X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=advent.h;h=4188b1707d22616dfddb8e144ed1e3ae5184d29f;hb=ef78c36ddb2c4d3715a3885525bc4106fffb3060;hp=cb2b71b62ea6f4273e77b6fcf31396b1d865eb0e;hpb=4d4e8dce96cc9401151181a259c5160291031947;p=open-adventure.git diff --git a/advent.h b/advent.h index cb2b71b..4188b17 100644 --- a/advent.h +++ b/advent.h @@ -48,12 +48,27 @@ #define IS_FIXED -1 #define IS_FREE 0 -/* PROP_STASHED maps a state property value to a negative range, where the object - * cannot be picked up but the value can be recovered later. */ #ifndef FOUNDBOOL -/* PROP_STASHED needs ro avoid colliding with -1, - * which has its own meaning as STATE_NOTFOUND. */ -#define PROP_STASHED(obj) (STATE_NOTFOUND - game.objects[obj].prop) +/* (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) @@ -63,7 +78,16 @@ #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 -#define PROP_STASHED(obj) (-game.objects[obj].prop) +/* (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) @@ -72,7 +96,9 @@ #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 "> "