From aace0b1359f15195820bf6d22a897f7c332c5eab Mon Sep 17 00:00:00 2001 From: "Eric S. Raymond" Date: Wed, 28 Jun 2017 08:26:36 -0400 Subject: [PATCH] More macro abstraction of the travel opcodes. --- init.c | 2 +- main.c | 36 +++++++++++------------------------- newdungeon.py | 14 ++++++++++++++ 3 files changed, 26 insertions(+), 26 deletions(-) diff --git a/init.c b/init.c index dc70279..ac16716 100644 --- a/init.c +++ b/init.c @@ -25,7 +25,7 @@ void initialise(void) game.abbrev[i] = 0; if (!(locations[i].description.big == 0 || tkey[i] == 0)) { int k = tkey[i]; - if (MOD(travel[k].opcode, 1000) == 1) + if (T_LOW(travel[k]) == 1) conditions[i] |= (1 << COND_FORCED); } game.atloc[i] = 0; diff --git a/main.c b/main.c index 579ecfc..dd20235 100644 --- a/main.c +++ b/main.c @@ -27,19 +27,6 @@ #define DIM(a) (sizeof(a)/sizeof(a[0])) -/* Abstract out the encoding of words in the travel array. Gives us - * some hope of getting to a less cryptic representation than we - * inherited from FORTRAN, someday. To understand these, read the - * encoding description for travel. - */ -#define T_DESTINATION(entry) MOD((entry).opcode / 1000, 1000) -#define T_NODWARVES(entry) ((entry).opcode / 1000000 == 100) -#define T_MOTION(entry) MOD((entry).opcode, 1000) -#define T_TERMINATE(entry) (T_MOTION(entry) == 1) -#define T_STOP(entry) ((entry).stop) -#define T_OPCODE(entry) ((entry).opcode) -#define L_SPEAK(loc) ((loc) - 500) - struct game_t game; long LNLENG, LNPOSN; @@ -619,7 +606,7 @@ static bool playermove(token_t verb, int motion) } ++kk; } - scratchloc = T_OPCODE(travel[kk]) / 1000; + scratchloc = T_HIGH(travel[kk]); do { /* @@ -648,7 +635,7 @@ static bool playermove(token_t verb, int motion) if (T_STOP(travel[kk])) BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); ++kk; - game.newloc = T_OPCODE(travel[kk]) / 1000; + game.newloc = T_HIGH(travel[kk]); } while (game.newloc == scratchloc); scratchloc = game.newloc; @@ -689,7 +676,7 @@ static bool playermove(token_t verb, int motion) if (T_STOP(travel[kk])) BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); ++kk; - game.newloc = T_OPCODE(travel[kk]) / 1000; + game.newloc = T_HIGH(travel[kk]); } while (game.newloc == scratchloc); scratchloc = game.newloc; @@ -749,15 +736,14 @@ static bool closecheck(void) * to get out. If he doesn't within clock2 turns, we close the cave; * if he does try, we assume he panics, and give him a few additional * turns to get frantic before we close. When clock2 hits zero, we - * branch to 11000 to transport him into the final puzzle. Note that - * the puzzle depends upon all sorts of random things. For instance, - * there must be no water or oil, since there are beanstalks which we - * don't want to be able to water, since the code can't handle it. - * Also, we can have no keys, since there is a grate (having moved - * the fixed object!) there separating him from all the treasures. - * Most of these problems arise from the use of negative prop numbers - * to suppress the object descriptions until he's actually moved the - * objects. */ + * transport him into the final puzzle. Note that the puzzle depends + * upon all sorts of random things. For instance, there must be no + * water or oil, since there are beanstalks which we don't want to be + * able to water, since the code can't handle it. Also, we can have + * no keys, since there is a grate (having moved the fixed object!) + * there separating him from all the treasures. Most of these + * problems arise from the use of negative prop numbers to suppress + * the object descriptions until he's actually moved the objects. */ { if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2) --game.clock1; diff --git a/newdungeon.py b/newdungeon.py index b4c85b2..27dd9f1 100755 --- a/newdungeon.py +++ b/newdungeon.py @@ -142,6 +142,20 @@ typedef struct {{ const bool stop; }} travelop_t; +/* Abstract out the encoding of words in the travel array. Gives us + * some hope of getting to a less cryptic representation than we + * inherited from FORTRAN, someday. To understand these, read the + * encoding description for travel. + */ +#define T_DESTINATION(entry) MOD((entry).opcode / 1000, 1000) +#define T_NODWARVES(entry) ((entry).opcode / 1000000 == 100) +#define T_MOTION(entry) MOD((entry).opcode, 1000) +#define T_TERMINATE(entry) (T_MOTION(entry) == 1) +#define T_STOP(entry) ((entry).stop) +#define T_HIGH(entry) ((entry).opcode / 1000) +#define T_LOW(entry) ((entry).opcode % 1000) +#define L_SPEAK(loc) ((loc) - 500) + extern const location_t locations[]; extern const object_t objects[]; extern const char* arbitrary_messages[]; -- 2.31.1