Structurize the informaruin about dwarves.
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195e6e149b
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6 changed files with 44 additions and 42 deletions
10
actions.c
10
actions.c
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@ -145,10 +145,10 @@ static phase_codes_t attack(command_t command)
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DESTROY(OGRE);
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int dwarves = 0;
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for (int i = 1; i < PIRATE; i++) {
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if (game.dloc[i] == game.loc) {
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if (game.dwarves[i].loc == game.loc) {
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++dwarves;
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game.dloc[i] = LOC_LONGWEST;
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game.dseen[i] = false;
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game.dwarves[i].loc = LOC_LONGWEST;
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game.dwarves[i].seen = false;
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}
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}
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rspeak((dwarves > 1) ?
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@ -1245,8 +1245,8 @@ static phase_codes_t throwit(command_t command)
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return throw_support(DWARF_DODGES);
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} else {
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int i = atdwrf(game.loc);
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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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return throw_support((++game.dkill == 1) ?
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DWARF_SMOKE :
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KILLED_DWARF);
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8
advent.h
8
advent.h
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@ -184,9 +184,11 @@ struct game_t {
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char zzword[TOKLEN + 1]; // randomly generated magic word from bird
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int abbrev[NLOCATIONS + 1]; // has location been seen?
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int atloc[NLOCATIONS + 1]; // head of object linked list per location
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int dseen[NDWARVES + 1]; // true if dwarf has seen him
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loc_t dloc[NDWARVES + 1]; // location of dwarves, initially hard-wired in
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loc_t odloc[NDWARVES + 1]; // prior loc of each dwarf, initially garbage
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struct {
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int seen; // true if dwarf has seen him
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loc_t loc; // location of dwarves, initially hard-wired in
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loc_t oldloc; // prior loc of each dwarf, initially garbage
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} dwarves[NDWARVES + 1];
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loc_t fixed[NOBJECTS + 1]; // fixed location of object (if not IS_FREE)
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obj_t link[NOBJECTS * 2 + 1];// object-list links
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loc_t place[NOBJECTS + 1]; // location of object
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12
init.c
12
init.c
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@ -21,17 +21,17 @@ struct settings_t settings = {
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};
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struct game_t game = {
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.dloc[1] = LOC_KINGHALL,
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.dloc[2] = LOC_WESTBANK,
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.dloc[3] = LOC_Y2,
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.dloc[4] = LOC_ALIKE3,
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.dloc[5] = LOC_COMPLEX,
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.dwarves[1].loc = LOC_KINGHALL,
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.dwarves[2].loc = LOC_WESTBANK,
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.dwarves[3].loc = LOC_Y2,
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.dwarves[4].loc = LOC_ALIKE3,
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.dwarves[5].loc = LOC_COMPLEX,
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/* Sixth dwarf is special (the pirate). He always starts at his
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* chest's eventual location inside the maze. This loc is saved
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* in chloc for ref. The dead end in the other maze has its
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* loc stored in chloc2. */
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.dloc[6] = LOC_MAZEEND12,
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.dwarves[6].loc = LOC_MAZEEND12,
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.chloc = LOC_MAZEEND12,
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.chloc2 = LOC_DEADEND13,
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.abbnum = 5,
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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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4
misc.c
4
misc.c
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@ -672,9 +672,9 @@ int atdwrf(loc_t where)
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return at;
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at = -1;
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for (int i = 1; i <= NDWARVES - 1; i++) {
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if (game.dloc[i] == where)
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if (game.dwarves[i].loc == where)
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return i;
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if (game.dloc[i] != 0)
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if (game.dwarves[i].loc != 0)
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at = 0;
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}
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return at;
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@ -190,8 +190,8 @@ bool is_valid(struct game_t valgame)
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}
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/* Bounds check for location arrays */
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for (int i = 0; i <= NDWARVES; i++) {
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if (valgame.dloc[i] < -1 || valgame.dloc[i] > NLOCATIONS ||
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valgame.odloc[i] < -1 || valgame.odloc[i] > NLOCATIONS) {
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if (valgame.dwarves[i].loc < -1 || valgame.dwarves[i].loc > NLOCATIONS ||
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valgame.dwarves[i].oldloc < -1 || valgame.dwarves[i].oldloc > NLOCATIONS) {
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return false; // LCOV_EXCL_LINE
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}
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}
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