Improve namespace hygiene.
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2 changed files with 26 additions and 26 deletions
40
advent.h
40
advent.h
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@ -128,6 +128,25 @@ extern int suspend(void);
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extern int resume(void);
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extern int resume(void);
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extern int restore(FILE *);
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extern int restore(FILE *);
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/* Symbols for cond bits - used by following macros */
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#define COND_LIT 0 /* Light */
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#define COND_OILY 1 /* If bit 2 is on: on for oil, off for water */
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#define COND_FLUID 2 /* Liquid asset, see bit 1 */
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#define COND_NOARRR 3 /* Pirate doesn't go here unless following */
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#define COND_NOBACK 4 /* Cannot use "back" to move away */
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/* Bits past 10 indicate areas of interest to "hint" routines */
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#define COND_HBASE 10 /* Base for location hint bits */
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#define COND_HCAVE 11 /* Trying to get into cave */
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#define COND_HBIRD 12 /* Trying to catch bird */
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#define COND_HSNAKE 13 /* Trying to deal with snake */
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#define COND_HMAZE 14 /* Lost in maze */
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#define COND_HDARK 15 /* Pondering dark room */
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#define COND_HWITT 16 /* At Witt's End */
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#define COND_HCLIFF 17 /* Cliff with urn */
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#define COND_HWOODS 18 /* Lost in forest */
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#define COND_HOGRE 19 /* Trying to deal with ogre */
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#define COND_HJADE 20 /* Found all treasures except jade */
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/*
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/*
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* MOD(N,M) = Arithmetic modulus
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* MOD(N,M) = Arithmetic modulus
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* AT(OBJ) = true if on either side of two-placed object
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* AT(OBJ) = true if on either side of two-placed object
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@ -152,7 +171,7 @@ extern int restore(FILE *);
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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(COND[LOC]/2*2,8)-5)*MOD(COND[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(COND[L],N))
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#define FORCED(LOC) (COND[LOC] == 2)
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#define FORCED(LOC) (COND[LOC] == 2)
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#define DARK(DUMMY) ((!CNDBIT(game.loc,LIGHT)) && (game.prop[LAMP] == 0 || !HERE(LAMP)))
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#define DARK(DUMMY) ((!CNDBIT(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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@ -210,25 +229,6 @@ int action(FILE *input, struct command_t *command);
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#define GO_ACTION 40000
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#define GO_ACTION 40000
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#define GO_DWARFWAKE 19000
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#define GO_DWARFWAKE 19000
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/* Symbols for cond bits */
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#define LIGHT 0 /* Light */
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#define OILY 1 /* If bit 2 is on: on for oil, off for water */
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#define FLUID 2 /* Liquid asset, see bit 1 */
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#define NOARRR 3 /* Pirate doesn't go here unless following player */
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#define NOBACK 4 /* Cannot use "back" to move away */
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/* Bits past 10 indicate areas of interest to "hint" routines */
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#define HBASE 10 /* Base for location hint bits */
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#define HCAVE 11 /* Trying to get into cave */
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#define HBIRD 12 /* Trying to catch bird */
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#define HSNAKE 13 /* Trying to deal with snake */
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#define HMAZE 14 /* Lost in maze */
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#define HDARK 15 /* Pondering dark room */
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#define HWITT 16 /* At Witt's End */
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#define HCLIFF 17 /* Cliff with urn */
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#define HWOODS 18 /* Lost in forest */
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#define HOGRE 19 /* Trying to deal with ogre */
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#define HJADE 20 /* Found all treasures except jade */
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/* Special object statuses in game.place - can also be a location number (> 0) */
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/* Special object statuses in game.place - can also be a location number (> 0) */
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#define CARRIED -1 /* Player is toting it */
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#define CARRIED -1 /* Player is toting it */
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12
main.c
12
main.c
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@ -192,7 +192,7 @@ static void checkhints(void)
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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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if (!CNDBIT(game.loc, hint + 1 + HBASE))
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if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
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game.hintlc[hint] = -1;
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game.hintlc[hint] = -1;
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++game.hintlc[hint];
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++game.hintlc[hint];
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/* Come here if he's been long enough at required loc(s) for some
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/* Come here if he's been long enough at required loc(s) for some
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@ -355,7 +355,7 @@ static bool dwarfmove(void)
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* means dwarves won't follow him into dead end in maze, but
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* means dwarves won't follow him into dead end in maze, but
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* c'est la vie. They'll wait for him outside the dead
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* c'est la vie. They'll wait for him outside the dead
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* end. */
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* end. */
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if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, NOARRR))
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if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR))
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return true;
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return true;
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/* Dwarf activity level ratchets up */
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/* Dwarf activity level ratchets up */
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@ -369,7 +369,7 @@ static bool dwarfmove(void)
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* the 5 dwarves. If any of the survivors is at loc,
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* the 5 dwarves. If any of the survivors is at loc,
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* replace him with the alternate. */
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* replace him with the alternate. */
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if (game.dflag == 1) {
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if (game.dflag == 1) {
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if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, NOBACK) || PCT(85))))
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if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85))))
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return true;
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return true;
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game.dflag = 2;
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game.dflag = 2;
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for (int i = 1; i <= 2; i++) {
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for (int i = 1; i <= 2; i++) {
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@ -413,7 +413,7 @@ static bool dwarfmove(void)
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j >= 20 ||
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j >= 20 ||
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game.newloc == game.dloc[i] ||
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game.newloc == game.dloc[i] ||
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FORCED(game.newloc) ||
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FORCED(game.newloc) ||
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(i == PIRATE && CNDBIT(game.newloc, NOARRR)) ||
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(i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) ||
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labs(TRAVEL[kk]) / 1000000 == 100);
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labs(TRAVEL[kk]) / 1000000 == 100);
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if (!avoided) {
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if (!avoided) {
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tk[j++] = game.newloc;
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tk[j++] = game.newloc;
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@ -541,7 +541,7 @@ static bool playermove(token_t verb, int motion)
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game.oldloc = game.loc;
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game.oldloc = game.loc;
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k2 = 0;
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k2 = 0;
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if (motion == game.loc)k2 = FORGOT_PATH;
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if (motion == game.loc)k2 = FORGOT_PATH;
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if (CNDBIT(game.loc, NOBACK))k2 = TWIST_TURN;
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if (CNDBIT(game.loc, COND_NOBACK))k2 = TWIST_TURN;
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if (k2 == 0) {
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if (k2 == 0) {
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for (;;) {
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for (;;) {
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scratchloc = MOD((labs(TRAVEL[kk]) / 1000), 1000);
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scratchloc = MOD((labs(TRAVEL[kk]) / 1000), 1000);
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@ -938,7 +938,7 @@ static bool do_command(FILE *cmdin)
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* wants to go. If so, the dwarf's blocking his way. If
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* wants to go. If so, the dwarf's blocking his way. If
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* coming from place forbidden to pirate (dwarves rooted in
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* coming from place forbidden to pirate (dwarves rooted in
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* place) let him get out (and attacked). */
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* place) let him get out (and attacked). */
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if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, NOARRR)) {
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if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) {
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for (size_t i = 1; i <= NDWARVES - 1; i++) {
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for (size_t i = 1; i <= NDWARVES - 1; i++) {
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if (game.odloc[i] == game.newloc && game.dseen[i]) {
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if (game.odloc[i] == game.newloc && game.dseen[i]) {
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game.newloc = game.loc;
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game.newloc = game.loc;
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