X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=16cf42d8dd40dab27af78a8544e67fe6ae6bccc0;hb=b28eb668688bcfc465cf6731d6c2529067803dce;hp=a740b42158bed8529e89e80256a9989dc77957aa;hpb=9cd7c53d789a8a3bc845ff8f6b0e6b46af631627;p=open-adventure.git diff --git a/main.c b/main.c index a740b42..16cf42d 100644 --- a/main.c +++ b/main.c @@ -139,7 +139,7 @@ static void checkhints(void) game.hints[hint].lc = 0; return; case 4: /* dark */ - if (game.objects[EMERALD].prop != STATE_NOTFOUND && game.objects[PYRAMID].prop == STATE_NOTFOUND) + if (!PROP_IS_NOTFOUND(EMERALD) && PROP_IS_NOTFOUND(PYRAMID)) break; game.hints[hint].lc = 0; return; @@ -166,7 +166,7 @@ static void checkhints(void) break; return; case 9: /* jade */ - if (game.tally == 1 && game.objects[JADE].prop < 0) + if (game.tally == 1 && PROP_IS_STASHED_OR_UNSEEN(JADE)) break; game.hints[hint].lc = 0; return; @@ -196,10 +196,10 @@ static bool spotted_by_pirate(int i) /* The pirate's spotted him. Pirate leaves him alone once we've * found chest. K counts if a treasure is here. If not, and * tally=1 for an unseen chest, let the pirate be spotted. Note - * that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown + * that game.objexts,place[CHEST] = LOC_NOWHERE might mean that he's thrown * it to the troll, but in that case he's seen the chest - * (game.prop[CHEST] == STATE_FOUND). */ - if (game.loc == game.chloc || game.objects[CHEST].prop != STATE_NOTFOUND) + * PROP_IS_FOUND(CHEST) == true. */ + if (game.loc == game.chloc || !PROP_IS_NOTFOUND(CHEST)) return true; int snarfed = 0; bool movechest = false, robplayer = false; @@ -783,19 +783,19 @@ static bool closecheck(void) * chest, which may of course never show up). Note that the * treasures need not have been taken yet, just located. Hence * clock1 must be large enough to get out of the cave (it only ticks - * while inside the cave). When it hits zero, we branch to 10000 to - * start closing the cave, and then sit back and wait for him to try - * to get out. If he doesn't within clock2 turns, we close the cave; - * if he does try, we assume he panics, and give him a few additional - * turns to get frantic before we close. When clock2 hits zero, we - * transport him into the final puzzle. Note that the puzzle depends - * upon all sorts of random things. For instance, there must be no - * water or oil, since there are beanstalks which we don't want to be - * able to water, since the code can't handle it. Also, we can have - * no keys, since there is a grate (having moved the fixed object!) - * there separating him from all the treasures. Most of these - * problems arise from the use of negative prop numbers to suppress - * the object descriptions until he's actually moved the objects. */ + * while inside the cave). When it hits zero, we start closing the + * cave, and then sit back and wait for him to try to get out. If he + * doesn't within clock2 turns, we close the cave; if he does try, we + * assume he panics, and give him a few additional turns to get + * frantic before we close. When clock2 hits zero, we transport him + * into the final puzzle. Note that the puzzle depends upon all + * sorts of random things. For instance, there must be no water or + * oil, since there are beanstalks which we don't want to be able to + * water, since the code can't handle it. Also, we can have no keys, + * since there is a grate (having moved the fixed object!) there + * separating him from all the treasures. Most of these problems + * arise from the use of negative prop numbers to suppress the object + * descriptions until he's actually moved the objects. */ { /* If a turn threshold has been met, apply penalties and tell * the player about it. */ @@ -859,8 +859,8 @@ static bool closecheck(void) * objects come from known locations and/or states (e.g. the * snake is known to have been destroyed and needn't be * carried away from its old "place"), making the various - * objects be handled differently. We also drop all other - * objects he might be carrying (lest he have some which + * objects be handled differently. We also drop all other + * objects he might be carrying (lest he has some which * could cause trouble, such as the keys). We describe the * flash of light and trundle back. */ put(BOTTLE, LOC_NE, EMPTY_BOTTLE); @@ -868,7 +868,7 @@ static bool closecheck(void) put(OYSTER, LOC_NE, STATE_FOUND); put(LAMP, LOC_NE, LAMP_DARK); put(ROD, LOC_NE, STATE_FOUND); - put(DWARF, LOC_NE, 0); + put(DWARF, LOC_NE, STATE_FOUND); game.loc = LOC_NE; game.oldloc = LOC_NE; game.newloc = LOC_NE; @@ -917,10 +917,14 @@ static void listobjects(void) obj = obj - NOBJECTS; if (obj == STEPS && TOTING(NUGGET)) continue; - if (game.objects[obj].prop < 0) { + /* (ESR) Warning: it looks like you could get away with + * running this code only on objects with the treasure + * property set. Nope. There is mystery here. + */ + if (PROP_IS_STASHED_OR_UNSEEN(obj)) { if (game.closed) continue; - game.objects[obj].prop = STATE_FOUND; + PROP_SET_FOUND(obj); if (obj == RUG) game.objects[RUG].prop = RUG_DRAGON; if (obj == CHAIN) @@ -1094,15 +1098,16 @@ static bool do_command(void) while (command.state <= GIVEN) { if (game.closed) { - /* If closing time, check for any objects being toted with - * game.prop < 0 and stash them. This way objects won't be - * described until they've been picked up and put down - * separate from their respective piles. */ - if (game.objects[OYSTER].prop < 0 && TOTING(OYSTER)) + /* If closing time, check for any stashed objects + * being toted and unstash them. This way objects + * won't be described until they've been picked up + * and put down separate from their respective + * piles. */ + if ((PROP_IS_NOTFOUND(OYSTER) || PROP_IS_STASHED(OYSTER)) && TOTING(OYSTER)) pspeak(OYSTER, look, true, 1); for (size_t i = 1; i <= NOBJECTS; i++) { - if (TOTING(i) && game.objects[i].prop < 0) - game.objects[i].prop = STASHED(i); + if (TOTING(i) && (PROP_IS_NOTFOUND(i) || PROP_IS_STASHED(i))) + game.objects[i].prop = PROP_STASHED(i); } }