Switch fully over to YAML generation of condition bits. COND is gone.

This commit is contained in:
Eric S. Raymond 2017-06-22 17:28:39 -04:00
parent 537c4511e2
commit 7f7f49b739
6 changed files with 27 additions and 20 deletions

View file

@ -552,7 +552,7 @@ int fill(token_t verb, token_t obj)
if (LIQUID() != 0) if (LIQUID() != 0)
spk = BOTTLE_FULL; spk = BOTTLE_FULL;
if (spk == BOTTLED_WATER) { if (spk == BOTTLED_WATER) {
game.prop[BOTTLE] = MOD(COND[game.loc], 4) / 2 * 2; game.prop[BOTTLE] = MOD(conditions[game.loc], 4) / 2 * 2;
k = LIQUID(); k = LIQUID();
if (TOTING(BOTTLE)) if (TOTING(BOTTLE))
game.place[k] = CARRIED; game.place[k] = CARRIED;

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@ -149,10 +149,10 @@ extern int restore(FILE *);
#define HERE(OBJ) (AT(OBJ) || TOTING(OBJ)) #define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
#define LIQ2(PBOTL) ((1-(PBOTL))*WATER+((PBOTL)/2)*(WATER+OIL)) #define LIQ2(PBOTL) ((1-(PBOTL))*WATER+((PBOTL)/2)*(WATER+OIL))
#define LIQUID() (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE])) #define LIQUID() (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE]))
#define LIQLOC(LOC) (LIQ2((MOD(COND[LOC]/2*2,8)-5)*MOD(COND[LOC]/4,2)+1)) #define LIQLOC(LOC) (LIQ2((MOD(conditions[LOC]/2*2,8)-5)*MOD(conditions[LOC]/4,2)+1))
#define CNDBIT(L,N) (TSTBIT(COND[L],N)) #define CNDBIT(L,N) (TSTBIT(conditions[L],N))
#define FORCED(LOC) (COND[LOC] == 2) #define FORCED(LOC) (conditions[LOC] == 2)
#define DARK(DUMMY) ((!CNDBIT(game.loc,COND_LIT)) && (game.prop[LAMP] == 0 || !HERE(LAMP))) #define DARK(DUMMY) ((!TSTBIT(conditions[game.loc],COND_LIT)) && (game.prop[LAMP] == 0 || !HERE(LAMP)))
#define PCT(N) (randrange(100) < (N)) #define PCT(N) (randrange(100) < (N))
#define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH) #define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
#define FOREST(LOC) ((LOC) >= LOC_FOREST1 && (LOC) <= LOC_FOREST22) #define FOREST(LOC) ((LOC) >= LOC_FOREST1 && (LOC) <= LOC_FOREST22)

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@ -40,7 +40,6 @@ long OBJSND[NOBJECTS + 1];
long OBJTXT[NOBJECTS + 1]; long OBJTXT[NOBJECTS + 1];
long STEXT[LOCSIZ + 1]; long STEXT[LOCSIZ + 1];
long LTEXT[LOCSIZ + 1]; long LTEXT[LOCSIZ + 1];
long COND[LOCSIZ + 1];
long KEY[LOCSIZ + 1]; long KEY[LOCSIZ + 1];
long LOCSND[LOCSIZ + 1]; long LOCSND[LOCSIZ + 1];
long LINES[LINSIZ + 1]; long LINES[LINSIZ + 1];
@ -300,16 +299,14 @@ static void read_action_verb_message_nr(FILE* database)
} }
} }
/* Read info about available liquids and other conditions, store in COND. */ /* Read info about available liquids and other conditions. */
static void read_conditions(FILE* database) static void read_conditions(FILE* database)
{ {
long K; long K;
while ((K = GETNUM(database)) != -1) { while ((K = GETNUM(database)) != -1) {
long loc; long loc;
while ((loc = GETNUM(NULL)) != 0) { while ((loc = GETNUM(NULL)) != 0) {
if (is_set(COND[loc], K)) continue; /* COND is no longer used */
BUG(LOCATION_HAS_CONDITION_BIT_BEING_SET_TWICE);
COND[loc] = COND[loc] + (1L << K);
} }
} }
} }
@ -360,8 +357,7 @@ static int read_database(FILE* database)
* location N. LTEXT(N) is long description. PTEXT(N) points to * location N. LTEXT(N) is long description. PTEXT(N) points to
* message for game.prop(N)=0. Successive prop messages are * message for game.prop(N)=0. Successive prop messages are
* found by chasing pointers. RTEXT contains section 6's stuff. * found by chasing pointers. RTEXT contains section 6's stuff.
* TTEXT is for section 14. We also clear COND (see description * TTEXT is for section 14. */
* of section 9 for details). */
for (int I = 1; I <= NOBJECTS; I++) { for (int I = 1; I <= NOBJECTS; I++) {
PTEXT[I] = 0; PTEXT[I] = 0;
OBJSND[I] = 0; OBJSND[I] = 0;
@ -373,7 +369,6 @@ static int read_database(FILE* database)
for (int I = 1; I <= LOCSIZ; I++) { for (int I = 1; I <= LOCSIZ; I++) {
STEXT[I] = 0; STEXT[I] = 0;
LTEXT[I] = 0; LTEXT[I] = 0;
COND[I] = 0;
KEY[I] = 0; KEY[I] = 0;
LOCSND[I] = 0; LOCSND[I] = 0;
} }
@ -440,8 +435,7 @@ static int read_database(FILE* database)
/* Finish constructing internal data format */ /* Finish constructing internal data format */
/* Having read in the database, certain things are now constructed. /* Having read in the database, certain things are now constructed.
* game.propS are set to zero. We finish setting up COND by checking for * game.propS are set to zero. The PLAC and FIXD arrays are used
* forced-motion travel entries. The PLAC and FIXD arrays are used
* to set up game.atloc(N) as the first object at location N, and * to set up game.atloc(N) as the first object at location N, and
* game.link(OBJ) as the next object at the same location as OBJ. * game.link(OBJ) as the next object at the same location as OBJ.
* (OBJ>NOBJECTS indicates that game.fixed(OBJ-NOBJECTS)=LOC; game.link(OBJ) is * (OBJ>NOBJECTS indicates that game.fixed(OBJ-NOBJECTS)=LOC; game.link(OBJ) is
@ -488,7 +482,6 @@ static void write_file(FILE* header_file)
// content variables // content variables
write_1d(header_file, OBJSND, NOBJECTS + 1, "OBJSND"); write_1d(header_file, OBJSND, NOBJECTS + 1, "OBJSND");
write_1d(header_file, OBJTXT, NOBJECTS + 1, "OBJTXT"); write_1d(header_file, OBJTXT, NOBJECTS + 1, "OBJTXT");
write_1d(header_file, COND, LOCSIZ + 1, "COND");
write_1d(header_file, KEY, LOCSIZ + 1, "KEY"); write_1d(header_file, KEY, LOCSIZ + 1, "KEY");
write_1d(header_file, LOCSND, LOCSIZ + 1, "LOCSND"); write_1d(header_file, LOCSND, LOCSIZ + 1, "LOCSND");
write_1d(header_file, TRAVEL, TRVSIZ + 1, "TRAVEL"); write_1d(header_file, TRAVEL, TRVSIZ + 1, "TRAVEL");

16
init.c
View file

@ -184,7 +184,8 @@ void initialise(void)
game.abbrev[i] = 0; game.abbrev[i] = 0;
if (!(locations[i].description.big == 0 || KEY[i] == 0)) { if (!(locations[i].description.big == 0 || KEY[i] == 0)) {
int k = KEY[i]; int k = KEY[i];
if (MOD(labs(TRAVEL[k]), 1000) == 1)COND[i] = 2; if (MOD(labs(TRAVEL[k]), 1000) == 1)
conditions[i] = 2;
} }
game.atloc[i] = 0; game.atloc[i] = 0;
} }
@ -376,4 +377,17 @@ void initialise(void)
game.clshnt = false; game.clshnt = false;
game.novice = false; game.novice = false;
game.blklin = true; game.blklin = true;
#ifdef ODEBUG
# define NEWFLAGS ((1<<COND_ABOVE)|(1<<COND_FOREST)|(1<<COND_DEEP));
int mismatches = 0;
for (int i = 0; i < LOCSIZ; i++) {
long condbits = conditions[i] & ~NEWFLAGS;
if (condbits == COND[i] || COND[i] == 2 && condbits == 0)
continue;
++mismatches;
printf("Mismatch at %ld: COND=%x consitions=%x\n", COND[i], condbits);
}
printf("%d condbit mismatches\n", mismatches);
#endif
} }

2
main.c
View file

@ -188,7 +188,7 @@ static bool fallback_handler(char *buf)
* notes). */ * notes). */
static void checkhints(void) static void checkhints(void)
{ {
if (COND[game.loc] >= game.conds) { if (conditions[game.loc] >= game.conds) {
for (int hint = 0; hint < HINT_COUNT; hint++) { for (int hint = 0; hint < HINT_COUNT; hint++) {
if (game.hinted[hint]) if (game.hinted[hint])
continue; continue;

View file

@ -59,7 +59,7 @@ extern const class_t classes[];
extern turn_threshold_t turn_thresholds[]; extern turn_threshold_t turn_thresholds[];
extern obituary_t obituaries[]; extern obituary_t obituaries[];
extern hint_t hints[]; extern hint_t hints[];
extern const long conditions[]; extern long conditions[];
extern const size_t CLSSES; extern const size_t CLSSES;
extern const int maximum_deaths; extern const int maximum_deaths;
@ -114,7 +114,7 @@ hint_t hints[] = {{
{} {}
}}; }};
const long conditions[] = {{ long conditions[] = {{
{} {}
}}; }};