void show_inventory(playerType *player, objectBase *objectdb) { if( player->n_object_ids == 0 ) printf("You are carrying nothing\n"); else { printf("You are carring the following objects:\n"); int i; objectType *current_object; for(i=0; i<player->n_object_ids; i++) { current_object = get_object_from_id(player->inventory[i], objectdb); if( current_object ) { if( (i + 1) != player->n_object_ids ) printf("%s, ", current_object->name); else printf("%s\n", current_object->name); } } } }
void show_room_content(roomType *room, objectBase *objectdb) { if( room->locked ) { printf("You cannot enter the %s.\n", room->name); printf("%s\n", room->locked_description); return; } printf("You are in the %s.\n%s\n", room->name, room->description); if( room->n_object_ids > 0 ) { printf("You see the following objects:\n"); int i; objectType *current_object; for(i=0; i<room->n_object_ids; i++) { current_object = get_object_from_id(room->object_ids[i], objectdb); if( current_object ) { if( (i + 1) != room->n_object_ids ) printf("%s, ", current_object->name); else printf("%s\n", current_object->name); } } } }
ObjectPtr ObjectController::operator[](const ID& in_id) const { return get_object_from_id(in_id); }