Magic-number elimination.
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parent
1ed8126912
commit
b5260417dd
3 changed files with 37 additions and 24 deletions
43
actions.c
43
actions.c
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@ -28,7 +28,8 @@ static int attack(FILE *input, struct command_t *command)
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if (AT(DRAGON) && game.prop[DRAGON] == 0)obj = obj * NOBJECTS + DRAGON;
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if (AT(TROLL))obj = obj * NOBJECTS + TROLL;
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if (AT(OGRE))obj = obj * NOBJECTS + OGRE;
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if (HERE(BEAR) && game.prop[BEAR] == 0)obj = obj * NOBJECTS + BEAR;
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if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR)
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obj = obj * NOBJECTS + BEAR;
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if (obj > NOBJECTS) return GO_UNKNOWN;
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if (obj == 0) {
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/* Can't attack bird or machine by throwing axe. */
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@ -50,9 +51,8 @@ static int attack(FILE *input, struct command_t *command)
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DESTROY(BIRD);
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spk = BIRD_DEAD;
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} else if (obj == VEND) {
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bool blocking = (game.prop[VEND] == VEND_BLOCKS);
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game.prop[VEND] = blocking ? VEND_UNBLOCKS : VEND_BLOCKS;
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rspeak(blocking ? MACHINE_SWINGOUT : MACHINE_SWINGBACK);
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state_change(VEND,
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game.prop[VEND]==VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS);
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return GO_CLEAROBJ;
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}
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@ -230,8 +230,10 @@ static int vcarry(token_t verb, token_t obj)
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}
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spk = YOU_JOKING;
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if (obj == PLANT && game.prop[PLANT] <= 0)spk = DEEP_ROOTS;
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if (obj == BEAR && game.prop[BEAR] == 1)spk = BEAR_CHAINED;
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if (obj == CHAIN && game.prop[BEAR] != 0)spk = STILL_LOCKED;
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if (obj == BEAR && game.prop[BEAR] == SITTING_BEAR)
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spk = BEAR_CHAINED;
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if (obj == CHAIN && game.prop[BEAR] != UNTAMED_BEAR)
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spk = STILL_LOCKED;
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if (obj == URN)spk = URN_NOBUDGE;
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if (obj == CAVITY)spk = DOUGHNUT_HOLES;
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if (obj == BLOOD)spk = FEW_DROPS;
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@ -298,26 +300,33 @@ static int chain(token_t verb)
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int spk;
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if (verb != LOCK) {
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spk = CHAIN_UNLOCKED;
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if (game.prop[BEAR] == 0)spk = BEAR_BLOCKS;
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if (game.prop[CHAIN] == 0)spk = ALREADY_UNLOCKED;
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if (game.prop[BEAR] == UNTAMED_BEAR)
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spk = BEAR_BLOCKS;
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if (game.prop[CHAIN] == 0)
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spk = ALREADY_UNLOCKED;
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if (spk != CHAIN_UNLOCKED) {
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rspeak(spk);
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return GO_CLEAROBJ;
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}
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game.prop[CHAIN] = 0;
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game.fixed[CHAIN] = 0;
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if (game.prop[BEAR] != 3)game.prop[BEAR] = 2;
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if (game.prop[BEAR] != BEAR_DEAD)
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game.prop[BEAR] = CONTENTED_BEAR;
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/* FIXME: Arithmetic on state numbers */
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game.fixed[BEAR] = 2 - game.prop[BEAR];
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} else {
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spk = CHAIN_LOCKED;
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if (game.prop[CHAIN] != 0)spk = ALREADY_LOCKED;
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if (game.loc != objects[CHAIN].plac)spk = NO_LOCKSITE;
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if (game.prop[CHAIN] != 0)
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spk = ALREADY_LOCKED;
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if (game.loc != objects[CHAIN].plac)
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spk = NO_LOCKSITE;
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if (spk != CHAIN_LOCKED) {
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rspeak(spk);
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return GO_CLEAROBJ;
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}
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game.prop[CHAIN] = 2;
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if (TOTING(CHAIN))drop(CHAIN, game.loc);
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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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}
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rspeak(spk);
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@ -492,11 +501,13 @@ static int feed(token_t verb, token_t obj)
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spk = REALLY_MAD;
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}
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} else if (obj == BEAR) {
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if (game.prop[BEAR] == 0)spk = NOTHING_EDIBLE;
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if (game.prop[BEAR] == 3)spk = RIDICULOUS_ATTEMPT;
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if (game.prop[BEAR] == UNTAMED_BEAR)
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spk = NOTHING_EDIBLE;
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if (game.prop[BEAR] == BEAR_DEAD)
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spk = RIDICULOUS_ATTEMPT;
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if (HERE(FOOD)) {
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DESTROY(FOOD);
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game.prop[BEAR] = 1;
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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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spk = BEAR_TAMED;
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@ -931,7 +942,7 @@ static int throw (FILE *cmdin, struct command_t *command)
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return throw_support(TROLL_RETURNS);
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else if (AT(OGRE))
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return throw_support(OGRE_DODGE);
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else if (HERE(BEAR) && game.prop[BEAR] == 0) {
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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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@ -2969,8 +2969,6 @@ arbitrary_messages: !!omap
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- ADVENTURE_NEWS: 'Open Adventure is an author-approved open-source release of\nVersion 2.5 with, as yet, no gameplay changes.\nVersion 2.5 was essentially the same as Version II; the cave and the\nhazards therein are unchanged, and top score is still 430 points.\nThere are a few more hints, especially for some of the more obscure\npuzzles. There are a few minor bugfixes and cosmetic changes. You\ncan now save a game and resume it at once (formerly you had to wait a\nwhile first), but it now costs you a few points each time you save the\ngame. Saved games are now stored in much smaller files than before.'
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- GO_UNNEEDED: 'You don''t have to say "go" every time; just specify a direction or, if\nit''s nearby, name the place to which you wish to move.'
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- ARB_279: !!null
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- MACHINE_SWINGOUT: 'As you strike the vending machine, it pivots backward along with a\nsection of wall, revealing a dark passage leading south.'
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- MACHINE_SWINGBACK: 'The vending machine swings back to block the passage.'
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classes:
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- threshold: 0
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@ -3295,10 +3293,10 @@ objects: !!omap
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locations: LOC_BARRENROOM
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immovable: true
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descriptions:
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- 'There is a ferocious cave bear eying you from the far end of the room!'
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- 'There is a gentle cave bear sitting placidly in one corner.'
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- 'There is a contented-looking bear wandering about nearby.'
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- '' # dead
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- [UNTAMED_BEAR, 'There is a ferocious cave bear eying you from the far end of the room!']
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- [SITTING_BEAR, 'There is a gentle cave bear sitting placidly in one corner.']
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- [CONTENTED_BEAR, 'There is a contented-looking bear wandering about nearby.']
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- [BEAR_DEAD, '']
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- MESSAG:
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words: ['messa']
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inventory: '*message in second maze'
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@ -3322,6 +3320,9 @@ objects: !!omap
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descriptions:
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- [VEND_BLOCKS, 'There is a massive and somewhat battered vending machine here. The\ninstructions on it read: "Drop coins here to receive fresh batteries."']
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- [VEND_UNBLOCKS, 'There is a massive vending machine here, swung back to reveal a\nsouthward passage.']
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changes:
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- 'The vending machine swings back to block the passage.'
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- 'As you strike the vending machine, it pivots backward along with a\nsection of wall, revealing a dark passage leading south.'
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texts:
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- '"Drop coins here to receive fresh batteries."'
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- '"Drop coins here to receive fresh batteries."'
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5
main.c
5
main.c
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@ -717,7 +717,7 @@ static bool playermove(token_t verb, int motion)
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game.prop[TROLL] = 2;
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drop(BEAR, game.newloc);
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game.fixed[BEAR] = -1;
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game.prop[BEAR] = 3;
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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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return true;
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@ -780,7 +780,8 @@ static bool closecheck(void)
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move(TROLL2, objects[TROLL].plac);
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move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
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juggle(CHASM);
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if (game.prop[BEAR] != 3)DESTROY(BEAR);
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if (game.prop[BEAR] != BEAR_DEAD)
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DESTROY(BEAR);
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game.prop[CHAIN] = 0;
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game.fixed[CHAIN] = 0;
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game.prop[AXE] = 0;
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