Eliminate a confusing dummy argument in a macro.

This commit is contained in:
Eric S. Raymond 2024-09-23 14:17:52 -04:00
parent 5c90880f0a
commit a2bb39dc7e
3 changed files with 26 additions and 26 deletions

8
main.c
View file

@ -534,7 +534,7 @@ static void describe_location(void) {
msg = locations[game.loc].description.big;
}
if (!FORCED(game.loc) && DARK(game.loc)) {
if (!FORCED(game.loc) && IS_DARK_HERE()) {
msg = arbitrary_messages[PITCH_DARK];
}
@ -1047,7 +1047,7 @@ static void listobjects(void) {
* Similarly for chain; game.prop is initially CHAINING_BEAR (locked to
* bear). These hacks are because game.prop=0 is needed to
* get full score. */
if (!DARK(game.loc)) {
if (!IS_DARK_HERE()) {
++game.locs[game.loc].abbrev;
for (int i = game.locs[game.loc].atloc; i != 0;
i = game.link[i]) {
@ -1229,7 +1229,7 @@ static bool do_move(void) {
/* The easiest way to get killed is to fall into a pit in
* pitch darkness. */
if (!FORCED(game.loc) && DARK(game.loc) && game.wzdark &&
if (!FORCED(game.loc) && IS_DARK_HERE() && game.wzdark &&
PCT(PIT_KILL_PROB)) {
rspeak(PIT_FALL);
game.oldlc2 = game.loc;
@ -1283,7 +1283,7 @@ static bool do_command(void) {
}
/* Check to see if the room is dark. */
game.wzdark = DARK(game.loc);
game.wzdark = IS_DARK_HERE();
/* If the knife is not here it permanently disappears.
* Possibly this should fire if the knife is here but