Improve state-macro encapsulation.

This commit is contained in:
Eric S. Raymond 2023-04-15 09:29:28 -04:00
parent 5d3205e1e9
commit ef78c36ddb
3 changed files with 16 additions and 13 deletions

View file

@ -68,7 +68,7 @@
* the cave starts to close. On;y seems to be signifucant for the bird * the cave starts to close. On;y seems to be signifucant for the bird
* and readable objects, notably the clam/oyster - but the code around * and readable objects, notably the clam/oyster - but the code around
* those test is difficult to read. */ * those test is difficult to read. */
#define PROP_STASHED(obj) (-1 - game.objects[obj].prop) #define PROP_STASHIFY(n) (-1 - (n))
#define PROP_IS_STASHED(obj) (game.objects[obj].prop < STATE_NOTFOUND) #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_NOTFOUND(obj) (game.objects[obj].prop == STATE_NOTFOUND)
#define PROP_IS_FOUND(obj) (game.objects[obj].prop == STATE_FOUND) #define PROP_IS_FOUND(obj) (game.objects[obj].prop == STATE_FOUND)
@ -81,11 +81,13 @@
/* (ESR) Only the boldest of adventurers will explore here. This /* (ESR) Only the boldest of adventurers will explore here. This
* alternate set of definitions for the macros above was an attempt to * alternate set of definitions for the macros above was an attempt to
* break from out of the state encoding a per-object "found" member * break from out of the state encoding a per-object "found" member
* telling whether or not the player has seen the object. These is one * telling whether or not the player has seen the object.
* accompanying change in misc.c. What's broken when you try to use *
* thus is PROP_IS_STASHED_OR_UNSEEN. * What's broken when you try to use thus is
* PROP_IS_STASHED_OR_UNSEEN. The symptom is game.tally getting
* decremented on non-treasures.
*/ */
#define PROP_STASHED(obj) (-game.objects[obj].prop) #define PROP_STASHIFY(n) (-(n))
#define PROP_IS_STASHED(obj) (game.objects[obj].prop < 0) #define PROP_IS_STASHED(obj) (game.objects[obj].prop < 0)
#define PROP_IS_NOTFOUND(obj) (!game.objects[obj].found) #define PROP_IS_NOTFOUND(obj) (!game.objects[obj].found)
#define PROP_IS_FOUND(obj) (game.objects[obj].found && game.objects[obj].prop == 0) #define PROP_IS_FOUND(obj) (game.objects[obj].found && game.objects[obj].prop == 0)
@ -94,7 +96,9 @@
#define PROP_SET_NOT_FOUND(obj) game.objects[obj].found = false #define PROP_SET_NOT_FOUND(obj) game.objects[obj].found = false
#define PROP_IS_NOTFOUND2(g, o) (!g.objects[o].found) #define PROP_IS_NOTFOUND2(g, o) (!g.objects[o].found)
#define PROP_IS_INVALID(val) (val < -MAX_STATE || val > MAX_STATE) #define PROP_IS_INVALID(val) (val < -MAX_STATE || val > MAX_STATE)
#define PROP_SET_SEEN(obj) game.objects[object].found = true
#endif #endif
#define PROP_STASHED(obj) PROP_STASHIFY(game.objects[obj].prop)
#define PROMPT "> " #define PROMPT "> "

7
init.c
View file

@ -84,9 +84,10 @@ int initialise(void)
drop(k, objects[k].plac); drop(k, objects[k].plac);
} }
/* Treasure props are initially -1, and are set to 0 the first time /* Treasure props are initially STATE_NOTFOUND, and are set to
* they are described. game.tally keeps track of how many are * STATE_FOUND the first time they are described. game.tally
* not yet found, so we know when to close the cave. */ * keeps track of how many are not yet found, so we know when to
* close the cave. */
for (int treasure = 1; treasure <= NOBJECTS; treasure++) { for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
if (objects[treasure].is_treasure) { if (objects[treasure].is_treasure) {
++game.tally; ++game.tally;

8
misc.c
View file

@ -602,11 +602,9 @@ void put(obj_t object, loc_t where, int pval)
move(object, where); move(object, where);
/* (ESR) Read this in combination with the macro defintions in advebt.h. /* (ESR) Read this in combination with the macro defintions in advebt.h.
*/ */
#ifndef FOUNDBOOL game.objects[object].prop = PROP_STASHIFY(pval);
game.objects[object].prop = (-1) - pval; // Needs to stay synchronized with PROP_STASHED #ifdef PROP_SET_SEEN
#else PROP_SET_SEEN(object);
game.objects[object].prop = - pval;; // Needs to stay synchronized with PROP_STASHED
game.objects[object].found = true;
#endif #endif
} }