/* FIXME: Magic numbers related to vocabulary */
ref_num = get_motion_vocab_id(word);
if (ref_num != WORD_NOT_FOUND)
- return (ref_num + 0); // FIXME: replace with a proper hash
+ return MOTION_WORD(ref_num);
ref_num = get_object_vocab_id(word);
if (ref_num != WORD_NOT_FOUND)
- return (ref_num + 1000); // FIXME: replace with a proper hash
+ return OBJECT_WORD(ref_num);
ref_num = get_action_vocab_id(word);
if (ref_num != WORD_NOT_FOUND)
- return (ref_num + 2000); // FIXME: replace with a proper hash
+ return ACTION_WORD(ref_num);
ref_num = get_special_vocab_id(word);
if (ref_num != WORD_NOT_FOUND)
- return (ref_num + 3000); // FIXME: replace with a proper hash
+ return SPECIAL_WORD(ref_num);
// Check for the reservoir magic word.
if (strcasecmp(word, game.zzword) == 0)