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