From: Eric S. Raymond Date: Sat, 15 Apr 2023 13:29:28 +0000 (-0400) Subject: Improve state-macro encapsulation. X-Git-Tag: 1.16~2 X-Git-Url: https://jxself.org/git/?a=commitdiff_plain;h=ef78c36ddb2c4d3715a3885525bc4106fffb3060;p=open-adventure.git Improve state-macro encapsulation. --- diff --git a/advent.h b/advent.h index 0cbe7fb..4188b17 100644 --- a/advent.h +++ b/advent.h @@ -68,7 +68,7 @@ * 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) @@ -81,11 +81,13 @@ /* (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) @@ -94,7 +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 "> " diff --git a/init.c b/init.c index 532f271..9104a59 100644 --- a/init.c +++ b/init.c @@ -84,9 +84,10 @@ int initialise(void) 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; diff --git a/misc.c b/misc.c index f6a37f7..5aebb2a 100644 --- a/misc.c +++ b/misc.c @@ -602,11 +602,9 @@ void put(obj_t object, loc_t where, int pval) 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 }