Factor out logic for listing objects at present location.

This commit is contained in:
Eric S. Raymond 2017-06-12 09:01:21 -04:00
parent d7ae7efd30
commit 57f2dfb28f

88
main.c
View file

@ -840,6 +840,53 @@ static void lampcheck(void)
}
}
static void listobjects(void)
/* Print out descriptions of objects at this location. If
* not closing and property value is negative, tally off
* another treasure. Rug is special case; once seen, its
* game.prop is 1 (dragon on it) till dragon is killed.
* Similarly for chain; game.prop is initially 1 (locked to
* bear). These hacks are because game.prop=0 is needed to
* get full score. */
{
if (!DARK(game.loc)) {
long obj;
++game.abbrev[game.loc];
for (int i=game.atloc[game.loc]; i != 0; i=game.link[i]) {
obj=i;
if (obj > NOBJECTS)obj=obj-NOBJECTS;
if (obj == STEPS && TOTING(NUGGET))
continue;
if (game.prop[obj] < 0) {
if (game.closed)
continue;
game.prop[obj]=0;
if (obj == RUG || obj == CHAIN)
game.prop[obj]=1;
--game.tally;
/* Note: There used to be a test here to see whether the
* player had blown it so badly that he could never ever see
* the remaining treasures, and if so the lamp was zapped to
* 35 turns. But the tests were too simple-minded; things
* like killing the bird before the snake was gone (can never
* see jewelry), and doing it "right" was hopeless. E.G.,
* could cross troll bridge several times, using up all
* available treasures, breaking vase, using coins to buy
* batteries, etc., and eventually never be able to get
* across again. If bottle were left on far side, could then
* never get eggs or trident, and the effects propagate. So
* the whole thing was flushed. anyone who makes such a
* gross blunder isn't likely to find everything else anyway
* (so goes the rationalisation). */
}
int kk=game.prop[obj];
if (obj == STEPS && game.loc == game.fixed[STEPS])
kk=1;
PSPEAK(obj,kk);
}
}
}
static bool do_command(FILE *cmdin)
{
long KQ, VERB, KK, V1, V2;
@ -903,46 +950,7 @@ L2000:
}
if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
/* Print out descriptions of objects at this location. If
* not closing and property value is negative, tally off
* another treasure. Rug is special case; once seen, its
* game.prop is 1 (dragon on it) till dragon is killed.
* Similarly for chain; game.prop is initially 1 (locked to
* bear). These hacks are because game.prop=0 is needed to
* get full score. */
if (DARK(game.loc)) goto L2012;
++game.abbrev[game.loc];
i=game.atloc[game.loc];
L2004:
if (i == 0)
goto L2012;
obj=i;
if (obj > NOBJECTS)obj=obj-NOBJECTS;
if (obj == STEPS && TOTING(NUGGET)) goto L2008;
if (game.prop[obj] >= 0) goto L2006;
if (game.closed) goto L2008;
game.prop[obj]=0;
if (obj == RUG || obj == CHAIN)game.prop[obj]=1;
--game.tally;
/* Note: There used to be a test here to see whether the player had blown it
* so badly that he could never ever see the remaining treasures, and if so
* the lamp was zapped to 35 turns. But the tests were too simple-minded;
* things like killing the bird before the snake was gone (can never see
* jewelry), and doing it "right" was hopeless. E.G., could cross troll
* bridge several times, using up all available treasures, breaking vase,
* using coins to buy batteries, etc., and eventually never be able to get
* across again. If bottle were left on far side, could then never get eggs
* or trident, and the effects propagate. So the whole thing was flushed.
* anyone who makes such a gross blunder isn't likely to find everything
* else anyway (so goes the rationalisation). */
L2006:
KK=game.prop[obj];
if (obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
PSPEAK(obj,KK);
L2008:
i=game.link[i];
goto L2004;
listobjects();
L2012:
VERB=0;