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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12
main.c
12
main.c
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@ -171,7 +171,7 @@ static void checkhints(FILE *cmdin)
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for (int hint=1; hint<=HNTMAX; hint++) {
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if (game.hinted[hint])
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continue;
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if (!CNDBIT(game.loc,hint+10))
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if (!CNDBIT(game.loc,hint+HBASE))
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game.hintlc[hint]= -1;
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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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@ -334,7 +334,7 @@ static bool dwarfmove(void)
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* means dwarves won't follow him into dead end in maze, but
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* c'est la vie. They'll wait for him outside the dead
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* end. */
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if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3))
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if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,NOARRR))
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return true;
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/* Dwarf activity level ratchets up */
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@ -348,7 +348,7 @@ static bool dwarfmove(void)
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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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if (game.dflag == 1) {
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if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85))))
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if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,NOBACK) || PCT(85))))
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return true;
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game.dflag=2;
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for (int i=1; i<=2; i++) {
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@ -392,7 +392,7 @@ static bool dwarfmove(void)
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j >= 20 ||
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game.newloc == game.dloc[i] ||
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FORCED(game.newloc) ||
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(i == PIRATE && CNDBIT(game.newloc,3)) ||
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(i == PIRATE && CNDBIT(game.newloc,NOARRR)) ||
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labs(TRAVEL[kk])/1000000 == 100);
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if (!avoided) {
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TK[j++] = game.newloc;
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@ -524,7 +524,7 @@ static bool playermove(FILE *cmdin, token_t verb, int motion)
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game.oldloc=game.loc;
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K2=0;
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if (motion == game.loc)K2=91;
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if (CNDBIT(game.loc,4))K2=274;
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if (CNDBIT(game.loc,NOBACK))K2=274;
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if (K2 == 0) {
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for (;;) {
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LL=MOD((labs(TRAVEL[KK])/1000),1000);
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@ -919,7 +919,7 @@ 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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* coming from place forbidden to pirate (dwarves rooted in
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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,3)) {
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if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,NOARRR)) {
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for (i=1; i<=NDWARVES-1; 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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