More macro abstraction of the travel opcodes.
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3 changed files with 26 additions and 26 deletions
36
main.c
36
main.c
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@ -27,19 +27,6 @@
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#define DIM(a) (sizeof(a)/sizeof(a[0]))
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/* Abstract out the encoding of words in the travel array. Gives us
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* some hope of getting to a less cryptic representation than we
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* inherited from FORTRAN, someday. To understand these, read the
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* encoding description for travel.
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*/
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#define T_DESTINATION(entry) MOD((entry).opcode / 1000, 1000)
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#define T_NODWARVES(entry) ((entry).opcode / 1000000 == 100)
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#define T_MOTION(entry) MOD((entry).opcode, 1000)
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#define T_TERMINATE(entry) (T_MOTION(entry) == 1)
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#define T_STOP(entry) ((entry).stop)
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#define T_OPCODE(entry) ((entry).opcode)
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#define L_SPEAK(loc) ((loc) - 500)
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struct game_t game;
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long LNLENG, LNPOSN;
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@ -619,7 +606,7 @@ static bool playermove(token_t verb, int motion)
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}
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++kk;
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}
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scratchloc = T_OPCODE(travel[kk]) / 1000;
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scratchloc = T_HIGH(travel[kk]);
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do {
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/*
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@ -648,7 +635,7 @@ static bool playermove(token_t verb, int motion)
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if (T_STOP(travel[kk]))
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BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
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++kk;
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game.newloc = T_OPCODE(travel[kk]) / 1000;
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game.newloc = T_HIGH(travel[kk]);
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} while
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(game.newloc == scratchloc);
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scratchloc = game.newloc;
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@ -689,7 +676,7 @@ static bool playermove(token_t verb, int motion)
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if (T_STOP(travel[kk]))
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BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
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++kk;
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game.newloc = T_OPCODE(travel[kk]) / 1000;
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game.newloc = T_HIGH(travel[kk]);
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} while
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(game.newloc == scratchloc);
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scratchloc = game.newloc;
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@ -749,15 +736,14 @@ static bool closecheck(void)
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* to get out. If he doesn't within clock2 turns, we close the cave;
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* if he does try, we assume he panics, and give him a few additional
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* turns to get frantic before we close. When clock2 hits zero, we
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* branch to 11000 to transport him into the final puzzle. Note that
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* the puzzle depends upon all sorts of random things. For instance,
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* there must be no water or oil, since there are beanstalks which we
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* don't want to be able to water, since the code can't handle it.
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* Also, we can have no keys, since there is a grate (having moved
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* the fixed object!) there separating him from all the treasures.
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* Most of these problems arise from the use of negative prop numbers
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* to suppress the object descriptions until he's actually moved the
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* objects. */
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* transport him into the final puzzle. Note that the puzzle depends
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* upon all sorts of random things. For instance, there must be no
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* water or oil, since there are beanstalks which we don't want to be
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* able to water, since the code can't handle it. Also, we can have
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* no keys, since there is a grate (having moved the fixed object!)
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* there separating him from all the treasures. Most of these
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* problems arise from the use of negative prop numbers to suppress
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* the object descriptions until he's actually moved the objects. */
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{
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if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
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--game.clock1;
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