Add explanatory comments.

This commit is contained in:
Eric S. Raymond 2023-04-15 06:29:59 -04:00
parent a6b41fdb8f
commit 5d3205e1e9
4 changed files with 35 additions and 7 deletions

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@ -2,7 +2,7 @@
// SPDX-FileCopyrightText: Eric S. Raymond <esr@thyrsus.com> // SPDX-FileCopyrightText: Eric S. Raymond <esr@thyrsus.com>
// SPDX-License-Identifier: CC-BY-4.0 // SPDX-License-Identifier: CC-BY-4.0
Reoisitory head:: Repository head::
Savefiles now have an identifying magic cookie at the front. Savefiles now have an identifying magic cookie at the front.
Resume detects if a save has incompatible endianness. Resume detects if a save has incompatible endianness.

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@ -48,12 +48,27 @@
#define IS_FIXED -1 #define IS_FIXED -1
#define IS_FREE 0 #define IS_FREE 0
/* PROP_STASHED maps a state property value to a negative range, where the object
* cannot be picked up but the value can be recovered later. */
#ifndef FOUNDBOOL #ifndef FOUNDBOOL
/* PROP_STASHED needs ro avoid colliding with -1, /* (ESR) It is fitting that translation of the original ADVENT should
* which has its own meaning as STATE_NOTFOUND. */ * have left us a maze of twisty little conditionals that resists all
#define PROP_STASHED(obj) (STATE_NOTFOUND - game.objects[obj].prop) * understanding. Setting and use of what is now the per-object state
* member (which used to be an array of its own) is our mystery. This
* state tangles together information about whether the object is a
* treasure, whether the player has seen it yet, and its activation
* state.
*
* Things we think we know:
*
* STATE_NOTFOUND is only set on treasures. Non-treasures start the
* game in STATE_FOUND.
*
* PROP_STASHED is supposed to map a state property value to a
* negative range, where the object cannot be picked up but the value
* can be recovered later. Various objects get this peoperty when
* the cave starts to close. On;y seems to be signifucant for the bird
* and readable objects, notably the clam/oyster - but the code around
* those test is difficult to read. */
#define PROP_STASHED(obj) (-1 - game.objects[obj].prop)
#define PROP_IS_STASHED(obj) (game.objects[obj].prop < STATE_NOTFOUND) #define PROP_IS_STASHED(obj) (game.objects[obj].prop < STATE_NOTFOUND)
#define PROP_IS_NOTFOUND(obj) (game.objects[obj].prop == STATE_NOTFOUND) #define PROP_IS_NOTFOUND(obj) (game.objects[obj].prop == STATE_NOTFOUND)
#define PROP_IS_FOUND(obj) (game.objects[obj].prop == STATE_FOUND) #define PROP_IS_FOUND(obj) (game.objects[obj].prop == STATE_FOUND)
@ -63,6 +78,13 @@
#define PROP_IS_NOTFOUND2(g, o) (g.objects[o].prop == STATE_NOTFOUND) #define PROP_IS_NOTFOUND2(g, o) (g.objects[o].prop == STATE_NOTFOUND)
#define PROP_IS_INVALID(val) (val < -MAX_STATE - 1 || val > MAX_STATE) #define PROP_IS_INVALID(val) (val < -MAX_STATE - 1 || val > MAX_STATE)
#else #else
/* (ESR) Only the boldest of adventurers will explore here. This
* alternate set of definitions for the macros above was an attempt to
* break from out of the state encoding a per-object "found" member
* telling whether or not the player has seen the object. These is one
* accompanying change in misc.c. What's broken when you try to use
* thus is PROP_IS_STASHED_OR_UNSEEN.
*/
#define PROP_STASHED(obj) (-game.objects[obj].prop) #define PROP_STASHED(obj) (-game.objects[obj].prop)
#define PROP_IS_STASHED(obj) (game.objects[obj].prop < 0) #define PROP_IS_STASHED(obj) (game.objects[obj].prop < 0)
#define PROP_IS_NOTFOUND(obj) (!game.objects[obj].found) #define PROP_IS_NOTFOUND(obj) (!game.objects[obj].found)

4
main.c
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@ -917,6 +917,10 @@ static void listobjects(void)
obj = obj - NOBJECTS; obj = obj - NOBJECTS;
if (obj == STEPS && TOTING(NUGGET)) if (obj == STEPS && TOTING(NUGGET))
continue; continue;
/* (ESR) Warning: it looks like you could get away with
* running this code only on objects with the treasure
* property set. Nope. There is mystery here.
*/
if (PROP_IS_STASHED_OR_UNSEEN(obj)) { if (PROP_IS_STASHED_OR_UNSEEN(obj)) {
if (game.closed) if (game.closed)
continue; continue;

4
misc.c
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@ -600,8 +600,10 @@ void put(obj_t object, loc_t where, int pval)
* negated game.prop values for the repository objects. */ * negated game.prop values for the repository objects. */
{ {
move(object, where); move(object, where);
/* (ESR) Read this in combination with the macro defintions in advebt.h.
*/
#ifndef FOUNDBOOL #ifndef FOUNDBOOL
game.objects[object].prop = (-1) - pval;; // Needs to stay synchronized with PROP_STASHED game.objects[object].prop = (-1) - pval; // Needs to stay synchronized with PROP_STASHED
#else #else
game.objects[object].prop = - pval;; // Needs to stay synchronized with PROP_STASHED game.objects[object].prop = - pval;; // Needs to stay synchronized with PROP_STASHED
game.objects[object].found = true; game.objects[object].found = true;