Magic-number elimination.
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parent
f37a413524
commit
abf820bb5c
4 changed files with 7 additions and 8 deletions
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@ -386,8 +386,8 @@ static int vcarry(token_t verb, token_t obj)
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carry(obj, game.loc);
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if (obj == BOTTLE && LIQUID() != NO_OBJECT)
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game.place[LIQUID()] = CARRIED;
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if (GSTONE(obj) && game.prop[obj] != STATE_GROUND) {
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game.prop[obj] = STATE_GROUND;
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if (GSTONE(obj) && game.prop[obj] != STATE_FOUND) {
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game.prop[obj] = STATE_FOUND;
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game.prop[CAVITY] = CAVITY_EMPTY;
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}
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rspeak(OK_MAN);
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@ -662,7 +662,7 @@ static int feed(token_t verb, token_t obj)
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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.prop[AXE] = 0;
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game.prop[AXE] = AXE_HERE;
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spk = BEAR_TAMED;
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}
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} else if (obj == OGRE) {
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@ -1110,7 +1110,6 @@ static int say(struct command_t *command)
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char word1[TOKLEN + 1];
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packed_to_token(command->wd1, word1);
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int wd = (int) get_vocab_id(word1);
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/* FIXME: magic numbers */
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if (wd == MOTION_WORD(XYZZY) ||
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wd == MOTION_WORD(PLUGH) ||
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wd == MOTION_WORD(PLOVER) ||
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@ -1224,7 +1223,7 @@ static int wave(token_t verb, token_t obj)
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if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
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drop(JADE, game.loc);
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game.prop[JADE] = 0;
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game.prop[JADE] = STATE_FOUND;
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--game.tally;
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rspeak(NECKLACE_FLY);
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return GO_CLEAROBJ;
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2
advent.h
2
advent.h
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@ -27,7 +27,7 @@
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/* Special object-state values - integers > 0 are object-specific */
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#define STATE_NOTFOUND -1 // 'Not found" state of treasures */
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#define STATE_GROUND 0 // After discovered, before messed with
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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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/* Map a state property value to a negative range, where the object cannot be
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2
main.c
2
main.c
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@ -915,7 +915,7 @@ static void listobjects(void)
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if (game.prop[obj] < 0) {
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if (game.closed)
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continue;
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game.prop[obj] = 0;
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game.prop[obj] = STATE_FOUND;
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if (obj == RUG)
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game.prop[RUG] = RUG_DRAGON;
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if (obj == CHAIN)
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2
score.c
2
score.c
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@ -47,7 +47,7 @@ long score(enum termination mode)
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k = 16;
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if (game.prop[i] > STATE_NOTFOUND)
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score += 2;
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if (game.place[i] == LOC_BUILDING && game.prop[i] == STATE_GROUND)
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if (game.place[i] == LOC_BUILDING && game.prop[i] == STATE_FOUND)
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score += k - 2;
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mxscor += k;
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}
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