Magic-number elimination.
[open-adventure.git] / main.c
diff --git a/main.c b/main.c
index 71a7dac55da8c4d7cd3fbe480f1a9fd7f98075b3..a0c6cbf7e36c7bbdd837a9490a55fa0c7144b156 100644 (file)
--- a/main.c
+++ b/main.c
@@ -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
@@ -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;
 
@@ -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);
         }
     }
@@ -1019,10 +1023,9 @@ 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);