Confine uses of PROP_STASHIFY() to advent.h
Now it shouyld be possible to manipulate a stashed flag by only changing macros.
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08f0351817
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2 changed files with 2 additions and 2 deletions
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@ -406,8 +406,7 @@ static phase_codes_t vcarry(verb_t verb, obj_t obj) {
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game.objects[BIRD].prop = BIRD_CAGED;
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game.objects[BIRD].prop = BIRD_CAGED;
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}
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}
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if ((obj == BIRD || obj == CAGE) &&
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if ((obj == BIRD || obj == CAGE) &&
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(game.objects[BIRD].prop == BIRD_CAGED ||
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OBJECT_STATE_EQUALS(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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/* expression maps BIRD to CAGE and CAGE to BIRD */
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carry(BIRD + CAGE - obj, game.loc);
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carry(BIRD + CAGE - obj, game.loc);
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}
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}
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1
advent.h
1
advent.h
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@ -77,6 +77,7 @@
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#define OBJECT_SET_FOUND(obj) (game.objects[obj].prop = STATE_FOUND)
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#define OBJECT_SET_FOUND(obj) (game.objects[obj].prop = STATE_FOUND)
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#define OBJECT_SET_NOT_FOUND(obj) (game.objects[obj].prop = STATE_NOTFOUND)
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#define OBJECT_SET_NOT_FOUND(obj) (game.objects[obj].prop = STATE_NOTFOUND)
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#define OBJECT_IS_NOTFOUND2(g, o) (g.objects[o].prop == STATE_NOTFOUND)
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#define OBJECT_IS_NOTFOUND2(g, o) (g.objects[o].prop == STATE_NOTFOUND)
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#define OBJECT_STATE_EQUALS(obj, pval) ((game.objects[obj].prop == pval) || (game.objects[obj].prop == PROP_STASHIFY(pval)))
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#else
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#else
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/* (ESR) Only the boldest of adventurers will explore here. This
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/* (ESR) Only the boldest of adventurers will explore here. This
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* alternate set of definitions for the macros above was an attempt to
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* alternate set of definitions for the macros above was an attempt to
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