Restructure lightcheck

This commit is contained in:
NHOrus 2017-07-08 17:40:35 +03:00
parent 7d690e0b95
commit 386ca2b8d2

49
main.c
View file

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