Magic number elimination 210/head
authorNHOrus <jy6x2b32pie9@yahoo.com>
Wed, 5 Jul 2017 04:37:42 +0000 (07:37 +0300)
committerNHOrus <jy6x2b32pie9@yahoo.com>
Wed, 5 Jul 2017 04:56:36 +0000 (07:56 +0300)
Special state/locations for game.fixd object array

actions.c
advent.h
main.c

index 59ec428f506127b5b2612f282ca34e5da5b31c44..d5d6446e4c415324951a9cdc62ad22810bc03a75 100644 (file)
--- a/actions.c
+++ b/actions.c
@@ -261,7 +261,7 @@ static int vbreak(token_t verb, token_t obj)
         if (TOTING(VASE))
             drop(VASE, game.loc);
         state_change(VASE, VASE_BROKEN);
-        game.fixed[VASE] = -1;
+        game.fixed[VASE] = IS_FIXED;
         return GO_CLEAROBJ;
     }
     rspeak(actions[verb].message);
@@ -302,8 +302,8 @@ static int vcarry(token_t verb, token_t obj)
         return GO_CLEAROBJ;
     }
 
-    if (game.fixed[obj] != 0) {
-        if (obj == PLANT && game.prop[PLANT] <= 0) {
+    if (game.fixed[obj] != IS_FREE) {
+        if (obj == PLANT && game.prop[PLANT] <= 0) { // FIXME: magical state assertion
             rspeak(DEEP_ROOTS);
             return GO_CLEAROBJ;
         }
@@ -381,7 +381,7 @@ static int vcarry(token_t verb, token_t obj)
     if ((obj == BIRD ||
          obj == CAGE) &&
         (game.prop[BIRD] == BIRD_CAGED || STASHED(BIRD) == BIRD_CAGED))
-       /* expression maps BIRD to CAGE and CAGE to BIRD */
+        /* expression maps BIRD to CAGE and CAGE to BIRD */
         carry(BIRD + CAGE - obj, game.loc);
     carry(obj, game.loc);
     if (obj == BOTTLE && LIQUID() != NO_OBJECT)
@@ -407,16 +407,16 @@ static int chain(token_t verb)
             return GO_CLEAROBJ;
         }
         game.prop[CHAIN] = CHAIN_HEAP;
-        game.fixed[CHAIN] = CHAIN_HEAP;
+        game.fixed[CHAIN] = IS_FREE;
         if (game.prop[BEAR] != BEAR_DEAD)
             game.prop[BEAR] = CONTENTED_BEAR;
 
         switch (game.prop[BEAR]) {
         case BEAR_DEAD:
-            game.fixed[BEAR] = -1;
+            game.fixed[BEAR] = IS_FIXED;
             break;
         default:
-            game.fixed[BEAR] = 0;
+            game.fixed[BEAR] = IS_FREE;
         }
         rspeak(CHAIN_UNLOCKED);
         return GO_CLEAROBJ;
@@ -435,7 +435,7 @@ static int chain(token_t verb)
 
     if (TOTING(CHAIN))
         drop(CHAIN, game.loc);
-    game.fixed[CHAIN] = -1;
+    game.fixed[CHAIN] = IS_FIXED;
 
     rspeak(CHAIN_LOCKED);
     return GO_CLEAROBJ;
@@ -506,7 +506,7 @@ static int discard(token_t verb, token_t obj, bool just_do_it)
                         ? VASE_WHOLE
                         : VASE_DROPPED);
             if (game.prop[VASE] != VASE_WHOLE)
-                game.fixed[VASE] = -1;
+                game.fixed[VASE] = IS_FIXED;
         }
     }
     int k = LIQUID();
@@ -660,7 +660,7 @@ static int feed(token_t verb, token_t obj)
         if (HERE(FOOD)) {
             DESTROY(FOOD);
             game.prop[BEAR] = SITTING_BEAR;
-            game.fixed[AXE] = 0;
+            game.fixed[AXE] = IS_FREE;
             game.prop[AXE] = AXE_HERE;
             spk = BEAR_TAMED;
         }
@@ -689,7 +689,7 @@ int fill(token_t verb, token_t obj)
         }
         rspeak(SHATTER_VASE);
         game.prop[VASE] = VASE_BROKEN;
-        game.fixed[VASE] = -1;
+        game.fixed[VASE] = IS_FIXED;
         return (discard(verb, VASE, true));
     }
 
@@ -1168,7 +1168,7 @@ static int throw (struct command_t *command)
             else if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
                 /* This'll teach him to throw the axe at the bear! */
                 drop(AXE, game.loc);
-                game.fixed[AXE] = -1;
+                game.fixed[AXE] = IS_FIXED;
                 juggle(BEAR);
                 state_change(AXE, AXE_LOST);
                 return GO_CLEAROBJ;
index 98a52d250e4f57376322a1ad7a365383f1e99d84..45b1c0c034256834de840433552860e28d1940e9 100644 (file)
--- a/advent.h
+++ b/advent.h
 #define STATE_FOUND    0         // After discovered, before messed with
 #define STATE_IN_CAVITY        1         // State value common to all gemstones
 
+/* Special fixed object-state values - integers > 0 are location */
+#define IS_FIXED -1
+#define IS_FREE 0
+
 /* Map a state property value to a negative range, where the object cannot be
  * picked up but the value can be recovered later.  Avoid colliding with -1,
  * which has its own meaning. */
diff --git a/main.c b/main.c
index a0c6cbf7e36c7bbdd837a9490a55fa0c7144b156..5edcc755389d593929cfac3da0eac26cefb37aa6 100644 (file)
--- a/main.c
+++ b/main.c
@@ -294,7 +294,7 @@ static bool spotted_by_pirate(int i)
                 continue;
             if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
                                           game.loc == objects[EMERALD].plac))) {
-                if (AT(treasure) && game.fixed[treasure] == 0)
+                if (AT(treasure) && game.fixed[treasure] == IS_FREE)
                     carry(treasure, game.loc);
                 if (TOTING(treasure))
                     drop(treasure, game.chloc);
@@ -676,8 +676,8 @@ static void playermove( int motion)
                      * entries going through passage, which can never be used
                      * for actual motion, but can be spotted by "go back". */
                     game.newloc = (game.loc == LOC_PLOVER)
-                       ? LOC_ALCOVE
-                       : LOC_PLOVER;
+                                  ? LOC_ALCOVE
+                                  : LOC_PLOVER;
                     if (game.holdng > 1 ||
                         (game.holdng == 1 && !TOTING(EMERALD))) {
                         game.newloc = game.loc;
@@ -730,7 +730,7 @@ static void playermove( int motion)
                         game.prop[CHASM] = BRIDGE_WRECKED;
                         game.prop[TROLL] = TROLL_GONE;
                         drop(BEAR, game.newloc);
-                        game.fixed[BEAR] = -1;
+                        game.fixed[BEAR] = IS_FIXED;
                         game.prop[BEAR] = BEAR_DEAD;
                         game.oldlc2 = game.newloc;
                         croak();
@@ -798,9 +798,9 @@ static bool closecheck(void)
         if (game.prop[BEAR] != BEAR_DEAD)
             DESTROY(BEAR);
         game.prop[CHAIN] = CHAIN_HEAP;
-        game.fixed[CHAIN] = CHAIN_HEAP;
-        game.prop[AXE] = 0;
-        game.fixed[AXE] = 0;
+        game.fixed[CHAIN] = IS_FREE;
+        game.prop[AXE] = AXE_HERE;
+        game.fixed[AXE] = IS_FREE;
         rspeak(CAVE_CLOSING);
         game.clock1 = -1;
         game.closng = true;
@@ -939,9 +939,9 @@ static void listobjects(void)
             }
             int kk = game.prop[obj];
             if (obj == STEPS)
-               kk = (game.loc == game.fixed[STEPS])
-                   ? STEPS_UP
-                   : STEPS_DOWN;
+                kk = (game.loc == game.fixed[STEPS])
+                     ? STEPS_UP
+                     : STEPS_DOWN;
             pspeak(obj, look, kk, true);
         }
     }
@@ -1007,7 +1007,7 @@ static bool do_command()
         speak(msg);
         if (FORCED(game.loc)) {
             playermove(HERE);
-           return true;
+            return true;
         }
         if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
             rspeak(SAYS_PLUGH);
@@ -1059,8 +1059,8 @@ L2600:
 
         tokenize(inputbuf, &command);
 
-       char word1[TOKLEN+1];
-        char word2[TOKLEN+1];
+        char word1[TOKLEN + 1];
+        char word2[TOKLEN + 1];
         packed_to_token(command.wd1, word1);
         packed_to_token(command.wd2, word2);
         command.id1 = get_vocab_id(word1);
@@ -1095,7 +1095,7 @@ L2607:
             lampcheck();
 
         if (command.id1 == ENTER && (command.id2 == STREAM ||
-                            command.id2 == PROMOTE_WORD(WATER))) {
+                                     command.id2 == PROMOTE_WORD(WATER))) {
             if (LIQLOC(game.loc) == WATER) {
                 rspeak(FEET_WET);
             } else {
@@ -1106,8 +1106,8 @@ L2607:
         if (command.id1 == ENTER && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY) {
             /* command.wd1 = command.wd2; */
             /* wordclear(&command.wd2); */
-         command.id1 = command.id2;
-         command.id2 = WORD_EMPTY;
+            command.id1 = command.id2;
+            command.id2 = WORD_EMPTY;
         } else {
             /* FIXME: Magic numbers related to vocabulary */
             if (!((command.id1 != PROMOTE_WORD(WATER) && command.id1 != PROMOTE_WORD(OIL)) ||
@@ -1143,7 +1143,7 @@ Lookup:
         switch (defn / 1000) {
         case 0:
             playermove(kmod);
-           return true;
+            return true;
         case 1:
             command.part = unknown;
             command.obj = kmod;
@@ -1179,14 +1179,14 @@ Laction:
         case GO_WORD2:
             /* Get second word for analysis. */
             command.wd1 = command.wd2;
-           strcpy(command.raw1, command.raw2);
+            strcpy(command.raw1, command.raw2);
             wordclear(&command.wd2);
-           command.raw2[0] = '\0';
+            command.raw2[0] = '\0';
             goto L2620;
         case GO_UNKNOWN:
             /*  Random intransitive verbs come here.  Clear obj just in case
              *  (see attack()). */
-           command.raw1[0] = toupper(command.raw1[0]);
+            command.raw1[0] = toupper(command.raw1[0]);
             sspeak(DO_WHAT, command.raw1);
             command.obj = 0;
             goto L2600;