* 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_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_NOTFOUND(obj) (game.objects[obj].prop == STATE_NOTFOUND)
#define PROP_IS_FOUND(obj) (game.objects[obj].prop == STATE_FOUND)
/* (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. These is one
- * accompanying change in misc.c. What's broken when you try to use
- * thus is PROP_IS_STASHED_OR_UNSEEN.
+ * 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_STASHED(obj) (-game.objects[obj].prop)
+#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_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 "> "
drop(k, objects[k].plac);
}
- /* Treasure props are initially -1, and are set to 0 the first time
- * they are described. game.tally keeps track of how many are
- * not yet found, so we know when to close the cave. */
+ /* Treasure props are initially STATE_NOTFOUND, and are set to
+ * STATE_FOUND the first time they are described. game.tally
+ * keeps track of how many are not yet found, so we know when to
+ * close the cave. */
for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
if (objects[treasure].is_treasure) {
++game.tally;
move(object, where);
/* (ESR) Read this in combination with the macro defintions in advebt.h.
*/
-#ifndef FOUNDBOOL
- game.objects[object].prop = (-1) - pval; // Needs to stay synchronized with PROP_STASHED
-#else
- game.objects[object].prop = - pval;; // Needs to stay synchronized with PROP_STASHED
- game.objects[object].found = true;
+ game.objects[object].prop = PROP_STASHIFY(pval);
+#ifdef PROP_SET_SEEN
+ PROP_SET_SEEN(object);
#endif
}