Use LOC_* constants for locations. Clean up some ARB_* constants.
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parent
a141f021d5
commit
e5f9c4fbea
3 changed files with 42 additions and 40 deletions
22
actions.c
22
actions.c
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@ -74,7 +74,7 @@ static int attack(FILE *input, long verb, token_t obj)
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for (i=1; i < PIRATE; i++) {
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if (game.dloc[i] == game.loc) {
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++k;
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game.dloc[i]=61;
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game.dloc[i] = LOC_61;
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game.dseen[i]=false;
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}
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}
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@ -150,14 +150,15 @@ static int bivalve(token_t verb, token_t obj)
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{
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int spk, k=0;
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if (obj == OYSTER)k=1;
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spk=PEARL_FALLS+k;
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/* FIXME: Arithmetic on message numbers in next lines */
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spk=PEARL_FALLS+k;
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if (TOTING(obj))spk=DROP_CLAM+k;
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if (!TOTING(TRIDNT))spk=CLAM_OPENER+k;
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if (verb == LOCK)spk=HUH_MAN;
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if (spk == 124) {
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if (spk == PEARL_FALLS) {
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DSTROY(CLAM);
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DROP(OYSTER,game.loc);
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DROP(PEARL,105);
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DROP(PEARL,LOC_105);
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}
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RSPEAK(spk);
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return GO_CLEAROBJ;
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@ -172,7 +173,7 @@ static int blast(void)
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return GO_CLEAROBJ;
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}
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game.bonus=133;
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if (game.loc == 115)
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if (game.loc == LOC_115)
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game.bonus=134;
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if (HERE(ROD2))
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game.bonus=135;
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@ -340,7 +341,7 @@ static int discard(token_t verb, token_t obj, bool just_do_it)
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if (TOTING(RUG))spk=RUG_WIGGLES;
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if (obj == RUBY)spk=RUG_SETTLES;
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RSPEAK(spk);
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if (spk != 220) {
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if (spk != RUG_WIGGLES) {
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int k = 2-game.prop[RUG];
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game.prop[RUG] = k;
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if (k == 2) k = PLAC[SAPPH];
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@ -582,7 +583,7 @@ static int fly(token_t verb, token_t obj)
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if (obj == INTRANSITIVE) {
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if (game.prop[RUG] != 2)spk=RUG_NOTHING2;
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if (!HERE(RUG))spk=FLAP_ARMS;
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if (spk/2 == 112) {
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if (spk/2 == 112) { /* FIXME: Arithmetic on message numbers */
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RSPEAK(spk);
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return GO_CLEAROBJ;
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}
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@ -612,7 +613,7 @@ static int inven(token_t obj)
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for (i=1; i<=NOBJECTS; i++) {
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if (i == BEAR || !TOTING(i))
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continue;
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if (spk == 98)
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if (spk == NO_CARRY)
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RSPEAK(NOW_HOLDING);
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game.blklin=false;
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PSPEAK(i,-1);
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@ -1003,9 +1004,10 @@ int action(FILE *input, enum speechpart part, long verb, token_t obj)
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if (HERE(obj))
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/* FALL THROUGH */;
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else if (obj == GRATE) {
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if (game.loc == 1 || game.loc == 4 || game.loc == 7)
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if (game.loc == LOC_1 || game.loc == LOC_4 || game.loc == LOC_7)
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obj=DPRSSN;
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if (game.loc > 9 && game.loc < 15)
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/* FIXME: Arithmetic on location numbers */
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if (game.loc > LOC_9 && game.loc < LOC_15)
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obj=ENTRNC;
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if (obj != GRATE)
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return GO_MOVE;
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