Encapsulate object-state state tests and setttings in macros.
This isn't a complete refwctoring, just the part than can be done with transparetly correct capture of inlinre logic into macros. No logic changes. Tests pass, 100% coverage.
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9cd7c53d78
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02987d0330
7 changed files with 32 additions and 25 deletions
16
main.c
16
main.c
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@ -139,7 +139,7 @@ static void checkhints(void)
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game.hints[hint].lc = 0;
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return;
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case 4: /* dark */
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if (game.objects[EMERALD].prop != STATE_NOTFOUND && game.objects[PYRAMID].prop == STATE_NOTFOUND)
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if (!PROP_IS_NOTFOUND(EMERALD) && PROP_IS_NOTFOUND(PYRAMID))
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break;
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game.hints[hint].lc = 0;
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return;
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@ -166,7 +166,7 @@ static void checkhints(void)
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break;
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return;
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case 9: /* jade */
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if (game.tally == 1 && game.objects[JADE].prop < 0)
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if (game.tally == 1 && PROP_IS_STASHED_OR_UNSEEN(JADE))
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break;
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game.hints[hint].lc = 0;
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return;
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@ -196,10 +196,10 @@ static bool spotted_by_pirate(int i)
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/* The pirate's spotted him. Pirate leaves him alone once we've
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* found chest. K counts if a treasure is here. If not, and
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* tally=1 for an unseen chest, let the pirate be spotted. Note
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* that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
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* that game.objexts,place[CHEST] = LOC_NOWHERE might mean that he's thrown
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* it to the troll, but in that case he's seen the chest
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* (game.prop[CHEST] == STATE_FOUND). */
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if (game.loc == game.chloc || game.objects[CHEST].prop != STATE_NOTFOUND)
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* PROP_IS_FOUND(CHEST) == true. */
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if (game.loc == game.chloc || !PROP_IS_NOTFOUND(CHEST))
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return true;
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int snarfed = 0;
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bool movechest = false, robplayer = false;
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@ -917,10 +917,10 @@ static void listobjects(void)
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obj = obj - NOBJECTS;
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if (obj == STEPS && TOTING(NUGGET))
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continue;
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if (game.objects[obj].prop < 0) {
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if (PROP_IS_STASHED_OR_UNSEEN(obj)) {
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if (game.closed)
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continue;
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game.objects[obj].prop = STATE_FOUND;
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PROP_SET_FOUND(obj);
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if (obj == RUG)
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game.objects[RUG].prop = RUG_DRAGON;
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if (obj == CHAIN)
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@ -1102,7 +1102,7 @@ static bool do_command(void)
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pspeak(OYSTER, look, true, 1);
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for (size_t i = 1; i <= NOBJECTS; i++) {
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if (TOTING(i) && game.objects[i].prop < 0)
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game.objects[i].prop = STASHED(i);
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game.objects[i].prop = PROP_STASHED(i);
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}
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}
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