Magic-number elimination.
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369c67840e
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5 changed files with 12 additions and 10 deletions
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@ -166,10 +166,9 @@ static int attack(struct command_t *command)
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static int bigwords(token_t foo)
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static int bigwords(token_t foo)
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/* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
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/* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
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* Look up foo in section 3 of vocab to determine which word we've got. Last
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* Look up foo in special section of vocab to determine which word we've got.
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* word zips the eggs back to the giant room (unless already there). */
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* Last word zips the eggs back to the giant room (unless already there). */
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{
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{
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//int k = vocab(foo, 3);
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char word[6];
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char word[6];
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packed_to_token(foo, word);
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packed_to_token(foo, word);
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int k = (int) get_special_vocab_id(word);
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int k = (int) get_special_vocab_id(word);
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@ -362,7 +361,7 @@ static int vcarry(token_t verb, token_t obj)
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if (obj == BOTTLE && LIQUID() != 0)
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if (obj == BOTTLE && LIQUID() != 0)
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game.place[LIQUID()] = CARRIED;
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game.place[LIQUID()] = CARRIED;
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if (GSTONE(obj) && game.prop[obj] != 0) {
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if (GSTONE(obj) && game.prop[obj] != 0) {
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game.prop[obj] = 0;
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game.prop[obj] = STATE_GROUND;
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game.prop[CAVITY] = CAVITY_EMPTY;
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game.prop[CAVITY] = CAVITY_EMPTY;
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}
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}
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rspeak(OK_MAN);
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rspeak(OK_MAN);
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5
advent.h
5
advent.h
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@ -19,11 +19,14 @@
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#define PANICTIME 15 // time left after closing
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#define PANICTIME 15 // time left after closing
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#define BATTERYLIFE 2500 // turn limit increment from batteries
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#define BATTERYLIFE 2500 // turn limit increment from batteries
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#define WORD_NOT_FOUND -1 // "Word not found" flag value for the vocab hash functions.
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#define WORD_NOT_FOUND -1 // "Word not found" flag value for the vocab hash functions.
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#define NOT_YET_FOUND -1 // 'Not found" state of treasures */
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#define CARRIED -1 // Player is toting it
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#define CARRIED -1 // Player is toting it
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#define READ_MODE "rb" // b is not needed for POSIX but harmless
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#define READ_MODE "rb" // b is not needed for POSIX but harmless
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#define WRITE_MODE "wb" // b is not needed for POSIX but harmless
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#define WRITE_MODE "wb" // b is not needed for POSIX but harmless
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/* Special object-state values - integers > 0 are object-specific */
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#define STATE_NOTFOUND -1 // 'Not found" state of treasures */
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#define STATE_GROUND 0 // After discovered, before messed with
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/*
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/*
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* MOD(N,M) = Arithmetic modulus
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* MOD(N,M) = Arithmetic modulus
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* AT(OBJ) = true if on either side of two-placed object
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* AT(OBJ) = true if on either side of two-placed object
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2
init.c
2
init.c
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@ -91,7 +91,7 @@ long initialise(void)
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for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
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for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
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if (objects[treasure].is_treasure) {
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if (objects[treasure].is_treasure) {
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if (objects[treasure].inventory != 0)
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if (objects[treasure].inventory != 0)
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game.prop[treasure] = NOT_YET_FOUND;
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game.prop[treasure] = STATE_NOTFOUND;
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game.tally = game.tally - game.prop[treasure];
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game.tally = game.tally - game.prop[treasure];
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}
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}
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}
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}
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4
main.c
4
main.c
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@ -185,7 +185,7 @@ 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 4: /* dark */
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case 4: /* dark */
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if (game.prop[EMERALD] != NOT_YET_FOUND && game.prop[PYRAMID] == NOT_YET_FOUND)
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if (game.prop[EMERALD] != STATE_NOTFOUND && game.prop[PYRAMID] == STATE_NOTFOUND)
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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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return;
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return;
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@ -1076,7 +1076,7 @@ L2607:
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packed_to_token(command.wd2, word2);
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packed_to_token(command.wd2, word2);
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V1 = get_vocab_id(word1);
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V1 = get_vocab_id(word1);
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V2 = get_vocab_id(word2);
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V2 = get_vocab_id(word2);
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if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
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if (V1 == ENTER && (V2 == STREAM || V2 == PROMOTE_WORD(WATER))) {
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if (LIQLOC(game.loc) == WATER) {
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if (LIQLOC(game.loc) == WATER) {
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rspeak(FEET_WET);
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rspeak(FEET_WET);
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} else {
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} else {
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4
score.c
4
score.c
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@ -45,9 +45,9 @@ long score(enum termination mode)
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k = 14;
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k = 14;
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if (i > CHEST)
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if (i > CHEST)
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k = 16;
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k = 16;
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if (game.prop[i] >= 0)
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if (game.prop[i] > STATE_NOTFOUND)
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score += 2;
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score += 2;
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if (game.place[i] == LOC_BUILDING && game.prop[i] == 0)
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if (game.place[i] == LOC_BUILDING && game.prop[i] == STATE_GROUND)
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score += k - 2;
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score += k - 2;
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mxscor += k;
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mxscor += k;
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}
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}
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