Rename some macos for clarity.

This commit is contained in:
Eric S. Raymond 2024-06-30 14:42:06 -04:00
parent 124e7768b4
commit cb293f4aa4
8 changed files with 50 additions and 50 deletions

View file

@ -61,7 +61,7 @@
* 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
* OBJECT_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 property when
* the cave starts to close. Only seems to be significant for the bird
@ -69,14 +69,14 @@
* those tests is difficult to read.
*/
#define PROP_STASHIFY(n) (-1 - (n))
#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_FOUND(obj) (game.objects[obj].prop == STATE_FOUND)
#define PROP_IS_STASHED_OR_UNSEEN(obj) (game.objects[obj].prop < 0)
#define PROP_SET_FOUND(obj) (game.objects[obj].prop = STATE_FOUND)
#define PROP_SET_NOT_FOUND(obj) (game.objects[obj].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 OBJECT_IS_STASHED(obj) (game.objects[obj].prop < STATE_NOTFOUND)
#define OBJECT_IS_NOTFOUND(obj) (game.objects[obj].prop == STATE_NOTFOUND)
#define OBJECT_IS_FOUND(obj) (game.objects[obj].prop == STATE_FOUND)
#define OBJECT_IS_STASHED_OR_UNSEEN(obj) (game.objects[obj].prop < 0)
#define OBJECT_SET_FOUND(obj) (game.objects[obj].prop = STATE_FOUND)
#define OBJECT_SET_NOT_FOUND(obj) (game.objects[obj].prop = STATE_NOTFOUND)
#define OBJECT_IS_NOTFOUND2(g, o) (g.objects[o].prop == STATE_NOTFOUND)
#else
/* (ESR) Only the boldest of adventurers will explore here. This
* alternate set of definitions for the macros above was an attempt to
@ -84,27 +84,27 @@
* telling whether or not the player has seen the object.
*
* What's broken when you try to use thus is
* PROP_IS_STASHED_OR_UNSEEN. The symptom is game.tally getting
* OBJECT_IS_STASHED_OR_UNSEEN. The symptom is game.tally getting
* decremented on non-treasures.
*/
#define PROP_STASHIFY(n) (-(n))
#define PROP_IS_STASHED(obj) (game.objects[obj].prop < 0)
#define PROP_IS_NOTFOUND(obj) (!game.objects[obj].found)
#define PROP_IS_FOUND(obj) \
#define PROP_IS_INVALID(val) (val < -MAX_STATE || val > MAX_STATE)
#define OBJECT_IS_STASHED(obj) (game.objects[obj].prop < 0)
#define OBJECT_IS_NOTFOUND(obj) (!game.objects[obj].found)
#define OBJECT_IS_FOUND(obj) \
(game.objects[obj].found && game.objects[obj].prop == 0)
#define PROP_IS_STASHED_OR_UNSEEN(obj) \
#define OBJECT_IS_STASHED_OR_UNSEEN(obj) \
(!game.objects[obj].found || game.objects[obj].prop < 0)
#define PROP_SET_FOUND(obj) \
#define OBJECT_SET_FOUND(obj) \
do { \
game.objects[obj].found = true; \
game.objects[obj].prop = STATE_FOUND; \
} while (0)
#define PROP_SET_NOT_FOUND(obj) game.objects[obj].found = false
#define PROP_IS_NOTFOUND2(g, o) (!g.objects[o].found)
#define PROP_IS_INVALID(val) (val < -MAX_STATE || val > MAX_STATE)
#define PROP_SET_SEEN(obj) game.objects[object].found = true
#define OBJECT_SET_NOT_FOUND(obj) game.objects[obj].found = false
#define OBJECT_IS_NOTFOUND2(g, o) (!g.objects[o].found)
#define OBJECT_SET_SEEN(obj) game.objects[object].found = true
#endif
#define PROP_STASHED(obj) PROP_STASHIFY(game.objects[obj].prop)
#define OBJECT_STASHED(obj) PROP_STASHIFY(game.objects[obj].prop)
#define PROMPT "> "