From: Eric S. Raymond Date: Wed, 14 Jun 2017 12:26:49 +0000 (-0400) Subject: Repair and simplify complicated pirare-robbery logic. X-Git-Tag: 1.1~325 X-Git-Url: https://jxself.org/git/?a=commitdiff_plain;h=7af0c7b059bf372ca645ff97dead180c7c56c880;p=open-adventure.git Repair and simplify complicated pirare-robbery logic. I think we previously mistranslated this in a way that didn't show up because it would only manifest if you found the penultimare treasure without encountering the pirate. This version is much easier to understand. --- diff --git a/main.c b/main.c index d0e690c..90f6003 100644 --- a/main.c +++ b/main.c @@ -269,49 +269,52 @@ bool spotted_by_pirate(int i) * (game.prop=0). */ if (game.loc == game.chloc || game.prop[CHEST] >= 0) return true; - int k=0; + int snarfed=0; + bool movechest = false, robplayer = false; for (int j=MINTRS; j<=MAXTRS; j++) { /* Pirate won't take pyramid from plover room or dark * room (too easy!). */ if (j==PYRAM && (game.loc==PLAC[PYRAM] || game.loc==PLAC[EMRALD])) { - return true; + continue; } + if (TOTING(j) || HERE(j)) + ++snarfed; if (TOTING(j)) { - if (game.place[CHEST] == 0) { - /* Install chest only once, to insure it is - * the last treasure in the list. */ - MOVE(CHEST,game.chloc); - MOVE(MESSAG,game.chloc2); - } - RSPEAK(128); - for (int j=MINTRS; j<=MAXTRS; j++) { - if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) { - if (AT(j) && game.fixed[j] == 0) - CARRY(j,game.loc); - if (TOTING(j)) - DROP(j,game.chloc); - } - } - game.dloc[PIRATE]=game.chloc; - game.odloc[PIRATE]=game.chloc; - game.dseen[PIRATE]=false; - return true; + movechest = true; + robplayer = true; } - if (HERE(j)) - k=1; } /* Force chest placement before player finds last treasure */ - if (game.tally == 1 && k == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) { + if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) { RSPEAK(186); + movechest = true; + } + /* Do things in this order (chest move before robbery) so chest is listed + * last at the maze location. */ + if (movechest) { MOVE(CHEST,game.chloc); MOVE(MESSAG,game.chloc2); game.dloc[PIRATE]=game.chloc; game.odloc[PIRATE]=game.chloc; game.dseen[PIRATE]=false; - return true; + } else { + /* You might get a hint of the pirate's presence even if the + * chest doesn't move... */ + if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20)) + RSPEAK(127); + } + if (robplayer) { + RSPEAK(128); + for (int j=MINTRS; j<=MAXTRS; j++) { + if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) { + if (AT(j) && game.fixed[j] == 0) + CARRY(j,game.loc); + if (TOTING(j)) + DROP(j,game.chloc); + } + } } - if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20)) - RSPEAK(127); + return true; }