Comment and macro cleanup.
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parent
92451f1fff
commit
5c90880f0a
3 changed files with 24 additions and 22 deletions
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@ -329,7 +329,8 @@ static phase_codes_t vcarry(verb_t verb, obj_t obj) {
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if (game.objects[obj].fixed != IS_FREE) {
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switch (obj) {
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case PLANT:
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rspeak((game.objects[PLANT].prop == PLANT_THIRSTY || OBJECT_IS_STASHED(PLANT))
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rspeak((game.objects[PLANT].prop == PLANT_THIRSTY ||
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OBJECT_IS_STASHED(PLANT))
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? DEEP_ROOTS
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: YOU_JOKING);
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break;
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39
advent.h
39
advent.h
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@ -83,23 +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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* OUTSID(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 INDEEP(LOC) = true if location is in the Hall of Mists
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* or deeper 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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* 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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*/
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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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@ -124,8 +125,8 @@
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#define GSTONE(OBJ) \
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((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
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#define FOREST(LOC) CNDBIT(LOC, COND_FOREST)
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#define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
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#define INSIDE(LOC) (!OUTSID(LOC) || LOC == LOC_BUILDING)
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#define OUTSIDE(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
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#define INSIDE(LOC) (!OUTSIDE(LOC) || LOC == LOC_BUILDING)
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#define INDEEP(LOC) CNDBIT((LOC), COND_DEEP)
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#define BUG(x) bug(x, #x)
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4
main.c
4
main.c
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@ -640,7 +640,7 @@ static void playermove(int motion) {
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} else if (motion == CAVE) {
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/* Cave. Different messages depending on whether above ground.
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*/
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rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE)
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rspeak((OUTSIDE(game.loc) && game.loc != LOC_GRATE)
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? FOLLOW_STREAM
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: NEED_DETAIL);
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return;
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@ -1193,7 +1193,7 @@ static bool preprocess_command(command_t *command) {
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static bool do_move(void) {
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/* Actually execute the move to the new location and dwarf movement */
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/* Can't leave cave once it's closing (except by main office). */
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if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
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if (OUTSIDE(game.newloc) && game.newloc != 0 && game.closng) {
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rspeak(EXIT_CLOSED);
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game.newloc = game.loc;
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if (!game.panic) {
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