From 2d8ebd234b71b952277a105a64c33ad330605511 Mon Sep 17 00:00:00 2001 From: "Eric S. Raymond" Date: Mon, 23 Sep 2024 14:17:52 -0400 Subject: [PATCH] Eliminare a confusing dummy argument in a macro. --- actions.c | 6 +++--- advent.h | 38 +++++++++++++++++++------------------- main.c | 8 ++++---- 3 files changed, 26 insertions(+), 26 deletions(-) diff --git a/actions.c b/actions.c index 96dabb3..469e92f 100644 --- a/actions.c +++ b/actions.c @@ -676,7 +676,7 @@ static phase_codes_t extinguish(verb_t verb, obj_t obj) { break; case LAMP: state_change(LAMP, LAMP_DARK); - rspeak(DARK(game.loc) ? PITCH_DARK : NO_MESSAGE); + rspeak(IS_DARK_HERE() ? PITCH_DARK : NO_MESSAGE); break; case DRAGON: case VOLCANO: @@ -1155,12 +1155,12 @@ static phase_codes_t read(command_t command) } } if (command.obj > NOBJECTS || command.obj == NO_OBJECT || - DARK(game.loc)) { + IS_DARK_HERE()) { return GO_UNKNOWN; } } - if (DARK(game.loc)) { + if (IS_DARK_HERE()) { sspeak(NO_SEE, command.word[0].raw); } else if (command.obj == OYSTER) { if (!TOTING(OYSTER) || !game.closed) { diff --git a/advent.h b/advent.h index 4a6d4d3..3ae9012 100644 --- a/advent.h +++ b/advent.h @@ -83,24 +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 - * 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 + * 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) + * IS_DARK_HERE() = 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)) @@ -118,7 +118,7 @@ (CNDBIT((LOC), COND_FLUID) ? CNDBIT((LOC), COND_OILY) ? OIL : WATER \ : NO_OBJECT) #define FORCED(LOC) CNDBIT(LOC, COND_FORCED) -#define DARK(DUMMY) \ +#define IS_DARK_HERE() \ (!CNDBIT(game.loc, COND_LIT) && \ (game.objects[LAMP].prop == LAMP_DARK || !HERE(LAMP))) #define PCT(N) (randrange(100) < (N)) diff --git a/main.c b/main.c index 3ecf65a..835fc1b 100644 --- a/main.c +++ b/main.c @@ -534,7 +534,7 @@ static void describe_location(void) { msg = locations[game.loc].description.big; } - if (!FORCED(game.loc) && DARK(game.loc)) { + if (!FORCED(game.loc) && IS_DARK_HERE()) { msg = arbitrary_messages[PITCH_DARK]; } @@ -1047,7 +1047,7 @@ static void listobjects(void) { * Similarly for chain; game.prop is initially CHAINING_BEAR (locked to * bear). These hacks are because game.prop=0 is needed to * get full score. */ - if (!DARK(game.loc)) { + if (!IS_DARK_HERE()) { ++game.locs[game.loc].abbrev; for (int i = game.locs[game.loc].atloc; i != 0; i = game.link[i]) { @@ -1229,7 +1229,7 @@ static bool do_move(void) { /* The easiest way to get killed is to fall into a pit in * pitch darkness. */ - if (!FORCED(game.loc) && DARK(game.loc) && game.wzdark && + if (!FORCED(game.loc) && IS_DARK_HERE() && game.wzdark && PCT(PIT_KILL_PROB)) { rspeak(PIT_FALL); game.oldlc2 = game.loc; @@ -1283,7 +1283,7 @@ static bool do_command(void) { } /* Check to see if the room is dark. */ - game.wzdark = DARK(game.loc); + game.wzdark = IS_DARK_HERE(); /* If the knife is not here it permanently disappears. * Possibly this should fire if the knife is here but -- 2.31.1