Improve state-macro encapsulation.
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5d3205e1e9
commit
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3 changed files with 16 additions and 13 deletions
14
advent.h
14
advent.h
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@ -68,7 +68,7 @@
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* the cave starts to close. On;y seems to be signifucant for the bird
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* and readable objects, notably the clam/oyster - but the code around
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* those test is difficult to read. */
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#define PROP_STASHED(obj) (-1 - game.objects[obj].prop)
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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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@ -81,11 +81,13 @@
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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 from out of the state encoding a per-object "found" member
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* telling whether or not the player has seen the object. These is one
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* accompanying change in misc.c. What's broken when you try to use
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* thus is PROP_IS_STASHED_OR_UNSEEN.
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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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* decremented on non-treasures.
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*/
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#define PROP_STASHED(obj) (-game.objects[obj].prop)
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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) (game.objects[obj].found && game.objects[obj].prop == 0)
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@ -94,7 +96,9 @@
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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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#endif
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#define PROP_STASHED(obj) PROP_STASHIFY(game.objects[obj].prop)
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#define PROMPT "> "
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7
init.c
7
init.c
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@ -84,9 +84,10 @@ int initialise(void)
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drop(k, objects[k].plac);
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}
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/* Treasure props are initially -1, and are set to 0 the first time
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* they are described. game.tally keeps track of how many are
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* not yet found, so we know when to close the cave. */
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/* Treasure props are initially STATE_NOTFOUND, and are set to
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* STATE_FOUND the first time they are described. game.tally
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* keeps track of how many are not yet found, so we know when to
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* close the cave. */
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for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
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if (objects[treasure].is_treasure) {
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++game.tally;
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8
misc.c
8
misc.c
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@ -602,11 +602,9 @@ void put(obj_t object, loc_t where, int pval)
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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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*/
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#ifndef FOUNDBOOL
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game.objects[object].prop = (-1) - pval; // Needs to stay synchronized with PROP_STASHED
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#else
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game.objects[object].prop = - pval;; // Needs to stay synchronized with PROP_STASHED
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game.objects[object].found = true;
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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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#endif
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}
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