X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=funcs.h;fp=funcs.h;h=0000000000000000000000000000000000000000;hp=e21fbd4be80aaa8ae544cd279b7a039a5c5490bf;hb=46cd836df0943cfab98494d8668479f7ac93b762;hpb=44639a979905574111ddc9cdd214968a7679d68b diff --git a/funcs.h b/funcs.h deleted file mode 100644 index e21fbd4..0000000 --- a/funcs.h +++ /dev/null @@ -1,51 +0,0 @@ -#include -#include "database.h" - -/* 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) - -extern int carry(long); -extern int discard(long, bool); -extern int attack(FILE *, long, long); -extern int throw(FILE *, long, long); -extern int feed(long); -extern int fill(long); -void score(long); - - - -