Begin toounsnarl the way the TRAVEL array is used.
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6d571c18b8
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0c54875118
1 changed files with 19 additions and 8 deletions
27
main.c
27
main.c
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@ -27,6 +27,16 @@
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#define DIM(a) (sizeof(a)/sizeof(a[0]))
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/* Abstract out the encoding of words in the travel array. Gives us
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* some hope of getting to a less cryptic representation than we
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* inherited from FORTRAN, someday. To understand these, read the
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* encoding description in dungeon.c.
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*/
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#define T_DESTINATION(entry) MOD(labs(entry) / 1000, 1000)
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#define T_NODWARVES(entry) labs(entry) / 1000000 == 100
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#define T_MOTION(entry) MOD(labs(entry), 1000)
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#define L_SPEAK(loc) ((loc) - 500)
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struct game_t game;
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long LNLENG, LNPOSN;
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@ -410,7 +420,7 @@ static bool dwarfmove(void)
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kk = KEY[game.dloc[i]];
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if (kk != 0)
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do {
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game.newloc = MOD(labs(TRAVEL[kk]) / 1000, 1000);
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game.newloc = T_DESTINATION(TRAVEL[kk]);
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/* Have we avoided a dwarf encounter? */
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bool avoided = (SPECIAL(game.newloc) ||
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!INDEEP(game.newloc) ||
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@ -420,7 +430,7 @@ static bool dwarfmove(void)
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game.newloc == game.dloc[i] ||
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FORCED(game.newloc) ||
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(i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) ||
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labs(TRAVEL[kk]) / 1000000 == 100);
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T_NODWARVES(TRAVEL[kk]));
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if (!avoided) {
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tk[j++] = game.newloc;
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}
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@ -550,10 +560,10 @@ static bool playermove(token_t verb, int motion)
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if (CNDBIT(game.loc, COND_NOBACK))k2 = TWIST_TURN;
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if (k2 == 0) {
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for (;;) {
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scratchloc = MOD((labs(TRAVEL[kk]) / 1000), 1000);
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scratchloc = T_DESTINATION(TRAVEL[kk]);
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if (scratchloc != motion) {
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if (!SPECIAL(scratchloc)) {
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if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]]) / 1000), 1000) == motion)
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if (FORCED(scratchloc) && T_DESTINATION(TRAVEL[KEY[scratchloc]]) == motion)
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k2 = kk;
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}
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if (TRAVEL[kk] >= 0) {
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@ -567,7 +577,7 @@ static bool playermove(token_t verb, int motion)
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}
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}
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motion = MOD(labs(TRAVEL[kk]), 1000);
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motion = T_MOTION(TRAVEL[kk]);
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kk = KEY[game.loc];
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break; /* fall through to ordinary travel */
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}
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@ -723,8 +733,9 @@ static bool playermove(token_t verb, int motion)
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}
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} while
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(false);
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/* FIXME: Arithmetic on location number, becoming a message number */
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rspeak(game.newloc - 500);
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/* Execute a speak rule */
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rspeak(L_SPEAK(game.newloc));
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game.newloc = game.loc;
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return true;
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}
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@ -750,7 +761,7 @@ static bool closecheck(void)
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* to suppress the object descriptions until he's actually moved the
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* objects. */
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{
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if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
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if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
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--game.clock1;
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/* When the first warning comes, we lock the grate, destroy
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