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More nontrivial macro abstraction of state checks.
[open-adventure.git]
/
main.c
diff --git
a/main.c
b/main.c
index 4b6165e4e5acf81fc1f27bb41a0aad0b7f897cbf..196a4ed571c9524ba6b36610f281131ebcdd1e65 100644
(file)
--- a/
main.c
+++ b/
main.c
@@
-1098,10
+1098,10
@@
static bool do_command(void)
* game.prop < 0 and stash them. This way objects won't be
* described until they've been picked up and put down
* separate from their respective piles. */
* game.prop < 0 and stash them. This way objects won't be
* described until they've been picked up and put down
* separate from their respective piles. */
- if (
game.objects[OYSTER].prop < 0
&& TOTING(OYSTER))
+ if (
(PROP_IS_NOTFOUND(OYSTER) || PROP_IS_STASHED(OYSTER))
&& TOTING(OYSTER))
pspeak(OYSTER, look, true, 1);
for (size_t i = 1; i <= NOBJECTS; i++) {
pspeak(OYSTER, look, true, 1);
for (size_t i = 1; i <= NOBJECTS; i++) {
- if (TOTING(i) &&
game.objects[i].prop < 0
)
+ if (TOTING(i) &&
(PROP_IS_NOTFOUND(i) || PROP_IS_STASHED(i))
)
game.objects[i].prop = PROP_STASHED(i);
}
}
game.objects[i].prop = PROP_STASHED(i);
}
}