#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. */
break;
/* else fall through */
}
+ /* handles the YAML "with" clause */
if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
break;
/* else fall through */
} 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;
game.newloc = MOD(scratchloc, 1000);
if (!SPECIAL(game.newloc))
return true;
- if (game.newloc <= 500) {
- game.newloc -= SPECIALBASE;
+
+ if (game.newloc > 500) {
+ /* Execute a speak rule */
+ rspeak(L_SPEAK(game.newloc));
+ game.newloc = game.loc;
+ return true;
+ } else {
+ game.newloc -= SPECIALBASE;
switch (game.newloc) {
case 1:
- /* Travel 301. Plover-alcove passage. Can carry only
- * emerald. Note: travel table must include "useless"
- * entries going through passage, which can never be used for
- * actual motion, but can be spotted by "go back". */
+ /* Travel 301. Plover-alcove passage. Can carry only
+ * emerald. Note: travel table must include "useless"
+ * entries going through passage, which can never be used
+ * for actual motion, but can be spotted by "go back". */
/* FIXME: Arithmetic on location numbers */
game.newloc = 99 + 100 - game.loc;
if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
}
return true;
case 2:
- /* Travel 302. Plover transport. Drop the emerald (only use
- * special travel if toting it), so he's forced to use the
- * plover-passage to get it out. Having dropped it, go back and
- * pretend he wasn't carrying it after all. */
+ /* Travel 302. Plover transport. Drop the
+ * emerald (only use special travel if toting
+ * it), so he's forced to use the plover-passage
+ * to get it out. Having dropped it, go back and
+ * 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;
scratchloc = game.newloc;
continue; /* goto L12 */
case 3:
- /* Travel 303. Troll bridge. Must be done only as special
- * motion so that dwarves won't wander across and encounter
- * the bear. (They won't follow the player there because
- * that region is forbidden to the pirate.) If
- * game.prop(TROLL)=1, he's crossed since paying, so step out
- * and block him. (standard travel entries check for
- * game.prop(TROLL)=0.) Special stuff for bear. */
+ /* Travel 303. Troll bridge. Must be done only
+ * as special motion so that dwarves won't wander
+ * across and encounter the bear. (They won't
+ * follow the player there because that region is
+ * forbidden to the pirate.) If
+ * game.prop(TROLL)=1, he's crossed since paying,
+ * so step out and block him. (standard travel
+ * entries check for game.prop(TROLL)=0.) Special
+ * stuff for bear. */
if (game.prop[TROLL] == 1) {
pspeak(TROLL,look, 1);
game.prop[TROLL] = 0;
croak();
return true;
}
+ default:
+ BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
}
- BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
}
break; /* Leave L12 loop */
}
} while
(false);
-
- /* Execute a speak rule */
- rspeak(L_SPEAK(game.newloc));
- game.newloc = game.loc;
- return true;
}
static bool closecheck(void)