Improve namespace hygiene.

This commit is contained in:
Eric S. Raymond 2017-06-22 08:58:11 -04:00
parent 6277b45d6b
commit 9c7c23b75a
2 changed files with 26 additions and 26 deletions

View file

@ -128,6 +128,25 @@ extern int suspend(void);
extern int resume(void); extern int resume(void);
extern int restore(FILE *); extern int restore(FILE *);
/* Symbols for cond bits - used by following macros */
#define COND_LIT 0 /* Light */
#define COND_OILY 1 /* If bit 2 is on: on for oil, off for water */
#define COND_FLUID 2 /* Liquid asset, see bit 1 */
#define COND_NOARRR 3 /* Pirate doesn't go here unless following */
#define COND_NOBACK 4 /* Cannot use "back" to move away */
/* Bits past 10 indicate areas of interest to "hint" routines */
#define COND_HBASE 10 /* Base for location hint bits */
#define COND_HCAVE 11 /* Trying to get into cave */
#define COND_HBIRD 12 /* Trying to catch bird */
#define COND_HSNAKE 13 /* Trying to deal with snake */
#define COND_HMAZE 14 /* Lost in maze */
#define COND_HDARK 15 /* Pondering dark room */
#define COND_HWITT 16 /* At Witt's End */
#define COND_HCLIFF 17 /* Cliff with urn */
#define COND_HWOODS 18 /* Lost in forest */
#define COND_HOGRE 19 /* Trying to deal with ogre */
#define COND_HJADE 20 /* Found all treasures except jade */
/* /*
* MOD(N,M) = Arithmetic modulus * MOD(N,M) = Arithmetic modulus
* AT(OBJ) = true if on either side of two-placed object * AT(OBJ) = true if on either side of two-placed object
@ -152,7 +171,7 @@ extern int restore(FILE *);
#define LIQLOC(LOC) (LIQ2((MOD(COND[LOC]/2*2,8)-5)*MOD(COND[LOC]/4,2)+1)) #define LIQLOC(LOC) (LIQ2((MOD(COND[LOC]/2*2,8)-5)*MOD(COND[LOC]/4,2)+1))
#define CNDBIT(L,N) (TSTBIT(COND[L],N)) #define CNDBIT(L,N) (TSTBIT(COND[L],N))
#define FORCED(LOC) (COND[LOC] == 2) #define FORCED(LOC) (COND[LOC] == 2)
#define DARK(DUMMY) ((!CNDBIT(game.loc,LIGHT)) && (game.prop[LAMP] == 0 || !HERE(LAMP))) #define DARK(DUMMY) ((!CNDBIT(game.loc,COND_LIT)) && (game.prop[LAMP] == 0 || !HERE(LAMP)))
#define PCT(N) (randrange(100) < (N)) #define PCT(N) (randrange(100) < (N))
#define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH) #define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
#define FOREST(LOC) ((LOC) >= LOC_FOREST1 && (LOC) <= LOC_FOREST22) #define FOREST(LOC) ((LOC) >= LOC_FOREST1 && (LOC) <= LOC_FOREST22)
@ -210,25 +229,6 @@ int action(FILE *input, struct command_t *command);
#define GO_ACTION 40000 #define GO_ACTION 40000
#define GO_DWARFWAKE 19000 #define GO_DWARFWAKE 19000
/* Symbols for cond bits */
#define LIGHT 0 /* Light */
#define OILY 1 /* If bit 2 is on: on for oil, off for water */
#define FLUID 2 /* Liquid asset, see bit 1 */
#define NOARRR 3 /* Pirate doesn't go here unless following player */
#define NOBACK 4 /* Cannot use "back" to move away */
/* Bits past 10 indicate areas of interest to "hint" routines */
#define HBASE 10 /* Base for location hint bits */
#define HCAVE 11 /* Trying to get into cave */
#define HBIRD 12 /* Trying to catch bird */
#define HSNAKE 13 /* Trying to deal with snake */
#define HMAZE 14 /* Lost in maze */
#define HDARK 15 /* Pondering dark room */
#define HWITT 16 /* At Witt's End */
#define HCLIFF 17 /* Cliff with urn */
#define HWOODS 18 /* Lost in forest */
#define HOGRE 19 /* Trying to deal with ogre */
#define HJADE 20 /* Found all treasures except jade */
/* Special object statuses in game.place - can also be a location number (> 0) */ /* Special object statuses in game.place - can also be a location number (> 0) */
#define CARRIED -1 /* Player is toting it */ #define CARRIED -1 /* Player is toting it */

12
main.c
View file

@ -192,7 +192,7 @@ static void checkhints(void)
for (int hint = 0; hint < HINT_COUNT; hint++) { for (int hint = 0; hint < HINT_COUNT; hint++) {
if (game.hinted[hint]) if (game.hinted[hint])
continue; continue;
if (!CNDBIT(game.loc, hint + 1 + HBASE)) if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
game.hintlc[hint] = -1; game.hintlc[hint] = -1;
++game.hintlc[hint]; ++game.hintlc[hint];
/* Come here if he's been long enough at required loc(s) for some /* Come here if he's been long enough at required loc(s) for some
@ -355,7 +355,7 @@ static bool dwarfmove(void)
* means dwarves won't follow him into dead end in maze, but * means dwarves won't follow him into dead end in maze, but
* c'est la vie. They'll wait for him outside the dead * c'est la vie. They'll wait for him outside the dead
* end. */ * end. */
if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, NOARRR)) if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR))
return true; return true;
/* Dwarf activity level ratchets up */ /* Dwarf activity level ratchets up */
@ -369,7 +369,7 @@ static bool dwarfmove(void)
* the 5 dwarves. If any of the survivors is at loc, * the 5 dwarves. If any of the survivors is at loc,
* replace him with the alternate. */ * replace him with the alternate. */
if (game.dflag == 1) { if (game.dflag == 1) {
if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, NOBACK) || PCT(85)))) if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85))))
return true; return true;
game.dflag = 2; game.dflag = 2;
for (int i = 1; i <= 2; i++) { for (int i = 1; i <= 2; i++) {
@ -413,7 +413,7 @@ static bool dwarfmove(void)
j >= 20 || j >= 20 ||
game.newloc == game.dloc[i] || game.newloc == game.dloc[i] ||
FORCED(game.newloc) || FORCED(game.newloc) ||
(i == PIRATE && CNDBIT(game.newloc, NOARRR)) || (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) ||
labs(TRAVEL[kk]) / 1000000 == 100); labs(TRAVEL[kk]) / 1000000 == 100);
if (!avoided) { if (!avoided) {
tk[j++] = game.newloc; tk[j++] = game.newloc;
@ -541,7 +541,7 @@ static bool playermove(token_t verb, int motion)
game.oldloc = game.loc; game.oldloc = game.loc;
k2 = 0; k2 = 0;
if (motion == game.loc)k2 = FORGOT_PATH; if (motion == game.loc)k2 = FORGOT_PATH;
if (CNDBIT(game.loc, NOBACK))k2 = TWIST_TURN; if (CNDBIT(game.loc, COND_NOBACK))k2 = TWIST_TURN;
if (k2 == 0) { if (k2 == 0) {
for (;;) { for (;;) {
scratchloc = MOD((labs(TRAVEL[kk]) / 1000), 1000); scratchloc = MOD((labs(TRAVEL[kk]) / 1000), 1000);
@ -938,7 +938,7 @@ static bool do_command(FILE *cmdin)
* wants to go. If so, the dwarf's blocking his way. If * wants to go. If so, the dwarf's blocking his way. If
* coming from place forbidden to pirate (dwarves rooted in * coming from place forbidden to pirate (dwarves rooted in
* place) let him get out (and attacked). */ * place) let him get out (and attacked). */
if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, NOARRR)) { if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) {
for (size_t i = 1; i <= NDWARVES - 1; i++) { for (size_t i = 1; i <= NDWARVES - 1; i++) {
if (game.odloc[i] == game.newloc && game.dseen[i]) { if (game.odloc[i] == game.newloc && game.dseen[i]) {
game.newloc = game.loc; game.newloc = game.loc;