Factor out logic for listing objects at present location.
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parent
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1 changed files with 48 additions and 40 deletions
88
main.c
88
main.c
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@ -840,6 +840,53 @@ static void lampcheck(void)
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}
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}
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static void listobjects(void)
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/* Print out descriptions of objects at this location. If
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* not closing and property value is negative, tally off
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* another treasure. Rug is special case; once seen, its
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* game.prop is 1 (dragon on it) till dragon is killed.
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* Similarly for chain; game.prop is initially 1 (locked to
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* bear). These hacks are because game.prop=0 is needed to
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* get full score. */
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{
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if (!DARK(game.loc)) {
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long obj;
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++game.abbrev[game.loc];
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for (int i=game.atloc[game.loc]; i != 0; i=game.link[i]) {
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obj=i;
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if (obj > NOBJECTS)obj=obj-NOBJECTS;
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if (obj == STEPS && TOTING(NUGGET))
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continue;
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if (game.prop[obj] < 0) {
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if (game.closed)
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continue;
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game.prop[obj]=0;
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if (obj == RUG || obj == CHAIN)
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game.prop[obj]=1;
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--game.tally;
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/* Note: There used to be a test here to see whether the
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* player had blown it so badly that he could never ever see
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* the remaining treasures, and if so the lamp was zapped to
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* 35 turns. But the tests were too simple-minded; things
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* like killing the bird before the snake was gone (can never
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* see jewelry), and doing it "right" was hopeless. E.G.,
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* could cross troll bridge several times, using up all
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* available treasures, breaking vase, using coins to buy
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* batteries, etc., and eventually never be able to get
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* across again. If bottle were left on far side, could then
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* never get eggs or trident, and the effects propagate. So
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* the whole thing was flushed. anyone who makes such a
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* gross blunder isn't likely to find everything else anyway
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* (so goes the rationalisation). */
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}
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int kk=game.prop[obj];
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if (obj == STEPS && game.loc == game.fixed[STEPS])
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kk=1;
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PSPEAK(obj,kk);
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}
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}
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}
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static bool do_command(FILE *cmdin)
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{
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long KQ, VERB, KK, V1, V2;
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@ -903,46 +950,7 @@ L2000:
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}
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if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
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/* Print out descriptions of objects at this location. If
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* not closing and property value is negative, tally off
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* another treasure. Rug is special case; once seen, its
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* game.prop is 1 (dragon on it) till dragon is killed.
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* Similarly for chain; game.prop is initially 1 (locked to
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* bear). These hacks are because game.prop=0 is needed to
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* get full score. */
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if (DARK(game.loc)) goto L2012;
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++game.abbrev[game.loc];
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i=game.atloc[game.loc];
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L2004:
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if (i == 0)
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goto L2012;
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obj=i;
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if (obj > NOBJECTS)obj=obj-NOBJECTS;
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if (obj == STEPS && TOTING(NUGGET)) goto L2008;
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if (game.prop[obj] >= 0) goto L2006;
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if (game.closed) goto L2008;
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game.prop[obj]=0;
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if (obj == RUG || obj == CHAIN)game.prop[obj]=1;
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--game.tally;
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/* Note: There used to be a test here to see whether the player had blown it
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* so badly that he could never ever see the remaining treasures, and if so
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* the lamp was zapped to 35 turns. But the tests were too simple-minded;
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* things like killing the bird before the snake was gone (can never see
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* jewelry), and doing it "right" was hopeless. E.G., could cross troll
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* bridge several times, using up all available treasures, breaking vase,
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* using coins to buy batteries, etc., and eventually never be able to get
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* across again. If bottle were left on far side, could then never get eggs
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* or trident, and the effects propagate. So the whole thing was flushed.
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* anyone who makes such a gross blunder isn't likely to find everything
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* else anyway (so goes the rationalisation). */
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L2006:
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KK=game.prop[obj];
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if (obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
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PSPEAK(obj,KK);
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L2008:
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i=game.link[i];
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goto L2004;
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listobjects();
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L2012:
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VERB=0;
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