Begin toounsnarl the way the TRAVEL array is used.

This commit is contained in:
Eric S. Raymond 2017-06-25 19:21:14 -04:00
parent 6d571c18b8
commit 0c54875118

27
main.c
View file

@ -27,6 +27,16 @@
#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 in dungeon.c.
*/
#define T_DESTINATION(entry) MOD(labs(entry) / 1000, 1000)
#define T_NODWARVES(entry) labs(entry) / 1000000 == 100
#define T_MOTION(entry) MOD(labs(entry), 1000)
#define L_SPEAK(loc) ((loc) - 500)
struct game_t game;
long LNLENG, LNPOSN;
@ -410,7 +420,7 @@ static bool dwarfmove(void)
kk = KEY[game.dloc[i]];
if (kk != 0)
do {
game.newloc = MOD(labs(TRAVEL[kk]) / 1000, 1000);
game.newloc = T_DESTINATION(TRAVEL[kk]);
/* Have we avoided a dwarf encounter? */
bool avoided = (SPECIAL(game.newloc) ||
!INDEEP(game.newloc) ||
@ -420,7 +430,7 @@ static bool dwarfmove(void)
game.newloc == game.dloc[i] ||
FORCED(game.newloc) ||
(i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) ||
labs(TRAVEL[kk]) / 1000000 == 100);
T_NODWARVES(TRAVEL[kk]));
if (!avoided) {
tk[j++] = game.newloc;
}
@ -550,10 +560,10 @@ static bool playermove(token_t verb, int motion)
if (CNDBIT(game.loc, COND_NOBACK))k2 = TWIST_TURN;
if (k2 == 0) {
for (;;) {
scratchloc = MOD((labs(TRAVEL[kk]) / 1000), 1000);
scratchloc = T_DESTINATION(TRAVEL[kk]);
if (scratchloc != motion) {
if (!SPECIAL(scratchloc)) {
if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]]) / 1000), 1000) == motion)
if (FORCED(scratchloc) && T_DESTINATION(TRAVEL[KEY[scratchloc]]) == motion)
k2 = kk;
}
if (TRAVEL[kk] >= 0) {
@ -567,7 +577,7 @@ static bool playermove(token_t verb, int motion)
}
}
motion = MOD(labs(TRAVEL[kk]), 1000);
motion = T_MOTION(TRAVEL[kk]);
kk = KEY[game.loc];
break; /* fall through to ordinary travel */
}
@ -723,8 +733,9 @@ static bool playermove(token_t verb, int motion)
}
} while
(false);
/* FIXME: Arithmetic on location number, becoming a message number */
rspeak(game.newloc - 500);
/* Execute a speak rule */
rspeak(L_SPEAK(game.newloc));
game.newloc = game.loc;
return true;
}
@ -750,7 +761,7 @@ static bool closecheck(void)
* to suppress the object descriptions until he's actually moved the
* objects. */
{
if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
--game.clock1;
/* When the first warning comes, we lock the grate, destroy