#define IS_FIXED -1
#define IS_FREE 0
-/* Map a state property value to a negative range, where the object cannot be
- * picked up but the value can be recovered later. Avoid colliding with -1,
- * which has its own meaning as STATE_NOTFOUND. */
-#define STASHED(obj) (-1 - game.prop[obj])
+#ifndef FOUNDBOOL
+/* (ESR) It is fitting that translation of the original ADVENT should
+ * have left us a maze of twisty little conditionals that resists all
+ * understanding. Setting and use of what is now the per-object state
+ * member (which used to be an array of its own) is our mystery. This
+ * state tangles together information about whether the object is a
+ * treasure, whether the player has seen it yet, and its activation
+ * state.
+ *
+ * Things we think we know:
+ *
+ * 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
+ * negative range, where the object cannot be picked up but the value
+ * can be recovered later. Various objects get this peoperty when
+ * 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
+ * those test 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)
+#else
+/* (ESR) Only the boldest of adventurers will explore here. This
+ * alternate set of definitions for the macros above was an attempt to
+ * break from out of the state encoding a per-object "found" member
+ * 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
+ * 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) (game.objects[obj].found && game.objects[obj].prop == 0)
+#define PROP_IS_STASHED_OR_UNSEEN(obj) (!game.objects[obj].found || game.objects[obj].prop < 0)
+#define PROP_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
+#endif
+#define PROP_STASHED(obj) PROP_STASHIFY(game.objects[obj].prop)
#define PROMPT "> "
*/
#define DESTROY(N) move(N, LOC_NOWHERE)
#define MOD(N,M) ((N) % (M))
-#define TOTING(OBJ) (game.place[OBJ] == CARRIED)
-#define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
+#define TOTING(OBJ) (game.objects[OBJ].place == CARRIED)
+#define AT(OBJ) (game.objects[OBJ].place == game.loc || game.objects[OBJ].fixed == game.loc)
#define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
#define CNDBIT(L,N) (tstbit(conditions[L],N))
-#define LIQUID() (game.prop[BOTTLE] == WATER_BOTTLE? WATER : game.prop[BOTTLE] == OIL_BOTTLE ? OIL : NO_OBJECT )
+#define LIQUID() (game.objects[BOTTLE].prop == WATER_BOTTLE? WATER : game.objects[BOTTLE].prop == OIL_BOTTLE ? OIL : NO_OBJECT )
#define LIQLOC(LOC) (CNDBIT((LOC),COND_FLUID)? CNDBIT((LOC),COND_OILY) ? OIL : WATER : NO_OBJECT)
#define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
-#define DARK(DUMMY) (!CNDBIT(game.loc,COND_LIT) && (game.prop[LAMP] == LAMP_DARK || !HERE(LAMP)))
+#define DARK(DUMMY) (!CNDBIT(game.loc,COND_LIT) && (game.objects[LAMP].prop == LAMP_DARK || !HERE(LAMP)))
#define PCT(N) (randrange(100) < (N))
#define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
#define FOREST(LOC) CNDBIT(LOC, COND_FOREST)
loc_t loc; // location of dwarves, initially hard-wired in
loc_t oldloc; // prior loc of each dwarf, initially garbage
} dwarves[NDWARVES + 1];
- loc_t fixed[NOBJECTS + 1]; // fixed location of object (if not IS_FREE)
+ struct {
+#ifdef FOUNDBOOL
+ bool found; // has the location of this object bween found?
+#endif
+ loc_t fixed; // fixed location of object (if not IS_FREE)
+ int prop; // object state */
+ loc_t place; // location of object
+ } objects[NOBJECTS + 1];
+ struct {
+ bool used; // hints[i].used = true iff hint i has been used.
+#ifndef FOUNDBOOL
+ int lc; // hints[i].lc = show int at LOC with cond bit i
+#else
+ int lc; // hints[i].lc = show int at LOC with cond bit i
+#endif
+ } hints[NHINTS];
obj_t link[NOBJECTS * 2 + 1];// object-list links
- loc_t place[NOBJECTS + 1]; // location of object
- bool hinted[NHINTS]; // hinted[i] = true iff hint i has been used.
- int hintlc[NHINTS]; // hintlc[i] = show int at LOC with cond bit i
- int prop[NOBJECTS + 1]; // object state array */
};
/*
extern bool yes_or_no(const char*, const char*, const char*);
extern void juggle(obj_t);
extern void move(obj_t, loc_t);
-extern loc_t put(obj_t, loc_t, int);
+extern void put(obj_t, loc_t, int);
extern void carry(obj_t, loc_t);
extern void drop(obj_t, loc_t);
extern int atdwrf(loc_t);