Unsnarl the motion code some more.

This commit is contained in:
Eric S. Raymond 2017-06-25 20:50:41 -04:00
parent 0c54875118
commit e424588682

22
main.c
View file

@ -30,12 +30,13 @@
/* 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 in dungeon.c.
* encoding description for TRAVEL.
*/
#define T_DESTINATION(entry) MOD(labs(entry) / 1000, 1000)
#define T_NODWARVES(entry) labs(entry) / 1000000 == 100
#define T_MOTION(entry) MOD(labs(entry), 1000)
#define L_SPEAK(loc) ((loc) - 500)
#define T_TERMINATE(entry) (T_MOTION(entry) == 1)
struct game_t game;
@ -567,10 +568,11 @@ static bool playermove(token_t verb, int motion)
k2 = kk;
}
if (TRAVEL[kk] >= 0) {
++kk;
++kk; /* go to next travel entry for this location */
continue;
}
kk = k2;
/* we've reached the end of travel entries for game.loc */
kk = k2;
if (kk == 0) {
rspeak(NOT_CONNECTED);
return true;
@ -605,15 +607,15 @@ static bool playermove(token_t verb, int motion)
game.oldloc = game.loc;
}
/* ordinary travel */
/* Look for a way to fulfil the motion - kk indexes the beginning
* of the motion entries for here (game.loc). */
for (;;) {
scratchloc = labs(TRAVEL[kk]);
if (MOD(scratchloc, 1000) == 1 || MOD(scratchloc, 1000) == motion)
if (T_TERMINATE(TRAVEL[kk]) || T_MOTION(TRAVEL[kk]) == motion)
break;
if (TRAVEL[kk] < 0) {
/* FIXME: Magic numbers! */
/* Non-applicable motion. Various messages depending on
* word given. */
/* Couldn't find an entry matching the motion word passed
* in. Various messages depending on word given. */
int spk = CANT_APPLY;
if (motion >= 43 && motion <= 50)spk = BAD_DIRECTION;
if (motion == 29 || motion == 30)spk = BAD_DIRECTION;
@ -627,7 +629,7 @@ static bool playermove(token_t verb, int motion)
}
++kk;
}
scratchloc = scratchloc / 1000;
scratchloc = labs(TRAVEL[kk]) / 1000;
do {
/*
@ -803,7 +805,7 @@ static bool closecheck(void)
if (game.clock2 == 0) {
/* Once he's panicked, and clock2 has run out, we come here
* to set up the storage room. The room has two locs,
* hardwired as 115 (ne) and 116 (sw). At the ne end, we
* hardwired as LOC_NE and LOC_SW. At the ne end, we
* place empty bottles, a nursery of plants, a bed of
* oysters, a pile of lamps, rods with stars, sleeping
* dwarves, and him. At the sw end we place grate over