Structurize the informaruin about dwarves.
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parent
195e6e149b
commit
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6 changed files with 44 additions and 42 deletions
48
main.c
48
main.c
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@ -229,13 +229,13 @@ static bool spotted_by_pirate(int i)
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if (movechest) {
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move(CHEST, game.chloc);
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move(MESSAG, game.chloc2);
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game.dloc[PIRATE] = game.chloc;
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game.odloc[PIRATE] = game.chloc;
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game.dseen[PIRATE] = false;
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game.dwarves[PIRATE].loc = game.chloc;
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game.dwarves[PIRATE].oldloc = game.chloc;
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game.dwarves[PIRATE].seen = false;
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} else {
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/* You might get a hint of the pirate's presence even if the
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* chest doesn't move... */
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if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
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if (game.dwarves[PIRATE].oldloc != game.dwarves[PIRATE].loc && PCT(20))
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rspeak(PIRATE_RUSTLES);
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}
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if (robplayer) {
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@ -295,15 +295,15 @@ static bool dwarfmove(void)
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for (int i = 1; i <= 2; i++) {
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int j = 1 + randrange(NDWARVES - 1);
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if (PCT(50))
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game.dloc[j] = 0;
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game.dwarves[j].loc = 0;
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}
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/* Alternate initial loc for dwarf, in case one of them
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* starts out on top of the adventurer. */
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for (int i = 1; i <= NDWARVES - 1; i++) {
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if (game.dloc[i] == game.loc)
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game.dloc[i] = DALTLC; //
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game.odloc[i] = game.dloc[i];
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if (game.dwarves[i].loc == game.loc)
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game.dwarves[i].loc = DALTLC; //
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game.dwarves[i].oldloc = game.dwarves[i].loc;
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}
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rspeak(DWARF_RAN);
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drop(AXE, game.loc);
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@ -320,11 +320,11 @@ static bool dwarfmove(void)
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attack = 0;
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stick = 0;
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for (int i = 1; i <= NDWARVES; i++) {
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if (game.dloc[i] == 0)
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if (game.dwarves[i].loc == 0)
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continue;
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/* Fill tk array with all the places this dwarf might go. */
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unsigned int j = 1;
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kk = tkey[game.dloc[i]];
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kk = tkey[game.dwarves[i].loc];
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if (kk != 0)
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do {
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enum desttype_t desttype = travel[kk].desttype;
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@ -334,14 +334,14 @@ static bool dwarfmove(void)
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continue;
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else if (!INDEEP(game.newloc))
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continue;
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else if (game.newloc == game.odloc[i])
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else if (game.newloc == game.dwarves[i].oldloc)
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continue;
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else if (j > 1 && game.newloc == tk[j - 1])
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continue;
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else if (j >= DIM(tk) - 1)
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/* This can't actually happen. */
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continue; // LCOV_EXCL_LINE
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else if (game.newloc == game.dloc[i])
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else if (game.newloc == game.dwarves[i].loc)
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continue;
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else if (FORCED(game.newloc))
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continue;
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@ -352,23 +352,23 @@ static bool dwarfmove(void)
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tk[j++] = game.newloc;
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} while
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(!travel[kk++].stop);
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tk[j] = game.odloc[i];
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tk[j] = game.dwarves[i].oldloc;
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if (j >= 2)
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--j;
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j = 1 + randrange(j);
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game.odloc[i] = game.dloc[i];
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game.dloc[i] = tk[j];
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game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) ||
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(game.dloc[i] == game.loc ||
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game.odloc[i] == game.loc);
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if (!game.dseen[i])
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game.dwarves[i].oldloc = game.dwarves[i].loc;
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game.dwarves[i].loc = tk[j];
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game.dwarves[i].seen = (game.dwarves[i].seen && INDEEP(game.loc)) ||
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(game.dwarves[i].loc == game.loc ||
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game.dwarves[i].oldloc == game.loc);
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if (!game.dwarves[i].seen)
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continue;
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game.dloc[i] = game.loc;
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game.dwarves[i].loc = game.loc;
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if (spotted_by_pirate(i))
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continue;
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/* This threatening little dwarf is in the room with him! */
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++game.dtotal;
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if (game.odloc[i] == game.dloc[i]) {
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if (game.dwarves[i].oldloc == game.dwarves[i].loc) {
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++attack;
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if (game.knfloc >= LOC_NOWHERE)
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game.knfloc = game.loc;
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@ -827,8 +827,8 @@ static bool closecheck(void)
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game.prop[GRATE] = GRATE_CLOSED;
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game.prop[FISSURE] = UNBRIDGED;
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for (int i = 1; i <= NDWARVES; i++) {
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game.dseen[i] = false;
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game.dloc[i] = LOC_NOWHERE;
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game.dwarves[i].seen = false;
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game.dwarves[i].loc = LOC_NOWHERE;
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}
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DESTROY(TROLL);
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move(TROLL + NOBJECTS, IS_FREE);
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@ -1044,7 +1044,7 @@ static bool do_move(void)
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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, COND_NOARRR)) {
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for (size_t i = 1; i <= NDWARVES - 1; i++) {
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if (game.odloc[i] == game.newloc && game.dseen[i]) {
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if (game.dwarves[i].oldloc == game.newloc && game.dwarves[i].seen) {
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game.newloc = game.loc;
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rspeak(DWARF_BLOCK);
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break;
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