Rename some macos for clarity.

This commit is contained in:
Eric S. Raymond 2024-06-30 14:42:06 -04:00
parent 124e7768b4
commit cb293f4aa4
8 changed files with 50 additions and 50 deletions

24
main.c
View file

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