X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=cbaf92c320378cd28dfaef359d07acc060628ff5;hb=869c53d1b1ae2d1da6cbb37070e76054e65cd559;hp=b90056c5e04f83bbddd700c3bc85a4d51e3c9f7d;hpb=1af01ff91fd0fee206d096449a564996ea85abed;p=open-adventure.git diff --git a/main.c b/main.c index b90056c..cbaf92c 100644 --- a/main.c +++ b/main.c @@ -783,19 +783,19 @@ static bool closecheck(void) * chest, which may of course never show up). Note that the * treasures need not have been taken yet, just located. Hence * clock1 must be large enough to get out of the cave (it only ticks - * while inside the cave). When it hits zero, we branch to 10000 to - * start closing the cave, and then sit back and wait for him to try - * to get out. If he doesn't within clock2 turns, we close the cave; - * if he does try, we assume he panics, and give him a few additional - * turns to get frantic before we close. When clock2 hits zero, we - * transport him into the final puzzle. Note that the puzzle depends - * upon all sorts of random things. For instance, there must be no - * water or oil, since there are beanstalks which we don't want to be - * able to water, since the code can't handle it. Also, we can have - * no keys, since there is a grate (having moved the fixed object!) - * there separating him from all the treasures. Most of these - * problems arise from the use of negative prop numbers to suppress - * the object descriptions until he's actually moved the objects. */ + * while inside the cave). When it hits zero, we start closing the + * cave, and then sit back and wait for him to try to get out. If he + * doesn't within clock2 turns, we close the cave; if he does try, we + * assume he panics, and give him a few additional turns to get + * frantic before we close. When clock2 hits zero, we transport him + * into the final puzzle. Note that the puzzle depends upon all + * sorts of random things. For instance, there must be no water or + * oil, since there are beanstalks which we don't want to be able to + * water, since the code can't handle it. Also, we can have no keys, + * since there is a grate (having moved the fixed object!) there + * separating him from all the treasures. Most of these problems + * arise from the use of negative prop numbers to suppress the object + * descriptions until he's actually moved the objects. */ { /* If a turn threshold has been met, apply penalties and tell * the player about it. */ @@ -917,6 +917,10 @@ static void listobjects(void) obj = obj - NOBJECTS; if (obj == STEPS && TOTING(NUGGET)) continue; + /* (ESR) Warning: it looks like you could get away with + * running this code only on objects with the treasure + * property set. Nope. There is mystery here. + */ if (PROP_IS_STASHED_OR_UNSEEN(obj)) { if (game.closed) continue; @@ -1094,10 +1098,11 @@ static bool do_command(void) while (command.state <= GIVEN) { if (game.closed) { - /* If closing time, check for any objects being toted with - * game.prop < 0 and stash them. This way objects won't be - * described until they've been picked up and put down - * separate from their respective piles. */ + /* If closing time, check for any stashed objects + * being toted and unstash them. This way objects + * won't be described until they've been picked up + * and put down separate from their respective + * piles. */ if ((PROP_IS_NOTFOUND(OYSTER) || PROP_IS_STASHED(OYSTER)) && TOTING(OYSTER)) pspeak(OYSTER, look, true, 1); for (size_t i = 1; i <= NOBJECTS; i++) {