From: Eric S. Raymond Date: Tue, 13 Jun 2017 22:38:04 +0000 (-0400) Subject: Makere magic numbers for cond bits into symbols. X-Git-Tag: 1.1~334 X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=commitdiff_plain;h=d61cab352ee4345311eb9dd1a40fe11fb979f463 Makere magic numbers for cond bits into symbols. --- diff --git a/advent.h b/advent.h index ae9ecba..477b8b8 100644 --- a/advent.h +++ b/advent.h @@ -141,7 +141,7 @@ extern int saveresume(FILE *, bool); #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 DARK(DUMMY) ((!CNDBIT(game.loc,LIGHT)) && (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) @@ -188,6 +188,25 @@ enum speechpart {unknown, intransitive, transitive}; #define GO_ACTION 40000 #define GO_DWARFWAKE 19000 +/* Symbols for cond bits */ +#define LIGHT 0 /* Light */ +#define OILY 1 /* If bit 2 is on: on for oil, off for water */ +#define FLUID 2 /* Liquid asset, see bit 1 */ +#define NOARRR 3 /* Pirate doesn't go here unless following player */ +#define NOBACK 4 /* Cannot use "back" to move away */ +/* Bits past 10 indicate areas of interest to "hint" routines */ +#define HBASE 10 /* Base for location hint bitss */ +#define HCAVE 11 /* Trying to get into cave */ +#define HBIRD 12 /* Trying to catch bird */ +#define HSNAKE 13 /* Trying to deal with snake */ +#define HMAZE 14 /* Lost in maze */ +#define HDARK 15 /* Pondering dark room */ +#define HWITT 16 /* At Witt's End */ +#define HCLIFF 17 /* Cliff with urn */ +#define HWOODS 18 /* Lost in forest */ +#define HOGRE 19 /* Trying to deal with ogre */ +#define HJADE 20 /* Found all treasures except jade */ + /* hack to ignore GCC Unused Result */ #define IGNORE(r) do{if (r){}}while(0) diff --git a/main.c b/main.c index 5a3f200..1f866d8 100644 --- a/main.c +++ b/main.c @@ -171,7 +171,7 @@ static void checkhints(FILE *cmdin) for (int hint=1; hint<=HNTMAX; hint++) { if (game.hinted[hint]) continue; - if (!CNDBIT(game.loc,hint+10)) + if (!CNDBIT(game.loc,hint+HBASE)) game.hintlc[hint]= -1; ++game.hintlc[hint]; /* Come here if he's been long enough at required loc(s) for some @@ -334,7 +334,7 @@ static bool dwarfmove(void) * means dwarves won't follow him into dead end in maze, but * c'est la vie. They'll wait for him outside the dead * end. */ - if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3)) + if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,NOARRR)) return true; /* Dwarf activity level ratchets up */ @@ -348,7 +348,7 @@ static bool dwarfmove(void) * the 5 dwarves. If any of the survivors is at loc, * replace him with the alternate. */ if (game.dflag == 1) { - if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85)))) + if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,NOBACK) || PCT(85)))) return true; game.dflag=2; for (int i=1; i<=2; i++) { @@ -392,7 +392,7 @@ static bool dwarfmove(void) j >= 20 || game.newloc == game.dloc[i] || FORCED(game.newloc) || - (i == PIRATE && CNDBIT(game.newloc,3)) || + (i == PIRATE && CNDBIT(game.newloc,NOARRR)) || labs(TRAVEL[kk])/1000000 == 100); if (!avoided) { TK[j++] = game.newloc; @@ -524,7 +524,7 @@ static bool playermove(FILE *cmdin, token_t verb, int motion) game.oldloc=game.loc; K2=0; if (motion == game.loc)K2=91; - if (CNDBIT(game.loc,4))K2=274; + if (CNDBIT(game.loc,NOBACK))K2=274; if (K2 == 0) { for (;;) { LL=MOD((labs(TRAVEL[KK])/1000),1000); @@ -919,7 +919,7 @@ static bool do_command(FILE *cmdin) * wants to go. If so, the dwarf's blocking his way. If * coming from place forbidden to pirate (dwarves rooted in * place) let him get out (and attacked). */ - if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) { + if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,NOARRR)) { for (i=1; i<=NDWARVES-1; i++) { if (game.odloc[i] == game.newloc && game.dseen[i]) { game.newloc=game.loc;