Magic-number elimination.
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062840db69
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9714bf8c82
3 changed files with 14 additions and 11 deletions
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@ -3466,9 +3466,9 @@ objects: !!omap
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locations: [LOC_SWCHASM, LOC_NECHASM]
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locations: [LOC_SWCHASM, LOC_NECHASM]
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immovable: true
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immovable: true
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descriptions:
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descriptions:
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- 'A burly troll stands by the bridge and insists you throw him a\ntreasure before you may cross.'
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- [TROLL_UNPAID, 'A burly troll stands by the bridge and insists you throw him a\ntreasure before you may cross.']
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- 'The troll steps out from beneath the bridge and blocks your way.'
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- [TROLL_PAIDONCE, 'The troll steps out from beneath the bridge and blocks your way.']
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- '' # chased away
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- [TROLL_GONE, ''] # chased away
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sounds:
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sounds:
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- 'The troll sounds quite adamant in his demand for a treasure.'
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- 'The troll sounds quite adamant in his demand for a treasure.'
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- TROLL2:
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- TROLL2:
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18
main.c
18
main.c
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@ -619,6 +619,7 @@ static bool playermove( int motion)
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/* (ESR) We've found a destination that goes with the motion verb.
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/* (ESR) We've found a destination that goes with the motion verb.
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* Next we need to check any conditional(s) on this destination, and
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* Next we need to check any conditional(s) on this destination, and
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* possibly on following entries. */
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* possibly on following entries. */
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/* FIXME: Magic numbers related to move opcodes */
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do {
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do {
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for (;;) { /* L12 loop */
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for (;;) { /* L12 loop */
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for (;;) {
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for (;;) {
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@ -701,8 +702,8 @@ static bool playermove( int motion)
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* so step out and block him. (standard travel
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* so step out and block him. (standard travel
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* entries check for game.prop(TROLL)=0.) Special
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* entries check for game.prop(TROLL)=0.) Special
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* stuff for bear. */
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* stuff for bear. */
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if (game.prop[TROLL] == 1) {
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if (game.prop[TROLL] == TROLL_PAIDONCE) {
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pspeak(TROLL, look, 1);
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pspeak(TROLL, look, TROLL_PAIDONCE);
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game.prop[TROLL] = 0;
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game.prop[TROLL] = 0;
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move(TROLL2, 0);
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move(TROLL2, 0);
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move(TROLL2 + NOBJECTS, 0);
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move(TROLL2 + NOBJECTS, 0);
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@ -713,13 +714,13 @@ static bool playermove( int motion)
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return true;
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return true;
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} else {
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} else {
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game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
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game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
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if (game.prop[TROLL] == 0)
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if (game.prop[TROLL] == TROLL_UNPAID)
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game.prop[TROLL] = 1;
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game.prop[TROLL] = TROLL_PAIDONCE;
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if (!TOTING(BEAR))
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if (!TOTING(BEAR))
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return true;
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return true;
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rspeak(BRIDGE_COLLAPSE);
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rspeak(BRIDGE_COLLAPSE);
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game.prop[CHASM] = 1;
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game.prop[CHASM] = BRIDGE_WRECKED;
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game.prop[TROLL] = 2;
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game.prop[TROLL] = TROLL_GONE;
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drop(BEAR, game.newloc);
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drop(BEAR, game.newloc);
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game.fixed[BEAR] = -1;
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game.fixed[BEAR] = -1;
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game.prop[BEAR] = BEAR_DEAD;
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game.prop[BEAR] = BEAR_DEAD;
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@ -775,7 +776,7 @@ static bool closecheck(void)
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* have been activated, since we've found chest. */
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* have been activated, since we've found chest. */
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if (game.clock1 == 0) {
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if (game.clock1 == 0) {
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game.prop[GRATE] = GRATE_CLOSED;
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game.prop[GRATE] = GRATE_CLOSED;
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game.prop[FISSURE] = 0;
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game.prop[FISSURE] = UNBRIDGED;
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for (int i = 1; i <= NDWARVES; i++) {
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for (int i = 1; i <= NDWARVES; i++) {
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game.dseen[i] = false;
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game.dseen[i] = false;
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game.dloc[i] = 0;
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game.dloc[i] = 0;
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@ -1100,7 +1101,7 @@ L2607:
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command.wd1x = command.wd2x;
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command.wd1x = command.wd2x;
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wordclear(&command.wd2);
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wordclear(&command.wd2);
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} else {
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} else {
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/* FIXME: Magic numbers */
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/* FIXME: Magic numbers related to vocabulary */
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if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
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if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
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(V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
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(V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
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if (AT(V2 - 1000))
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if (AT(V2 - 1000))
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@ -1129,6 +1130,7 @@ Lookup:
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rspeak(DONT_KNOW, command.wd1, command.wd1x);
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rspeak(DONT_KNOW, command.wd1, command.wd1x);
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goto L2600;
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goto L2600;
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}
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}
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/* FIXME: magic numbers related to vocabulary */
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kmod = MOD(defn, 1000);
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kmod = MOD(defn, 1000);
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switch (defn / 1000) {
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switch (defn / 1000) {
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case 0:
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case 0:
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1
misc.c
1
misc.c
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@ -526,6 +526,7 @@ long get_vocab_id(const char* word)
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{
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{
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long ref_num;
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long ref_num;
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/* FIXME: Magic numbers related to vocabulary */
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ref_num = get_motion_vocab_id(word);
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ref_num = get_motion_vocab_id(word);
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if (ref_num != WORD_NOT_FOUND)
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if (ref_num != WORD_NOT_FOUND)
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return (ref_num + 0); // FIXME: replace with a proper hash
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return (ref_num + 0); // FIXME: replace with a proper hash
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