Magic Number Elimination

This commit is contained in:
NHOrus 2017-07-07 10:04:26 +03:00
parent 7c1c169bf8
commit d51da9d0b8

46
main.c
View file

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