Comment and macro cleanup.

This commit is contained in:
Eric S. Raymond 2024-09-23 06:04:40 -04:00
parent 92451f1fff
commit 5c90880f0a
3 changed files with 24 additions and 22 deletions

View file

@ -329,7 +329,8 @@ static phase_codes_t vcarry(verb_t verb, obj_t obj) {
if (game.objects[obj].fixed != IS_FREE) {
switch (obj) {
case PLANT:
rspeak((game.objects[PLANT].prop == PLANT_THIRSTY || OBJECT_IS_STASHED(PLANT))
rspeak((game.objects[PLANT].prop == PLANT_THIRSTY ||
OBJECT_IS_STASHED(PLANT))
? DEEP_ROOTS
: YOU_JOKING);
break;

View file

@ -83,23 +83,24 @@
#define PROMPT "> "
/*
* DESTROY(N) = Get rid of an item by putting it in LOC_NOWHERE
* MOD(N,M) = Arithmetic modulus
* TOTING(OBJ) = true if the OBJ is being carried
* AT(OBJ) = true if on either side of two-placed object
* HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
* CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
* LIQUID() = object number of liquid in bottle
* LIQLOC(LOC) = object number of liquid (if any) at LOC
* FORCED(LOC) = true if LOC moves without asking for input (COND=2)
* DARK(LOC) = true if location "LOC" is dark
* PCT(N) = true N% of the time (N integer from 0 to 100)
* GSTONE(OBJ) = true if OBJ is a gemstone
* FOREST(LOC) = true if LOC is part of the forest
* OUTSID(LOC) = true if location not in the cave
* INSIDE(LOC) = true if location is in the cave or the building at the
* beginning of the game INDEEP(LOC) = true if location is in the Hall of Mists
* or deeper BUG(X) = report bug and exit
* DESTROY(N) = Get rid of an item by putting it in LOC_NOWHERE
* MOD(N,M) = Arithmetic modulus
* TOTING(OBJ) = true if the OBJ is being carried
* AT(OBJ) = true if on either side of two-placed object
* HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
* CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
* LIQUID() = object number of liquid in bottle
* LIQLOC(LOC) = object number of liquid (if any) at LOC
* FORCED(LOC) = true if LOC moves without asking for input (COND=2)
* DARK(LOC) = true if location "LOC" is dark
* PCT(N) = true N% of the time (N integer from 0 to 100)
* GSTONE(OBJ) = true if OBJ is a gemstone
* FOREST(LOC) = true if LOC is part of the forest
* OUTSIDE(LOC) = true if location not in the cave
* INSIDE(LOC) = true if location is in the cave or the building at the
* beginning of the game
* INDEEP(LOC) = true if location is in the Hall of Mists or deeper
* BUG(X) = report bug and exit
*/
#define DESTROY(N) move(N, LOC_NOWHERE)
#define MOD(N, M) ((N) % (M))
@ -124,8 +125,8 @@
#define GSTONE(OBJ) \
((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
#define FOREST(LOC) CNDBIT(LOC, COND_FOREST)
#define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
#define INSIDE(LOC) (!OUTSID(LOC) || LOC == LOC_BUILDING)
#define OUTSIDE(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
#define INSIDE(LOC) (!OUTSIDE(LOC) || LOC == LOC_BUILDING)
#define INDEEP(LOC) CNDBIT((LOC), COND_DEEP)
#define BUG(x) bug(x, #x)

4
main.c
View file

@ -640,7 +640,7 @@ static void playermove(int motion) {
} else if (motion == CAVE) {
/* Cave. Different messages depending on whether above ground.
*/
rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE)
rspeak((OUTSIDE(game.loc) && game.loc != LOC_GRATE)
? FOLLOW_STREAM
: NEED_DETAIL);
return;
@ -1193,7 +1193,7 @@ static bool preprocess_command(command_t *command) {
static bool do_move(void) {
/* Actually execute the move to the new location and dwarf movement */
/* Can't leave cave once it's closing (except by main office). */
if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
if (OUTSIDE(game.newloc) && game.newloc != 0 && game.closng) {
rspeak(EXIT_CLOSED);
game.newloc = game.loc;
if (!game.panic) {