Use LOC_* constants for locations. Clean up some ARB_* constants.

This commit is contained in:
Eric S. Raymond 2017-06-15 08:49:47 -04:00
parent a141f021d5
commit e5f9c4fbea
3 changed files with 42 additions and 40 deletions

View file

@ -74,7 +74,7 @@ static int attack(FILE *input, long verb, token_t obj)
for (i=1; i < PIRATE; i++) {
if (game.dloc[i] == game.loc) {
++k;
game.dloc[i]=61;
game.dloc[i] = LOC_61;
game.dseen[i]=false;
}
}
@ -150,14 +150,15 @@ static int bivalve(token_t verb, token_t obj)
{
int spk, k=0;
if (obj == OYSTER)k=1;
spk=PEARL_FALLS+k;
/* FIXME: Arithmetic on message numbers in next lines */
spk=PEARL_FALLS+k;
if (TOTING(obj))spk=DROP_CLAM+k;
if (!TOTING(TRIDNT))spk=CLAM_OPENER+k;
if (verb == LOCK)spk=HUH_MAN;
if (spk == 124) {
if (spk == PEARL_FALLS) {
DSTROY(CLAM);
DROP(OYSTER,game.loc);
DROP(PEARL,105);
DROP(PEARL,LOC_105);
}
RSPEAK(spk);
return GO_CLEAROBJ;
@ -172,7 +173,7 @@ static int blast(void)
return GO_CLEAROBJ;
}
game.bonus=133;
if (game.loc == 115)
if (game.loc == LOC_115)
game.bonus=134;
if (HERE(ROD2))
game.bonus=135;
@ -340,7 +341,7 @@ static int discard(token_t verb, token_t obj, bool just_do_it)
if (TOTING(RUG))spk=RUG_WIGGLES;
if (obj == RUBY)spk=RUG_SETTLES;
RSPEAK(spk);
if (spk != 220) {
if (spk != RUG_WIGGLES) {
int k = 2-game.prop[RUG];
game.prop[RUG] = k;
if (k == 2) k = PLAC[SAPPH];
@ -582,7 +583,7 @@ static int fly(token_t verb, token_t obj)
if (obj == INTRANSITIVE) {
if (game.prop[RUG] != 2)spk=RUG_NOTHING2;
if (!HERE(RUG))spk=FLAP_ARMS;
if (spk/2 == 112) {
if (spk/2 == 112) { /* FIXME: Arithmetic on message numbers */
RSPEAK(spk);
return GO_CLEAROBJ;
}
@ -612,7 +613,7 @@ static int inven(token_t obj)
for (i=1; i<=NOBJECTS; i++) {
if (i == BEAR || !TOTING(i))
continue;
if (spk == 98)
if (spk == NO_CARRY)
RSPEAK(NOW_HOLDING);
game.blklin=false;
PSPEAK(i,-1);
@ -1003,9 +1004,10 @@ int action(FILE *input, enum speechpart part, long verb, token_t obj)
if (HERE(obj))
/* FALL THROUGH */;
else if (obj == GRATE) {
if (game.loc == 1 || game.loc == 4 || game.loc == 7)
if (game.loc == LOC_1 || game.loc == LOC_4 || game.loc == LOC_7)
obj=DPRSSN;
if (game.loc > 9 && game.loc < 15)
/* FIXME: Arithmetic on location numbers */
if (game.loc > LOC_9 && game.loc < LOC_15)
obj=ENTRNC;
if (obj != GRATE)
return GO_MOVE;