X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=advent.h;h=3c3372576b8c9cfdec568b5a296e286e8357a661;hp=560b15010854fa7f5d389c78b8177da8f8ccba32;hb=a8ac2f477a2564bcf5b40508aea2c192d237c88a;hpb=a768555312f0ff1c0ddb11ae5e6212210535110c diff --git a/advent.h b/advent.h index 560b150..3c33725 100644 --- a/advent.h +++ b/advent.h @@ -20,6 +20,7 @@ #define PANICTIME 15 // time left after closing #define BATTERYLIFE 2500 // turn limit increment from batteries #define WORD_NOT_FOUND -1 // "Word not found" flag value for the vocab hash functions. +#define WORD_EMPTY 0 // "Word empty" flag value for the vocab hash functions #define CARRIED -1 // Player is toting it #define READ_MODE "rb" // b is not needed for POSIX but harmless #define WRITE_MODE "wb" // b is not needed for POSIX but harmless @@ -28,6 +29,11 @@ #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 @@ -46,10 +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 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 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)) @@ -152,7 +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 - 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]; @@ -167,7 +172,7 @@ struct game_t { 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. */ @@ -181,18 +186,18 @@ struct command_t { enum speechpart part; vocab_t verb; vocab_t obj; - token_t wd1, wd1x; - token_t wd2, wd2x; + token_t wd1; + token_t wd2; + long id1; + long id2; char raw1[BUFSIZ], raw2[BUFSIZ]; }; extern struct game_t game; extern struct settings_t settings; -extern char* xstrdup(const char* s); -extern void* xmalloc(size_t size); extern void packed_to_token(long, char token[]); -extern long token_to_packed(const char token[TOKLEN+1]); +extern long token_to_packed(const char token[]); extern void tokenize(char*, struct command_t *); extern void vspeak(const char*, bool, va_list); extern bool wordeq(token_t, token_t);