From d51da9d0b8b623cecb096eec91b599cfc3e4dd41 Mon Sep 17 00:00:00 2001 From: NHOrus Date: Fri, 7 Jul 2017 10:04:26 +0300 Subject: [PATCH] Magic Number Elimination --- main.c | 46 +++++++++++++++++++++++----------------------- 1 file changed, 23 insertions(+), 23 deletions(-) diff --git a/main.c b/main.c index a0c986a..5f7cd3f 100644 --- a/main.c +++ b/main.c @@ -178,9 +178,9 @@ static void checkhints(void) game.hintlc[hint] = 0; return; case 3: /* maze */ - if (game.atloc[game.loc] == 0 && - game.atloc[game.oldloc] == 0 && - game.atloc[game.oldlc2] == 0 && + if (game.atloc[game.loc] == NO_OBJECT && + game.atloc[game.oldloc] == NO_OBJECT && + game.atloc[game.oldlc2] == NO_OBJECT && game.holdng > 1) break; game.hintlc[hint] = 0; @@ -198,9 +198,9 @@ static void checkhints(void) game.hintlc[hint] = 0; return; case 7: /* woods */ - if (game.atloc[game.loc] == 0 && - game.atloc[game.oldloc] == 0 && - game.atloc[game.oldlc2] == 0) + if (game.atloc[game.loc] == NO_OBJECT && + game.atloc[game.oldloc] == NO_OBJECT && + game.atloc[game.oldlc2] == NO_OBJECT) break; return; case 8: /* ogre */ @@ -247,7 +247,7 @@ static bool spotted_by_pirate(int i) * it to the troll, but in that case he's seen the chest * (game.prop=0). */ if (game.loc == game.chloc || - game.prop[CHEST] >= 0) + game.prop[CHEST] != STATE_NOTFOUND) return true; int snarfed = 0; bool movechest = false, robplayer = false; @@ -324,7 +324,7 @@ static bool dwarfmove(void) * means dwarves won't follow him into dead end in maze, but * c'est la vie. They'll wait for him outside the dead * end. */ - if (game.loc == 0 || + if (game.loc == LOC_NOWHERE || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR)) return true; @@ -713,8 +713,8 @@ static void playermove( int motion) if (game.prop[TROLL] == TROLL_PAIDONCE) { pspeak(TROLL, look, TROLL_PAIDONCE, true); game.prop[TROLL] = TROLL_UNPAID; - move(TROLL2, 0); - move(TROLL2 + NOBJECTS, 0); + move(TROLL2, LOC_NOWHERE); + move(TROLL2 + NOBJECTS, IS_FREE); move(TROLL, objects[TROLL].plac); move(TROLL + NOBJECTS, objects[TROLL].fixd); juggle(CHASM); @@ -787,10 +787,10 @@ static bool closecheck(void) game.prop[FISSURE] = UNBRIDGED; for (int i = 1; i <= NDWARVES; i++) { game.dseen[i] = false; - game.dloc[i] = 0; + game.dloc[i] = LOC_NOWHERE; } - move(TROLL, 0); - move(TROLL + NOBJECTS, 0); + move(TROLL, LOC_NOWHERE); + move(TROLL + NOBJECTS, IS_FREE); move(TROLL2, objects[TROLL].plac); move(TROLL2 + NOBJECTS, objects[TROLL].fixd); juggle(CHASM); @@ -823,10 +823,10 @@ static bool closecheck(void) * could cause trouble, such as the keys). We describe the * flash of light and trundle back. */ game.prop[BOTTLE] = put(BOTTLE, LOC_NE, EMPTY_BOTTLE); - game.prop[PLANT] = put(PLANT, LOC_NE, 0); - game.prop[OYSTER] = put(OYSTER, LOC_NE, 0); - game.prop[LAMP] = put(LAMP, LOC_NE, 0); - game.prop[ROD] = put(ROD, LOC_NE, 0); + game.prop[PLANT] = put(PLANT, LOC_NE, PLANT_THIRSTY); + game.prop[OYSTER] = put(OYSTER, LOC_NE, STATE_FOUND); + game.prop[LAMP] = put(LAMP, LOC_NE, LAMP_DARK); + game.prop[ROD] = put(ROD, LOC_NE, STATE_FOUND); game.prop[DWARF] = put(DWARF, LOC_NE, 0); game.loc = LOC_NE; game.oldloc = LOC_NE; @@ -836,13 +836,13 @@ static bool closecheck(void) put(GRATE, LOC_SW, 0); put(SIGN, LOC_SW, 0); game.prop[SIGN] = ENDGAME_SIGN; - game.prop[SNAKE] = put(SNAKE, LOC_SW, 1); - game.prop[BIRD] = put(BIRD, LOC_SW, 1); - game.prop[CAGE] = put(CAGE, LOC_SW, 0); - game.prop[ROD2] = put(ROD2, LOC_SW, 0); - game.prop[PILLOW] = put(PILLOW, LOC_SW, 0); + game.prop[SNAKE] = put(SNAKE, LOC_SW, SNAKE_CHASED); + game.prop[BIRD] = put(BIRD, LOC_SW, BIRD_CAGED); + game.prop[CAGE] = put(CAGE, LOC_SW, STATE_FOUND); + game.prop[ROD2] = put(ROD2, LOC_SW, STATE_FOUND); + game.prop[PILLOW] = put(PILLOW, LOC_SW, STATE_FOUND); - game.prop[MIRROR] = put(MIRROR, LOC_NE, 0); + game.prop[MIRROR] = put(MIRROR, LOC_NE, STATE_FOUND); game.fixed[MIRROR] = LOC_SW; for (int i = 1; i <= NOBJECTS; i++) { -- 2.31.1