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

View file

@ -261,7 +261,7 @@ static int vbreak(token_t verb, token_t obj)
if (TOTING(VASE))
drop(VASE, game.loc);
state_change(VASE, VASE_BROKEN);
game.fixed[VASE] = -1;
game.fixed[VASE] = IS_FIXED;
return GO_CLEAROBJ;
}
rspeak(actions[verb].message);
@ -302,8 +302,8 @@ static int vcarry(token_t verb, token_t obj)
return GO_CLEAROBJ;
}
if (game.fixed[obj] != 0) {
if (obj == PLANT && game.prop[PLANT] <= 0) {
if (game.fixed[obj] != IS_FREE) {
if (obj == PLANT && game.prop[PLANT] <= 0) { // FIXME: magical state assertion
rspeak(DEEP_ROOTS);
return GO_CLEAROBJ;
}
@ -381,7 +381,7 @@ static int vcarry(token_t verb, token_t obj)
if ((obj == BIRD ||
obj == CAGE) &&
(game.prop[BIRD] == BIRD_CAGED || STASHED(BIRD) == BIRD_CAGED))
/* expression maps BIRD to CAGE and CAGE to BIRD */
/* expression maps BIRD to CAGE and CAGE to BIRD */
carry(BIRD + CAGE - obj, game.loc);
carry(obj, game.loc);
if (obj == BOTTLE && LIQUID() != NO_OBJECT)
@ -407,16 +407,16 @@ static int chain(token_t verb)
return GO_CLEAROBJ;
}
game.prop[CHAIN] = CHAIN_HEAP;
game.fixed[CHAIN] = CHAIN_HEAP;
game.fixed[CHAIN] = IS_FREE;
if (game.prop[BEAR] != BEAR_DEAD)
game.prop[BEAR] = CONTENTED_BEAR;
switch (game.prop[BEAR]) {
case BEAR_DEAD:
game.fixed[BEAR] = -1;
game.fixed[BEAR] = IS_FIXED;
break;
default:
game.fixed[BEAR] = 0;
game.fixed[BEAR] = IS_FREE;
}
rspeak(CHAIN_UNLOCKED);
return GO_CLEAROBJ;
@ -435,7 +435,7 @@ static int chain(token_t verb)
if (TOTING(CHAIN))
drop(CHAIN, game.loc);
game.fixed[CHAIN] = -1;
game.fixed[CHAIN] = IS_FIXED;
rspeak(CHAIN_LOCKED);
return GO_CLEAROBJ;
@ -506,7 +506,7 @@ static int discard(token_t verb, token_t obj, bool just_do_it)
? VASE_WHOLE
: VASE_DROPPED);
if (game.prop[VASE] != VASE_WHOLE)
game.fixed[VASE] = -1;
game.fixed[VASE] = IS_FIXED;
}
}
int k = LIQUID();
@ -660,7 +660,7 @@ static int feed(token_t verb, token_t obj)
if (HERE(FOOD)) {
DESTROY(FOOD);
game.prop[BEAR] = SITTING_BEAR;
game.fixed[AXE] = 0;
game.fixed[AXE] = IS_FREE;
game.prop[AXE] = AXE_HERE;
spk = BEAR_TAMED;
}
@ -689,7 +689,7 @@ int fill(token_t verb, token_t obj)
}
rspeak(SHATTER_VASE);
game.prop[VASE] = VASE_BROKEN;
game.fixed[VASE] = -1;
game.fixed[VASE] = IS_FIXED;
return (discard(verb, VASE, true));
}
@ -1168,7 +1168,7 @@ static int throw (struct command_t *command)
else if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
/* This'll teach him to throw the axe at the bear! */
drop(AXE, game.loc);
game.fixed[AXE] = -1;
game.fixed[AXE] = IS_FIXED;
juggle(BEAR);
state_change(AXE, AXE_LOST);
return GO_CLEAROBJ;

View file

@ -30,6 +30,10 @@
#define STATE_FOUND 0 // After discovered, before messed with
#define STATE_IN_CAVITY 1 // State value common to all gemstones
/* Special fixed object-state values - integers > 0 are location */
#define IS_FIXED -1
#define IS_FREE 0
/* Map a state property value to a negative range, where the object cannot be
* picked up but the value can be recovered later. Avoid colliding with -1,
* which has its own meaning. */

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;