Eliminate a couple of minor redundancies; no change in game play.
dropy() - only check about selling object if there is a shop on the level.
pick_obj() - leave it to addinv() clear object's no_charge bit.
place_object(obj, u.ux, u.uy);
if (obj == uball)
drop_ball(u.ux,u.uy);
- else
+ else if (level.flags.has_shop)
sellobj(obj, u.ux, u.uy);
stackobj(obj);
if(Blind && Levitation)
if (!index(u.ushops, *fakeshop))
remote_burglary(otmp->ox, otmp->oy);
}
- if (otmp->no_charge) /* only applies to objects outside invent */
- otmp->no_charge = 0;
newsym(otmp->ox, otmp->oy);
return addinv(otmp); /* might merge it with other objects */
}