Factor out player movement logic.
This commit is contained in:
parent
6862a92650
commit
3c053367a5
1 changed files with 183 additions and 170 deletions
351
main.c
351
main.c
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@ -469,8 +469,185 @@ static void croak(FILE *cmdin)
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}
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}
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}
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}
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/* Given the current location in "game.loc", and a motion verb number in
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* "K", put the new location in "game.newloc". The current loc is saved
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* in "game.oldloc" in case he wants to retreat. The current
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* game.oldloc is saved in game.oldlc2, in case he dies. (if he
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* does, game.newloc will be limbo, and OLgame.dloc will be what killed
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* him, so we need game.oldlc2, which is the last place he was
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* safe.) */
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static bool playermove(FILE *cmdin, token_t verb)
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{
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int LL, K2, KK=KEY[game.loc];
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game.newloc=game.loc;
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if(KK == 0)
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BUG(26);
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if(K == NUL)
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return true;
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if(K == BACK) {
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/* Handle "go back". Look for verb which goes from game.loc to
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* game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
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* K2 saves entry -> forced loc -> previous loc. */
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K=game.oldloc;
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if(FORCED(K))K=game.oldlc2;
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game.oldlc2=game.oldloc;
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game.oldloc=game.loc;
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K2=0;
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if(K == game.loc)K2=91;
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if(CNDBIT(game.loc,4))K2=274;
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if(K2 == 0) goto L21;
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RSPEAK(K2);
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return true;
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}
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if(K == LOOK) {
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/* Look. Can't give more detail. Pretend it wasn't dark
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* (though it may "now" be dark) so he won't fall into a
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* pit while staring into the gloom. */
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if(game.detail < 3)RSPEAK(15);
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game.detail=game.detail+1;
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game.wzdark=false;
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game.abbrev[game.loc]=0;
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return true;
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}
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if(K == CAVE) {
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/* Cave. Different messages depending on whether above ground. */
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RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
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return true;
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}
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game.oldlc2=game.oldloc;
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game.oldloc=game.loc;
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L9:
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LL=labs(TRAVEL[KK]);
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if(MOD(LL,1000) == 1 || MOD(LL,1000) == K)
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goto L10;
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if(TRAVEL[KK] < 0) {
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/* Non-applicable motion. Various messages depending on
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* word given. */
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SPK=12;
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if(K >= 43 && K <= 50)SPK=52;
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if(K == 29 || K == 30)SPK=52;
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if(K == 7 || K == 36 || K == 37)SPK=10;
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if(K == 11 || K == 19)SPK=11;
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if(verb == FIND || verb == INVENT)SPK=59;
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if(K == 62 || K == 65)SPK=42;
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if(K == 17)SPK=80;
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RSPEAK(SPK);
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return true;
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}
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KK=KK+1;
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goto L9;
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L10: LL=LL/1000;
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L11: game.newloc=LL/1000;
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K=MOD(game.newloc,100); /* ESR: an instance of NOBJECTS? */
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if(game.newloc <= 300)
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goto L13;
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if(game.prop[K] != game.newloc/100-3)
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goto L16;
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L12: if(TRAVEL[KK] < 0)BUG(25);
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KK=KK+1;
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game.newloc=labs(TRAVEL[KK])/1000;
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if(game.newloc == LL) goto L12;
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LL=game.newloc;
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goto L11;
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L13: if(game.newloc <= 100)
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goto L14;
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if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16;
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goto L12;
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L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12;
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L16: game.newloc=MOD(LL,1000);
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if(game.newloc <= 300) return true;
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if(game.newloc <= 500) goto L30000;
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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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/* Special motions come here. Labelling convention: statement numbers NNNXX
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* (XX=00-99) are used for special case number NNN (NNN=301-500). */
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L30000: game.newloc=game.newloc-300;
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switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto
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L30300; }
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BUG(20);
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/* Travel 301. Plover-alcove passage. Can carry only emerald. Note: travel
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* table must include "useless" entries going through passage, which can never
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* be used for actual motion, but can be spotted by "go back". */
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L30100: game.newloc=99+100-game.loc; /* ESR: an instance of NOBJECTS? */
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if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) 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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/* Travel 302. Plover transport. Drop the emerald (only use special travel if
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* toting it), so he's forced to use the plover-passage to get it out. Having
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* dropped it, go back and pretend he wasn't carrying it after all. */
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L30200: DROP(EMRALD,game.loc);
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goto L12;
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/* Travel 303. Troll bridge. Must be done only as special motion so that
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* dwarves won't wander across and encounter the bear. (They won't follow the
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* player there because that region is forbidden to the pirate.) If
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* game.prop(TROLL)=1, he's crossed since paying, so step out and block him.
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* (standard travel entries check for game.prop(TROLL)=0.) Special stuff for bear. */
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L30300: if(game.prop[TROLL] != 1) goto L30310;
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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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L30310: 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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/* End of specials. */
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L21: LL=MOD((labs(TRAVEL[KK])/1000),1000);
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if(LL != K) {
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if(LL <= 300) {
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if(FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == K)
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K2=KK;
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}
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if(TRAVEL[KK] < 0)
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goto L23;
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KK=KK+1;
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goto L21;
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L23: KK=K2;
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if(KK == 0) {
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RSPEAK(140);
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return true;
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}
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}
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K=MOD(labs(TRAVEL[KK]),1000);
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KK=KEY[game.loc];
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goto L9;
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}
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static bool do_command(FILE *cmdin) {
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static bool do_command(FILE *cmdin) {
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long LL, KQ, VERB, KK, K2, V1, V2;
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long KQ, VERB, KK, V1, V2;
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long obj, i;
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long obj, i;
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static long IGO = 0;
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static long IGO = 0;
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@ -709,180 +886,16 @@ L8000: SETPRM(1,WD1,WD1X);
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obj=0;
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obj=0;
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goto L2600;
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goto L2600;
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/* Figure out the new location
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/* Figure out the new location */
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*
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* Given the current location in "game.loc", and a motion verb number in
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* "K", put the new location in "game.newloc". The current loc is saved
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* in "game.oldloc" in case he wants to retreat. The current
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* game.oldloc is saved in game.oldlc2, in case he dies. (if he
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* does, game.newloc will be limbo, and OLgame.dloc will be what killed
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* him, so we need game.oldlc2, which is the last place he was
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* safe.) */
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L8: KK=KEY[game.loc];
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L8:
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game.newloc=game.loc;
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if (playermove(cmdin, VERB))
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if(KK == 0)
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BUG(26);
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if(K == NUL)
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return true;
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return true;
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if(K == BACK) {
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else
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/* Handle "go back". Look for verb which goes from game.loc to
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* game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
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* K2 saves entry -> forced loc -> previous loc. */
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K=game.oldloc;
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if(FORCED(K))K=game.oldlc2;
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game.oldlc2=game.oldloc;
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game.oldloc=game.loc;
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K2=0;
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if(K == game.loc)K2=91;
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if(CNDBIT(game.loc,4))K2=274;
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if(K2 == 0) goto L21;
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RSPEAK(K2);
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return true;
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}
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if(K == LOOK) {
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/* Look. Can't give more detail. Pretend it wasn't dark
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* (though it may "now" be dark) so he won't fall into a
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* pit while staring into the gloom. */
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if(game.detail < 3)RSPEAK(15);
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game.detail=game.detail+1;
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game.wzdark=false;
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game.abbrev[game.loc]=0;
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return true;
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}
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if(K == CAVE) {
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/* Cave. Different messages depending on whether above ground. */
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RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
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return true;
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}
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game.oldlc2=game.oldloc;
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game.oldloc=game.loc;
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L9: LL=labs(TRAVEL[KK]);
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if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
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if(TRAVEL[KK] < 0) {
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/* Non-applicable motion. Various messages depending on
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* word given. */
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SPK=12;
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if(K >= 43 && K <= 50)SPK=52;
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if(K == 29 || K == 30)SPK=52;
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if(K == 7 || K == 36 || K == 37)SPK=10;
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if(K == 11 || K == 19)SPK=11;
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if(VERB == FIND || VERB == INVENT)SPK=59;
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if(K == 62 || K == 65)SPK=42;
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if(K == 17)SPK=80;
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RSPEAK(SPK);
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return true;
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}
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KK=KK+1;
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goto L9;
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L10: LL=LL/1000;
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L11: game.newloc=LL/1000;
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K=MOD(game.newloc,100); /* ESR: an instance of NOBJECTS? */
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if(game.newloc <= 300) goto L13;
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if(game.prop[K] != game.newloc/100-3) goto L16;
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L12: if(TRAVEL[KK] < 0)BUG(25);
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KK=KK+1;
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game.newloc=labs(TRAVEL[KK])/1000;
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if(game.newloc == LL) goto L12;
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LL=game.newloc;
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goto L11;
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L13: if(game.newloc <= 100) goto L14; /* ESR: an instance of NOBJECTS? */
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if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16;
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goto L12;
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L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12;
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L16: game.newloc=MOD(LL,1000);
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if(game.newloc <= 300) return true;
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if(game.newloc <= 500) goto L30000;
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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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/* Special motions come here. Labelling convention: statement numbers NNNXX
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* (XX=00-99) are used for special case number NNN (NNN=301-500). */
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L30000: game.newloc=game.newloc-300;
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switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto
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L30300; }
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BUG(20);
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/* Travel 301. Plover-alcove passage. Can carry only emerald. Note: travel
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* table must include "useless" entries going through passage, which can never
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* be used for actual motion, but can be spotted by "go back". */
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L30100: game.newloc=99+100-game.loc; /* ESR: an instance of NOBJECTS? */
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if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) 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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/* Travel 302. Plover transport. Drop the emerald (only use special travel if
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* toting it), so he's forced to use the plover-passage to get it out. Having
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* dropped it, go back and pretend he wasn't carrying it after all. */
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L30200: DROP(EMRALD,game.loc);
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goto L12;
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/* Travel 303. Troll bridge. Must be done only as special motion so that
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* dwarves won't wander across and encounter the bear. (They won't follow the
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* player there because that region is forbidden to the pirate.) If
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* game.prop(TROLL)=1, he's crossed since paying, so step out and block him.
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* (standard travel entries check for game.prop(TROLL)=0.) Special stuff for bear. */
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L30300: if(game.prop[TROLL] != 1) goto L30310;
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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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L30310: 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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goto L2000;
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goto L2000;
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/* End of specials. */
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L21: LL=MOD((labs(TRAVEL[KK])/1000),1000);
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if(LL != K) {
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if(LL <= 300) {
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if(FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == K)
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K2=KK;
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}
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|
||||||
if(TRAVEL[KK] < 0)
|
|
||||||
goto L23;
|
|
||||||
KK=KK+1;
|
|
||||||
goto L21;
|
|
||||||
|
|
||||||
L23: KK=K2;
|
|
||||||
if(KK == 0) {
|
|
||||||
RSPEAK(140);
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
K=MOD(labs(TRAVEL[KK]),1000);
|
|
||||||
KK=KEY[game.loc];
|
|
||||||
goto L9;
|
|
||||||
|
|
||||||
/* Cave closing and scoring */
|
/* Cave closing and scoring */
|
||||||
|
|
||||||
|
|
||||||
/* These sections handle the closing of the cave. The cave closes "clock1"
|
/* These sections handle the closing of the cave. The cave closes "clock1"
|
||||||
* turns after the last treasure has been located (including the pirate's
|
* turns after the last treasure has been located (including the pirate's
|
||||||
* chest, which may of course never show up). Note that the treasures need not
|
* chest, which may of course never show up). Note that the treasures need not
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue