Use u_at macro
This commit is contained in:
14
src/zap.c
14
src/zap.c
@@ -3772,7 +3772,7 @@ boomhit(struct obj *obj, int dx, int dy)
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g.bhitpos.y -= dy;
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break;
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}
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if (g.bhitpos.x == u.ux && g.bhitpos.y == u.uy) { /* ct == 9 */
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if (u_at(g.bhitpos.x, g.bhitpos.y)) { /* ct == 9 */
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if (Fumbling || rn2(20) >= ACURR(A_DEX)) {
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/* we hit ourselves */
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(void) thitu(10 + obj->spe, dmgval(obj, &g.youmonst), &obj,
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@@ -4149,11 +4149,11 @@ burn_floor_objects(int x, int y,
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/* save name before potential delobj() */
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if (give_feedback) {
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obj->quan = 1L;
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Strcpy(buf1, (x == u.ux && y == u.uy)
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Strcpy(buf1, u_at(x, y)
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? xname(obj)
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: distant_name(obj, xname));
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obj->quan = 2L;
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Strcpy(buf2, (x == u.ux && y == u.uy)
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Strcpy(buf2, u_at(x, y)
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? xname(obj)
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: distant_name(obj, xname));
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obj->quan = scrquan;
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@@ -4412,7 +4412,7 @@ dobuzz(int type, int nd, xchar sx, xchar sy, int dx, int dy,
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if (say || canseemon(mon))
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miss(flash_str(fltyp, FALSE), mon);
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}
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} else if (sx == u.ux && sy == u.uy && range >= 0) {
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} else if (u_at(sx, sy) && range >= 0) {
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nomul(0);
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if (u.usteed && !rn2(3) && !mon_reflects(u.usteed, (char *) 0)) {
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mon = u.usteed;
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@@ -4545,7 +4545,7 @@ melt_ice(xchar x, xchar y, const char *msg)
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if (Underwater)
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vision_recalc(1);
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newsym(x, y);
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if (cansee(x, y) || (x == u.ux && y == u.uy))
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if (cansee(x, y) || u_at(x, y))
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Norep("%s", msg);
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if ((otmp = sobj_at(BOULDER, x, y)) != 0) {
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if (cansee(x, y))
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@@ -4558,7 +4558,7 @@ melt_ice(xchar x, xchar y, const char *msg)
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} while (is_pool(x, y) && (otmp = sobj_at(BOULDER, x, y)) != 0);
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newsym(x, y);
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}
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if (x == u.ux && y == u.uy)
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if (u_at(x, y))
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spoteffects(TRUE); /* possibly drown, notice objects */
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else if (is_pool(x, y) && (mtmp = m_at(x, y)) != 0)
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(void) minliquid(mtmp);
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@@ -4739,7 +4739,7 @@ zap_over_floor(xchar x, xchar y, int type, boolean *shopdamage,
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} else if (!lava)
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You_hear("a crackling sound.");
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if (x == u.ux && y == u.uy) {
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if (u_at(x, y)) {
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if (u.uinwater) { /* not just `if (Underwater)' */
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/* leave the no longer existent water */
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set_uinwater(0); /* u.uinwater = 0 */
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