Improve state-macro encapsulation.
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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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