Restructure lightcheck
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parent
7d690e0b95
commit
386ca2b8d2
1 changed files with 25 additions and 24 deletions
49
main.c
49
main.c
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@ -384,7 +384,7 @@ static bool dwarfmove(void)
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kk = tkey[game.dloc[i]];
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if (kk != 0)
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do {
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enum desttype_t desttype = travel[kk].desttype;
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enum desttype_t desttype = travel[kk].desttype;
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game.newloc = travel[kk].destval;
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/* Have we avoided a dwarf encounter? */
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if (desttype != dest_goto)
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@ -509,8 +509,8 @@ static bool traveleq(long a, long b)
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/* Are two travel entries equal for purposes of skip after failed condition? */
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{
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return (travel[a].condtype == travel[b].condtype)
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&& (travel[a].condarg1 == travel[b].condarg1)
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&& (travel[a].condarg2 == travel[b].condarg2)
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&& (travel[a].condarg1 == travel[b].condarg1)
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&& (travel[a].condarg2 == travel[b].condarg2)
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&& (travel[a].desttype == travel[b].desttype)
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&& (travel[a].destval == travel[b].destval);
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}
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@ -548,7 +548,7 @@ static void playermove( int motion)
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if (spk == 0) {
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int te_tmp = 0;
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for (;;) {
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enum desttype_t desttype = travel[travel_entry].desttype;
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enum desttype_t desttype = travel[travel_entry].desttype;
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scratchloc = travel[travel_entry].destval;
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if (desttype != dest_goto || scratchloc != motion) {
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if (desttype == dest_goto) {
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@ -635,7 +635,7 @@ static void playermove( int motion)
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do {
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for (;;) { /* L12 loop */
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for (;;) {
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enum condtype_t condtype = travel[travel_entry].condtype;
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enum condtype_t condtype = travel[travel_entry].condtype;
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long condarg1 = travel[travel_entry].condarg1;
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long condarg2 = travel[travel_entry].condarg2;
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if (condtype < cond_not) {
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@ -667,7 +667,7 @@ static void playermove( int motion)
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}
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/* Found an eligible rule, now execute it */
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enum desttype_t desttype = travel[travel_entry].desttype;
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enum desttype_t desttype = travel[travel_entry].desttype;
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game.newloc = travel[travel_entry].destval;
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if (desttype == dest_goto)
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return;
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@ -879,28 +879,29 @@ static void lampcheck(void)
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* here, in which case we replace the batteries and continue.
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* Second is for other cases of lamp dying. Eve after it goes
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* out, he can explore outside for a while if desired. */
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if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
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rspeak(REPLACE_BATTERIES);
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game.prop[BATTERY] = DEAD_BATTERIES;
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if (TOTING(BATTERY))
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drop(BATTERY, game.loc);
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game.limit += BATTERYLIFE;
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game.lmwarn = false;
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} else if (game.limit == 0) {
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if (game.limit <= WARNTIME) {
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if (HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
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rspeak(REPLACE_BATTERIES);
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game.prop[BATTERY] = DEAD_BATTERIES;
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if (TOTING(BATTERY))
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drop(BATTERY, game.loc);
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game.limit += BATTERYLIFE;
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game.lmwarn = false;
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} else if (!game.lmwarn && HERE(LAMP)) {
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game.lmwarn = true;
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if (game.prop[BATTERY] == DEAD_BATTERIES)
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rspeak(MISSING_BATTERIES);
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else if (game.place[BATTERY] == LOC_NOWHERE)
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rspeak(LAMP_DIM);
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else
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rspeak(GET_BATTERIES);
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}
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}
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if (game.limit == 0) {
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game.limit = -1;
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game.prop[LAMP] = LAMP_DARK;
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if (HERE(LAMP))
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rspeak(LAMP_OUT);
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} else if (game.limit <= WARNTIME) {
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if (!game.lmwarn && HERE(LAMP)) {
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game.lmwarn = true;
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int spk = GET_BATTERIES;
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if (game.place[BATTERY] == LOC_NOWHERE)
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spk = LAMP_DIM;
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if (game.prop[BATTERY] == DEAD_BATTERIES)
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spk = MISSING_BATTERIES;
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rspeak(spk);
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}
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}
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}
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