Rename some macos for clarity.
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parent
124e7768b4
commit
cb293f4aa4
8 changed files with 50 additions and 50 deletions
24
main.c
24
main.c
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@ -152,8 +152,8 @@ static void checkhints(void) {
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game.hints[hint].lc = 0;
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return;
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case 4: /* dark */
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if (!PROP_IS_NOTFOUND(EMERALD) &&
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PROP_IS_NOTFOUND(PYRAMID)) {
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if (!OBJECT_IS_NOTFOUND(EMERALD) &&
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OBJECT_IS_NOTFOUND(PYRAMID)) {
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break;
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}
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game.hints[hint].lc = 0;
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@ -188,7 +188,7 @@ static void checkhints(void) {
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return;
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case 9: /* jade */
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if (game.tally == 1 &&
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PROP_IS_STASHED_OR_UNSEEN(JADE)) {
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OBJECT_IS_STASHED_OR_UNSEEN(JADE)) {
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break;
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}
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game.hints[hint].lc = 0;
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@ -231,8 +231,8 @@ static bool spotted_by_pirate(int i) {
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* tally=1 for an unseen chest, let the pirate be spotted. Note
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* that game.objexts,place[CHEST] = LOC_NOWHERE might mean that he's
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* thrown it to the troll, but in that case he's seen the chest
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* PROP_IS_FOUND(CHEST) == true. */
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if (game.loc == game.chloc || !PROP_IS_NOTFOUND(CHEST)) {
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* OBJECT_IS_FOUND(CHEST) == true. */
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if (game.loc == game.chloc || !OBJECT_IS_NOTFOUND(CHEST)) {
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return true;
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}
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int snarfed = 0;
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@ -1061,11 +1061,11 @@ static void listobjects(void) {
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* running this code only on objects with the treasure
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* property set. Nope. There is mystery here.
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*/
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if (PROP_IS_STASHED_OR_UNSEEN(obj)) {
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if (OBJECT_IS_STASHED_OR_UNSEEN(obj)) {
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if (game.closed) {
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continue;
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}
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PROP_SET_FOUND(obj);
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OBJECT_SET_FOUND(obj);
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if (obj == RUG) {
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game.objects[RUG].prop = RUG_DRAGON;
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}
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@ -1266,16 +1266,16 @@ static bool do_command(void) {
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* way objects won't be described until they've
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* been picked up and put down separate from
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* their respective piles. */
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if ((PROP_IS_NOTFOUND(OYSTER) ||
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PROP_IS_STASHED(OYSTER)) &&
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if ((OBJECT_IS_NOTFOUND(OYSTER) ||
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OBJECT_IS_STASHED(OYSTER)) &&
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TOTING(OYSTER)) {
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pspeak(OYSTER, look, true, 1);
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}
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for (size_t i = 1; i <= NOBJECTS; i++) {
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if (TOTING(i) && (PROP_IS_NOTFOUND(i) ||
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PROP_IS_STASHED(i))) {
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if (TOTING(i) && (OBJECT_IS_NOTFOUND(i) ||
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OBJECT_IS_STASHED(i))) {
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game.objects[i].prop =
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PROP_STASHED(i);
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OBJECT_STASHED(i);
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}
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}
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}
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