Refactor put() function and calls.
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ab2779cd93
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9cd7c53d78
3 changed files with 15 additions and 15 deletions
2
advent.h
2
advent.h
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@ -276,7 +276,7 @@ extern bool silent_yes_or_no(void);
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extern bool yes_or_no(const char*, const char*, const char*);
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extern bool yes_or_no(const char*, const char*, const char*);
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extern void juggle(obj_t);
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extern void juggle(obj_t);
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extern void move(obj_t, loc_t);
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extern void move(obj_t, loc_t);
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extern loc_t put(obj_t, loc_t, int);
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extern void put(obj_t, loc_t, int);
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extern void carry(obj_t, loc_t);
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extern void carry(obj_t, loc_t);
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extern void drop(obj_t, loc_t);
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extern void drop(obj_t, loc_t);
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extern int atdwrf(loc_t);
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extern int atdwrf(loc_t);
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24
main.c
24
main.c
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@ -863,12 +863,12 @@ static bool closecheck(void)
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* objects he might be carrying (lest he have some which
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* objects he might be carrying (lest he have some which
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* could cause trouble, such as the keys). We describe the
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* could cause trouble, such as the keys). We describe the
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* flash of light and trundle back. */
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* flash of light and trundle back. */
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game.objects[BOTTLE].prop = put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
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put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
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game.objects[PLANT].prop = put(PLANT, LOC_NE, PLANT_THIRSTY);
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put(PLANT, LOC_NE, PLANT_THIRSTY);
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game.objects[OYSTER].prop = put(OYSTER, LOC_NE, STATE_FOUND);
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put(OYSTER, LOC_NE, STATE_FOUND);
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game.objects[LAMP].prop = put(LAMP, LOC_NE, LAMP_DARK);
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put(LAMP, LOC_NE, LAMP_DARK);
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game.objects[ROD].prop = put(ROD, LOC_NE, STATE_FOUND);
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put(ROD, LOC_NE, STATE_FOUND);
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game.objects[DWARF].prop = put(DWARF, LOC_NE, 0);
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put(DWARF, LOC_NE, 0);
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game.loc = LOC_NE;
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game.loc = LOC_NE;
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game.oldloc = LOC_NE;
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game.oldloc = LOC_NE;
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game.newloc = LOC_NE;
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game.newloc = LOC_NE;
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@ -877,13 +877,13 @@ static bool closecheck(void)
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move(GRATE, LOC_SW);
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move(GRATE, LOC_SW);
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move(SIGN, LOC_SW);
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move(SIGN, LOC_SW);
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game.objects[SIGN].prop = ENDGAME_SIGN;
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game.objects[SIGN].prop = ENDGAME_SIGN;
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game.objects[SNAKE].prop = put(SNAKE, LOC_SW, SNAKE_CHASED);
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put(SNAKE, LOC_SW, SNAKE_CHASED);
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game.objects[BIRD].prop = put(BIRD, LOC_SW, BIRD_CAGED);
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put(BIRD, LOC_SW, BIRD_CAGED);
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game.objects[CAGE].prop = put(CAGE, LOC_SW, STATE_FOUND);
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put(CAGE, LOC_SW, STATE_FOUND);
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game.objects[ROD2].prop = put(ROD2, LOC_SW, STATE_FOUND);
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put(ROD2, LOC_SW, STATE_FOUND);
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game.objects[PILLOW].prop = put(PILLOW, LOC_SW, STATE_FOUND);
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put(PILLOW, LOC_SW, STATE_FOUND);
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game.objects[MIRROR].prop = put(MIRROR, LOC_NE, STATE_FOUND);
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put(MIRROR, LOC_NE, STATE_FOUND);
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game.objects[MIRROR].fixed = LOC_SW;
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game.objects[MIRROR].fixed = LOC_SW;
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for (int i = 1; i <= NOBJECTS; i++) {
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for (int i = 1; i <= NOBJECTS; i++) {
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4
misc.c
4
misc.c
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@ -595,12 +595,12 @@ void move(obj_t object, loc_t where)
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drop(object, where);
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drop(object, where);
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}
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}
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loc_t put(obj_t object, loc_t where, int pval)
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void put(obj_t object, loc_t where, int pval)
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/* put() is the same as move(), except it returns a value used to set up the
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/* put() is the same as move(), except it returns a value used to set up the
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* negated game.prop values for the repository objects. */
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* negated game.prop values for the repository objects. */
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{
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{
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move(object, where);
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move(object, where);
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return (-1) - pval;; // Needs to stay sinchronized with STASHED
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game.objects[object].prop = (-1) - pval;; // Needs to stay synchronized with STASHED
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}
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}
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void carry(obj_t object, loc_t where)
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void carry(obj_t object, loc_t where)
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