More gotoectomies.

This commit is contained in:
Eric S. Raymond 2017-06-08 06:15:08 -04:00
parent 897bb2cdb5
commit af453777d4

134
main.c
View file

@ -211,81 +211,85 @@ static bool dwarfmove(void)
game.dtotal=0;
attack=0;
stick=0;
/* 6030 */ for (I=1; I<=NDWARVES; I++) {
if(game.dloc[I] == 0) goto L6030;
for (I=1; I<=NDWARVES; I++) {
if(game.dloc[I] == 0)
continue;
/* Fill TK array with all the places this dwarf might go. */
J=1;
kk=game.dloc[I];
kk=KEY[kk];
if(kk == 0) goto L6016;
L6012: game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
{long x = J-1;
if(game.newloc > 300 || !INDEEP(game.newloc) || game.newloc == game.odloc[I] || (J > 1 &&
game.newloc == TK[x]) || J >= 20 || game.newloc == game.dloc[I] ||
FORCED(game.newloc) || (I == 6 && CNDBIT(game.newloc,3)) ||
labs(TRAVEL[kk])/1000000 == 100) goto L6014;}
TK[J]=game.newloc;
J=J+1;
L6014:
kk=kk+1;
if(TRAVEL[kk-1] >= 0)
goto L6012;
L6016:
kk=KEY[game.dloc[I]];
if(kk != 0)
do {
game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
if(game.newloc > 300 || !INDEEP(game.newloc) || game.newloc == game.odloc[I] || (J > 1 && game.newloc == TK[J-1]) || J >= 20 || game.newloc == game.dloc[I] ||
FORCED(game.newloc) || (I == 6 && CNDBIT(game.newloc,3)) ||
labs(TRAVEL[kk])/1000000 == 100)
goto L6014;
TK[J]=game.newloc;
J=J+1;
L6014:
kk=kk+1;
} while
(TRAVEL[kk-1] >= 0);
TK[J]=game.odloc[I];
if(J >= 2)J=J-1;
J=1+randrange(J);
game.odloc[I]=game.dloc[I];
game.dloc[I]=TK[J];
game.dseen[I]=(game.dseen[I] && INDEEP(game.loc)) || (game.dloc[I] == game.loc || game.odloc[I] == game.loc);
if(!game.dseen[I]) goto L6030;
if(!game.dseen[I]) continue;
game.dloc[I]=game.loc;
if(I != 6) goto L6027;
if(I == PIRATE) {
/* The pirate's spotted him. He leaves him alone once we've
* found chest. K counts if a treasure is here. If not, and
* tally=1 for an unseen chest, let the pirate be spotted.
* Note that game.place(CHEST)=0 might mean that he's thrown
* it to the troll, but in that case he's seen the chest
* (game.prop=0). */
if(game.loc == game.chloc || game.prop[CHEST] >= 0) continue;
K=0;
for (J=50; J<=MAXTRS; J++) {
/* Pirate won't take pyramid from plover room or dark
* room (too easy!). */
if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))
goto L6020;
if(TOTING(J))
goto L6021;
L6020:
if(HERE(J))K=1;
} /* end loop */
if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1)
goto L6025;
if(game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
RSPEAK(127);
continue;
/* The pirate's spotted him. He leaves him alone once we've
* found chest. K counts if a treasure is here. If not, and
* tally=1 for an unseen chest, let the pirate be spotted.
* Note that game.place(CHEST)=0 might mean that he's thrown
* it to the troll, but in that case he's seen the chest
* (game.prop=0). */
L6021: if(game.place[CHEST] != 0) goto L6022;
/* Install chest only once, to insure it is the last treasure in
* the list. */
MOVE(CHEST,game.chloc);
MOVE(MESSAG,game.chloc2);
L6022: RSPEAK(128);
/* 6023 */ for (J=50; J<=MAXTRS; J++) {
if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6023;
if(AT(J) && game.fixed[J] == 0)CARRY(J,game.loc);
if(TOTING(J))DROP(J,game.chloc);
L6023: /*etc*/ ;
}
L6024:
game.dloc[PIRATE]=game.chloc;
game.odloc[PIRATE]=game.chloc;
game.dseen[PIRATE]=false;
continue;
if(game.loc == game.chloc || game.prop[CHEST] >= 0) goto L6030;
K=0;
/* 6020 */ for (J=50; J<=MAXTRS; J++) {
/* Pirate won't take pyramid from plover room or dark room (too easy!). */
if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6020;
if(TOTING(J)) goto L6021;
L6020: if(HERE(J))K=1;
} /* end loop */
if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP]
== 1) goto L6025;
if(game.odloc[6] != game.dloc[6] && PCT(20))RSPEAK(127);
goto L6030;
L6025:
RSPEAK(186);
MOVE(CHEST,game.chloc);
MOVE(MESSAG,game.chloc2);
goto L6024;
L6021: if(game.place[CHEST] != 0) goto L6022;
/* Install chest only once, to insure it is the last treasure in
* the list. */
MOVE(CHEST,game.chloc);
MOVE(MESSAG,game.chloc2);
L6022: RSPEAK(128);
/* 6023 */ for (J=50; J<=MAXTRS; J++) {
if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6023;
if(AT(J) && game.fixed[J] == 0)CARRY(J,game.loc);
if(TOTING(J))DROP(J,game.chloc);
L6023: /*etc*/ ;
} /* end loop */
L6024: game.dloc[6]=game.chloc;
game.odloc[6]=game.chloc;
game.dseen[6]=false;
goto L6030;
}
L6025:
RSPEAK(186);
MOVE(CHEST,game.chloc);
MOVE(MESSAG,game.chloc2);
goto L6024;
/* This threatening little dwarf is in the room with him! */
L6027:
/* This threatening little dwarf is in the room with him! */
++game.dtotal;
if(game.odloc[I] == game.dloc[I]) {
++attack;
@ -294,7 +298,6 @@ static bool dwarfmove(void)
if(randrange(1000) < 95*(game.dflag-2))
++stick;
}
L6030:;
}
/* Now we know what's happening. Let's tell the poor sucker about it.
@ -646,8 +649,9 @@ L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
/* End of specials. */
/* 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. */
/* 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. */
L20: K=game.oldloc;
if(FORCED(K))K=game.oldlc2;