Improve slightly on Peje's L12 patch, changing documentation to match.

This commit is contained in:
Eric S. Raymond 2017-06-13 07:36:57 -04:00
parent 804e60ccff
commit 3bdab31a0d
3 changed files with 100 additions and 90 deletions

176
main.c
View file

@ -399,6 +399,10 @@ static bool dwarfmove(void)
game.dloc[PIRATE]=game.chloc;
game.odloc[PIRATE]=game.chloc;
game.dseen[PIRATE]=false;
/* C doesn't have what the Structured rogramming
* Theorem says we need here - multi-level loop
* breakout. We simulate with a goto. Irreducible, alas.
*/
goto jumpout;
}
if (HERE(j))
@ -606,96 +610,104 @@ static bool playermove(FILE *cmdin, token_t verb, int motion)
}
LL=LL/1000;
L12:
for (;;) {
game.newloc=LL/1000;
motion=MOD(game.newloc,100);
if (game.newloc <= 300) {
if (game.newloc <= 100) {
if (game.newloc == 0 || PCT(game.newloc))
break;
do {
/*
* (ESR) This special-travel loop may have to be repeated if it includes
* the plover passage. Same deal for any future cases wgerw we beed to
* block travel and then redo it once the blocking condition has been
* removed.
*/
for (;;) {
game.newloc=LL/1000;
motion=MOD(game.newloc,100);
if (game.newloc <= 300) {
if (game.newloc <= 100) {
if (game.newloc == 0 || PCT(game.newloc))
break;
/* else fall through */
} if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
break;
/* else fall through */
} if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
break;
/* else fall through */
}
else if (game.prop[motion] != game.newloc/100-3)
break;
do {
if (TRAVEL[KK] < 0)BUG(25);
++KK;
game.newloc=labs(TRAVEL[KK])/1000;
} while
(game.newloc == LL);
LL=game.newloc;
}
game.newloc=MOD(LL,1000);
if (game.newloc <= 300)
return true;
if (game.newloc <= 500) {
game.newloc=game.newloc-300;
switch (game.newloc)
{
case 1:
/* Travel 301. Plover-alcove passage. Can carry only
* emerald. Note: travel table must include "useless"
* entries going through passage, which can never be used for
* actual motion, but can be spotted by "go back". */
game.newloc=99+100-game.loc;
if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
return true;
game.newloc=game.loc;
RSPEAK(117);
return true;
case 2:
/* Travel 302. Plover transport. Drop the emerald (only use
* special travel if toting it), so he's forced to use the
* plover-passage to get it out. Having dropped it, go back and
* pretend he wasn't carrying it after all. */
DROP(EMRALD,game.loc);
}
else if (game.prop[motion] != game.newloc/100-3)
break;
do {
if (TRAVEL[KK] < 0)BUG(25);
++KK;
game.newloc=labs(TRAVEL[KK])/1000;
} while
(game.newloc == LL);
goto L12;
case 3:
/* Travel 303. Troll bridge. Must be done only as special
* motion so that dwarves won't wander across and encounter
* the bear. (They won't follow the player there because
* that region is forbidden to the pirate.) If
* game.prop(TROLL)=1, he's crossed since paying, so step out
* and block him. (standard travel entries check for
* game.prop(TROLL)=0.) Special stuff for bear. */
if (game.prop[TROLL] == 1) {
PSPEAK(TROLL,1);
game.prop[TROLL]=0;
MOVE(TROLL2,0);
MOVE(TROLL2+NOBJECTS,0);
MOVE(TROLL,PLAC[TROLL]);
MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
JUGGLE(CHASM);
game.newloc=game.loc;
return true;
} else {
game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
if (game.prop[TROLL] == 0)game.prop[TROLL]=1;
if (!TOTING(BEAR)) return true;
RSPEAK(162);
game.prop[CHASM]=1;
game.prop[TROLL]=2;
DROP(BEAR,game.newloc);
game.fixed[BEAR]= -1;
game.prop[BEAR]=3;
game.oldlc2=game.newloc;
croak(cmdin);
return false;
}
LL=game.newloc;
}
BUG(20);
}
game.newloc=MOD(LL,1000);
if (game.newloc <= 300)
return true;
if (game.newloc <= 500) {
game.newloc=game.newloc-300;
switch (game.newloc)
{
case 1:
/* Travel 301. Plover-alcove passage. Can carry only
* emerald. Note: travel table must include "useless"
* entries going through passage, which can never be used for
* actual motion, but can be spotted by "go back". */
game.newloc=99+100-game.loc;
if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
return true;
game.newloc=game.loc;
RSPEAK(117);
return true;
case 2:
/* Travel 302. Plover transport. Drop the emerald (only use
* special travel if toting it), so he's forced to use the
* plover-passage to get it out. Having dropped it, go back and
* pretend he wasn't carrying it after all. */
DROP(EMRALD,game.loc);
do {
if (TRAVEL[KK] < 0)BUG(25);
++KK;
game.newloc=labs(TRAVEL[KK])/1000;
} while
(game.newloc == LL);
continue; /* back to top of do/while loop */
case 3:
/* Travel 303. Troll bridge. Must be done only as special
* motion so that dwarves won't wander across and encounter
* the bear. (They won't follow the player there because
* that region is forbidden to the pirate.) If
* game.prop(TROLL)=1, he's crossed since paying, so step out
* and block him. (standard travel entries check for
* game.prop(TROLL)=0.) Special stuff for bear. */
if (game.prop[TROLL] == 1) {
PSPEAK(TROLL,1);
game.prop[TROLL]=0;
MOVE(TROLL2,0);
MOVE(TROLL2+NOBJECTS,0);
MOVE(TROLL,PLAC[TROLL]);
MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
JUGGLE(CHASM);
game.newloc=game.loc;
return true;
} else {
game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
if (game.prop[TROLL] == 0)game.prop[TROLL]=1;
if (!TOTING(BEAR)) return true;
RSPEAK(162);
game.prop[CHASM]=1;
game.prop[TROLL]=2;
DROP(BEAR,game.newloc);
game.fixed[BEAR]= -1;
game.prop[BEAR]=3;
game.oldlc2=game.newloc;
croak(cmdin);
return false;
}
}
BUG(20);
}
} while
(false);
RSPEAK(game.newloc-500);
game.newloc=game.loc;
return true;