Improve slightly on Peje's L12 patch, changing documentation to match.
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3 changed files with 100 additions and 90 deletions
4
TODO
4
TODO
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@ -7,9 +7,7 @@ remain to be cleaned up:
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rather promiscuously to pass around information that ought to be function
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arguments in a modern language.
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* Remaining unstructured gotos in playermove() and do_command(). The goto L12
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in playermove() is particularly horrible, jumping backwards into the
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middle of a loop.
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* Remaining unstructured gotos in do_command().
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* The program is still pretty much typeless - full of magic numbers being
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sliced and diced in cryptic ways. Some attempt has been made to introduce
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176
main.c
176
main.c
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@ -399,6 +399,10 @@ static bool dwarfmove(void)
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game.dloc[PIRATE]=game.chloc;
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game.odloc[PIRATE]=game.chloc;
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game.dseen[PIRATE]=false;
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/* C doesn't have what the Structured rogramming
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* Theorem says we need here - multi-level loop
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* breakout. We simulate with a goto. Irreducible, alas.
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*/
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goto jumpout;
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}
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if (HERE(j))
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@ -606,96 +610,104 @@ static bool playermove(FILE *cmdin, token_t verb, int motion)
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}
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LL=LL/1000;
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L12:
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for (;;) {
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game.newloc=LL/1000;
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motion=MOD(game.newloc,100);
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if (game.newloc <= 300) {
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if (game.newloc <= 100) {
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if (game.newloc == 0 || PCT(game.newloc))
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break;
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do {
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/*
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* (ESR) This special-travel loop may have to be repeated if it includes
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* the plover passage. Same deal for any future cases wgerw we beed to
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* block travel and then redo it once the blocking condition has been
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* removed.
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*/
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for (;;) {
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game.newloc=LL/1000;
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motion=MOD(game.newloc,100);
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if (game.newloc <= 300) {
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if (game.newloc <= 100) {
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if (game.newloc == 0 || PCT(game.newloc))
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break;
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/* else fall through */
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} if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
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break;
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/* else fall through */
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} if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
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break;
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/* else fall through */
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}
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else if (game.prop[motion] != game.newloc/100-3)
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break;
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do {
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if (TRAVEL[KK] < 0)BUG(25);
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++KK;
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game.newloc=labs(TRAVEL[KK])/1000;
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} while
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(game.newloc == LL);
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LL=game.newloc;
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}
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game.newloc=MOD(LL,1000);
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if (game.newloc <= 300)
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return true;
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if (game.newloc <= 500) {
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game.newloc=game.newloc-300;
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switch (game.newloc)
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{
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case 1:
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/* Travel 301. Plover-alcove passage. Can carry only
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* emerald. Note: travel table must include "useless"
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* entries going through passage, which can never be used for
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* actual motion, but can be spotted by "go back". */
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game.newloc=99+100-game.loc;
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if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
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return true;
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game.newloc=game.loc;
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RSPEAK(117);
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return true;
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case 2:
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/* Travel 302. Plover transport. Drop the emerald (only use
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* special travel if toting it), so he's forced to use the
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* plover-passage to get it out. Having dropped it, go back and
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* pretend he wasn't carrying it after all. */
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DROP(EMRALD,game.loc);
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}
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else if (game.prop[motion] != game.newloc/100-3)
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break;
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do {
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if (TRAVEL[KK] < 0)BUG(25);
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++KK;
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game.newloc=labs(TRAVEL[KK])/1000;
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} while
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(game.newloc == LL);
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goto L12;
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case 3:
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/* Travel 303. Troll bridge. Must be done only as special
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* motion so that dwarves won't wander across and encounter
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* the bear. (They won't follow the player there because
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* that region is forbidden to the pirate.) If
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* game.prop(TROLL)=1, he's crossed since paying, so step out
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* and block him. (standard travel entries check for
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* game.prop(TROLL)=0.) Special stuff for bear. */
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if (game.prop[TROLL] == 1) {
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PSPEAK(TROLL,1);
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game.prop[TROLL]=0;
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MOVE(TROLL2,0);
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MOVE(TROLL2+NOBJECTS,0);
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MOVE(TROLL,PLAC[TROLL]);
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MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
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JUGGLE(CHASM);
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game.newloc=game.loc;
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return true;
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} else {
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game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
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if (game.prop[TROLL] == 0)game.prop[TROLL]=1;
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if (!TOTING(BEAR)) return true;
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RSPEAK(162);
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game.prop[CHASM]=1;
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game.prop[TROLL]=2;
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DROP(BEAR,game.newloc);
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game.fixed[BEAR]= -1;
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game.prop[BEAR]=3;
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game.oldlc2=game.newloc;
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croak(cmdin);
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return false;
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}
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LL=game.newloc;
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}
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BUG(20);
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}
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game.newloc=MOD(LL,1000);
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if (game.newloc <= 300)
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return true;
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if (game.newloc <= 500) {
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game.newloc=game.newloc-300;
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switch (game.newloc)
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{
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case 1:
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/* Travel 301. Plover-alcove passage. Can carry only
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* emerald. Note: travel table must include "useless"
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* entries going through passage, which can never be used for
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* actual motion, but can be spotted by "go back". */
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game.newloc=99+100-game.loc;
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if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
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return true;
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game.newloc=game.loc;
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RSPEAK(117);
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return true;
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case 2:
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/* Travel 302. Plover transport. Drop the emerald (only use
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* special travel if toting it), so he's forced to use the
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* plover-passage to get it out. Having dropped it, go back and
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* pretend he wasn't carrying it after all. */
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DROP(EMRALD,game.loc);
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do {
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if (TRAVEL[KK] < 0)BUG(25);
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++KK;
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game.newloc=labs(TRAVEL[KK])/1000;
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} while
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(game.newloc == LL);
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continue; /* back to top of do/while loop */
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case 3:
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/* Travel 303. Troll bridge. Must be done only as special
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* motion so that dwarves won't wander across and encounter
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* the bear. (They won't follow the player there because
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* that region is forbidden to the pirate.) If
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* game.prop(TROLL)=1, he's crossed since paying, so step out
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* and block him. (standard travel entries check for
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* game.prop(TROLL)=0.) Special stuff for bear. */
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if (game.prop[TROLL] == 1) {
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PSPEAK(TROLL,1);
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game.prop[TROLL]=0;
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MOVE(TROLL2,0);
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MOVE(TROLL2+NOBJECTS,0);
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MOVE(TROLL,PLAC[TROLL]);
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MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
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JUGGLE(CHASM);
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game.newloc=game.loc;
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return true;
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} else {
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game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
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if (game.prop[TROLL] == 0)game.prop[TROLL]=1;
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if (!TOTING(BEAR)) return true;
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RSPEAK(162);
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game.prop[CHASM]=1;
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game.prop[TROLL]=2;
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DROP(BEAR,game.newloc);
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game.fixed[BEAR]= -1;
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game.prop[BEAR]=3;
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game.oldlc2=game.newloc;
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croak(cmdin);
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return false;
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}
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}
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BUG(20);
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}
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} while
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(false);
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RSPEAK(game.newloc-500);
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game.newloc=game.loc;
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return true;
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10
notes.adoc
10
notes.adoc
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@ -81,7 +81,7 @@ against a comprehesive test suite that we built first and verified with
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coverage tools. This is what you are running when you do "make check".
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This move entailed some structural changes. The most important was
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the refactoring of 354 gotos into if/loop/break structures. We
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the refactoring of 355 gotos into if/loop/break structures. We
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also abolished almost all shared globals; the main one left is a
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struct holding the game's saveable/restorable state.
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@ -108,10 +108,10 @@ ways:
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and the choice to refrain will make forward translation into future
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languages easier.
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* There are 20 gotos left that resist restructuring; all but one of
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these are in the principal command interpreter function implementing
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its state machine. A 21st, a two-level loop breakout, is not reducible
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even in principle.
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* There are 19 gotos left that resist restructuring; all of these are
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in the principal command interpreter function implementing its state
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machine. A 21st, a two-level loop breakout, is not reducible even
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in principle.
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* Linked lists (for objects at a location) are implemented using an array
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of link indices. This is a surviving FORTRANism that is quite unlike
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