Confine use of STATE_NOTFOUND to macros.
[open-adventure.git] / main.c
diff --git a/main.c b/main.c
index a740b42158bed8529e89e80256a9989dc77957aa..b90056c5e04f83bbddd700c3bc85a4d51e3c9f7d 100644 (file)
--- a/main.c
+++ b/main.c
@@ -139,7 +139,7 @@ static void checkhints(void)
                     game.hints[hint].lc = 0;
                     return;
                 case 4:        /* dark */
-                    if (game.objects[EMERALD].prop != STATE_NOTFOUND && game.objects[PYRAMID].prop == STATE_NOTFOUND)
+                    if (!PROP_IS_NOTFOUND(EMERALD) && PROP_IS_NOTFOUND(PYRAMID))
                         break;
                     game.hints[hint].lc = 0;
                     return;
@@ -166,7 +166,7 @@ static void checkhints(void)
                         break;
                     return;
                 case 9:        /* jade */
-                    if (game.tally == 1 && game.objects[JADE].prop < 0)
+                    if (game.tally == 1 && PROP_IS_STASHED_OR_UNSEEN(JADE))
                         break;
                     game.hints[hint].lc = 0;
                     return;
@@ -196,10 +196,10 @@ static bool spotted_by_pirate(int i)
     /*  The pirate's spotted him.  Pirate leaves him alone once we've
      *  found chest.  K counts if a treasure is here.  If not, and
      *  tally=1 for an unseen chest, let the pirate be spotted.  Note
-     *  that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
+     *  that game.objexts,place[CHEST] = LOC_NOWHERE might mean that he's thrown
      *  it to the troll, but in that case he's seen the chest
-     *  (game.prop[CHEST] == STATE_FOUND). */
-    if (game.loc == game.chloc || game.objects[CHEST].prop != STATE_NOTFOUND)
+     *  PROP_IS_FOUND(CHEST) == true. */
+    if (game.loc == game.chloc || !PROP_IS_NOTFOUND(CHEST))
         return true;
     int snarfed = 0;
     bool movechest = false, robplayer = false;
@@ -859,8 +859,8 @@ static bool closecheck(void)
          *  objects come from known locations and/or states (e.g. the
          *  snake is known to have been destroyed and needn't be
          *  carried away from its old "place"), making the various
-         *  objects be handled differently.  We also drop all other
-         *  objects he might be carrying (lest he have some which
+         *  objects be handled differently.  We also drop all other 
+         *  objects he might be acrrying (lest he have some which
          *  could cause trouble, such as the keys).  We describe the
          *  flash of light and trundle back. */
         put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
@@ -868,7 +868,7 @@ static bool closecheck(void)
         put(OYSTER, LOC_NE, STATE_FOUND);
         put(LAMP, LOC_NE, LAMP_DARK);
         put(ROD, LOC_NE, STATE_FOUND);
-        put(DWARF, LOC_NE, 0);
+        put(DWARF, LOC_NE, STATE_FOUND);
         game.loc = LOC_NE;
         game.oldloc = LOC_NE;
         game.newloc = LOC_NE;
@@ -917,10 +917,10 @@ static void listobjects(void)
                 obj = obj - NOBJECTS;
             if (obj == STEPS && TOTING(NUGGET))
                 continue;
-            if (game.objects[obj].prop < 0) {
+            if (PROP_IS_STASHED_OR_UNSEEN(obj)) {
                 if (game.closed)
                     continue;
-                game.objects[obj].prop = STATE_FOUND;
+                PROP_SET_FOUND(obj);
                 if (obj == RUG)
                     game.objects[RUG].prop = RUG_DRAGON;
                 if (obj == CHAIN)
@@ -1098,11 +1098,11 @@ static bool do_command(void)
                  *  game.prop < 0 and stash them.  This way objects won't be
                  *  described until they've been picked up and put down
                  *  separate from their respective piles. */
-                if (game.objects[OYSTER].prop < 0 && TOTING(OYSTER))
+                if ((PROP_IS_NOTFOUND(OYSTER) || PROP_IS_STASHED(OYSTER)) && TOTING(OYSTER))
                     pspeak(OYSTER, look, true, 1);
                 for (size_t i = 1; i <= NOBJECTS; i++) {
-                    if (TOTING(i) && game.objects[i].prop < 0)
-                        game.objects[i].prop = STASHED(i);
+                    if (TOTING(i) && (PROP_IS_NOTFOUND(i) || PROP_IS_STASHED(i)))
+                        game.objects[i].prop = PROP_STASHED(i);
                 }
             }