Magic-number elimination in the olover/alcove pasage code.
Wuth this change, the location table becomes order-independent (I think).
This commit is contained in:
parent
f3dae6ff83
commit
c48c330883
1 changed files with 10 additions and 9 deletions
19
main.c
19
main.c
|
@ -671,12 +671,13 @@ static void playermove( int motion)
|
||||||
game.newloc -= SPECIALBASE;
|
game.newloc -= SPECIALBASE;
|
||||||
switch (game.newloc) {
|
switch (game.newloc) {
|
||||||
case 1:
|
case 1:
|
||||||
/* Travel 301. Plover-alcove passage. Can carry only
|
/* Special travel 1. Plover-alcove passage. Can carry only
|
||||||
* emerald. Note: travel table must include "useless"
|
* emerald. Note: travel table must include "useless"
|
||||||
* entries going through passage, which can never be used
|
* entries going through passage, which can never be used
|
||||||
* for actual motion, but can be spotted by "go back". */
|
* for actual motion, but can be spotted by "go back". */
|
||||||
/* FIXME: Arithmetic on location numbers */
|
game.newloc = (game.loc == LOC_PLOVER)
|
||||||
game.newloc = 99 + 100 - game.loc;
|
? LOC_ALCOVE
|
||||||
|
: LOC_PLOVER;
|
||||||
if (game.holdng > 1 ||
|
if (game.holdng > 1 ||
|
||||||
(game.holdng == 1 && !TOTING(EMERALD))) {
|
(game.holdng == 1 && !TOTING(EMERALD))) {
|
||||||
game.newloc = game.loc;
|
game.newloc = game.loc;
|
||||||
|
@ -684,7 +685,7 @@ static void playermove( int motion)
|
||||||
}
|
}
|
||||||
return;
|
return;
|
||||||
case 2:
|
case 2:
|
||||||
/* Travel 302. Plover transport. Drop the
|
/* Special travel 2. Plover transport. Drop the
|
||||||
* emerald (only use special travel if toting
|
* emerald (only use special travel if toting
|
||||||
* it), so he's forced to use the plover-passage
|
* it), so he's forced to use the plover-passage
|
||||||
* to get it out. Having dropped it, go back and
|
* to get it out. Having dropped it, go back and
|
||||||
|
@ -700,11 +701,11 @@ static void playermove( int motion)
|
||||||
travel_entry = te_tmp;
|
travel_entry = te_tmp;
|
||||||
continue; /* goto L12 */
|
continue; /* goto L12 */
|
||||||
case 3:
|
case 3:
|
||||||
/* Travel 303. Troll bridge. Must be done only
|
/* Special travel 3. Troll bridge. Must be done
|
||||||
* as special motion so that dwarves won't wander
|
* only as special motion so that dwarves won't
|
||||||
* across and encounter the bear. (They won't
|
* wander across and encounter the bear. (They
|
||||||
* follow the player there because that region is
|
* won't follow the player there because that
|
||||||
* forbidden to the pirate.) If
|
* region is forbidden to the pirate.) If
|
||||||
* game.prop(TROLL)=1, he's crossed since paying,
|
* game.prop(TROLL)=1, he's crossed since paying,
|
||||||
* so step out and block him. (standard travel
|
* so step out and block him. (standard travel
|
||||||
* entries check for game.prop(TROLL)=0.) Special
|
* entries check for game.prop(TROLL)=0.) Special
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue