From 9c7c23b75aefa03b41a7fb562359310e027510a9 Mon Sep 17 00:00:00 2001 From: "Eric S. Raymond" Date: Thu, 22 Jun 2017 08:58:11 -0400 Subject: [PATCH] Improve namespace hygiene. --- advent.h | 40 ++++++++++++++++++++-------------------- main.c | 12 ++++++------ 2 files changed, 26 insertions(+), 26 deletions(-) diff --git a/advent.h b/advent.h index b699249..b8fafee 100644 --- a/advent.h +++ b/advent.h @@ -128,6 +128,25 @@ extern int suspend(void); extern int resume(void); extern int restore(FILE *); +/* Symbols for cond bits - used by following macros */ +#define COND_LIT 0 /* Light */ +#define COND_OILY 1 /* If bit 2 is on: on for oil, off for water */ +#define COND_FLUID 2 /* Liquid asset, see bit 1 */ +#define COND_NOARRR 3 /* Pirate doesn't go here unless following */ +#define COND_NOBACK 4 /* Cannot use "back" to move away */ +/* Bits past 10 indicate areas of interest to "hint" routines */ +#define COND_HBASE 10 /* Base for location hint bits */ +#define COND_HCAVE 11 /* Trying to get into cave */ +#define COND_HBIRD 12 /* Trying to catch bird */ +#define COND_HSNAKE 13 /* Trying to deal with snake */ +#define COND_HMAZE 14 /* Lost in maze */ +#define COND_HDARK 15 /* Pondering dark room */ +#define COND_HWITT 16 /* At Witt's End */ +#define COND_HCLIFF 17 /* Cliff with urn */ +#define COND_HWOODS 18 /* Lost in forest */ +#define COND_HOGRE 19 /* Trying to deal with ogre */ +#define COND_HJADE 20 /* Found all treasures except jade */ + /* * MOD(N,M) = Arithmetic modulus * AT(OBJ) = true if on either side of two-placed object @@ -152,7 +171,7 @@ extern int restore(FILE *); #define LIQLOC(LOC) (LIQ2((MOD(COND[LOC]/2*2,8)-5)*MOD(COND[LOC]/4,2)+1)) #define CNDBIT(L,N) (TSTBIT(COND[L],N)) #define FORCED(LOC) (COND[LOC] == 2) -#define DARK(DUMMY) ((!CNDBIT(game.loc,LIGHT)) && (game.prop[LAMP] == 0 || !HERE(LAMP))) +#define DARK(DUMMY) ((!CNDBIT(game.loc,COND_LIT)) && (game.prop[LAMP] == 0 || !HERE(LAMP))) #define PCT(N) (randrange(100) < (N)) #define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH) #define FOREST(LOC) ((LOC) >= LOC_FOREST1 && (LOC) <= LOC_FOREST22) @@ -210,25 +229,6 @@ int action(FILE *input, struct command_t *command); #define GO_ACTION 40000 #define GO_DWARFWAKE 19000 -/* Symbols for cond bits */ -#define LIGHT 0 /* Light */ -#define OILY 1 /* If bit 2 is on: on for oil, off for water */ -#define FLUID 2 /* Liquid asset, see bit 1 */ -#define NOARRR 3 /* Pirate doesn't go here unless following player */ -#define NOBACK 4 /* Cannot use "back" to move away */ -/* Bits past 10 indicate areas of interest to "hint" routines */ -#define HBASE 10 /* Base for location hint bits */ -#define HCAVE 11 /* Trying to get into cave */ -#define HBIRD 12 /* Trying to catch bird */ -#define HSNAKE 13 /* Trying to deal with snake */ -#define HMAZE 14 /* Lost in maze */ -#define HDARK 15 /* Pondering dark room */ -#define HWITT 16 /* At Witt's End */ -#define HCLIFF 17 /* Cliff with urn */ -#define HWOODS 18 /* Lost in forest */ -#define HOGRE 19 /* Trying to deal with ogre */ -#define HJADE 20 /* Found all treasures except jade */ - /* Special object statuses in game.place - can also be a location number (> 0) */ #define CARRIED -1 /* Player is toting it */ diff --git a/main.c b/main.c index 724194d..debbb46 100644 --- a/main.c +++ b/main.c @@ -192,7 +192,7 @@ static void checkhints(void) for (int hint = 0; hint < HINT_COUNT; hint++) { if (game.hinted[hint]) continue; - if (!CNDBIT(game.loc, hint + 1 + HBASE)) + if (!CNDBIT(game.loc, hint + 1 + COND_HBASE)) game.hintlc[hint] = -1; ++game.hintlc[hint]; /* Come here if he's been long enough at required loc(s) for some @@ -355,7 +355,7 @@ static bool dwarfmove(void) * means dwarves won't follow him into dead end in maze, but * c'est la vie. They'll wait for him outside the dead * end. */ - if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, NOARRR)) + if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR)) return true; /* Dwarf activity level ratchets up */ @@ -369,7 +369,7 @@ static bool dwarfmove(void) * the 5 dwarves. If any of the survivors is at loc, * replace him with the alternate. */ if (game.dflag == 1) { - if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, NOBACK) || PCT(85)))) + if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85)))) return true; game.dflag = 2; for (int i = 1; i <= 2; i++) { @@ -413,7 +413,7 @@ static bool dwarfmove(void) j >= 20 || game.newloc == game.dloc[i] || FORCED(game.newloc) || - (i == PIRATE && CNDBIT(game.newloc, NOARRR)) || + (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) || labs(TRAVEL[kk]) / 1000000 == 100); if (!avoided) { tk[j++] = game.newloc; @@ -541,7 +541,7 @@ static bool playermove(token_t verb, int motion) game.oldloc = game.loc; k2 = 0; if (motion == game.loc)k2 = FORGOT_PATH; - if (CNDBIT(game.loc, NOBACK))k2 = TWIST_TURN; + if (CNDBIT(game.loc, COND_NOBACK))k2 = TWIST_TURN; if (k2 == 0) { for (;;) { scratchloc = MOD((labs(TRAVEL[kk]) / 1000), 1000); @@ -938,7 +938,7 @@ static bool do_command(FILE *cmdin) * wants to go. If so, the dwarf's blocking his way. If * coming from place forbidden to pirate (dwarves rooted in * place) let him get out (and attacked). */ - if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, NOARRR)) { + if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) { for (size_t i = 1; i <= NDWARVES - 1; i++) { if (game.odloc[i] == game.newloc && game.dseen[i]) { game.newloc = game.loc; -- 2.31.1