More nontrivial macro abstraction of state checks.
game.prop < 0 becomes an alternation of macros.
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1 changed files with 2 additions and 2 deletions
4
main.c
4
main.c
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@ -1098,10 +1098,10 @@ static bool do_command(void)
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* game.prop < 0 and stash them. This way objects won't be
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* described until they've been picked up and put down
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* separate from their respective piles. */
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if (game.objects[OYSTER].prop < 0 && TOTING(OYSTER))
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if ((PROP_IS_NOTFOUND(OYSTER) || PROP_IS_STASHED(OYSTER)) && TOTING(OYSTER))
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pspeak(OYSTER, look, true, 1);
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for (size_t i = 1; i <= NOBJECTS; i++) {
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if (TOTING(i) && game.objects[i].prop < 0)
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if (TOTING(i) && (PROP_IS_NOTFOUND(i) || PROP_IS_STASHED(i)))
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game.objects[i].prop = PROP_STASHED(i);
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}
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}
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