Travel tables are all done from YAML now.
Leaves only Section 4 from asventure.text still relevant.
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4 changed files with 24 additions and 83 deletions
63
dungeon.c
63
dungeon.c
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@ -5,7 +5,6 @@
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/* Current limits:
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* 12600 words of message text (LINES, LINSIZ).
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* 885 travel options (TRAVEL, TRVSIZ).
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* 330 vocabulary words (KTAB, ATAB, TABSIZ).
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* There are also limits which cannot be exceeded due to the structure of
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* the database. (E.G., The vocabulary uses n/1000 to determine word type,
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@ -21,37 +20,6 @@
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* The data file contains several sections. Each begins with a line containing
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* a number identifying the section, and ends with a line containing "-1".
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*
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* Section 3: Travel table. Each line contains a location number (X), a second
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* location number (Y), and a list of motion numbers (see section 4).
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* each motion represents a verb which will go to Y if currently at X.
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* Y, in turn, is interpreted as follows. Let M=Y/1000, N=Y mod 1000.
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* If N<=300 it is the location to go to.
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* If 300<N<=500 N-300 is used in a computed goto to
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* a section of special code.
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* If N>500 message N-500 from section 6 is printed,
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* and he stays wherever he is.
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* Meanwhile, M specifies the conditions on the motion.
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* If M=0 it's unconditional.
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* If 0<M<100 it is done with M% probability.
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* If M=100 unconditional, but forbidden to dwarves.
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* If 100<M<=200 he must be carrying object M-100.
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* If 200<M<=300 must be carrying or in same room as M-200.
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* If 300<M<=400 game.prop(M % 100) must *not* be 0.
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* If 400<M<=500 game.prop(M % 100) must *not* be 1.
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* If 500<M<=600 game.prop(M % 100) must *not* be 2, etc.
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* If the condition (if any) is not met, then the next *different*
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* "destination" value is used (unless it fails to meet *its* conditions,
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* in which case the next is found, etc.). Typically, the next dest will
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* be for one of the same verbs, so that its only use is as the alternate
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* destination for those verbs. For instance:
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* 15 110022 29 31 34 35 23 43
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* 15 14 29
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* This says that, from loc 15, any of the verbs 29, 31, etc., will take
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* him to 22 if he's carrying object 10, and otherwise will go to 14.
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* 11 303008 49
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* 11 9 50
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* This says that, from 11, 49 takes him to 8 unless game.prop(3)=0, in which
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* case he goes to 9. Verb 50 takes him to 9 regardless of game.prop(3).
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* Section 4: Vocabulary. Each line contains a number (n), a tab, and a
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* five-letter word. Call M=N/1000. If M=0, then the word is a motion
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* verb for use in travelling (see section 3). Else, if M=1, the word is
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@ -64,12 +32,9 @@
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* Other sections are obsolete and ignored */
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#define LINESIZE 100
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#define CLSMAX 12
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#define LINSIZ 12600
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#define TRNSIZ 5
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#define TABSIZ 330
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#define VRBSIZ 35
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#define TRVSIZ 885
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#define TOKLEN 5
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#include <stdio.h>
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@ -88,12 +53,8 @@ static long OLDLOC;
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static long LINUSE;
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// Storage for what comes out of the database
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long TRVS;
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long TRNVLS;
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long TABNDX;
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long TKEY[NLOCATIONS + 1];
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long LINES[LINSIZ + 1];
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long TRAVEL[TRVSIZ + 1];
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long KTAB[TABSIZ + 1];
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long ATAB[TABSIZ + 1];
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@ -244,7 +205,7 @@ static void read_messages(FILE* database)
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}
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/* The stuff for section 3 is encoded here. Each "from-location" gets a
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* contiguous section of the "TRAVEL" array. Each entry in travel is
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* contiguous section of the "travel" array. Each entry in travel is
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* newloc*1000 + KEYWORD (from section 4, motion verbs), and is negated if
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* this is the last entry for this location. KEY(N) is the index in travel
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* of the first option at location N. */
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@ -252,20 +213,7 @@ static void read_section3_stuff(FILE* database)
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{
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long loc;
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while ((loc = GETNUM(database)) != -1) {
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long newloc = GETNUM(NULL);
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long L;
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if (TKEY[loc] == 0) {
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TKEY[loc] = TRVS;
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} else {
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TRAVEL[TRVS - 1] = -TRAVEL[TRVS - 1];
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}
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while ((L = GETNUM(NULL)) != 0) {
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TRAVEL[TRVS] = newloc * 1000 + L;
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TRVS = TRVS + 1;
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if (TRVS == TRVSIZ)
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BUG(TOO_MANY_TRAVEL_OPTIONS);
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}
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TRAVEL[TRVS - 1] = -TRAVEL[TRVS - 1];
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/* Now done from YAML */
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}
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}
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@ -347,13 +295,8 @@ static int read_database(FILE* database)
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* pointer-words in lines. PTEXT(N) points to
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* message for game.prop(N)=0. Successive prop messages are
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* found by chasing pointers. */
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for (int I = 1; I <= NLOCATIONS; I++) {
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TKEY[I] = 0;
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}
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LINUSE = 1;
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TRVS = 1;
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TRNVLS = 0;
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/* Start new data section. Sect is the section number. */
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@ -457,8 +400,6 @@ static void write_file(FILE* header_file)
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fprintf(header_file, "\n");
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// content variables
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write_1d(header_file, TKEY, NLOCATIONS + 1, "TKEY");
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write_1d(header_file, TRAVEL, TRVSIZ + 1, "TRAVEL");
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write_1d(header_file, KTAB, TABSIZ + 1, "KTAB");
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write_1d(header_file, ATAB, TABSIZ + 1, "ATAB");
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6
init.c
6
init.c
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@ -23,9 +23,9 @@ void initialise(void)
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for (int i = 1; i <= NLOCATIONS; i++) {
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game.abbrev[i] = 0;
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if (!(locations[i].description.big == 0 || TKEY[i] == 0)) {
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int k = TKEY[i];
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if (MOD(labs(TRAVEL[k]), 1000) == 1)
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if (!(locations[i].description.big == 0 || tkey[i] == 0)) {
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int k = tkey[i];
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if (MOD(labs(travel[k]), 1000) == 1)
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conditions[i] |= (1 << COND_FORCED);
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}
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game.atloc[i] = 0;
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@ -1 +1 @@
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Subproject commit 2105ce445821381cf1bca87b6d386d4ea88ee20d
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Subproject commit c894b9e59f02203dbe4e2be657572cf88c4230c3
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36
main.c
36
main.c
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@ -30,7 +30,7 @@
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/* Abstract out the encoding of words in the travel array. Gives us
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* some hope of getting to a less cryptic representation than we
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* inherited from FORTRAN, someday. To understand these, read the
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* encoding description for TRAVEL.
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* encoding description for travel.
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*/
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#define T_DESTINATION(entry) MOD(labs(entry) / 1000, 1000)
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#define T_NODWARVES(entry) labs(entry) / 1000000 == 100
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@ -406,10 +406,10 @@ static bool dwarfmove(void)
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continue;
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/* Fill tk array with all the places this dwarf might go. */
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unsigned int j = 1;
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kk = TKEY[game.dloc[i]];
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kk = tkey[game.dloc[i]];
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if (kk != 0)
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do {
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game.newloc = T_DESTINATION(TRAVEL[kk]);
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game.newloc = T_DESTINATION(travel[kk]);
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/* Have we avoided a dwarf encounter? */
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bool avoided = (SPECIAL(game.newloc) ||
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!INDEEP(game.newloc) ||
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@ -419,13 +419,13 @@ static bool dwarfmove(void)
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game.newloc == game.dloc[i] ||
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FORCED(game.newloc) ||
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(i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) ||
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T_NODWARVES(TRAVEL[kk]));
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T_NODWARVES(travel[kk]));
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if (!avoided) {
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tk[j++] = game.newloc;
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}
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++kk;
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} while
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(TRAVEL[kk - 1] >= 0);
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(travel[kk - 1] >= 0);
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tk[j] = game.odloc[i];
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if (j >= 2)
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--j;
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@ -529,7 +529,7 @@ static void croak(void)
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static bool playermove(token_t verb, int motion)
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{
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int scratchloc, k2, kk = TKEY[game.loc];
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int scratchloc, k2, kk = tkey[game.loc];
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game.newloc = game.loc;
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if (kk == 0)
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BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES);
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@ -549,13 +549,13 @@ static bool playermove(token_t verb, int motion)
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if (CNDBIT(game.loc, COND_NOBACK))k2 = TWIST_TURN;
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if (k2 == 0) {
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for (;;) {
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scratchloc = T_DESTINATION(TRAVEL[kk]);
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scratchloc = T_DESTINATION(travel[kk]);
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if (scratchloc != motion) {
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if (!SPECIAL(scratchloc)) {
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if (FORCED(scratchloc) && T_DESTINATION(TRAVEL[TKEY[scratchloc]]) == motion)
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if (FORCED(scratchloc) && T_DESTINATION(travel[tkey[scratchloc]]) == motion)
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k2 = kk;
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}
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if (TRAVEL[kk] >= 0) {
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if (travel[kk] >= 0) {
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++kk; /* go to next travel entry for this location */
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continue;
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}
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}
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}
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motion = T_MOTION(TRAVEL[kk]);
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kk = TKEY[game.loc];
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motion = T_MOTION(travel[kk]);
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kk = tkey[game.loc];
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break; /* fall through to ordinary travel */
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}
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} else {
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/* Look for a way to fulfil the motion - kk indexes the beginning
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* of the motion entries for here (game.loc). */
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for (;;) {
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if (T_TERMINATE(TRAVEL[kk]) || T_MOTION(TRAVEL[kk]) == motion)
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if (T_TERMINATE(travel[kk]) || T_MOTION(travel[kk]) == motion)
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break;
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if (TRAVEL[kk] < 0) {
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if (travel[kk] < 0) {
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/* FIXME: Magic numbers! */
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/* Couldn't find an entry matching the motion word passed
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* in. Various messages depending on word given. */
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}
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++kk;
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}
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scratchloc = labs(TRAVEL[kk]) / 1000;
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scratchloc = labs(travel[kk]) / 1000;
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do {
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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)
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if (travel[kk] < 0)
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BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
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++kk;
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game.newloc = labs(TRAVEL[kk]) / 1000;
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game.newloc = labs(travel[kk]) / 1000;
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} while
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(game.newloc == scratchloc);
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scratchloc = game.newloc;
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* pretend he wasn't carrying it after all. */
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drop(EMERALD, game.loc);
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do {
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if (TRAVEL[kk] < 0)
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if (travel[kk] < 0)
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BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
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++kk;
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game.newloc = labs(TRAVEL[kk]) / 1000;
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game.newloc = labs(travel[kk]) / 1000;
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} while
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(game.newloc == scratchloc);
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scratchloc = game.newloc;
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