Magic number elimination

Special state/locations for game.fixd object array
This commit is contained in:
NHOrus 2017-07-05 07:37:42 +03:00
parent 3d5c7239f1
commit 8613f0b3d9
3 changed files with 36 additions and 32 deletions

40
main.c
View file

@ -294,7 +294,7 @@ static bool spotted_by_pirate(int i)
continue;
if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
game.loc == objects[EMERALD].plac))) {
if (AT(treasure) && game.fixed[treasure] == 0)
if (AT(treasure) && game.fixed[treasure] == IS_FREE)
carry(treasure, game.loc);
if (TOTING(treasure))
drop(treasure, game.chloc);
@ -676,8 +676,8 @@ static void playermove( int motion)
* entries going through passage, which can never be used
* for actual motion, but can be spotted by "go back". */
game.newloc = (game.loc == LOC_PLOVER)
? LOC_ALCOVE
: LOC_PLOVER;
? LOC_ALCOVE
: LOC_PLOVER;
if (game.holdng > 1 ||
(game.holdng == 1 && !TOTING(EMERALD))) {
game.newloc = game.loc;
@ -730,7 +730,7 @@ static void playermove( int motion)
game.prop[CHASM] = BRIDGE_WRECKED;
game.prop[TROLL] = TROLL_GONE;
drop(BEAR, game.newloc);
game.fixed[BEAR] = -1;
game.fixed[BEAR] = IS_FIXED;
game.prop[BEAR] = BEAR_DEAD;
game.oldlc2 = game.newloc;
croak();
@ -798,9 +798,9 @@ static bool closecheck(void)
if (game.prop[BEAR] != BEAR_DEAD)
DESTROY(BEAR);
game.prop[CHAIN] = CHAIN_HEAP;
game.fixed[CHAIN] = CHAIN_HEAP;
game.prop[AXE] = 0;
game.fixed[AXE] = 0;
game.fixed[CHAIN] = IS_FREE;
game.prop[AXE] = AXE_HERE;
game.fixed[AXE] = IS_FREE;
rspeak(CAVE_CLOSING);
game.clock1 = -1;
game.closng = true;
@ -939,9 +939,9 @@ static void listobjects(void)
}
int kk = game.prop[obj];
if (obj == STEPS)
kk = (game.loc == game.fixed[STEPS])
? STEPS_UP
: STEPS_DOWN;
kk = (game.loc == game.fixed[STEPS])
? STEPS_UP
: STEPS_DOWN;
pspeak(obj, look, kk, true);
}
}
@ -1007,7 +1007,7 @@ static bool do_command()
speak(msg);
if (FORCED(game.loc)) {
playermove(HERE);
return true;
return true;
}
if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
rspeak(SAYS_PLUGH);
@ -1059,8 +1059,8 @@ L2600:
tokenize(inputbuf, &command);
char word1[TOKLEN+1];
char word2[TOKLEN+1];
char word1[TOKLEN + 1];
char word2[TOKLEN + 1];
packed_to_token(command.wd1, word1);
packed_to_token(command.wd2, word2);
command.id1 = get_vocab_id(word1);
@ -1095,7 +1095,7 @@ L2607:
lampcheck();
if (command.id1 == ENTER && (command.id2 == STREAM ||
command.id2 == PROMOTE_WORD(WATER))) {
command.id2 == PROMOTE_WORD(WATER))) {
if (LIQLOC(game.loc) == WATER) {
rspeak(FEET_WET);
} else {
@ -1106,8 +1106,8 @@ L2607:
if (command.id1 == ENTER && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY) {
/* command.wd1 = command.wd2; */
/* wordclear(&command.wd2); */
command.id1 = command.id2;
command.id2 = WORD_EMPTY;
command.id1 = command.id2;
command.id2 = WORD_EMPTY;
} else {
/* FIXME: Magic numbers related to vocabulary */
if (!((command.id1 != PROMOTE_WORD(WATER) && command.id1 != PROMOTE_WORD(OIL)) ||
@ -1143,7 +1143,7 @@ Lookup:
switch (defn / 1000) {
case 0:
playermove(kmod);
return true;
return true;
case 1:
command.part = unknown;
command.obj = kmod;
@ -1179,14 +1179,14 @@ Laction:
case GO_WORD2:
/* Get second word for analysis. */
command.wd1 = command.wd2;
strcpy(command.raw1, command.raw2);
strcpy(command.raw1, command.raw2);
wordclear(&command.wd2);
command.raw2[0] = '\0';
command.raw2[0] = '\0';
goto L2620;
case GO_UNKNOWN:
/* Random intransitive verbs come here. Clear obj just in case
* (see attack()). */
command.raw1[0] = toupper(command.raw1[0]);
command.raw1[0] = toupper(command.raw1[0]);
sspeak(DO_WHAT, command.raw1);
command.obj = 0;
goto L2600;