X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=advent.h;h=3f607c7c307e464605dd8cef77a2dfdc5e2ccfd4;hp=827c53f02edb296e944838256d6eb447d630280d;hb=dd9bbe1f00367bce08cdd5d77ced9f4f8d9fddc0;hpb=14fee6b979b9803e8d499f19c4cd1e0373665155 diff --git a/advent.h b/advent.h index 827c53f..3f607c7 100644 --- a/advent.h +++ b/advent.h @@ -9,6 +9,9 @@ #define DALTLC 18 /* alternate dwarf location; low room */ #define MINTRS 50 #define MAXTRS 79 +#define MAXPARMS 25 +#define INVLIMIT 7 +#define INTRANSITIVE -1 /* illegal object number */ typedef struct lcg_state { @@ -118,7 +121,7 @@ extern long ATDWRF(long); extern long SETBIT(long); extern bool TSTBIT(long,int); extern long RNDVOC(long,long); -extern void BUG(long); +extern void BUG(long) __attribute__((noreturn)); extern void MAPLIN(FILE *); extern void TYPE(void); extern void MPINIT(void); @@ -134,6 +137,43 @@ extern unsigned long get_next_lcg_value(void); extern long randrange(long); extern void score(long); +/* Statement functions + * + * AT(OBJ) = true if on either side of two-placed object + * CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit) + * DARK(DUMMY) = true if location "LOC" is dark + * FORCED(LOC) = true if LOC moves without asking for input (COND=2) + * FOREST(LOC) = true if LOC is part of the forest + * GSTONE(OBJ) = true if OBJ is a gemstone + * HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried) + * LIQ(DUMMY) = object number of liquid in bottle + * LIQLOC(LOC) = object number of liquid (if any) at LOC + * PCT(N) = true N% of the time (N integer from 0 to 100) + * TOTING(OBJ) = true if the OBJ is being carried */ + +#define TOTING(OBJ) (game.place[OBJ] == -1) +#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 LIQ(DUMMY) (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE])) +#define LIQLOC(LOC) (LIQ2((MOD(COND[LOC]/2*2,8)-5)*MOD(COND[LOC]/4,2)+1)) +#define CNDBIT(L,N) (TSTBIT(COND[L],N)) +#define FORCED(LOC) (COND[LOC] == 2) +#define DARK(DUMMY) ((!CNDBIT(game.loc,0)) && (game.prop[LAMP] == 0 || !HERE(LAMP))) +#define PCT(N) (randrange(100) < (N)) +#define GSTONE(OBJ) ((OBJ) == EMRALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH) +#define FOREST(LOC) ((LOC) >= 145 && (LOC) <= 166) +#define VOCWRD(LETTRS,SECT) (VOCAB(MAKEWD(LETTRS),SECT)) + +/* The following two functions were added to fix a bug (game.clock1 decremented + * while in forest). They should probably be replaced by using another + * "cond" bit. For now, however, a quick fix... OUTSID(LOC) is true if + * LOC is outside, INDEEP(LOC) is true if LOC is "deep" in the cave (hall + * of mists or deeper). Note special kludges for "Foof!" locs. */ + +#define OUTSID(LOC) ((LOC) <= 8 || FOREST(LOC) || (LOC) == PLAC[SAPPH] || (LOC) == 180 || (LOC) == 182) +#define INDEEP(LOC) ((LOC) >= 15 && !OUTSID(LOC) && (LOC) != 179) + /* vocabulary items */ extern long AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, @@ -141,9 +181,9 @@ extern long AMBER, ATTACK, AXE, BACK, BATTER, BEAR, EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD, GRATE, HINT, INVENT, JADE, KEYS, KNIFE, LAMP, LOCK, LOOK, MAGZIN, MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER, PANIC, PEARL, PILLOW, PLANT, PLANT2, PYRAM, - RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY, SCORE, SECT, SIGN, SNAKE, + RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY, SECT, SIGN, SNAKE, STEPS, STICK, STREAM, THROW, TRIDNT, TROLL, TROLL2, URN, VASE, VEND, VOLCAN, WATER; -/* evrything else */ -extern long I, J, K, L, MAXDIE, SPK, V1, V2, VRSION, WD1, WD1X, WD2, WD2X; +/* everything else */ +extern long I, J, K, L, SPK, VRSION, WD1, WD1X, WD2, WD2X;