From: Eric S. Raymond Date: Mon, 23 Sep 2024 10:04:40 +0000 (-0400) Subject: Comment and macro cleanup. X-Git-Tag: 1.20~2 X-Git-Url: https://jxself.org/git/?a=commitdiff_plain;h=5c90880f0a20ec7e06740e7699cd5ff9c94b44b4;p=open-adventure.git Comment and macro cleanup. --- diff --git a/actions.c b/actions.c index 1786c53..96dabb3 100644 --- a/actions.c +++ b/actions.c @@ -329,7 +329,8 @@ static phase_codes_t vcarry(verb_t verb, obj_t obj) { if (game.objects[obj].fixed != IS_FREE) { switch (obj) { case PLANT: - rspeak((game.objects[PLANT].prop == PLANT_THIRSTY || OBJECT_IS_STASHED(PLANT)) + rspeak((game.objects[PLANT].prop == PLANT_THIRSTY || + OBJECT_IS_STASHED(PLANT)) ? DEEP_ROOTS : YOU_JOKING); break; diff --git a/advent.h b/advent.h index b9c98d9..4a6d4d3 100644 --- a/advent.h +++ b/advent.h @@ -83,23 +83,24 @@ #define PROMPT "> " /* - * DESTROY(N) = Get rid of an item by putting it in LOC_NOWHERE - * MOD(N,M) = Arithmetic modulus - * TOTING(OBJ) = true if the OBJ is being carried - * AT(OBJ) = true if on either side of two-placed object - * HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried) - * CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit) - * LIQUID() = object number of liquid in bottle - * LIQLOC(LOC) = object number of liquid (if any) at LOC - * FORCED(LOC) = true if LOC moves without asking for input (COND=2) - * DARK(LOC) = true if location "LOC" is dark - * PCT(N) = true N% of the time (N integer from 0 to 100) - * GSTONE(OBJ) = true if OBJ is a gemstone - * FOREST(LOC) = true if LOC is part of the forest - * OUTSID(LOC) = true if location not in the cave - * INSIDE(LOC) = true if location is in the cave or the building at the - * beginning of the game INDEEP(LOC) = true if location is in the Hall of Mists - * or deeper BUG(X) = report bug and exit + * DESTROY(N) = Get rid of an item by putting it in LOC_NOWHERE + * MOD(N,M) = Arithmetic modulus + * TOTING(OBJ) = true if the OBJ is being carried + * AT(OBJ) = true if on either side of two-placed object + * HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried) + * CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit) + * LIQUID() = object number of liquid in bottle + * LIQLOC(LOC) = object number of liquid (if any) at LOC + * FORCED(LOC) = true if LOC moves without asking for input (COND=2) + * DARK(LOC) = true if location "LOC" is dark + * PCT(N) = true N% of the time (N integer from 0 to 100) + * GSTONE(OBJ) = true if OBJ is a gemstone + * FOREST(LOC) = true if LOC is part of the forest + * OUTSIDE(LOC) = true if location not in the cave + * INSIDE(LOC) = true if location is in the cave or the building at the + * beginning of the game + * INDEEP(LOC) = true if location is in the Hall of Mists or deeper + * BUG(X) = report bug and exit */ #define DESTROY(N) move(N, LOC_NOWHERE) #define MOD(N, M) ((N) % (M)) @@ -124,8 +125,8 @@ #define GSTONE(OBJ) \ ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH) #define FOREST(LOC) CNDBIT(LOC, COND_FOREST) -#define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC)) -#define INSIDE(LOC) (!OUTSID(LOC) || LOC == LOC_BUILDING) +#define OUTSIDE(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC)) +#define INSIDE(LOC) (!OUTSIDE(LOC) || LOC == LOC_BUILDING) #define INDEEP(LOC) CNDBIT((LOC), COND_DEEP) #define BUG(x) bug(x, #x) diff --git a/main.c b/main.c index d383095..3ecf65a 100644 --- a/main.c +++ b/main.c @@ -640,7 +640,7 @@ static void playermove(int motion) { } else if (motion == CAVE) { /* Cave. Different messages depending on whether above ground. */ - rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE) + rspeak((OUTSIDE(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL); return; @@ -1193,7 +1193,7 @@ static bool preprocess_command(command_t *command) { static bool do_move(void) { /* Actually execute the move to the new location and dwarf movement */ /* Can't leave cave once it's closing (except by main office). */ - if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) { + if (OUTSIDE(game.newloc) && game.newloc != 0 && game.closng) { rspeak(EXIT_CLOSED); game.newloc = game.loc; if (!game.panic) {