Remove an unneeded layer of macro indirection.
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parent
354e56a69b
commit
0157e58668
3 changed files with 3 additions and 4 deletions
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@ -407,7 +407,7 @@ static phase_codes_t vcarry(verb_t verb, obj_t obj) {
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}
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if ((obj == BIRD || obj == CAGE) &&
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(game.objects[BIRD].prop == BIRD_CAGED ||
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OBJECT_STASHED(BIRD) == BIRD_CAGED)) {
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PROP_STASHIFY(game.objects[BIRD].prop) == BIRD_CAGED)) {
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/* expression maps BIRD to CAGE and CAGE to BIRD */
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carry(BIRD + CAGE - obj, game.loc);
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}
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3
advent.h
3
advent.h
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@ -61,7 +61,7 @@
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* STATE_NOTFOUND is only set on treasures. Non-treasures start the
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* game in STATE_FOUND.
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*
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* OBJECT_STASHED is supposed to map a state property value to a
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* PROP_STASHIFY is supposed to map a state property value to a
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* negative range, where the object cannot be picked up but the value
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* can be recovered later. Various objects get this property when
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* the cave starts to close. Only seems to be significant for the bird
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@ -100,7 +100,6 @@
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#define OBJECT_IS_NOTFOUND2(g, o) (!g.objects[o].found)
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#define OBJECT_SET_SEEN(obj) game.objects[object].found = true
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#endif
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#define OBJECT_STASHED(obj) PROP_STASHIFY(game.objects[obj].prop)
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#define PROMPT "> "
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2
main.c
2
main.c
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@ -1276,7 +1276,7 @@ static bool do_command(void) {
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(OBJECT_IS_NOTFOUND(i) ||
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OBJECT_IS_STASHED(i))) {
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game.objects[i].prop =
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OBJECT_STASHED(i);
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PROP_STASHIFY(game.objects[i].prop);
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}
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}
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}
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