Begin abstracting out the magic properties of travel-array opcodes.
[open-adventure.git] / main.c
diff --git a/main.c b/main.c
index f6209d47ae2478f42d785a8bb4432b4fb63cca0a..e8ee600aaef331ba59c2b826c094f8c886e54f1d 100644 (file)
--- a/main.c
+++ b/main.c
 /* 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 for TRAVEL.
+ * encoding description for travel.
  */
 #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)
 #define T_TERMINATE(entry)     (T_MOTION(entry) == 1)
+#define T_STOP(entry)          ((entry) < 0)
 
 struct game_t game;
 
@@ -406,10 +407,10 @@ static bool dwarfmove(void)
             continue;
         /*  Fill tk array with all the places this dwarf might go. */
         unsigned int j = 1;
-        kk = TKEY[game.dloc[i]];
+        kk = tkey[game.dloc[i]];
         if (kk != 0)
             do {
-               game.newloc = T_DESTINATION(TRAVEL[kk]);
+               game.newloc = T_DESTINATION(travel[kk]);
                 /* Have we avoided a dwarf encounter? */
                 bool avoided = (SPECIAL(game.newloc) ||
                                 !INDEEP(game.newloc) ||
@@ -419,13 +420,13 @@ static bool dwarfmove(void)
                                 game.newloc == game.dloc[i] ||
                                 FORCED(game.newloc) ||
                                 (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) ||
-                                T_NODWARVES(TRAVEL[kk]));
+                                T_NODWARVES(travel[kk]));
                 if (!avoided) {
                     tk[j++] = game.newloc;
                 }
                 ++kk;
             } while
-            (TRAVEL[kk - 1] >= 0);
+               (!T_STOP(travel[kk - 1]));
         tk[j] = game.odloc[i];
         if (j >= 2)
             --j;
@@ -529,7 +530,7 @@ static void croak(void)
 
 static bool playermove(token_t verb, int motion)
 {
-    int scratchloc, k2, kk = TKEY[game.loc];
+    int scratchloc, k2, kk = tkey[game.loc];
     game.newloc = game.loc;
     if (kk == 0)
         BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES);
@@ -549,13 +550,13 @@ static bool playermove(token_t verb, int motion)
         if (CNDBIT(game.loc, COND_NOBACK))k2 = TWIST_TURN;
         if (k2 == 0) {
             for (;;) {
-                scratchloc = T_DESTINATION(TRAVEL[kk]);
+                scratchloc = T_DESTINATION(travel[kk]);
                 if (scratchloc != motion) {
                     if (!SPECIAL(scratchloc)) {
-                        if (FORCED(scratchloc) && T_DESTINATION(TRAVEL[TKEY[scratchloc]]) == motion)
+                        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;
                     }
@@ -567,8 +568,8 @@ static bool playermove(token_t verb, int motion)
                     }
                 }
 
-                motion = T_MOTION(TRAVEL[kk]);
-                kk = TKEY[game.loc];
+                motion = T_MOTION(travel[kk]);
+                kk = tkey[game.loc];
                 break; /* fall through to ordinary travel */
             }
         } else {
@@ -598,9 +599,9 @@ static bool playermove(token_t verb, int motion)
     /* Look for a way to fulfil the motion - kk indexes the beginning
      * of the motion entries for here (game.loc). */
     for (;;) {
-        if (T_TERMINATE(TRAVEL[kk]) || T_MOTION(TRAVEL[kk]) == motion)
+        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. */
@@ -617,7 +618,7 @@ static bool playermove(token_t verb, int motion)
         }
         ++kk;
     }
-    scratchloc = labs(TRAVEL[kk]) / 1000;
+    scratchloc = labs(travel[kk]) / 1000;
 
     do {
         /*
@@ -636,16 +637,17 @@ static bool playermove(token_t verb, int motion)
                             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 = labs(travel[kk]) / 1000;
                 } while
                 (game.newloc == scratchloc);
                 scratchloc = game.newloc;
@@ -654,14 +656,20 @@ static bool playermove(token_t verb, int motion)
             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))) {
@@ -670,28 +678,31 @@ static bool playermove(token_t verb, int motion)
                     }
                     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;
+                        game.newloc = labs(travel[kk]) / 1000;
                     } while
                     (game.newloc == scratchloc);
                     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;
@@ -716,18 +727,14 @@ static bool playermove(token_t verb, int motion)
                         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)