Eliminare a confusing dummy argument in a macro.
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3 changed files with 26 additions and 26 deletions
38
advent.h
38
advent.h
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@ -83,24 +83,24 @@
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#define PROMPT "> "
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/*
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* DESTROY(N) = Get rid of an item by putting it in LOC_NOWHERE
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* MOD(N,M) = Arithmetic modulus
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* TOTING(OBJ) = true if the OBJ is being carried
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* AT(OBJ) = true if on either side of two-placed object
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* HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
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* CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
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* LIQUID() = object number of liquid in bottle
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* LIQLOC(LOC) = object number of liquid (if any) at LOC
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* FORCED(LOC) = true if LOC moves without asking for input (COND=2)
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* DARK(LOC) = true if location "LOC" is dark
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* PCT(N) = true N% of the time (N integer from 0 to 100)
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* GSTONE(OBJ) = true if OBJ is a gemstone
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* FOREST(LOC) = true if LOC is part of the forest
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* OUTSIDE(LOC) = true if location not in the cave
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* INSIDE(LOC) = true if location is in the cave or the building at the
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* beginning of the game
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* INDEEP(LOC) = true if location is in the Hall of Mists or deeper
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* BUG(X) = report bug and exit
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* DESTROY(N) = Get rid of an item by putting it in LOC_NOWHERE
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* MOD(N,M) = Arithmetic modulus
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* TOTING(OBJ) = true if the OBJ is being carried
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* AT(OBJ) = true if on either side of two-placed object
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* HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
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* CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
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* LIQUID() = object number of liquid in bottle
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* LIQLOC(LOC) = object number of liquid (if any) at LOC
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* FORCED(LOC) = true if LOC moves without asking for input (COND=2)
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* IS_DARK_HERE() = true if location "LOC" is dark
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* PCT(N) = true N% of the time (N integer from 0 to 100)
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* GSTONE(OBJ) = true if OBJ is a gemstone
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* FOREST(LOC) = true if LOC is part of the forest
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* OUTSIDE(LOC) = true if location not in the cave
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* INSIDE(LOC) = true if location is in the cave or the building at the
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* beginning of the game
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* INDEEP(LOC) = true if location is in the Hall of Mists or deeper
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* BUG(X) = report bug and exit
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*/
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#define DESTROY(N) move(N, LOC_NOWHERE)
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#define MOD(N, M) ((N) % (M))
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@ -118,7 +118,7 @@
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(CNDBIT((LOC), COND_FLUID) ? CNDBIT((LOC), COND_OILY) ? OIL : WATER \
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: NO_OBJECT)
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#define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
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#define DARK(DUMMY) \
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#define IS_DARK_HERE() \
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(!CNDBIT(game.loc, COND_LIT) && \
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(game.objects[LAMP].prop == LAMP_DARK || !HERE(LAMP)))
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#define PCT(N) (randrange(100) < (N))
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