Switch fully over to YAML generation of condition bits. COND is gone.
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537c4511e2
commit
7f7f49b739
6 changed files with 27 additions and 20 deletions
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@ -552,7 +552,7 @@ int fill(token_t verb, token_t obj)
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if (LIQUID() != 0)
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if (LIQUID() != 0)
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spk = BOTTLE_FULL;
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spk = BOTTLE_FULL;
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if (spk == BOTTLED_WATER) {
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if (spk == BOTTLED_WATER) {
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game.prop[BOTTLE] = MOD(COND[game.loc], 4) / 2 * 2;
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game.prop[BOTTLE] = MOD(conditions[game.loc], 4) / 2 * 2;
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k = LIQUID();
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k = LIQUID();
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if (TOTING(BOTTLE))
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if (TOTING(BOTTLE))
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game.place[k] = CARRIED;
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game.place[k] = CARRIED;
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8
advent.h
8
advent.h
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@ -149,10 +149,10 @@ extern int restore(FILE *);
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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 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 LIQUID() (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE]))
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#define LIQLOC(LOC) (LIQ2((MOD(COND[LOC]/2*2,8)-5)*MOD(COND[LOC]/4,2)+1))
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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(COND[L],N))
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#define CNDBIT(L,N) (TSTBIT(conditions[L],N))
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#define FORCED(LOC) (COND[LOC] == 2)
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#define FORCED(LOC) (conditions[LOC] == 2)
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#define DARK(DUMMY) ((!CNDBIT(game.loc,COND_LIT)) && (game.prop[LAMP] == 0 || !HERE(LAMP)))
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#define DARK(DUMMY) ((!TSTBIT(conditions[game.loc],COND_LIT)) && (game.prop[LAMP] == 0 || !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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#define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
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#define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
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#define FOREST(LOC) ((LOC) >= LOC_FOREST1 && (LOC) <= LOC_FOREST22)
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#define FOREST(LOC) ((LOC) >= LOC_FOREST1 && (LOC) <= LOC_FOREST22)
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15
dungeon.c
15
dungeon.c
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@ -40,7 +40,6 @@ long OBJSND[NOBJECTS + 1];
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long OBJTXT[NOBJECTS + 1];
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long OBJTXT[NOBJECTS + 1];
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long STEXT[LOCSIZ + 1];
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long STEXT[LOCSIZ + 1];
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long LTEXT[LOCSIZ + 1];
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long LTEXT[LOCSIZ + 1];
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long COND[LOCSIZ + 1];
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long KEY[LOCSIZ + 1];
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long KEY[LOCSIZ + 1];
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long LOCSND[LOCSIZ + 1];
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long LOCSND[LOCSIZ + 1];
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long LINES[LINSIZ + 1];
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long LINES[LINSIZ + 1];
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@ -300,16 +299,14 @@ static void read_action_verb_message_nr(FILE* database)
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}
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}
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}
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}
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/* Read info about available liquids and other conditions, store in COND. */
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/* Read info about available liquids and other conditions. */
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static void read_conditions(FILE* database)
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static void read_conditions(FILE* database)
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{
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{
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long K;
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long K;
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while ((K = GETNUM(database)) != -1) {
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while ((K = GETNUM(database)) != -1) {
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long loc;
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long loc;
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while ((loc = GETNUM(NULL)) != 0) {
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while ((loc = GETNUM(NULL)) != 0) {
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if (is_set(COND[loc], K))
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continue; /* COND is no longer used */
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BUG(LOCATION_HAS_CONDITION_BIT_BEING_SET_TWICE);
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COND[loc] = COND[loc] + (1L << K);
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}
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}
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}
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}
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}
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}
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@ -360,8 +357,7 @@ static int read_database(FILE* database)
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* location N. LTEXT(N) is long description. PTEXT(N) points to
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* location N. LTEXT(N) is long description. PTEXT(N) points to
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* message for game.prop(N)=0. Successive prop messages are
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* message for game.prop(N)=0. Successive prop messages are
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* found by chasing pointers. RTEXT contains section 6's stuff.
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* found by chasing pointers. RTEXT contains section 6's stuff.
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* TTEXT is for section 14. We also clear COND (see description
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* TTEXT is for section 14. */
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* of section 9 for details). */
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for (int I = 1; I <= NOBJECTS; I++) {
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for (int I = 1; I <= NOBJECTS; I++) {
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PTEXT[I] = 0;
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PTEXT[I] = 0;
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OBJSND[I] = 0;
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OBJSND[I] = 0;
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@ -373,7 +369,6 @@ static int read_database(FILE* database)
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for (int I = 1; I <= LOCSIZ; I++) {
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for (int I = 1; I <= LOCSIZ; I++) {
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STEXT[I] = 0;
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STEXT[I] = 0;
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LTEXT[I] = 0;
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LTEXT[I] = 0;
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COND[I] = 0;
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KEY[I] = 0;
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KEY[I] = 0;
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LOCSND[I] = 0;
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LOCSND[I] = 0;
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}
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}
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@ -440,8 +435,7 @@ static int read_database(FILE* database)
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/* Finish constructing internal data format */
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/* Finish constructing internal data format */
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/* Having read in the database, certain things are now constructed.
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/* Having read in the database, certain things are now constructed.
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* game.propS are set to zero. We finish setting up COND by checking for
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* game.propS are set to zero. The PLAC and FIXD arrays are used
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* forced-motion travel entries. The PLAC and FIXD arrays are used
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* to set up game.atloc(N) as the first object at location N, and
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* to set up game.atloc(N) as the first object at location N, and
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* game.link(OBJ) as the next object at the same location as OBJ.
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* game.link(OBJ) as the next object at the same location as OBJ.
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* (OBJ>NOBJECTS indicates that game.fixed(OBJ-NOBJECTS)=LOC; game.link(OBJ) is
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* (OBJ>NOBJECTS indicates that game.fixed(OBJ-NOBJECTS)=LOC; game.link(OBJ) is
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@ -488,7 +482,6 @@ static void write_file(FILE* header_file)
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// content variables
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// content variables
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write_1d(header_file, OBJSND, NOBJECTS + 1, "OBJSND");
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write_1d(header_file, OBJSND, NOBJECTS + 1, "OBJSND");
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write_1d(header_file, OBJTXT, NOBJECTS + 1, "OBJTXT");
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write_1d(header_file, OBJTXT, NOBJECTS + 1, "OBJTXT");
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write_1d(header_file, COND, LOCSIZ + 1, "COND");
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write_1d(header_file, KEY, LOCSIZ + 1, "KEY");
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write_1d(header_file, KEY, LOCSIZ + 1, "KEY");
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write_1d(header_file, LOCSND, LOCSIZ + 1, "LOCSND");
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write_1d(header_file, LOCSND, LOCSIZ + 1, "LOCSND");
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write_1d(header_file, TRAVEL, TRVSIZ + 1, "TRAVEL");
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write_1d(header_file, TRAVEL, TRVSIZ + 1, "TRAVEL");
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16
init.c
16
init.c
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@ -184,7 +184,8 @@ void initialise(void)
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game.abbrev[i] = 0;
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game.abbrev[i] = 0;
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if (!(locations[i].description.big == 0 || KEY[i] == 0)) {
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if (!(locations[i].description.big == 0 || KEY[i] == 0)) {
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int k = KEY[i];
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int k = KEY[i];
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if (MOD(labs(TRAVEL[k]), 1000) == 1)COND[i] = 2;
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if (MOD(labs(TRAVEL[k]), 1000) == 1)
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conditions[i] = 2;
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}
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}
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game.atloc[i] = 0;
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game.atloc[i] = 0;
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}
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}
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@ -376,4 +377,17 @@ void initialise(void)
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game.clshnt = false;
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game.clshnt = false;
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game.novice = false;
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game.novice = false;
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game.blklin = true;
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game.blklin = true;
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#ifdef ODEBUG
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# define NEWFLAGS ((1<<COND_ABOVE)|(1<<COND_FOREST)|(1<<COND_DEEP));
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int mismatches = 0;
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for (int i = 0; i < LOCSIZ; i++) {
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long condbits = conditions[i] & ~NEWFLAGS;
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if (condbits == COND[i] || COND[i] == 2 && condbits == 0)
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continue;
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++mismatches;
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printf("Mismatch at %ld: COND=%x consitions=%x\n", COND[i], condbits);
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}
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printf("%d condbit mismatches\n", mismatches);
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#endif
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}
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}
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2
main.c
2
main.c
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@ -188,7 +188,7 @@ static bool fallback_handler(char *buf)
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* notes). */
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* notes). */
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static void checkhints(void)
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static void checkhints(void)
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{
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{
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if (COND[game.loc] >= game.conds) {
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if (conditions[game.loc] >= game.conds) {
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for (int hint = 0; hint < HINT_COUNT; hint++) {
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for (int hint = 0; hint < HINT_COUNT; hint++) {
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if (game.hinted[hint])
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if (game.hinted[hint])
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continue;
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continue;
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@ -59,7 +59,7 @@ extern const class_t classes[];
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extern turn_threshold_t turn_thresholds[];
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extern turn_threshold_t turn_thresholds[];
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extern obituary_t obituaries[];
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extern obituary_t obituaries[];
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extern hint_t hints[];
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extern hint_t hints[];
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extern const long conditions[];
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extern long conditions[];
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extern const size_t CLSSES;
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extern const size_t CLSSES;
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extern const int maximum_deaths;
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extern const int maximum_deaths;
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@ -114,7 +114,7 @@ hint_t hints[] = {{
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{}
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{}
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}};
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}};
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const long conditions[] = {{
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long conditions[] = {{
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{}
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{}
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}};
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}};
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