Removed magic from checks for liquids
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de5696431d
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1 changed files with 6 additions and 7 deletions
7
advent.h
7
advent.h
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@ -47,10 +47,9 @@
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#define TOTING(OBJ) (game.place[OBJ] == CARRIED)
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#define TOTING(OBJ) (game.place[OBJ] == CARRIED)
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#define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
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#define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
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#define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
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#define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
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#define LIQ2(PBOTL) ((1-(PBOTL))*WATER+((PBOTL)/2)*(WATER+OIL))
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#define LIQUID() (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE]))
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#define LIQLOC(LOC) (LIQ2((MOD(conditions[LOC]/2*2,8)-5)*MOD(conditions[LOC]/4,2)+1))
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#define CNDBIT(L,N) (tstbit(conditions[L],N))
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#define CNDBIT(L,N) (tstbit(conditions[L],N))
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#define LIQUID() (game.prop[BOTTLE] == WATER_BOTTLE? WATER : game.prop[BOTTLE] == OIL_BOTTLE ? OIL : NO_OBJECT )
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#define LIQLOC(LOC) (CNDBIT((LOC),COND_FLUID)? CNDBIT((LOC),COND_OILY) ? OIL : WATER : NO_OBJECT)
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#define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
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#define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
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#define DARK(DUMMY) ((!tstbit(conditions[game.loc],COND_LIT)) && (game.prop[LAMP] == LAMP_DARK || !HERE(LAMP)))
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#define DARK(DUMMY) ((!tstbit(conditions[game.loc],COND_LIT)) && (game.prop[LAMP] == LAMP_DARK || !HERE(LAMP)))
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#define PCT(N) (randrange(100) < (N))
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#define PCT(N) (randrange(100) < (N))
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@ -153,7 +152,7 @@ struct game_t {
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long trnluz; // # points lost so far due to number of turns used
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long trnluz; // # points lost so far due to number of turns used
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long turns; // how many commands he's given (ignores yes/no)
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long turns; // how many commands he's given (ignores yes/no)
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bool wzdark; // whether the loc he's leaving was dark
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bool wzdark; // whether the loc he's leaving was dark
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char zzword[TOKLEN+1]; // randomly generated magic word from bird
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char zzword[TOKLEN + 1]; // randomly generated magic word from bird
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bool blooded; // has player drunk of dragon's blood?
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bool blooded; // has player drunk of dragon's blood?
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long abbrev[NLOCATIONS + 1];
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long abbrev[NLOCATIONS + 1];
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long atloc[NLOCATIONS + 1];
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long atloc[NLOCATIONS + 1];
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