More macro abstraction of the travel opcodes.

This commit is contained in:
Eric S. Raymond 2017-06-28 08:26:36 -04:00
parent fb35c34171
commit aace0b1359
3 changed files with 26 additions and 26 deletions

36
main.c
View file

@ -27,19 +27,6 @@
#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 for travel.
*/
#define T_DESTINATION(entry) MOD((entry).opcode / 1000, 1000)
#define T_NODWARVES(entry) ((entry).opcode / 1000000 == 100)
#define T_MOTION(entry) MOD((entry).opcode, 1000)
#define T_TERMINATE(entry) (T_MOTION(entry) == 1)
#define T_STOP(entry) ((entry).stop)
#define T_OPCODE(entry) ((entry).opcode)
#define L_SPEAK(loc) ((loc) - 500)
struct game_t game;
long LNLENG, LNPOSN;
@ -619,7 +606,7 @@ static bool playermove(token_t verb, int motion)
}
++kk;
}
scratchloc = T_OPCODE(travel[kk]) / 1000;
scratchloc = T_HIGH(travel[kk]);
do {
/*
@ -648,7 +635,7 @@ static bool playermove(token_t verb, int motion)
if (T_STOP(travel[kk]))
BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
++kk;
game.newloc = T_OPCODE(travel[kk]) / 1000;
game.newloc = T_HIGH(travel[kk]);
} while
(game.newloc == scratchloc);
scratchloc = game.newloc;
@ -689,7 +676,7 @@ static bool playermove(token_t verb, int motion)
if (T_STOP(travel[kk]))
BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
++kk;
game.newloc = T_OPCODE(travel[kk]) / 1000;
game.newloc = T_HIGH(travel[kk]);
} while
(game.newloc == scratchloc);
scratchloc = game.newloc;
@ -749,15 +736,14 @@ static bool closecheck(void)
* to get out. If he doesn't within clock2 turns, we close the cave;
* if he does try, we assume he panics, and give him a few additional
* turns to get frantic before we close. When clock2 hits zero, we
* branch to 11000 to transport him into the final puzzle. Note that
* the puzzle depends upon all sorts of random things. For instance,
* there must be no water or oil, since there are beanstalks which we
* don't want to be able to water, since the code can't handle it.
* Also, we can have no keys, since there is a grate (having moved
* the fixed object!) there separating him from all the treasures.
* Most of these problems arise from the use of negative prop numbers
* to suppress the object descriptions until he's actually moved the
* objects. */
* transport him into the final puzzle. Note that the puzzle depends
* upon all sorts of random things. For instance, there must be no
* water or oil, since there are beanstalks which we don't want to be
* able to water, since the code can't handle it. Also, we can have
* no keys, since there is a grate (having moved the fixed object!)
* there separating him from all the treasures. Most of these
* problems arise from the use of negative prop numbers to suppress
* the object descriptions until he's actually moved the objects. */
{
if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
--game.clock1;