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

46
main.c
View file

@ -127,8 +127,8 @@ int main(int argc, char *argv[])
/* Start-up, dwarf stuff */
game.zzword=RNDVOC(3,0);
game.novice=YES(stdin, WELCOME_YOU,CAVE_NEARBY,ARB_0);
game.newloc=1;
game.loc=1;
game.newloc = LOC_1;
game.loc = LOC_1;
game.limit=330;
if (game.novice)game.limit=1000;
@ -493,7 +493,7 @@ static void croak(FILE *cmdin)
DROP(i, (i == LAMP) ? 1 : game.oldlc2);
}
}
game.loc=3;
game.loc = LOC_3;
game.oldloc=game.loc;
}
}
@ -778,29 +778,29 @@ static bool closecheck(void)
* objects he might be carrying (lest he have some which
* could cause trouble, such as the keys). We describe the
* flash of light and trundle back. */
game.prop[BOTTLE]=PUT(BOTTLE,115,1);
game.prop[PLANT]=PUT(PLANT,115,0);
game.prop[OYSTER]=PUT(OYSTER,115,0);
game.prop[BOTTLE]=PUT(BOTTLE,LOC_115,1);
game.prop[PLANT]=PUT(PLANT,LOC_115,0);
game.prop[OYSTER]=PUT(OYSTER,LOC_115,0);
OBJTXT[OYSTER]=3;
game.prop[LAMP]=PUT(LAMP,115,0);
game.prop[ROD]=PUT(ROD,115,0);
game.prop[DWARF]=PUT(DWARF,115,0);
game.loc=115;
game.oldloc=115;
game.newloc=115;
game.prop[LAMP]=PUT(LAMP,LOC_115,0);
game.prop[ROD]=PUT(ROD,LOC_115,0);
game.prop[DWARF]=PUT(DWARF,LOC_115,0);
game.loc = LOC_115;
game.oldloc = LOC_115;
game.newloc = LOC_115;
/* Leave the grate with normal (non-negative) property.
* Reuse sign. */
PUT(GRATE,116,0);
PUT(SIGN,116,0);
PUT(GRATE,LOC_116,0);
PUT(SIGN,LOC_116,0);
++OBJTXT[SIGN];
game.prop[SNAKE]=PUT(SNAKE,116,1);
game.prop[BIRD]=PUT(BIRD,116,1);
game.prop[CAGE]=PUT(CAGE,116,0);
game.prop[ROD2]=PUT(ROD2,116,0);
game.prop[PILLOW]=PUT(PILLOW,116,0);
game.prop[SNAKE]=PUT(SNAKE,LOC_116,1);
game.prop[BIRD]=PUT(BIRD,LOC_116,1);
game.prop[CAGE]=PUT(CAGE,LOC_116,0);
game.prop[ROD2]=PUT(ROD2,LOC_116,0);
game.prop[PILLOW]=PUT(PILLOW,LOC_116,0);
game.prop[MIRROR]=PUT(MIRROR,115,0);
game.fixed[MIRROR]=116;
game.prop[MIRROR]=PUT(MIRROR,LOC_115,0);
game.fixed[MIRROR]=LOC_116;
for (int i=1; i<=NOBJECTS; i++) {
if (TOTING(i))
@ -1019,8 +1019,8 @@ static bool do_command(FILE *cmdin)
} else
lampcheck();
k=43;
if (LIQLOC(game.loc) == WATER)k=70;
k=WHERE_QUERY;
if (LIQLOC(game.loc) == WATER)k=FEET_WET;
V1=VOCAB(WD1,-1);
V2=VOCAB(WD2,-1);
if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) {