GLK: COMPREHEND: Field renamings for Transylvania monsters

This commit is contained in:
Paul Gilbert 2020-06-12 21:34:47 -07:00
parent cf1f157f9f
commit 2527b97605
3 changed files with 28 additions and 28 deletions
engines/glk

@ -315,22 +315,22 @@ extern void gs_set_object_seen(sc_gameref_t gs, sc_int object, sc_bool seen);
extern void gs_set_object_unmoved(sc_gameref_t gs,
sc_int object, sc_bool unmoved);
extern void gs_set_object_static_unmoved(sc_gameref_t gs,
sc_int object, sc_bool unmoved);
sc_int _object, sc_bool unmoved);
extern sc_int gs_object_openness(sc_gameref_t gs, sc_int object);
extern sc_int gs_object_state(sc_gameref_t gs, sc_int object);
extern sc_bool gs_object_seen(sc_gameref_t gs, sc_int object);
extern sc_bool gs_object_unmoved(sc_gameref_t gs, sc_int object);
extern sc_bool gs_object_static_unmoved(sc_gameref_t gs, sc_int object);
extern sc_int gs_object_position(sc_gameref_t gs, sc_int object);
extern sc_int gs_object_parent(sc_gameref_t gs, sc_int object);
extern void gs_object_move_onto(sc_gameref_t gs, sc_int object, sc_int onto);
extern void gs_object_move_into(sc_gameref_t gs, sc_int object, sc_int into);
extern void gs_object_make_hidden(sc_gameref_t gs, sc_int object);
extern void gs_object_player_get(sc_gameref_t gs, sc_int object);
extern sc_int gs_object_state(sc_gameref_t gs, sc_int _object);
extern sc_bool gs_object_seen(sc_gameref_t gs, sc_int _object);
extern sc_bool gs_object_unmoved(sc_gameref_t gs, sc_int _object);
extern sc_bool gs_object_static_unmoved(sc_gameref_t gs, sc_int _object);
extern sc_int gs_object_position(sc_gameref_t gs, sc_int _object);
extern sc_int gs_object_parent(sc_gameref_t gs, sc_int _object);
extern void gs_object_move_onto(sc_gameref_t gs, sc_int _object, sc_int onto);
extern void gs_object_move_into(sc_gameref_t gs, sc_int _object, sc_int into);
extern void gs_object_make_hidden(sc_gameref_t gs, sc_int _object);
extern void gs_object_player_get(sc_gameref_t gs, sc_int _object);
extern void gs_object_npc_get(sc_gameref_t gs, sc_int object, sc_int npc);
extern void gs_object_player_wear(sc_gameref_t gs, sc_int object);
extern void gs_object_npc_wear(sc_gameref_t gs, sc_int object, sc_int npc);
extern void gs_object_to_room(sc_gameref_t gs, sc_int object, sc_int room);
extern void gs_object_to_room(sc_gameref_t gs, sc_int _object, sc_int room);
extern sc_int gs_npc_count(sc_gameref_t gs);
extern void gs_set_npc_location(sc_gameref_t gs, sc_int npc, sc_int _location);
extern sc_int gs_npc_location(sc_gameref_t gs, sc_int npc);
@ -707,31 +707,31 @@ enum {
};
extern sc_bool obj_is_static(sc_gameref_t game, sc_int object);
extern sc_bool obj_is_container(sc_gameref_t game, sc_int object);
extern sc_bool obj_is_container(sc_gameref_t game, sc_int _object);
extern sc_bool obj_is_surface(sc_gameref_t game, sc_int object);
extern sc_int obj_container_object(sc_gameref_t game, sc_int n);
extern sc_int obj_surface_object(sc_gameref_t game, sc_int n);
extern sc_bool obj_indirectly_in_room(sc_gameref_t game,
sc_int object, sc_int Room);
sc_int _object, sc_int Room);
extern sc_bool obj_indirectly_held_by_player(sc_gameref_t game, sc_int object);
extern sc_bool obj_directly_in_room(sc_gameref_t game,
sc_int object, sc_int Room);
sc_int _object, sc_int Room);
extern sc_int obj_stateful_object(sc_gameref_t game, sc_int n);
extern sc_int obj_dynamic_object(sc_gameref_t game, sc_int n);
extern sc_int obj_wearable_object(sc_gameref_t game, sc_int n);
extern sc_int obj_standable_object(sc_gameref_t game, sc_int n);
extern sc_int obj_get_size(sc_gameref_t game, sc_int object);
extern sc_int obj_get_weight(sc_gameref_t game, sc_int object);
extern sc_int obj_get_weight(sc_gameref_t game, sc_int _object);
extern sc_int obj_get_player_size_limit(sc_gameref_t game);
extern sc_int obj_get_player_weight_limit(sc_gameref_t game);
extern sc_int obj_get_container_maxsize(sc_gameref_t game, sc_int object);
extern sc_int obj_get_container_capacity(sc_gameref_t game, sc_int object);
extern sc_int obj_lieable_object(sc_gameref_t game, sc_int n);
extern sc_bool obj_appears_plural(sc_gameref_t game, sc_int object);
extern sc_bool obj_appears_plural(sc_gameref_t game, sc_int _object);
extern void obj_setup_initial(sc_gameref_t game);
extern sc_int obj_container_index(sc_gameref_t game, sc_int object);
extern sc_int obj_surface_index(sc_gameref_t game, sc_int object);
extern sc_int obj_stateful_index(sc_gameref_t game, sc_int object);
extern sc_int obj_stateful_index(sc_gameref_t game, sc_int _object);
extern sc_char *obj_state_name(sc_gameref_t game, sc_int object);
extern sc_bool obj_shows_initial_description(sc_gameref_t game, sc_int object);
extern void obj_turn_update(sc_gameref_t game);

@ -70,21 +70,21 @@ void TransylvaniaGame::updateMonster(const TransylvaniaMonster *monsterInfo) {
room = &_rooms[_currentRoom];
turn_count = _variables[VAR_TURN_COUNT];
monster = get_item(monsterInfo->object);
monster = get_item(monsterInfo->_object);
if (monster->room == _currentRoom) {
// The monster is in the current room - leave it there
return;
}
if ((room->flags & monsterInfo->room_allow_flag) &&
!_flags[monsterInfo->dead_flag] &&
turn_count > monsterInfo->min_turns_before) {
if ((room->flags & monsterInfo->_roomAllowFlag) &&
!_flags[monsterInfo->_deadFlag] &&
turn_count > monsterInfo->_minTurnsBefore) {
/*
* The monster is alive and allowed to move to the current
* room. Randomly decide whether on not to. If not, move
* it back to limbo.
*/
if ((g_comprehend->getRandomNumber(0x7fffffff) % monsterInfo->randomness) == 0) {
if ((g_comprehend->getRandomNumber(0x7fffffff) % monsterInfo->_randomness) == 0) {
move_object(monster, _currentRoom);
_variables[0xf] = turn_count + 1;
} else {

@ -29,11 +29,11 @@ namespace Glk {
namespace Comprehend {
struct TransylvaniaMonster {
uint8 object;
uint8 dead_flag;
unsigned min_turns_before;
unsigned room_allow_flag;
unsigned randomness;
uint8 _object;
uint8 _deadFlag;
unsigned _minTurnsBefore;
unsigned _roomAllowFlag;
unsigned _randomness;
};
class TransylvaniaGame : public ComprehendGame {