Eliminate a confusing dummy argument in a macro.
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5c90880f0a
commit
a2bb39dc7e
3 changed files with 26 additions and 26 deletions
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@ -676,7 +676,7 @@ static phase_codes_t extinguish(verb_t verb, obj_t obj) {
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break;
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break;
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case LAMP:
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case LAMP:
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state_change(LAMP, LAMP_DARK);
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state_change(LAMP, LAMP_DARK);
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rspeak(DARK(game.loc) ? PITCH_DARK : NO_MESSAGE);
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rspeak(IS_DARK_HERE() ? PITCH_DARK : NO_MESSAGE);
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break;
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break;
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case DRAGON:
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case DRAGON:
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case VOLCANO:
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case VOLCANO:
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@ -1155,12 +1155,12 @@ static phase_codes_t read(command_t command)
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}
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}
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}
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}
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if (command.obj > NOBJECTS || command.obj == NO_OBJECT ||
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if (command.obj > NOBJECTS || command.obj == NO_OBJECT ||
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DARK(game.loc)) {
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IS_DARK_HERE()) {
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return GO_UNKNOWN;
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return GO_UNKNOWN;
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}
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}
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}
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}
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if (DARK(game.loc)) {
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if (IS_DARK_HERE()) {
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sspeak(NO_SEE, command.word[0].raw);
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sspeak(NO_SEE, command.word[0].raw);
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} else if (command.obj == OYSTER) {
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} else if (command.obj == OYSTER) {
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if (!TOTING(OYSTER) || !game.closed) {
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if (!TOTING(OYSTER) || !game.closed) {
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38
advent.h
38
advent.h
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@ -83,24 +83,24 @@
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#define PROMPT "> "
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#define PROMPT "> "
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/*
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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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* 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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* MOD(N,M) = Arithmetic modulus
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* TOTING(OBJ) = true if the OBJ is being carried
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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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* 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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* 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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* 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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* 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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* 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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* 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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* IS_DARK_HERE() = 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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* 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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* 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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* 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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* 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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* 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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* 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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* 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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* BUG(X) = report bug and exit
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*/
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*/
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#define DESTROY(N) move(N, LOC_NOWHERE)
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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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#define MOD(N, M) ((N) % (M))
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@ -118,7 +118,7 @@
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(CNDBIT((LOC), COND_FLUID) ? CNDBIT((LOC), COND_OILY) ? OIL : WATER \
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(CNDBIT((LOC), COND_FLUID) ? CNDBIT((LOC), COND_OILY) ? OIL : WATER \
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: NO_OBJECT)
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: NO_OBJECT)
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#define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
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#define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
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#define DARK(DUMMY) \
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#define IS_DARK_HERE() \
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(!CNDBIT(game.loc, COND_LIT) && \
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(!CNDBIT(game.loc, COND_LIT) && \
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(game.objects[LAMP].prop == LAMP_DARK || !HERE(LAMP)))
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(game.objects[LAMP].prop == LAMP_DARK || !HERE(LAMP)))
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#define PCT(N) (randrange(100) < (N))
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#define PCT(N) (randrange(100) < (N))
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8
main.c
8
main.c
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@ -534,7 +534,7 @@ static void describe_location(void) {
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msg = locations[game.loc].description.big;
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msg = locations[game.loc].description.big;
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}
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}
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if (!FORCED(game.loc) && DARK(game.loc)) {
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if (!FORCED(game.loc) && IS_DARK_HERE()) {
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msg = arbitrary_messages[PITCH_DARK];
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msg = arbitrary_messages[PITCH_DARK];
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}
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}
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@ -1047,7 +1047,7 @@ static void listobjects(void) {
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* Similarly for chain; game.prop is initially CHAINING_BEAR (locked to
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* Similarly for chain; game.prop is initially CHAINING_BEAR (locked to
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* bear). These hacks are because game.prop=0 is needed to
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* bear). These hacks are because game.prop=0 is needed to
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* get full score. */
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* get full score. */
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if (!DARK(game.loc)) {
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if (!IS_DARK_HERE()) {
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++game.locs[game.loc].abbrev;
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++game.locs[game.loc].abbrev;
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for (int i = game.locs[game.loc].atloc; i != 0;
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for (int i = game.locs[game.loc].atloc; i != 0;
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i = game.link[i]) {
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i = game.link[i]) {
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@ -1229,7 +1229,7 @@ static bool do_move(void) {
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/* The easiest way to get killed is to fall into a pit in
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/* The easiest way to get killed is to fall into a pit in
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* pitch darkness. */
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* pitch darkness. */
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if (!FORCED(game.loc) && DARK(game.loc) && game.wzdark &&
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if (!FORCED(game.loc) && IS_DARK_HERE() && game.wzdark &&
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PCT(PIT_KILL_PROB)) {
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PCT(PIT_KILL_PROB)) {
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rspeak(PIT_FALL);
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rspeak(PIT_FALL);
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game.oldlc2 = game.loc;
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game.oldlc2 = game.loc;
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@ -1283,7 +1283,7 @@ static bool do_command(void) {
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}
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}
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/* Check to see if the room is dark. */
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/* Check to see if the room is dark. */
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game.wzdark = DARK(game.loc);
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game.wzdark = IS_DARK_HERE();
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/* If the knife is not here it permanently disappears.
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/* If the knife is not here it permanently disappears.
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* Possibly this should fire if the knife is here but
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* Possibly this should fire if the knife is here but
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