!GOLDOBJ gold in inventory (trunk only)

Simplify the insertion into and removal from of gold in inventory for
the !GOLDOBJ configuration.  If GOLDOBJ ever becomes unconditional this
will be superfluous, but in the mean time it unclutters the container and
drop code.  Also, tweak a recent getobj() hack so that its purpose might
be a bit clearer.
This commit is contained in:
nethack.rankin
2007-01-06 04:53:56 +00:00
parent 15122d269c
commit 21caf64b86
4 changed files with 68 additions and 55 deletions

View File

@@ -648,17 +648,8 @@ int retry;
boolean drop_everything = FALSE;
#ifndef GOLDOBJ
if (u.ugold) {
/* Hack: gold is not in the inventory, so make a gold object
and put it at the head of the inventory list. */
u_gold = mkgoldobj(u.ugold); /* removes from u.ugold */
u_gold->in_use = TRUE;
u.ugold = u_gold->quan; /* put the gold back */
assigninvlet(u_gold); /* might end up as NOINVSYM */
u_gold->nobj = invent;
invent = u_gold;
u_gold->where = OBJ_INVENT;
}
/* put gold where inventory traversal will see it */
if (u.ugold) u_gold = insert_gold_into_invent();
#endif
if (retry) {
all_categories = (retry == -2);
@@ -728,15 +719,8 @@ int retry;
drop_done:
#ifndef GOLDOBJ
if (u_gold && invent && invent->oclass == COIN_CLASS) {
/* didn't drop [all of] it */
u_gold = invent;
invent = u_gold->nobj;
u_gold->in_use = FALSE;
u_gold->where = OBJ_FREE;
dealloc_obj(u_gold);
update_inventory();
}
/* if we put gold into inventory above, take it back out now */
if (u_gold) remove_gold_from_invent();
#endif
return n_dropped;
}