Expand a macro to simplify code.
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a4fd14caf7
commit
40742e112b
3 changed files with 7 additions and 8 deletions
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@ -970,7 +970,7 @@ static phase_codes_t listen(void) {
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}
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for (obj_t i = 1; i <= NOBJECTS; i++) {
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if (!HERE(i) || objects[i].sounds[0] == NULL ||
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OBJECT_IS_STASHED_OR_UNSEEN(i)) {
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OBJECT_IS_STASHED(i) || OBJECT_IS_NOTFOUND(i)) {
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continue;
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}
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int mi = game.objects[i].prop;
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9
advent.h
9
advent.h
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@ -67,17 +67,16 @@
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* and readable objects, notably the clam/oyster - but the code around
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* those tests is difficult to read.
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*/
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#define PROP_STASHIFY(n) (-1 - (n))
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#define PROP_IS_INVALID(val) (val < -MAX_STATE - 1 || val > MAX_STATE)
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#define OBJECT_IS_STASHED(obj) (game.objects[obj].prop < STATE_NOTFOUND)
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#define OBJECT_IS_NOTFOUND(obj) (game.objects[obj].prop == STATE_NOTFOUND)
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#define OBJECT_IS_FOUND(obj) (game.objects[obj].prop == STATE_FOUND)
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#define OBJECT_IS_STASHED_OR_UNSEEN(obj) (game.objects[obj].prop < 0)
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#define OBJECT_SET_FOUND(obj) (game.objects[obj].prop = STATE_FOUND)
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#define OBJECT_SET_NOT_FOUND(obj) (game.objects[obj].prop = STATE_NOTFOUND)
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#define OBJECT_IS_NOTFOUND2(g, o) (g.objects[o].prop == STATE_NOTFOUND)
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#define OBJECT_STATE_EQUALS(obj, pval) ((game.objects[obj].prop == pval) || (game.objects[obj].prop == PROP_STASHIFY(pval)))
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#define PROP_IS_INVALID(val) (val < -MAX_STATE - 1 || val > MAX_STATE)
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#define PROP_STASHIFY(n) (-1 - (n))
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#define OBJECT_STASHIFY(obj, pval) game.objects[obj].prop = PROP_STASHIFY(pval)
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#define OBJECT_IS_STASHED(obj) (game.objects[obj].prop < STATE_NOTFOUND)
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#define OBJECT_STATE_EQUALS(obj, pval) ((game.objects[obj].prop == pval) || (game.objects[obj].prop == PROP_STASHIFY(pval)))
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#define PROMPT "> "
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4
main.c
4
main.c
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@ -188,7 +188,7 @@ static void checkhints(void) {
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return;
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case 9: /* jade */
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if (game.tally == 1 &&
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OBJECT_IS_STASHED_OR_UNSEEN(JADE)) {
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(OBJECT_IS_STASHED(JADE) || OBJECT_IS_NOTFOUND(JADE))) {
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break;
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}
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game.hints[hint].lc = 0;
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@ -1061,7 +1061,7 @@ static void listobjects(void) {
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* running this code only on objects with the treasure
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* property set. Nope. There is mystery here.
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*/
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if (OBJECT_IS_STASHED_OR_UNSEEN(obj)) {
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if (OBJECT_IS_STASHED(i) || OBJECT_IS_NOTFOUND(obj)) {
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if (game.closed) {
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continue;
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}
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