Indexing the player's initial position.
§1. Since backdrops are contained using different mechanisms, the following adds backdrop contents to a room called loc, or lists backdrops which are "everywhere" if loc is NULL.
void IXBackdrops::index_object_further(OUTPUT_STREAM, instance *loc, int depth, int details, int how) { int discoveries = 0; instance *bd; inference *inf; if (loc) { LOOP_OVER_BACKDROPS_IN(bd, loc, inf) { if (++discoveries == 1) Insert fore-matter1.1; Data::Objects::index(OUT, bd, NULL, depth+1, details); } } else { LOOP_OVER_BACKDROPS_EVERYWHERE(bd, inf) { if (++discoveries == 1) Insert fore-matter1.1; Data::Objects::index(OUT, bd, NULL, depth+1, details); } } if (discoveries > 0) Insert after-matter1.2; }
switch (how) { case 1: HTML_OPEN("p"); WRITE("<b>Present everywhere:</b>"); HTML_TAG("br"); break; case 2: HTML_TAG("br"); break; }
- This code is used in §1 (twice).
§1.2. Insert after-matter1.2 =
switch (how) { case 1: HTML_CLOSE("p"); HTML_TAG("hr"); HTML_OPEN("p"); break; case 2: break; }
- This code is used in §1.