Comment and macro cleanup.
This commit is contained in:
parent
92451f1fff
commit
5c90880f0a
3 changed files with 24 additions and 22 deletions
|
@ -329,7 +329,8 @@ static phase_codes_t vcarry(verb_t verb, obj_t obj) {
|
||||||
if (game.objects[obj].fixed != IS_FREE) {
|
if (game.objects[obj].fixed != IS_FREE) {
|
||||||
switch (obj) {
|
switch (obj) {
|
||||||
case PLANT:
|
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
|
? DEEP_ROOTS
|
||||||
: YOU_JOKING);
|
: YOU_JOKING);
|
||||||
break;
|
break;
|
||||||
|
|
39
advent.h
39
advent.h
|
@ -83,23 +83,24 @@
|
||||||
#define PROMPT "> "
|
#define PROMPT "> "
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* DESTROY(N) = Get rid of an item by putting it in LOC_NOWHERE
|
* DESTROY(N) = Get rid of an item by putting it in LOC_NOWHERE
|
||||||
* MOD(N,M) = Arithmetic modulus
|
* MOD(N,M) = Arithmetic modulus
|
||||||
* TOTING(OBJ) = true if the OBJ is being carried
|
* TOTING(OBJ) = true if the OBJ is being carried
|
||||||
* AT(OBJ) = true if on either side of two-placed object
|
* AT(OBJ) = true if on either side of two-placed object
|
||||||
* HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
|
* 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)
|
* CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
|
||||||
* LIQUID() = object number of liquid in bottle
|
* LIQUID() = object number of liquid in bottle
|
||||||
* LIQLOC(LOC) = object number of liquid (if any) at LOC
|
* LIQLOC(LOC) = object number of liquid (if any) at LOC
|
||||||
* FORCED(LOC) = true if LOC moves without asking for input (COND=2)
|
* FORCED(LOC) = true if LOC moves without asking for input (COND=2)
|
||||||
* DARK(LOC) = true if location "LOC" is dark
|
* DARK(LOC) = true if location "LOC" is dark
|
||||||
* PCT(N) = true N% of the time (N integer from 0 to 100)
|
* PCT(N) = true N% of the time (N integer from 0 to 100)
|
||||||
* GSTONE(OBJ) = true if OBJ is a gemstone
|
* GSTONE(OBJ) = true if OBJ is a gemstone
|
||||||
* FOREST(LOC) = true if LOC is part of the forest
|
* FOREST(LOC) = true if LOC is part of the forest
|
||||||
* OUTSID(LOC) = true if location not in the cave
|
* OUTSIDE(LOC) = true if location not in the cave
|
||||||
* INSIDE(LOC) = true if location is in the cave or the building at the
|
* 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
|
* beginning of the game
|
||||||
* or deeper BUG(X) = report bug and exit
|
* 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 DESTROY(N) move(N, LOC_NOWHERE)
|
||||||
#define MOD(N, M) ((N) % (M))
|
#define MOD(N, M) ((N) % (M))
|
||||||
|
@ -124,8 +125,8 @@
|
||||||
#define GSTONE(OBJ) \
|
#define GSTONE(OBJ) \
|
||||||
((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
|
((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
|
||||||
#define FOREST(LOC) CNDBIT(LOC, COND_FOREST)
|
#define FOREST(LOC) CNDBIT(LOC, COND_FOREST)
|
||||||
#define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
|
#define OUTSIDE(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
|
||||||
#define INSIDE(LOC) (!OUTSID(LOC) || LOC == LOC_BUILDING)
|
#define INSIDE(LOC) (!OUTSIDE(LOC) || LOC == LOC_BUILDING)
|
||||||
#define INDEEP(LOC) CNDBIT((LOC), COND_DEEP)
|
#define INDEEP(LOC) CNDBIT((LOC), COND_DEEP)
|
||||||
#define BUG(x) bug(x, #x)
|
#define BUG(x) bug(x, #x)
|
||||||
|
|
||||||
|
|
4
main.c
4
main.c
|
@ -640,7 +640,7 @@ static void playermove(int motion) {
|
||||||
} else if (motion == CAVE) {
|
} else if (motion == CAVE) {
|
||||||
/* Cave. Different messages depending on whether above ground.
|
/* 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
|
? FOLLOW_STREAM
|
||||||
: NEED_DETAIL);
|
: NEED_DETAIL);
|
||||||
return;
|
return;
|
||||||
|
@ -1193,7 +1193,7 @@ static bool preprocess_command(command_t *command) {
|
||||||
static bool do_move(void) {
|
static bool do_move(void) {
|
||||||
/* Actually execute the move to the new location and dwarf movement */
|
/* Actually execute the move to the new location and dwarf movement */
|
||||||
/* Can't leave cave once it's closing (except by main office). */
|
/* 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);
|
rspeak(EXIT_CLOSED);
|
||||||
game.newloc = game.loc;
|
game.newloc = game.loc;
|
||||||
if (!game.panic) {
|
if (!game.panic) {
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue