This is a step toward pulling the magic numbers apart into data structures
so there will be fewer magic numbers in the code.
#define L_SPEAK(loc) ((loc) - 500)
#define T_TERMINATE(entry) (T_MOTION(entry) == 1)
#define T_STOP(entry) ((entry) < 0)
#define L_SPEAK(loc) ((loc) - 500)
#define T_TERMINATE(entry) (T_MOTION(entry) == 1)
#define T_STOP(entry) ((entry) < 0)
+#define T_OPCODE(entry) (entry)
- scratchloc = labs(travel[kk]) / 1000;
+ scratchloc = labs(T_OPCODE(travel[kk])) / 1000;
if (T_STOP(travel[kk]))
BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
++kk;
if (T_STOP(travel[kk]))
BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
++kk;
- game.newloc = labs(travel[kk]) / 1000;
+ game.newloc = labs(T_OPCODE(travel[kk])) / 1000;
} while
(game.newloc == scratchloc);
scratchloc = game.newloc;
} while
(game.newloc == scratchloc);
scratchloc = game.newloc;
if (T_STOP(travel[kk]))
BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
++kk;
if (T_STOP(travel[kk]))
BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
++kk;
- game.newloc = labs(travel[kk]) / 1000;
+ game.newloc = labs(T_OPCODE(travel[kk])) / 1000;
} while
(game.newloc == scratchloc);
scratchloc = game.newloc;
} while
(game.newloc == scratchloc);
scratchloc = game.newloc;