Back away from trying for the found member until we make stashed work.
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27
advent.h
27
advent.h
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@ -47,7 +47,6 @@
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#define IS_FIXED -1
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#define IS_FIXED -1
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#define IS_FREE 0
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#define IS_FREE 0
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#ifndef FOUNDBOOL
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/* (ESR) It is fitting that translation of the original ADVENT should
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/* (ESR) It is fitting that translation of the original ADVENT should
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* have left us a maze of twisty little conditionals that resists all
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* have left us a maze of twisty little conditionals that resists all
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* understanding. Setting and use of what is now the per-object state
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* understanding. Setting and use of what is now the per-object state
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@ -78,29 +77,6 @@
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#define OBJECT_SET_NOT_FOUND(obj) (game.objects[obj].prop = STATE_NOTFOUND)
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#define OBJECT_SET_NOT_FOUND(obj) (game.objects[obj].prop = STATE_NOTFOUND)
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#define OBJECT_IS_NOTFOUND2(g, o) (g.objects[o].prop == STATE_NOTFOUND)
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#define OBJECT_IS_NOTFOUND2(g, o) (g.objects[o].prop == STATE_NOTFOUND)
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#define OBJECT_STATE_EQUALS(obj, pval) ((game.objects[obj].prop == pval) || (game.objects[obj].prop == PROP_STASHIFY(pval)))
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#define OBJECT_STATE_EQUALS(obj, pval) ((game.objects[obj].prop == pval) || (game.objects[obj].prop == PROP_STASHIFY(pval)))
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#else
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/* (ESR) Only the boldest of adventurers will explore here. This
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* alternate set of definitions for the macros above was an attempt to
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* break out of the state encoding a per-object "found" member
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* telling whether or not the player has seen the object.
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*/
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#define PROP_STASHIFY(n) (-(n))
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#define PROP_IS_INVALID(val) (val < -MAX_STATE || val > MAX_STATE)
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#define OBJECT_IS_STASHED(obj) (game.objects[obj].prop < 0)
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#define OBJECT_IS_NOTFOUND(obj) (!game.objects[obj].found)
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#define OBJECT_IS_FOUND(obj) \
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(game.objects[obj].found && game.objects[obj].prop == 0)
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#define OBJECT_IS_STASHED_OR_UNSEEN(obj) \
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(!game.objects[obj].found || game.objects[obj].prop < 0)
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#define OBJECT_SET_FOUND(obj) \
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do { \
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game.objects[obj].found = true; \
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game.objects[obj].prop = STATE_FOUND; \
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} while (0)
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#define OBJECT_SET_NOT_FOUND(obj) game.objects[obj].found = false
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#define OBJECT_IS_NOTFOUND2(g, o) (!g.objects[o].found)
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#define OBJECT_SET_SEEN(obj) game.objects[object].found = true
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#endif
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#define OBJECT_STASHIFY(obj, pval) game.objects[obj].prop = PROP_STASHIFY(pval)
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#define OBJECT_STASHIFY(obj, pval) game.objects[obj].prop = PROP_STASHIFY(pval)
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#define PROMPT "> "
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#define PROMPT "> "
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@ -254,9 +230,6 @@ struct game_t {
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loc_t oldloc; // prior loc of each dwarf, initially garbage
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loc_t oldloc; // prior loc of each dwarf, initially garbage
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} dwarves[NDWARVES + 1];
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} dwarves[NDWARVES + 1];
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struct {
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struct {
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#ifdef FOUNDBOOL
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bool32_t found; // has the location of this object been found?
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#endif
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loc_t fixed; // fixed location of object (if not IS_FREE)
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loc_t fixed; // fixed location of object (if not IS_FREE)
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int32_t prop; // object state
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int32_t prop; // object state
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loc_t place; // location of object
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loc_t place; // location of object
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