Magic-number elimination.
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5 changed files with 19 additions and 13 deletions
14
main.c
14
main.c
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@ -765,6 +765,7 @@ static bool closecheck(void)
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* problems arise from the use of negative prop numbers to suppress
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* the object descriptions until he's actually moved the objects. */
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{
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/* Don't tick game.clock1 unless well into cave (and not at Y2). */
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if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
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--game.clock1;
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@ -936,8 +937,10 @@ static void listobjects(void)
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* (so goes the rationalisation). */
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}
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int kk = game.prop[obj];
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if (obj == STEPS && game.loc == game.fixed[STEPS])
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kk = 1;
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if (obj == STEPS)
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kk = (game.loc == game.fixed[STEPS])
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? STEPS_UP
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: STEPS_DOWN;
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pspeak(obj, look, kk, true);
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}
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}
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@ -1019,10 +1022,9 @@ L2600:
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checkhints();
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/* If closing time, check for any objects being toted with
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* game.prop < 0 and set the prop to -1-game.prop. This way
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* objects won't be described until they've been picked up
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* and put down separate from their respective piles. Don't
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* tick game.clock1 unless well into cave (and not at Y2). */
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* game.prop < 0 and stash them. This way objects won't be
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* described until they've been picked up and put down
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* separate from their respective piles. */
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if (game.closed) {
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if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
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pspeak(OYSTER, look, 1, true);
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