Unsnarl the motion code some more.
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parent
0c54875118
commit
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1 changed files with 12 additions and 10 deletions
22
main.c
22
main.c
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@ -30,12 +30,13 @@
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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 in dungeon.c.
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* encoding description for TRAVEL.
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*/
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#define T_DESTINATION(entry) MOD(labs(entry) / 1000, 1000)
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#define T_NODWARVES(entry) labs(entry) / 1000000 == 100
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#define T_MOTION(entry) MOD(labs(entry), 1000)
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#define L_SPEAK(loc) ((loc) - 500)
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#define T_TERMINATE(entry) (T_MOTION(entry) == 1)
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struct game_t game;
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@ -567,10 +568,11 @@ static bool playermove(token_t verb, int motion)
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k2 = kk;
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}
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if (TRAVEL[kk] >= 0) {
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++kk;
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++kk; /* go to next travel entry for this location */
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continue;
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}
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kk = k2;
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/* we've reached the end of travel entries for game.loc */
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kk = k2;
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if (kk == 0) {
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rspeak(NOT_CONNECTED);
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return true;
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@ -605,15 +607,15 @@ static bool playermove(token_t verb, int motion)
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game.oldloc = game.loc;
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}
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/* ordinary travel */
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/* Look for a way to fulfil the motion - kk indexes the beginning
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* of the motion entries for here (game.loc). */
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for (;;) {
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scratchloc = labs(TRAVEL[kk]);
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if (MOD(scratchloc, 1000) == 1 || MOD(scratchloc, 1000) == motion)
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if (T_TERMINATE(TRAVEL[kk]) || T_MOTION(TRAVEL[kk]) == motion)
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break;
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if (TRAVEL[kk] < 0) {
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/* FIXME: Magic numbers! */
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/* Non-applicable motion. Various messages depending on
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* word given. */
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/* Couldn't find an entry matching the motion word passed
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* in. Various messages depending on word given. */
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int spk = CANT_APPLY;
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if (motion >= 43 && motion <= 50)spk = BAD_DIRECTION;
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if (motion == 29 || motion == 30)spk = BAD_DIRECTION;
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@ -627,7 +629,7 @@ 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 = scratchloc / 1000;
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scratchloc = labs(TRAVEL[kk]) / 1000;
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do {
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/*
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@ -803,7 +805,7 @@ static bool closecheck(void)
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if (game.clock2 == 0) {
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/* Once he's panicked, and clock2 has run out, we come here
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* to set up the storage room. The room has two locs,
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* hardwired as 115 (ne) and 116 (sw). At the ne end, we
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* hardwired as LOC_NE and LOC_SW. At the ne end, we
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* place empty bottles, a nursery of plants, a bed of
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* oysters, a pile of lamps, rods with stars, sleeping
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* dwarves, and him. At the sw end we place grate over
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