Clean up dummy macro arguments.
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parent
925aeab51b
commit
3c78ff879b
3 changed files with 24 additions and 24 deletions
30
actions.c
30
actions.c
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@ -214,7 +214,7 @@ static int carry(long obj)
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if (game.fixed[obj] != 0)
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return(2011);
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if (obj == WATER || obj == OIL) {
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if (!HERE(BOTTLE) || LIQ(0) != obj) {
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if (!HERE(BOTTLE) || LIQUID() != obj) {
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if (TOTING(BOTTLE) && game.prop[BOTTLE] == 1)
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return(fill(BOTTLE));
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if (game.prop[BOTTLE] != 1)SPK=105;
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@ -241,8 +241,8 @@ static int carry(long obj)
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if ((obj==BIRD || obj==CAGE) && (game.prop[BIRD]==1 || -1-game.prop[BIRD]==1))
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CARRY(BIRD+CAGE-obj,game.loc);
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CARRY(obj,game.loc);
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if (obj == BOTTLE && LIQ(0) != 0)
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game.place[LIQ(0)] = -1;
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if (obj == BOTTLE && LIQUID() != 0)
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game.place[LIQUID()] = -1;
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if (!GSTONE(obj) || game.prop[obj] == 0)
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return(2009);
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game.prop[obj]=0;
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@ -334,7 +334,7 @@ static int discard(long obj, bool just_do_it)
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if (game.prop[VASE] != 0)game.fixed[VASE]= -1;
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}
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}
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K=LIQ(0);
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K=LIQUID();
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if (K == obj)obj=BOTTLE;
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if (obj == BOTTLE && K != 0)game.place[K]=0;
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if (obj == CAGE && game.prop[BIRD] == 1)DROP(BIRD,game.loc);
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@ -349,11 +349,11 @@ static int drink(token_t obj)
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/* Drink. If no object, assume water and look for it here. If water is in
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* the bottle, drink that, else must be at a water loc, so drink stream. */
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{
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if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE)))
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if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE)))
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return(8000);
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if (obj != BLOOD) {
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if (obj != 0 && obj != WATER)SPK=110;
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if (SPK == 110 || LIQ(0) != WATER || !HERE(BOTTLE)) return(2011);
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if (SPK == 110 || LIQUID() != WATER || !HERE(BOTTLE)) return(2011);
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game.prop[BOTTLE]=1;
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game.place[WATER]=0;
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SPK=74;
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@ -407,7 +407,7 @@ static int extinguish(int obj)
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if (obj == LAMP) {
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game.prop[LAMP]=0;
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RSPEAK(40);
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if (DARK(0))
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if (DARK(game.loc))
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RSPEAK(16);
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return(2012);
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}
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@ -488,7 +488,7 @@ int fill(long obj)
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SPK=213;
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if (game.prop[URN] != 0) return(2011);
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SPK=144;
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k=LIQ(0);
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k=LIQUID();
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if (k == 0 || !HERE(BOTTLE)) return(2011);
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game.place[k]=0;
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game.prop[BOTTLE]=1;
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@ -506,12 +506,12 @@ int fill(long obj)
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SPK=106;
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if (HERE(URN) && game.prop[URN] != 0)
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SPK=214;
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if (LIQ(0) != 0)
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if (LIQUID() != 0)
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SPK=105;
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if (SPK != 107)
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return(2011);
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game.prop[BOTTLE]=MOD(COND[game.loc],4)/2*2;
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k=LIQ(0);
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k=LIQUID();
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if (TOTING(BOTTLE))
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game.place[k]= -1;
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if (k == OIL)
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@ -523,7 +523,7 @@ static int find(token_t obj)
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/* Find. Might be carrying it, or it might be here. Else give caveat. */
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{
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if (AT(obj) ||
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(LIQ(0) == obj && AT(BOTTLE)) ||
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(LIQUID() == obj && AT(BOTTLE)) ||
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obj == LIQLOC(game.loc) ||
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(obj == DWARF && ATDWRF(game.loc) > 0))
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SPK=94;
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@ -667,7 +667,7 @@ static int pour(token_t obj)
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/* Pour. If no object, or object is bottle, assume contents of bottle.
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* special tests for pouring water or oil on plant or rusty door. */
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{
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if (obj == BOTTLE || obj == 0)obj=LIQ(0);
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if (obj == BOTTLE || obj == 0)obj=LIQUID();
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if (obj == 0) return(8000);
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if (!TOTING(obj)) return(2011);
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SPK=78;
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@ -713,10 +713,10 @@ static int read(FILE *input, token_t obj)
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if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0)
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obj = obj * NOBJECTS + i;
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}
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if (obj > NOBJECTS || obj == 0 || DARK(0)) return(8000);
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if (obj > NOBJECTS || obj == 0 || DARK(game.loc)) return(8000);
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}
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if (DARK(0)) {
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if (DARK(game.loc)) {
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SETPRM(1,WD1,WD1X);
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RSPEAK(256);
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return(2012);
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@ -916,7 +916,7 @@ int action(FILE *input, enum speechpart part, long verb, long obj)
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}
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else if (obj == DWARF && ATDWRF(game.loc) > 0)
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/* FALL THROUGH */;
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else if ((LIQ(0) == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc))
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else if ((LIQUID() == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc))
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/* FALL THROUGH */;
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else if (obj == OIL && HERE(URN) && game.prop[URN] != 0) {
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obj=URN;
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6
advent.h
6
advent.h
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@ -125,12 +125,12 @@ extern int saveresume(FILE *, bool);
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*
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* AT(OBJ) = true if on either side of two-placed object
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* CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
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* DARK(DUMMY) = true if location "LOC" is dark
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* DARK(LOC) = true if location "LOC" is dark
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* FORCED(LOC) = true if LOC moves without asking for input (COND=2)
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* FOREST(LOC) = true if LOC is part of the forest
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* GSTONE(OBJ) = true if OBJ is a gemstone
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* HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
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* LIQ(DUMMY) = object number of liquid in bottle
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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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* PCT(N) = true N% of the time (N integer from 0 to 100)
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* TOTING(OBJ) = true if the OBJ is being carried */
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@ -139,7 +139,7 @@ extern int saveresume(FILE *, bool);
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#define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
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#define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
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#define LIQ2(PBOTL) ((1-(PBOTL))*WATER+((PBOTL)/2)*(WATER+OIL))
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#define LIQ(DUMMY) (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE]))
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#define LIQUID() (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE]))
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#define LIQLOC(LOC) (LIQ2((MOD(COND[LOC]/2*2,8)-5)*MOD(COND[LOC]/4,2)+1))
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#define CNDBIT(L,N) (TSTBIT(COND[L],N))
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#define FORCED(LOC) (COND[LOC] == 2)
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6
main.c
6
main.c
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@ -713,7 +713,7 @@ L2000: if (game.loc == 0)
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KK=STEXT[game.loc];
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if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)
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KK=LTEXT[game.loc];
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if (!FORCED(game.loc) && DARK(0)) {
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if (!FORCED(game.loc) && DARK(game.loc)) {
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/* The easiest way to get killed is to fall into a pit in
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* pitch darkness. */
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if (game.wzdark && PCT(35)) {
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@ -740,7 +740,7 @@ L2000: if (game.loc == 0)
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* bear). These hacks are because game.prop=0 is needed to
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* get full score. */
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if (DARK(0)) goto L2012;
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if (DARK(game.loc)) goto L2012;
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++game.abbrev[game.loc];
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i=game.atloc[game.loc];
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L2004: if (i == 0) goto L2012;
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@ -806,7 +806,7 @@ L2603: if (game.closed) {
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game.prop[i] = -1-game.prop[i];
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}
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}
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game.wzdark=DARK(0);
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game.wzdark=DARK(game.loc);
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if (game.knfloc > 0 && game.knfloc != game.loc)
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game.knfloc=0;
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