Magic Number Elimination
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7c1c169bf8
commit
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1 changed files with 23 additions and 23 deletions
46
main.c
46
main.c
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@ -178,9 +178,9 @@ static void checkhints(void)
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game.hintlc[hint] = 0;
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game.hintlc[hint] = 0;
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return;
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return;
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case 3: /* maze */
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case 3: /* maze */
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if (game.atloc[game.loc] == 0 &&
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if (game.atloc[game.loc] == NO_OBJECT &&
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game.atloc[game.oldloc] == 0 &&
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game.atloc[game.oldloc] == NO_OBJECT &&
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game.atloc[game.oldlc2] == 0 &&
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game.atloc[game.oldlc2] == NO_OBJECT &&
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game.holdng > 1)
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game.holdng > 1)
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break;
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break;
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game.hintlc[hint] = 0;
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game.hintlc[hint] = 0;
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@ -198,9 +198,9 @@ static void checkhints(void)
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game.hintlc[hint] = 0;
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game.hintlc[hint] = 0;
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return;
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return;
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case 7: /* woods */
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case 7: /* woods */
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if (game.atloc[game.loc] == 0 &&
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if (game.atloc[game.loc] == NO_OBJECT &&
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game.atloc[game.oldloc] == 0 &&
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game.atloc[game.oldloc] == NO_OBJECT &&
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game.atloc[game.oldlc2] == 0)
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game.atloc[game.oldlc2] == NO_OBJECT)
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break;
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break;
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return;
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return;
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case 8: /* ogre */
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case 8: /* ogre */
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@ -247,7 +247,7 @@ static bool spotted_by_pirate(int i)
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* it to the troll, but in that case he's seen the chest
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* it to the troll, but in that case he's seen the chest
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* (game.prop=0). */
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* (game.prop=0). */
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if (game.loc == game.chloc ||
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if (game.loc == game.chloc ||
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game.prop[CHEST] >= 0)
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game.prop[CHEST] != STATE_NOTFOUND)
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return true;
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return true;
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int snarfed = 0;
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int snarfed = 0;
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bool movechest = false, robplayer = false;
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bool movechest = false, robplayer = false;
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@ -324,7 +324,7 @@ static bool dwarfmove(void)
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* means dwarves won't follow him into dead end in maze, but
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* means dwarves won't follow him into dead end in maze, but
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* c'est la vie. They'll wait for him outside the dead
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* c'est la vie. They'll wait for him outside the dead
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* end. */
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* end. */
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if (game.loc == 0 ||
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if (game.loc == LOC_NOWHERE ||
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FORCED(game.loc) ||
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FORCED(game.loc) ||
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CNDBIT(game.newloc, COND_NOARRR))
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CNDBIT(game.newloc, COND_NOARRR))
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return true;
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return true;
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@ -713,8 +713,8 @@ static void playermove( int motion)
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if (game.prop[TROLL] == TROLL_PAIDONCE) {
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if (game.prop[TROLL] == TROLL_PAIDONCE) {
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pspeak(TROLL, look, TROLL_PAIDONCE, true);
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pspeak(TROLL, look, TROLL_PAIDONCE, true);
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game.prop[TROLL] = TROLL_UNPAID;
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game.prop[TROLL] = TROLL_UNPAID;
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move(TROLL2, 0);
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move(TROLL2, LOC_NOWHERE);
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move(TROLL2 + NOBJECTS, 0);
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move(TROLL2 + NOBJECTS, IS_FREE);
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move(TROLL, objects[TROLL].plac);
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move(TROLL, objects[TROLL].plac);
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move(TROLL + NOBJECTS, objects[TROLL].fixd);
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move(TROLL + NOBJECTS, objects[TROLL].fixd);
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juggle(CHASM);
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juggle(CHASM);
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@ -787,10 +787,10 @@ static bool closecheck(void)
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game.prop[FISSURE] = UNBRIDGED;
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game.prop[FISSURE] = UNBRIDGED;
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for (int i = 1; i <= NDWARVES; i++) {
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for (int i = 1; i <= NDWARVES; i++) {
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game.dseen[i] = false;
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game.dseen[i] = false;
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game.dloc[i] = 0;
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game.dloc[i] = LOC_NOWHERE;
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}
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}
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move(TROLL, 0);
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move(TROLL, LOC_NOWHERE);
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move(TROLL + NOBJECTS, 0);
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move(TROLL + NOBJECTS, IS_FREE);
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move(TROLL2, objects[TROLL].plac);
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move(TROLL2, objects[TROLL].plac);
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move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
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move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
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juggle(CHASM);
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juggle(CHASM);
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@ -823,10 +823,10 @@ static bool closecheck(void)
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* could cause trouble, such as the keys). We describe the
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* could cause trouble, such as the keys). We describe the
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* flash of light and trundle back. */
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* flash of light and trundle back. */
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game.prop[BOTTLE] = put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
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game.prop[BOTTLE] = put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
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game.prop[PLANT] = put(PLANT, LOC_NE, 0);
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game.prop[PLANT] = put(PLANT, LOC_NE, PLANT_THIRSTY);
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game.prop[OYSTER] = put(OYSTER, LOC_NE, 0);
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game.prop[OYSTER] = put(OYSTER, LOC_NE, STATE_FOUND);
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game.prop[LAMP] = put(LAMP, LOC_NE, 0);
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game.prop[LAMP] = put(LAMP, LOC_NE, LAMP_DARK);
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game.prop[ROD] = put(ROD, LOC_NE, 0);
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game.prop[ROD] = put(ROD, LOC_NE, STATE_FOUND);
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game.prop[DWARF] = put(DWARF, LOC_NE, 0);
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game.prop[DWARF] = put(DWARF, LOC_NE, 0);
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game.loc = LOC_NE;
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game.loc = LOC_NE;
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game.oldloc = LOC_NE;
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game.oldloc = LOC_NE;
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@ -836,13 +836,13 @@ static bool closecheck(void)
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put(GRATE, LOC_SW, 0);
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put(GRATE, LOC_SW, 0);
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put(SIGN, LOC_SW, 0);
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put(SIGN, LOC_SW, 0);
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game.prop[SIGN] = ENDGAME_SIGN;
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game.prop[SIGN] = ENDGAME_SIGN;
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game.prop[SNAKE] = put(SNAKE, LOC_SW, 1);
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game.prop[SNAKE] = put(SNAKE, LOC_SW, SNAKE_CHASED);
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game.prop[BIRD] = put(BIRD, LOC_SW, 1);
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game.prop[BIRD] = put(BIRD, LOC_SW, BIRD_CAGED);
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game.prop[CAGE] = put(CAGE, LOC_SW, 0);
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game.prop[CAGE] = put(CAGE, LOC_SW, STATE_FOUND);
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game.prop[ROD2] = put(ROD2, LOC_SW, 0);
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game.prop[ROD2] = put(ROD2, LOC_SW, STATE_FOUND);
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game.prop[PILLOW] = put(PILLOW, LOC_SW, 0);
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game.prop[PILLOW] = put(PILLOW, LOC_SW, STATE_FOUND);
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game.prop[MIRROR] = put(MIRROR, LOC_NE, 0);
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game.prop[MIRROR] = put(MIRROR, LOC_NE, STATE_FOUND);
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game.fixed[MIRROR] = LOC_SW;
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game.fixed[MIRROR] = LOC_SW;
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for (int i = 1; i <= NOBJECTS; i++) {
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for (int i = 1; i <= NOBJECTS; i++) {
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