Rename some macos for clarity.
This commit is contained in:
parent
124e7768b4
commit
cb293f4aa4
8 changed files with 50 additions and 50 deletions
2
Makefile
2
Makefile
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@ -67,7 +67,7 @@ cheat: $(CHEAT_OBJS) dungeon.o
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CSUPPRESSIONS = --suppress=missingIncludeSystem --suppress=invalidscanf
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cppcheck:
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@-cppcheck -I. --quiet --template gcc -UPROP_SET_SEEN --enable=all $(CSUPPRESSIONS) *.[ch]
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@-cppcheck -I. --quiet --template gcc -UOBJECT_SET_SEEN --enable=all $(CSUPPRESSIONS) *.[ch]
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pylint:
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@-pylint --score=n *.py */*.py
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20
actions.c
20
actions.c
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@ -246,7 +246,7 @@ static phase_codes_t bigwords(vocab_t id) {
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static void blast(void) {
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/* Blast. No effect unless you've got dynamite, which is a neat trick!
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*/
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if (PROP_IS_NOTFOUND(ROD2) || !game.closed) {
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if (OBJECT_IS_NOTFOUND(ROD2) || !game.closed) {
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rspeak(REQUIRES_DYNAMITE);
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} else {
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if (HERE(ROD2)) {
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@ -389,7 +389,7 @@ static phase_codes_t vcarry(verb_t verb, obj_t obj) {
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}
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if (obj == BIRD && game.objects[BIRD].prop != BIRD_CAGED &&
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!PROP_IS_STASHED(BIRD)) {
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!OBJECT_IS_STASHED(BIRD)) {
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if (game.objects[BIRD].prop == BIRD_FOREST_UNCAGED) {
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DESTROY(BIRD);
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rspeak(BIRD_CRAP);
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@ -407,7 +407,7 @@ static phase_codes_t vcarry(verb_t verb, obj_t obj) {
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}
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if ((obj == BIRD || obj == CAGE) &&
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(game.objects[BIRD].prop == BIRD_CAGED ||
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PROP_STASHED(BIRD) == BIRD_CAGED)) {
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OBJECT_STASHED(BIRD) == BIRD_CAGED)) {
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/* expression maps BIRD to CAGE and CAGE to BIRD */
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carry(BIRD + CAGE - obj, game.loc);
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}
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@ -418,8 +418,8 @@ static phase_codes_t vcarry(verb_t verb, obj_t obj) {
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game.objects[LIQUID()].place = CARRIED;
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}
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if (GSTONE(obj) && !PROP_IS_FOUND(obj)) {
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PROP_SET_FOUND(obj);
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if (GSTONE(obj) && !OBJECT_IS_FOUND(obj)) {
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OBJECT_SET_FOUND(obj);
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game.objects[CAVITY].prop = CAVITY_EMPTY;
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}
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rspeak(OK_MAN);
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@ -971,7 +971,7 @@ static phase_codes_t listen(void) {
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}
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for (obj_t i = 1; i <= NOBJECTS; i++) {
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if (!HERE(i) || objects[i].sounds[0] == NULL ||
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PROP_IS_STASHED_OR_UNSEEN(i)) {
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OBJECT_IS_STASHED_OR_UNSEEN(i)) {
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continue;
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}
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int mi = game.objects[i].prop;
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@ -1151,7 +1151,7 @@ static phase_codes_t read(command_t command)
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command.obj = NO_OBJECT;
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for (int i = 1; i <= NOBJECTS; i++) {
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if (HERE(i) && objects[i].texts[0] != NULL &&
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!PROP_IS_STASHED(i)) {
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!OBJECT_IS_STASHED(i)) {
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command.obj = command.obj * NOBJECTS + i;
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}
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}
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@ -1175,7 +1175,7 @@ static phase_codes_t read(command_t command)
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1); // Not really a sound, but oh well.
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}
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} else if (objects[command.obj].texts[0] == NULL ||
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PROP_IS_NOTFOUND(command.obj)) {
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OBJECT_IS_NOTFOUND(command.obj)) {
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speak(actions[command.verb].message);
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} else {
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pspeak(command.obj, study, true,
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@ -1351,9 +1351,9 @@ static phase_codes_t wave(verb_t verb, obj_t obj) {
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}
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if (game.objects[BIRD].prop == BIRD_UNCAGED &&
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game.loc == game.objects[STEPS].place && PROP_IS_NOTFOUND(JADE)) {
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game.loc == game.objects[STEPS].place && OBJECT_IS_NOTFOUND(JADE)) {
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drop(JADE, game.loc);
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PROP_SET_FOUND(JADE);
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OBJECT_SET_FOUND(JADE);
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--game.tally;
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rspeak(NECKLACE_FLY);
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return GO_CLEAROBJ;
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38
advent.h
38
advent.h
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@ -61,7 +61,7 @@
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* STATE_NOTFOUND is only set on treasures. Non-treasures start the
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* game in STATE_FOUND.
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*
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* PROP_STASHED is supposed to map a state property value to a
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* OBJECT_STASHED is supposed to map a state property value to a
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* negative range, where the object cannot be picked up but the value
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* can be recovered later. Various objects get this property when
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* the cave starts to close. Only seems to be significant for the bird
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@ -69,14 +69,14 @@
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* those tests is difficult to read.
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*/
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#define PROP_STASHIFY(n) (-1 - (n))
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#define PROP_IS_STASHED(obj) (game.objects[obj].prop < STATE_NOTFOUND)
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#define PROP_IS_NOTFOUND(obj) (game.objects[obj].prop == STATE_NOTFOUND)
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#define PROP_IS_FOUND(obj) (game.objects[obj].prop == STATE_FOUND)
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#define PROP_IS_STASHED_OR_UNSEEN(obj) (game.objects[obj].prop < 0)
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#define PROP_SET_FOUND(obj) (game.objects[obj].prop = STATE_FOUND)
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#define PROP_SET_NOT_FOUND(obj) (game.objects[obj].prop = STATE_NOTFOUND)
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#define PROP_IS_NOTFOUND2(g, o) (g.objects[o].prop == STATE_NOTFOUND)
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#define PROP_IS_INVALID(val) (val < -MAX_STATE - 1 || val > MAX_STATE)
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#define OBJECT_IS_STASHED(obj) (game.objects[obj].prop < STATE_NOTFOUND)
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#define OBJECT_IS_NOTFOUND(obj) (game.objects[obj].prop == STATE_NOTFOUND)
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#define OBJECT_IS_FOUND(obj) (game.objects[obj].prop == STATE_FOUND)
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#define OBJECT_IS_STASHED_OR_UNSEEN(obj) (game.objects[obj].prop < 0)
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#define OBJECT_SET_FOUND(obj) (game.objects[obj].prop = STATE_FOUND)
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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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#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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@ -84,27 +84,27 @@
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* telling whether or not the player has seen the object.
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*
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* What's broken when you try to use thus is
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* PROP_IS_STASHED_OR_UNSEEN. The symptom is game.tally getting
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* OBJECT_IS_STASHED_OR_UNSEEN. The symptom is game.tally getting
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* decremented on non-treasures.
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*/
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#define PROP_STASHIFY(n) (-(n))
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#define PROP_IS_STASHED(obj) (game.objects[obj].prop < 0)
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#define PROP_IS_NOTFOUND(obj) (!game.objects[obj].found)
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#define PROP_IS_FOUND(obj) \
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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 PROP_IS_STASHED_OR_UNSEEN(obj) \
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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 PROP_SET_FOUND(obj) \
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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 PROP_SET_NOT_FOUND(obj) game.objects[obj].found = false
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#define PROP_IS_NOTFOUND2(g, o) (!g.objects[o].found)
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#define PROP_IS_INVALID(val) (val < -MAX_STATE || val > MAX_STATE)
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#define PROP_SET_SEEN(obj) game.objects[object].found = true
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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 PROP_STASHED(obj) PROP_STASHIFY(game.objects[obj].prop)
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#define OBJECT_STASHED(obj) PROP_STASHIFY(game.objects[obj].prop)
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#define PROMPT "> "
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4
init.c
4
init.c
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@ -84,10 +84,10 @@ int initialise(void) {
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if (objects[object].is_treasure) {
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++game.tally;
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if (objects[object].inventory != NULL) {
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PROP_SET_NOT_FOUND(object);
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OBJECT_SET_NOT_FOUND(object);
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}
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} else {
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PROP_SET_FOUND(object);
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OBJECT_SET_FOUND(object);
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}
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}
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game.conds = setbit(COND_HBASE);
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24
main.c
24
main.c
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@ -152,8 +152,8 @@ static void checkhints(void) {
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game.hints[hint].lc = 0;
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return;
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case 4: /* dark */
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if (!PROP_IS_NOTFOUND(EMERALD) &&
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PROP_IS_NOTFOUND(PYRAMID)) {
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if (!OBJECT_IS_NOTFOUND(EMERALD) &&
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OBJECT_IS_NOTFOUND(PYRAMID)) {
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break;
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}
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game.hints[hint].lc = 0;
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@ -188,7 +188,7 @@ static void checkhints(void) {
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return;
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case 9: /* jade */
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if (game.tally == 1 &&
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PROP_IS_STASHED_OR_UNSEEN(JADE)) {
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OBJECT_IS_STASHED_OR_UNSEEN(JADE)) {
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break;
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}
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game.hints[hint].lc = 0;
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@ -231,8 +231,8 @@ static bool spotted_by_pirate(int i) {
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* tally=1 for an unseen chest, let the pirate be spotted. Note
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* that game.objexts,place[CHEST] = LOC_NOWHERE might mean that he's
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* thrown it to the troll, but in that case he's seen the chest
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* PROP_IS_FOUND(CHEST) == true. */
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if (game.loc == game.chloc || !PROP_IS_NOTFOUND(CHEST)) {
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* OBJECT_IS_FOUND(CHEST) == true. */
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if (game.loc == game.chloc || !OBJECT_IS_NOTFOUND(CHEST)) {
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return true;
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}
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int snarfed = 0;
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@ -1061,11 +1061,11 @@ static void listobjects(void) {
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* running this code only on objects with the treasure
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* property set. Nope. There is mystery here.
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*/
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if (PROP_IS_STASHED_OR_UNSEEN(obj)) {
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if (OBJECT_IS_STASHED_OR_UNSEEN(obj)) {
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if (game.closed) {
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continue;
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}
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PROP_SET_FOUND(obj);
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OBJECT_SET_FOUND(obj);
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if (obj == RUG) {
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game.objects[RUG].prop = RUG_DRAGON;
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}
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* way objects won't be described until they've
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* been picked up and put down separate from
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* their respective piles. */
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if ((PROP_IS_NOTFOUND(OYSTER) ||
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PROP_IS_STASHED(OYSTER)) &&
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if ((OBJECT_IS_NOTFOUND(OYSTER) ||
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OBJECT_IS_STASHED(OYSTER)) &&
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TOTING(OYSTER)) {
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pspeak(OYSTER, look, true, 1);
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}
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for (size_t i = 1; i <= NOBJECTS; i++) {
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if (TOTING(i) && (PROP_IS_NOTFOUND(i) ||
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PROP_IS_STASHED(i))) {
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if (TOTING(i) && (OBJECT_IS_NOTFOUND(i) ||
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OBJECT_IS_STASHED(i))) {
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game.objects[i].prop =
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PROP_STASHED(i);
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OBJECT_STASHED(i);
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}
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}
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}
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6
misc.c
6
misc.c
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@ -620,11 +620,11 @@ void put(obj_t object, loc_t where, int pval) {
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/* put() is the same as move(), except it returns a value used to set
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* up the negated game.prop values for the repository objects. */
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move(object, where);
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/* (ESR) Read this in combination with the macro defintions in advebt.h.
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/* (ESR) Read this in combination with the macro defintions in advent.h.
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*/
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game.objects[object].prop = PROP_STASHIFY(pval);
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#ifdef PROP_SET_SEEN
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PROP_SET_SEEN(object);
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#ifdef OBJECT_SET_SEEN
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OBJECT_SET_SEEN(object);
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#endif
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}
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@ -230,7 +230,7 @@ bool is_valid(struct game_t valgame) {
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int temp_tally = 0;
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for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
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if (objects[treasure].is_treasure) {
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if (PROP_IS_NOTFOUND2(valgame, treasure)) {
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if (OBJECT_IS_NOTFOUND2(valgame, treasure)) {
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++temp_tally;
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}
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}
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4
score.c
4
score.c
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@ -49,11 +49,11 @@ int score(enum termination mode) {
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if (i > CHEST) {
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k = 16;
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}
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if (!PROP_IS_STASHED(i) && !PROP_IS_NOTFOUND(i)) {
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if (!OBJECT_IS_STASHED(i) && !OBJECT_IS_NOTFOUND(i)) {
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score += 2;
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}
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if (game.objects[i].place == LOC_BUILDING &&
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PROP_IS_FOUND(i)) {
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OBJECT_IS_FOUND(i)) {
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score += k - 2;
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}
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mxscor += k;
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