Magic number elimination
Special state/locations for game.fixd object array
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3d5c7239f1
commit
8613f0b3d9
3 changed files with 36 additions and 32 deletions
24
actions.c
24
actions.c
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@ -261,7 +261,7 @@ static int vbreak(token_t verb, token_t obj)
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if (TOTING(VASE))
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drop(VASE, game.loc);
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state_change(VASE, VASE_BROKEN);
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game.fixed[VASE] = -1;
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game.fixed[VASE] = IS_FIXED;
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return GO_CLEAROBJ;
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}
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rspeak(actions[verb].message);
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@ -302,8 +302,8 @@ static int vcarry(token_t verb, token_t obj)
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return GO_CLEAROBJ;
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}
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if (game.fixed[obj] != 0) {
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if (obj == PLANT && game.prop[PLANT] <= 0) {
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if (game.fixed[obj] != IS_FREE) {
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if (obj == PLANT && game.prop[PLANT] <= 0) { // FIXME: magical state assertion
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rspeak(DEEP_ROOTS);
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return GO_CLEAROBJ;
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}
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@ -381,7 +381,7 @@ static int vcarry(token_t verb, token_t obj)
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if ((obj == BIRD ||
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obj == CAGE) &&
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(game.prop[BIRD] == BIRD_CAGED || STASHED(BIRD) == BIRD_CAGED))
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/* expression maps BIRD to CAGE and CAGE to BIRD */
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/* expression maps BIRD to CAGE and CAGE to BIRD */
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carry(BIRD + CAGE - obj, game.loc);
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carry(obj, game.loc);
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if (obj == BOTTLE && LIQUID() != NO_OBJECT)
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@ -407,16 +407,16 @@ static int chain(token_t verb)
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return GO_CLEAROBJ;
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}
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game.prop[CHAIN] = CHAIN_HEAP;
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game.fixed[CHAIN] = CHAIN_HEAP;
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game.fixed[CHAIN] = IS_FREE;
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if (game.prop[BEAR] != BEAR_DEAD)
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game.prop[BEAR] = CONTENTED_BEAR;
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switch (game.prop[BEAR]) {
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case BEAR_DEAD:
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game.fixed[BEAR] = -1;
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game.fixed[BEAR] = IS_FIXED;
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break;
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default:
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game.fixed[BEAR] = 0;
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game.fixed[BEAR] = IS_FREE;
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}
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rspeak(CHAIN_UNLOCKED);
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return GO_CLEAROBJ;
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@ -435,7 +435,7 @@ static int chain(token_t verb)
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if (TOTING(CHAIN))
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drop(CHAIN, game.loc);
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game.fixed[CHAIN] = -1;
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game.fixed[CHAIN] = IS_FIXED;
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rspeak(CHAIN_LOCKED);
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return GO_CLEAROBJ;
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@ -506,7 +506,7 @@ static int discard(token_t verb, token_t obj, bool just_do_it)
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? VASE_WHOLE
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: VASE_DROPPED);
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if (game.prop[VASE] != VASE_WHOLE)
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game.fixed[VASE] = -1;
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game.fixed[VASE] = IS_FIXED;
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}
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}
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int k = LIQUID();
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@ -660,7 +660,7 @@ static int feed(token_t verb, token_t obj)
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if (HERE(FOOD)) {
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DESTROY(FOOD);
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game.prop[BEAR] = SITTING_BEAR;
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game.fixed[AXE] = 0;
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game.fixed[AXE] = IS_FREE;
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game.prop[AXE] = AXE_HERE;
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spk = BEAR_TAMED;
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}
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@ -689,7 +689,7 @@ int fill(token_t verb, token_t obj)
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}
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rspeak(SHATTER_VASE);
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game.prop[VASE] = VASE_BROKEN;
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game.fixed[VASE] = -1;
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game.fixed[VASE] = IS_FIXED;
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return (discard(verb, VASE, true));
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}
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@ -1168,7 +1168,7 @@ static int throw (struct command_t *command)
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else if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
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/* This'll teach him to throw the axe at the bear! */
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drop(AXE, game.loc);
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game.fixed[AXE] = -1;
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game.fixed[AXE] = IS_FIXED;
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juggle(BEAR);
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state_change(AXE, AXE_LOST);
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return GO_CLEAROBJ;
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4
advent.h
4
advent.h
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@ -30,6 +30,10 @@
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#define STATE_FOUND 0 // After discovered, before messed with
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#define STATE_IN_CAVITY 1 // State value common to all gemstones
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/* Special fixed object-state values - integers > 0 are location */
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#define IS_FIXED -1
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#define IS_FREE 0
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/* Map a state property value to a negative range, where the object cannot be
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* picked up but the value can be recovered later. Avoid colliding with -1,
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* which has its own meaning. */
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40
main.c
40
main.c
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@ -294,7 +294,7 @@ static bool spotted_by_pirate(int i)
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continue;
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if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
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game.loc == objects[EMERALD].plac))) {
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if (AT(treasure) && game.fixed[treasure] == 0)
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if (AT(treasure) && game.fixed[treasure] == IS_FREE)
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carry(treasure, game.loc);
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if (TOTING(treasure))
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drop(treasure, game.chloc);
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@ -676,8 +676,8 @@ static void playermove( int motion)
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* entries going through passage, which can never be used
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* for actual motion, but can be spotted by "go back". */
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game.newloc = (game.loc == LOC_PLOVER)
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? LOC_ALCOVE
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: LOC_PLOVER;
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? LOC_ALCOVE
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: LOC_PLOVER;
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if (game.holdng > 1 ||
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(game.holdng == 1 && !TOTING(EMERALD))) {
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game.newloc = game.loc;
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@ -730,7 +730,7 @@ static void playermove( int motion)
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game.prop[CHASM] = BRIDGE_WRECKED;
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game.prop[TROLL] = TROLL_GONE;
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drop(BEAR, game.newloc);
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game.fixed[BEAR] = -1;
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game.fixed[BEAR] = IS_FIXED;
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game.prop[BEAR] = BEAR_DEAD;
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game.oldlc2 = game.newloc;
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croak();
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@ -798,9 +798,9 @@ static bool closecheck(void)
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if (game.prop[BEAR] != BEAR_DEAD)
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DESTROY(BEAR);
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game.prop[CHAIN] = CHAIN_HEAP;
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game.fixed[CHAIN] = CHAIN_HEAP;
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game.prop[AXE] = 0;
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game.fixed[AXE] = 0;
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game.fixed[CHAIN] = IS_FREE;
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game.prop[AXE] = AXE_HERE;
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game.fixed[AXE] = IS_FREE;
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rspeak(CAVE_CLOSING);
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game.clock1 = -1;
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game.closng = true;
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@ -939,9 +939,9 @@ static void listobjects(void)
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}
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int kk = game.prop[obj];
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if (obj == STEPS)
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kk = (game.loc == game.fixed[STEPS])
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? STEPS_UP
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: STEPS_DOWN;
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kk = (game.loc == game.fixed[STEPS])
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? STEPS_UP
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: STEPS_DOWN;
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pspeak(obj, look, kk, true);
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}
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}
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@ -1007,7 +1007,7 @@ static bool do_command()
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speak(msg);
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if (FORCED(game.loc)) {
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playermove(HERE);
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return true;
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return true;
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}
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if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
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rspeak(SAYS_PLUGH);
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@ -1059,8 +1059,8 @@ L2600:
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tokenize(inputbuf, &command);
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char word1[TOKLEN+1];
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char word2[TOKLEN+1];
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char word1[TOKLEN + 1];
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char word2[TOKLEN + 1];
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packed_to_token(command.wd1, word1);
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packed_to_token(command.wd2, word2);
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command.id1 = get_vocab_id(word1);
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@ -1095,7 +1095,7 @@ L2607:
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lampcheck();
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if (command.id1 == ENTER && (command.id2 == STREAM ||
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command.id2 == PROMOTE_WORD(WATER))) {
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command.id2 == PROMOTE_WORD(WATER))) {
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if (LIQLOC(game.loc) == WATER) {
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rspeak(FEET_WET);
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} else {
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@ -1106,8 +1106,8 @@ L2607:
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if (command.id1 == ENTER && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY) {
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/* command.wd1 = command.wd2; */
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/* wordclear(&command.wd2); */
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command.id1 = command.id2;
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command.id2 = WORD_EMPTY;
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command.id1 = command.id2;
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command.id2 = WORD_EMPTY;
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} else {
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/* FIXME: Magic numbers related to vocabulary */
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if (!((command.id1 != PROMOTE_WORD(WATER) && command.id1 != PROMOTE_WORD(OIL)) ||
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@ -1143,7 +1143,7 @@ Lookup:
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switch (defn / 1000) {
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case 0:
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playermove(kmod);
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return true;
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return true;
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case 1:
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command.part = unknown;
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command.obj = kmod;
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@ -1179,14 +1179,14 @@ Laction:
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case GO_WORD2:
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/* Get second word for analysis. */
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command.wd1 = command.wd2;
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strcpy(command.raw1, command.raw2);
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strcpy(command.raw1, command.raw2);
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wordclear(&command.wd2);
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command.raw2[0] = '\0';
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command.raw2[0] = '\0';
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goto L2620;
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case GO_UNKNOWN:
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/* Random intransitive verbs come here. Clear obj just in case
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* (see attack()). */
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command.raw1[0] = toupper(command.raw1[0]);
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command.raw1[0] = toupper(command.raw1[0]);
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sspeak(DO_WHAT, command.raw1);
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command.obj = 0;
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goto L2600;
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