Magic-number elimination.
[open-adventure.git] / main.c
diff --git a/main.c b/main.c
index 2790696de2ca7f7e5af4ce43d0c1d32f3a5c6910..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);
@@ -671,12 +671,13 @@ static void playermove( int motion)
                 game.newloc -= SPECIALBASE;
                 switch (game.newloc) {
                 case 1:
-                    /* Travel 301.  Plover-alcove passage.  Can carry only
+                    /* Special travel 1.  Plover-alcove passage.  Can carry only
                      * emerald.  Note: travel table must include "useless"
                      * entries going through passage, which can never be used
                      * for actual motion, but can be spotted by "go back". */
-                    /* FIXME: Arithmetic on location numbers */
-                    game.newloc = 99 + 100 - game.loc;
+                    game.newloc = (game.loc == LOC_PLOVER)
+                                  ? LOC_ALCOVE
+                                  : LOC_PLOVER;
                     if (game.holdng > 1 ||
                         (game.holdng == 1 && !TOTING(EMERALD))) {
                         game.newloc = game.loc;
@@ -684,7 +685,7 @@ static void playermove( int motion)
                     }
                     return;
                 case 2:
-                    /* Travel 302.  Plover transport.  Drop the
+                    /* Special travel 2.  Plover transport.  Drop the
                      * emerald (only use special travel if toting
                      * it), so he's forced to use the plover-passage
                      * to get it out.  Having dropped it, go back and
@@ -700,11 +701,11 @@ static void playermove( int motion)
                     travel_entry = te_tmp;
                     continue; /* goto L12 */
                 case 3:
-                    /* Travel 303.  Troll bridge.  Must be done only
-                     * as special motion so that dwarves won't wander
-                     * across and encounter the bear.  (They won't
-                     * follow the player there because that region is
-                     * forbidden to the pirate.)  If
+                    /* Special travel 3.  Troll bridge.  Must be done
+                     * only as special motion so that dwarves won't
+                     * wander across and encounter the bear.  (They
+                     * won't follow the player there because that
+                     * region is forbidden to the pirate.)  If
                      * game.prop(TROLL)=1, he's crossed since paying,
                      * so step out and block him.  (standard travel
                      * entries check for game.prop(TROLL)=0.)  Special
@@ -729,7 +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();
@@ -765,6 +766,7 @@ static bool closecheck(void)
  *  problems arise from the use of negative prop numbers to suppress
  *  the object descriptions until he's actually moved the objects. */
 {
+    /*  Don't tick game.clock1 unless well into cave (and not at Y2). */
     if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
         --game.clock1;
 
@@ -796,9 +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;
@@ -914,7 +916,7 @@ static void listobjects(void)
             if (game.prop[obj] < 0) {
                 if (game.closed)
                     continue;
-                game.prop[obj] = 0;
+                game.prop[obj] = STATE_FOUND;
                 if (obj == RUG)
                     game.prop[RUG] = RUG_DRAGON;
                 if (obj == CHAIN)
@@ -936,8 +938,10 @@ static void listobjects(void)
                  *  (so goes the rationalisation). */
             }
             int kk = game.prop[obj];
-            if (obj == STEPS && game.loc == game.fixed[STEPS])
-                kk = 1;
+            if (obj == STEPS)
+                kk = (game.loc == game.fixed[STEPS])
+                     ? STEPS_UP
+                     : STEPS_DOWN;
             pspeak(obj, look, kk, true);
         }
     }
@@ -1003,7 +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);
@@ -1019,16 +1023,15 @@ L2600:
         checkhints();
 
         /*  If closing time, check for any objects being toted with
-         *  game.prop < 0 and set the prop to -1-game.prop.  This way
-         *  objects won't be described until they've been picked up
-         *  and put down separate from their respective piles.  Don't
-         *  tick game.clock1 unless well into cave (and not at Y2). */
+         *  game.prop < 0 and stash them.  This way objects won't be
+         *  described until they've been picked up and put down
+         *  separate from their respective piles. */
         if (game.closed) {
             if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
                 pspeak(OYSTER, look, 1, true);
             for (size_t i = 1; i <= NOBJECTS; i++) {
                 if (TOTING(i) && game.prop[i] < 0)
-                    game.prop[i] = -1 - game.prop[i];
+                    game.prop[i] = STASHED(i);
             }
         }
         game.wzdark = DARK(game.loc);
@@ -1056,8 +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);
@@ -1092,7 +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 {
@@ -1103,8 +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)) ||
@@ -1140,7 +1143,7 @@ Lookup:
         switch (defn / 1000) {
         case 0:
             playermove(kmod);
-           return true;
+            return true;
         case 1:
             command.part = unknown;
             command.obj = kmod;
@@ -1176,14 +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;