#define IS_FIXED -1
#define IS_FREE 0
-/* Map a state property value to a negative range, where the object cannot be
- * picked up but the value can be recovered later. Avoid colliding with -1,
- * which has its own meaning as STATE_NOTFOUND. */
-#define STASHED(obj) (-1 - game.objects[obj].prop)
+#ifndef FOUNDBOOL
+/* (ESR) It is fitting that translation of the original ADVENT should
+ * have left us a maze of twisty little conditionals that resists all
+ * understanding. Setting and use of what is now the per-object state
+ * member (which used to be an array of its own) is our mystery. This
+ * state tangles together information about whether the object is a
+ * treasure, whether the player has seen it yet, and its activation
+ * state.
+ *
+ * Things we think we know:
+ *
+ * STATE_NOTFOUND is only set on treasures. Non-treasures start the
+ * game in STATE_FOUND.
+ *
+ * PROP_STASHED is supposed to map a state property value to a
+ * negative range, where the object cannot be picked up but the value
+ * can be recovered later. Various objects get this peoperty when
+ * 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_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)
+#define PROP_IS_STASHED_OR_UNSEEN(obj) (game.objects[obj].prop < 0)
+#define PROP_SET_FOUND(obj) (game.objects[obj].prop = STATE_FOUND)
+#define PROP_SET_NOT_FOUND(obj) (game.objects[obj].prop = STATE_NOTFOUND)
+#define PROP_IS_NOTFOUND2(g, o) (g.objects[o].prop == STATE_NOTFOUND)
+#define PROP_IS_INVALID(val) (val < -MAX_STATE - 1 || val > MAX_STATE)
+#else
+/* (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.
+ */
+#define PROP_STASHED(obj) (-game.objects[obj].prop)
+#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_IS_STASHED_OR_UNSEEN(obj) (!game.objects[obj].found || game.objects[obj].prop < 0)
+#define PROP_SET_FOUND(obj) do {game.objects[obj].found = true; game.objects[obj].prop = STATE_FOUND;} while(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)
+#endif
#define PROMPT "> "
loc_t oldloc; // prior loc of each dwarf, initially garbage
} dwarves[NDWARVES + 1];
struct {
+#ifdef FOUNDBOOL
+ bool found; // has the location of this object bween found?
+#endif
loc_t fixed; // fixed location of object (if not IS_FREE)
int prop; // object state */
loc_t place; // location of object
} objects[NOBJECTS + 1];
struct {
bool used; // hints[i].used = true iff hint i has been used.
+#ifndef FOUNDBOOL
int lc; // hints[i].lc = show int at LOC with cond bit i
+#else
+ int lc; // hints[i].lc = show int at LOC with cond bit i
+#endif
} hints[NHINTS];
obj_t link[NOBJECTS * 2 + 1];// object-list links
};
extern bool yes_or_no(const char*, const char*, const char*);
extern void juggle(obj_t);
extern void move(obj_t, loc_t);
-extern loc_t put(obj_t, loc_t, int);
+extern void put(obj_t, loc_t, int);
extern void carry(obj_t, loc_t);
extern void drop(obj_t, loc_t);
extern int atdwrf(loc_t);