2 == 0) {
             for (;;) {
-                scratchloc = MOD((labs(TRAVEL[kk]) / 1000), 1000);
+                scratchloc = T_DESTINATION(TRAVEL[kk]);
                 if (scratchloc != motion) {
                     if (!SPECIAL(scratchloc)) {
-                        if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]]) / 1000), 1000) == motion)
+                        if (FORCED(scratchloc) && T_DESTINATION(TRAVEL[KEY[scratchloc]]) == motion)
                             k2 = kk;
                     }
                     if (TRAVEL[kk] >= 0) {
@@ -565,7 +577,7 @@ static bool playermove(token_t verb, int motion)
                     }
                 }
 
-                motion = MOD(labs(TRAVEL[kk]), 1000);
+                motion = T_MOTION(TRAVEL[kk]);
                 kk = KEY[game.loc];
                 break; /* fall through to ordinary travel */
             }
@@ -695,13 +707,13 @@ static bool playermove(token_t verb, int motion)
                         game.prop[TROLL] = 0;
                         MOVE(TROLL2, 0);
                         MOVE(TROLL2 + NOBJECTS, 0);
-                        MOVE(TROLL, PLAC[TROLL]);
-                        MOVE(TROLL + NOBJECTS, FIXD[TROLL]);
+                        MOVE(TROLL, object_descriptions[TROLL].plac);
+                        MOVE(TROLL + NOBJECTS, object_descriptions[TROLL].fixd);
                         JUGGLE(CHASM);
                         game.newloc = game.loc;
                         return true;
                     } else {
-                        game.newloc = PLAC[TROLL] + FIXD[TROLL] - game.loc;
+                        game.newloc = object_descriptions[TROLL].plac + object_descriptions[TROLL].fixd - game.loc;
                         if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
                         if (!TOTING(BEAR)) return true;
                         rspeak(BRIDGE_COLLAPSE);
@@ -721,8 +733,9 @@ static bool playermove(token_t verb, int motion)
         }
     } while
     (false);
-    /* FIXME: Arithmetic on location number, becoming a message number */
-    rspeak(game.newloc - 500);
+    
+    /* Execute a speak rule */
+    rspeak(L_SPEAK(game.newloc));
     game.newloc = game.loc;
     return true;
 }
@@ -748,7 +761,7 @@ static bool closecheck(void)
  *  to suppress the object descriptions until he's actually moved the
  *  objects. */
 {
-    if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
+    if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
         --game.clock1;
 
     /*  When the first warning comes, we lock the grate, destroy
@@ -773,8 +786,8 @@ static bool closecheck(void)
         }
         MOVE(TROLL, 0);
         MOVE(TROLL + NOBJECTS, 0);
-        MOVE(TROLL2, PLAC[TROLL]);
-        MOVE(TROLL2 + NOBJECTS, FIXD[TROLL]);
+        MOVE(TROLL2, object_descriptions[TROLL].plac);
+        MOVE(TROLL2 + NOBJECTS, object_descriptions[TROLL].fixd);
         JUGGLE(CHASM);
         if (game.prop[BEAR] != 3)DESTROY(BEAR);
         game.prop[CHAIN] = 0;