Do not compare state to magic numbers

This commit is contained in:
NHOrus 2017-07-01 18:12:25 +03:00
parent b8d86b840d
commit ab79fc7814
3 changed files with 18 additions and 16 deletions

14
main.c
View file

@ -770,8 +770,8 @@ static bool closecheck(void)
juggle(CHASM);
if (game.prop[BEAR] != BEAR_DEAD)
DESTROY(BEAR);
game.prop[CHAIN] = 0;
game.fixed[CHAIN] = 0;
game.prop[CHAIN] = CHAIN_HEAP;
game.fixed[CHAIN] = CHAIN_HEAP;
game.prop[AXE] = 0;
game.fixed[AXE] = 0;
rspeak(CAVE_CLOSING);
@ -873,8 +873,8 @@ static void listobjects(void)
/* Print out descriptions of objects at this location. If
* not closing and property value is negative, tally off
* another treasure. Rug is special case; once seen, its
* game.prop is 1 (dragon on it) till dragon is killed.
* Similarly for chain; game.prop is initially 1 (locked to
* game.prop is RUG_DRAGON (dragon on it) till dragon is killed.
* Similarly for chain; game.prop is initially CHAINING_BEAR (locked to
* bear). These hacks are because game.prop=0 is needed to
* get full score. */
{
@ -890,8 +890,10 @@ static void listobjects(void)
if (game.closed)
continue;
game.prop[obj] = 0;
if (obj == RUG || obj == CHAIN)
game.prop[obj] = 1;
if (obj == RUG)
game.prop[RUG] = RUG_DRAGON;
if (obj == CHAIN)
game.prop[CHAIN] = CHAINING_BEAR;
--game.tally;
/* Note: There used to be a test here to see whether the
* player had blown it so badly that he could never ever see