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Magic-number elimination and fix
[open-adventure.git]
/
actions.c
diff --git
a/actions.c
b/actions.c
index a384e61431e96f1531397f159e2e2e723bcd27d5..91a0e6e680fd069e68b016472869d6ad01369f67 100644
(file)
--- a/
actions.c
+++ b/
actions.c
@@
-113,12
+113,12
@@
static int attack(struct command_t *command)
state_change(DRAGON, DRAGON_DEAD);
game.prop[RUG] = RUG_FLOOR;
/* Hardcoding LOC_SECRET5 as the dragon's death location is ugly.
state_change(DRAGON, DRAGON_DEAD);
game.prop[RUG] = RUG_FLOOR;
/* Hardcoding LOC_SECRET5 as the dragon's death location is ugly.
- * The way it was computed before was w
i
rse; it depended on the
+ * The way it was computed before was w
o
rse; it depended on the
* two dragon locations being LOC_SECRET4 and LOC_SECRET6 and
* LOC_SECRET5 being right between them.
*/
* two dragon locations being LOC_SECRET4 and LOC_SECRET6 and
* LOC_SECRET5 being right between them.
*/
- move(DRAGON + NOBJECTS,
-1
);
- move(RUG + NOBJECTS,
LOC_NOWHER
E);
+ move(DRAGON + NOBJECTS,
IS_FIXED
);
+ move(RUG + NOBJECTS,
IS_FRE
E);
move(DRAGON, LOC_SECRET5);
move(RUG, LOC_SECRET5);
drop(BLOOD, LOC_SECRET5);
move(DRAGON, LOC_SECRET5);
move(RUG, LOC_SECRET5);
drop(BLOOD, LOC_SECRET5);
@@
-493,7
+493,7
@@
static int discard(token_t verb, obj_t obj)
} else if (obj == BEAR && AT(TROLL)) {
state_change(TROLL, TROLL_GONE);
move(TROLL, LOC_NOWHERE);
} else if (obj == BEAR && AT(TROLL)) {
state_change(TROLL, TROLL_GONE);
move(TROLL, LOC_NOWHERE);
- move(TROLL + NOBJECTS,
LOC_NOWHER
E);
+ move(TROLL + NOBJECTS,
IS_FRE
E);
move(TROLL2, objects[TROLL].plac);
move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
juggle(CHASM);
move(TROLL2, objects[TROLL].plac);
move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
juggle(CHASM);
@@
-1150,7
+1150,7
@@
static int throw (struct command_t *command)
/* Snarf a treasure for the troll. */
drop(command->obj, LOC_NOWHERE);
move(TROLL, LOC_NOWHERE);
/* Snarf a treasure for the troll. */
drop(command->obj, LOC_NOWHERE);
move(TROLL, LOC_NOWHERE);
- move(TROLL + NOBJECTS,
LOC_NOWHER
E);
+ move(TROLL + NOBJECTS,
IS_FRE
E);
drop(TROLL2, objects[TROLL].plac);
drop(TROLL2 + NOBJECTS, objects[TROLL].fixd);
juggle(CHASM);
drop(TROLL2, objects[TROLL].plac);
drop(TROLL2 + NOBJECTS, objects[TROLL].fixd);
juggle(CHASM);