Factor out player movement logic.

This commit is contained in:
Eric S. Raymond 2017-06-09 13:36:21 -04:00
parent 6862a92650
commit 3c053367a5

351
main.c
View file

@ -469,8 +469,185 @@ static void croak(FILE *cmdin)
}
}
/* Given the current location in "game.loc", and a motion verb number in
* "K", put the new location in "game.newloc". The current loc is saved
* in "game.oldloc" in case he wants to retreat. The current
* game.oldloc is saved in game.oldlc2, in case he dies. (if he
* does, game.newloc will be limbo, and OLgame.dloc will be what killed
* him, so we need game.oldlc2, which is the last place he was
* safe.) */
static bool playermove(FILE *cmdin, token_t verb)
{
int LL, K2, KK=KEY[game.loc];
game.newloc=game.loc;
if(KK == 0)
BUG(26);
if(K == NUL)
return true;
if(K == BACK) {
/* Handle "go back". Look for verb which goes from game.loc to
* game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
* K2 saves entry -> forced loc -> previous loc. */
K=game.oldloc;
if(FORCED(K))K=game.oldlc2;
game.oldlc2=game.oldloc;
game.oldloc=game.loc;
K2=0;
if(K == game.loc)K2=91;
if(CNDBIT(game.loc,4))K2=274;
if(K2 == 0) goto L21;
RSPEAK(K2);
return true;
}
if(K == LOOK) {
/* Look. Can't give more detail. Pretend it wasn't dark
* (though it may "now" be dark) so he won't fall into a
* pit while staring into the gloom. */
if(game.detail < 3)RSPEAK(15);
game.detail=game.detail+1;
game.wzdark=false;
game.abbrev[game.loc]=0;
return true;
}
if(K == CAVE) {
/* Cave. Different messages depending on whether above ground. */
RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
return true;
}
game.oldlc2=game.oldloc;
game.oldloc=game.loc;
L9:
LL=labs(TRAVEL[KK]);
if(MOD(LL,1000) == 1 || MOD(LL,1000) == K)
goto L10;
if(TRAVEL[KK] < 0) {
/* Non-applicable motion. Various messages depending on
* word given. */
SPK=12;
if(K >= 43 && K <= 50)SPK=52;
if(K == 29 || K == 30)SPK=52;
if(K == 7 || K == 36 || K == 37)SPK=10;
if(K == 11 || K == 19)SPK=11;
if(verb == FIND || verb == INVENT)SPK=59;
if(K == 62 || K == 65)SPK=42;
if(K == 17)SPK=80;
RSPEAK(SPK);
return true;
}
KK=KK+1;
goto L9;
L10: LL=LL/1000;
L11: game.newloc=LL/1000;
K=MOD(game.newloc,100); /* ESR: an instance of NOBJECTS? */
if(game.newloc <= 300)
goto L13;
if(game.prop[K] != game.newloc/100-3)
goto L16;
L12: if(TRAVEL[KK] < 0)BUG(25);
KK=KK+1;
game.newloc=labs(TRAVEL[KK])/1000;
if(game.newloc == LL) goto L12;
LL=game.newloc;
goto L11;
L13: if(game.newloc <= 100)
goto L14;
if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16;
goto L12;
L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12;
L16: game.newloc=MOD(LL,1000);
if(game.newloc <= 300) return true;
if(game.newloc <= 500) goto L30000;
RSPEAK(game.newloc-500);
game.newloc=game.loc;
return true;
/* Special motions come here. Labelling convention: statement numbers NNNXX
* (XX=00-99) are used for special case number NNN (NNN=301-500). */
L30000: game.newloc=game.newloc-300;
switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto
L30300; }
BUG(20);
/* 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". */
L30100: game.newloc=99+100-game.loc; /* ESR: an instance of NOBJECTS? */
if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
game.newloc=game.loc;
RSPEAK(117);
return true;
/* 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. */
L30200: DROP(EMRALD,game.loc);
goto L12;
/* 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. */
L30300: if(game.prop[TROLL] != 1) goto L30310;
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;
L30310: 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;
/* End of specials. */
L21: LL=MOD((labs(TRAVEL[KK])/1000),1000);
if(LL != K) {
if(LL <= 300) {
if(FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == K)
K2=KK;
}
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;
}
static bool do_command(FILE *cmdin) {
long LL, KQ, VERB, KK, K2, V1, V2;
long KQ, VERB, KK, V1, V2;
long obj, i;
static long IGO = 0;
@ -709,180 +886,16 @@ L8000: SETPRM(1,WD1,WD1X);
obj=0;
goto L2600;
/* Figure out the new location
*
* Given the current location in "game.loc", and a motion verb number in
* "K", put the new location in "game.newloc". The current loc is saved
* in "game.oldloc" in case he wants to retreat. The current
* game.oldloc is saved in game.oldlc2, in case he dies. (if he
* does, game.newloc will be limbo, and OLgame.dloc will be what killed
* him, so we need game.oldlc2, which is the last place he was
* safe.) */
/* Figure out the new location */
L8: KK=KEY[game.loc];
game.newloc=game.loc;
if(KK == 0)
BUG(26);
if(K == NUL)
L8:
if (playermove(cmdin, VERB))
return true;
if(K == BACK) {
/* Handle "go back". Look for verb which goes from game.loc to
* game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
* K2 saves entry -> forced loc -> previous loc. */
K=game.oldloc;
if(FORCED(K))K=game.oldlc2;
game.oldlc2=game.oldloc;
game.oldloc=game.loc;
K2=0;
if(K == game.loc)K2=91;
if(CNDBIT(game.loc,4))K2=274;
if(K2 == 0) goto L21;
RSPEAK(K2);
return true;
}
if(K == LOOK) {
/* Look. Can't give more detail. Pretend it wasn't dark
* (though it may "now" be dark) so he won't fall into a
* pit while staring into the gloom. */
if(game.detail < 3)RSPEAK(15);
game.detail=game.detail+1;
game.wzdark=false;
game.abbrev[game.loc]=0;
return true;
}
if(K == CAVE) {
/* Cave. Different messages depending on whether above ground. */
RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
return true;
}
game.oldlc2=game.oldloc;
game.oldloc=game.loc;
L9: LL=labs(TRAVEL[KK]);
if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
if(TRAVEL[KK] < 0) {
/* Non-applicable motion. Various messages depending on
* word given. */
SPK=12;
if(K >= 43 && K <= 50)SPK=52;
if(K == 29 || K == 30)SPK=52;
if(K == 7 || K == 36 || K == 37)SPK=10;
if(K == 11 || K == 19)SPK=11;
if(VERB == FIND || VERB == INVENT)SPK=59;
if(K == 62 || K == 65)SPK=42;
if(K == 17)SPK=80;
RSPEAK(SPK);
return true;
}
KK=KK+1;
goto L9;
L10: LL=LL/1000;
L11: game.newloc=LL/1000;
K=MOD(game.newloc,100); /* ESR: an instance of NOBJECTS? */
if(game.newloc <= 300) goto L13;
if(game.prop[K] != game.newloc/100-3) goto L16;
L12: if(TRAVEL[KK] < 0)BUG(25);
KK=KK+1;
game.newloc=labs(TRAVEL[KK])/1000;
if(game.newloc == LL) goto L12;
LL=game.newloc;
goto L11;
L13: if(game.newloc <= 100) goto L14; /* ESR: an instance of NOBJECTS? */
if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16;
goto L12;
L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12;
L16: game.newloc=MOD(LL,1000);
if(game.newloc <= 300) return true;
if(game.newloc <= 500) goto L30000;
RSPEAK(game.newloc-500);
game.newloc=game.loc;
return true;
/* Special motions come here. Labelling convention: statement numbers NNNXX
* (XX=00-99) are used for special case number NNN (NNN=301-500). */
L30000: game.newloc=game.newloc-300;
switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto
L30300; }
BUG(20);
/* 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". */
L30100: game.newloc=99+100-game.loc; /* ESR: an instance of NOBJECTS? */
if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
game.newloc=game.loc;
RSPEAK(117);
return true;
/* 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. */
L30200: DROP(EMRALD,game.loc);
goto L12;
/* 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. */
L30300: if(game.prop[TROLL] != 1) goto L30310;
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;
L30310: 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);
else
goto L2000;
/* End of specials. */
L21: LL=MOD((labs(TRAVEL[KK])/1000),1000);
if(LL != K) {
if(LL <= 300) {
if(FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == K)
K2=KK;
}
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 */
/* These sections handle the closing of the cave. The cave closes "clock1"
* 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