Use u_at macro
This commit is contained in:
9
src/do.c
9
src/do.c
@@ -166,7 +166,7 @@ flooreffects(struct obj *obj, int x, int y, const char *verb)
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ttyp = t->ttyp;
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tseen = t->tseen ? TRUE : FALSE;
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if (((mtmp = m_at(x, y)) && mtmp->mtrapped)
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|| (u.utrap && u.ux == x && u.uy == y)) {
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|| (u.utrap && u_at(x,y))) {
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if (*verb && (cansee(x, y) || distu(x, y) == 0))
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pline("%s boulder %s into the pit%s.",
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Blind ? "A" : "The",
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@@ -213,7 +213,7 @@ flooreffects(struct obj *obj, int x, int y, const char *verb)
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}
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}
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if (*verb) {
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if (Blind && (x == u.ux) && (y == u.uy)) {
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if (Blind && u_at(x, y)) {
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You_hear("a CRASH! beneath you.");
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} else if (!Blind && cansee(x, y)) {
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pline_The("boulder %s%s.",
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@@ -244,8 +244,7 @@ flooreffects(struct obj *obj, int x, int y, const char *verb)
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/* Reasonably bulky objects (arbitrary) splash when dropped.
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* If you're floating above the water even small things make
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* noise. Stuff dropped near fountains always misses */
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if ((Blind || (Levitation || Flying)) && !Deaf
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&& ((x == u.ux) && (y == u.uy))) {
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if ((Blind || (Levitation || Flying)) && !Deaf && u_at(x, y)) {
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if (!Underwater) {
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if (weight(obj) > 9) {
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pline("Splash!");
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@@ -257,7 +256,7 @@ flooreffects(struct obj *obj, int x, int y, const char *verb)
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newsym(x, y);
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}
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res = water_damage(obj, NULL, FALSE) == ER_DESTROYED;
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} else if (u.ux == x && u.uy == y && (t = t_at(x, y)) != 0
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} else if (u_at(x, y) && (t = t_at(x, y)) != 0
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&& (uteetering_at_seen_pit(t) || uescaped_shaft(t))) {
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if (is_pit(t->ttyp)) {
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if (Blind && !Deaf)
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