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.
This commit is contained in:
Eric S. Raymond 2023-04-07 16:11:04 -04:00
parent 9cd7c53d78
commit 02987d0330
7 changed files with 32 additions and 25 deletions

16
main.c
View file

@ -139,7 +139,7 @@ static void checkhints(void)
game.hints[hint].lc = 0;
return;
case 4: /* dark */
if (game.objects[EMERALD].prop != STATE_NOTFOUND && game.objects[PYRAMID].prop == STATE_NOTFOUND)
if (!PROP_IS_NOTFOUND(EMERALD) && PROP_IS_NOTFOUND(PYRAMID))
break;
game.hints[hint].lc = 0;
return;
@ -166,7 +166,7 @@ static void checkhints(void)
break;
return;
case 9: /* jade */
if (game.tally == 1 && game.objects[JADE].prop < 0)
if (game.tally == 1 && PROP_IS_STASHED_OR_UNSEEN(JADE))
break;
game.hints[hint].lc = 0;
return;
@ -196,10 +196,10 @@ static bool spotted_by_pirate(int i)
/* The pirate's spotted him. Pirate leaves him alone once we've
* found chest. K counts if a treasure is here. If not, and
* tally=1 for an unseen chest, let the pirate be spotted. Note
* that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
* that game.objexts,place[CHEST] = LOC_NOWHERE might mean that he's thrown
* it to the troll, but in that case he's seen the chest
* (game.prop[CHEST] == STATE_FOUND). */
if (game.loc == game.chloc || game.objects[CHEST].prop != STATE_NOTFOUND)
* PROP_IS_FOUND(CHEST) == true. */
if (game.loc == game.chloc || !PROP_IS_NOTFOUND(CHEST))
return true;
int snarfed = 0;
bool movechest = false, robplayer = false;
@ -917,10 +917,10 @@ static void listobjects(void)
obj = obj - NOBJECTS;
if (obj == STEPS && TOTING(NUGGET))
continue;
if (game.objects[obj].prop < 0) {
if (PROP_IS_STASHED_OR_UNSEEN(obj)) {
if (game.closed)
continue;
game.objects[obj].prop = STATE_FOUND;
PROP_SET_FOUND(obj);
if (obj == RUG)
game.objects[RUG].prop = RUG_DRAGON;
if (obj == CHAIN)
@ -1102,7 +1102,7 @@ static bool do_command(void)
pspeak(OYSTER, look, true, 1);
for (size_t i = 1; i <= NOBJECTS; i++) {
if (TOTING(i) && game.objects[i].prop < 0)
game.objects[i].prop = STASHED(i);
game.objects[i].prop = PROP_STASHED(i);
}
}