Makere magic numbers for cond bits into symbols.
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2 changed files with 26 additions and 7 deletions
21
advent.h
21
advent.h
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@ -141,7 +141,7 @@ extern int saveresume(FILE *, bool);
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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 FORCED(LOC) (COND[LOC] == 2)
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#define DARK(DUMMY) ((!CNDBIT(game.loc,0)) && (game.prop[LAMP] == 0 || !HERE(LAMP)))
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#define DARK(DUMMY) ((!CNDBIT(game.loc,LIGHT)) && (game.prop[LAMP] == 0 || !HERE(LAMP)))
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#define PCT(N) (randrange(100) < (N))
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#define GSTONE(OBJ) ((OBJ) == EMRALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
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#define FOREST(LOC) ((LOC) >= 145 && (LOC) <= 166)
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@ -188,6 +188,25 @@ enum speechpart {unknown, intransitive, transitive};
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#define GO_ACTION 40000
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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 bitss */
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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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/* hack to ignore GCC Unused Result */
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#define IGNORE(r) do{if (r){}}while(0)
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