Expand a macro to simplify code.

This commit is contained in:
Eric S. Raymond 2024-09-23 03:53:28 -04:00
parent a4fd14caf7
commit 40742e112b
3 changed files with 7 additions and 8 deletions

View file

@ -970,7 +970,7 @@ static phase_codes_t listen(void) {
}
for (obj_t i = 1; i <= NOBJECTS; i++) {
if (!HERE(i) || objects[i].sounds[0] == NULL ||
OBJECT_IS_STASHED_OR_UNSEEN(i)) {
OBJECT_IS_STASHED(i) || OBJECT_IS_NOTFOUND(i)) {
continue;
}
int mi = game.objects[i].prop;

View file

@ -67,17 +67,16 @@
* and readable objects, notably the clam/oyster - but the code around
* those tests is difficult to read.
*/
#define PROP_STASHIFY(n) (-1 - (n))
#define PROP_IS_INVALID(val) (val < -MAX_STATE - 1 || val > MAX_STATE)
#define OBJECT_IS_STASHED(obj) (game.objects[obj].prop < STATE_NOTFOUND)
#define OBJECT_IS_NOTFOUND(obj) (game.objects[obj].prop == STATE_NOTFOUND)
#define OBJECT_IS_FOUND(obj) (game.objects[obj].prop == STATE_FOUND)
#define OBJECT_IS_STASHED_OR_UNSEEN(obj) (game.objects[obj].prop < 0)
#define OBJECT_SET_FOUND(obj) (game.objects[obj].prop = STATE_FOUND)
#define OBJECT_SET_NOT_FOUND(obj) (game.objects[obj].prop = STATE_NOTFOUND)
#define OBJECT_IS_NOTFOUND2(g, o) (g.objects[o].prop == STATE_NOTFOUND)
#define OBJECT_STATE_EQUALS(obj, pval) ((game.objects[obj].prop == pval) || (game.objects[obj].prop == PROP_STASHIFY(pval)))
#define PROP_IS_INVALID(val) (val < -MAX_STATE - 1 || val > MAX_STATE)
#define PROP_STASHIFY(n) (-1 - (n))
#define OBJECT_STASHIFY(obj, pval) game.objects[obj].prop = PROP_STASHIFY(pval)
#define OBJECT_IS_STASHED(obj) (game.objects[obj].prop < STATE_NOTFOUND)
#define OBJECT_STATE_EQUALS(obj, pval) ((game.objects[obj].prop == pval) || (game.objects[obj].prop == PROP_STASHIFY(pval)))
#define PROMPT "> "

4
main.c
View file

@ -188,7 +188,7 @@ static void checkhints(void) {
return;
case 9: /* jade */
if (game.tally == 1 &&
OBJECT_IS_STASHED_OR_UNSEEN(JADE)) {
(OBJECT_IS_STASHED(JADE) || OBJECT_IS_NOTFOUND(JADE))) {
break;
}
game.hints[hint].lc = 0;
@ -1061,7 +1061,7 @@ static void listobjects(void) {
* running this code only on objects with the treasure
* property set. Nope. There is mystery here.
*/
if (OBJECT_IS_STASHED_OR_UNSEEN(obj)) {
if (OBJECT_IS_STASHED(i) || OBJECT_IS_NOTFOUND(obj)) {
if (game.closed) {
continue;
}