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Add a comment to the code that fixes the inventory-count bug.
author
Eric S. Raymond
<esr@thyrsus.com>
Tue, 7 Mar 2023 12:56:04 +0000
(07:56 -0500)
committer
Eric S. Raymond
<esr@thyrsus.com>
Tue, 7 Mar 2023 13:12:36 +0000
(08:12 -0500)
misc.c
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diff --git
a/misc.c
b/misc.c
index b2ad68802672a33c6311ddf3d7a68431757a456a..d04760266c45903d7897ac100e5091df67069d18 100644
(file)
--- a/
misc.c
+++ b/
misc.c
@@
-617,6
+617,13
@@
void carry(obj_t object, loc_t where)
return;
game.place[object] = CARRIED;
return;
game.place[object] = CARRIED;
+ /*
+ * Without this conditional your inventory is overcounted
+ * when you pick up the bird while it's caged. This fixes
+ * a cosmetic bug in the original.
+ *
+ * Possibly this check should be skipped whwn oldstyle is on.
+ */
if (object != BIRD)
++game.holdng;
}
if (object != BIRD)
++game.holdng;
}
@@
-641,7
+648,7
@@
void drop(obj_t object, loc_t where)
if (game.place[object] == CARRIED)
if (object != BIRD)
/* The bird has to be weightless. This ugly hack (and the
if (game.place[object] == CARRIED)
if (object != BIRD)
/* The bird has to be weightless. This ugly hack (and the
- * corresponding code in the
drop
function) brought to you
+ * corresponding code in the
carry
function) brought to you
* by the fact that when the bird is caged, we need to be able
* to either 'take bird' or 'take cage' and have the right thing
* happen.
* by the fact that when the bird is caged, we need to be able
* to either 'take bird' or 'take cage' and have the right thing
* happen.