More gotoectomies.
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897bb2cdb5
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1 changed files with 69 additions and 65 deletions
76
main.c
76
main.c
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@ -211,55 +211,57 @@ static bool dwarfmove(void)
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game.dtotal=0;
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attack=0;
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stick=0;
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/* 6030 */ for (I=1; I<=NDWARVES; I++) {
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if(game.dloc[I] == 0) goto L6030;
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for (I=1; I<=NDWARVES; I++) {
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if(game.dloc[I] == 0)
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continue;
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/* Fill TK array with all the places this dwarf might go. */
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J=1;
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kk=game.dloc[I];
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kk=KEY[kk];
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if(kk == 0) goto L6016;
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L6012: game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
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{long x = J-1;
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if(game.newloc > 300 || !INDEEP(game.newloc) || game.newloc == game.odloc[I] || (J > 1 &&
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game.newloc == TK[x]) || J >= 20 || game.newloc == game.dloc[I] ||
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kk=KEY[game.dloc[I]];
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if(kk != 0)
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do {
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game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
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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] ||
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FORCED(game.newloc) || (I == 6 && CNDBIT(game.newloc,3)) ||
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labs(TRAVEL[kk])/1000000 == 100) goto L6014;}
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labs(TRAVEL[kk])/1000000 == 100)
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goto L6014;
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TK[J]=game.newloc;
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J=J+1;
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L6014:
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kk=kk+1;
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if(TRAVEL[kk-1] >= 0)
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goto L6012;
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L6016:
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} while
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(TRAVEL[kk-1] >= 0);
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TK[J]=game.odloc[I];
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if(J >= 2)J=J-1;
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J=1+randrange(J);
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game.odloc[I]=game.dloc[I];
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game.dloc[I]=TK[J];
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game.dseen[I]=(game.dseen[I] && INDEEP(game.loc)) || (game.dloc[I] == game.loc || game.odloc[I] == game.loc);
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if(!game.dseen[I]) goto L6030;
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if(!game.dseen[I]) continue;
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game.dloc[I]=game.loc;
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if(I != 6) goto L6027;
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if(I == PIRATE) {
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/* The pirate's spotted him. He leaves him alone once we've
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* found chest. K counts if a treasure is here. If not, and
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* tally=1 for an unseen chest, let the pirate be spotted.
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* Note that game.place(CHEST)=0 might mean that he's thrown
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* it to the troll, but in that case he's seen the chest
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* (game.prop=0). */
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if(game.loc == game.chloc || game.prop[CHEST] >= 0) goto L6030;
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if(game.loc == game.chloc || game.prop[CHEST] >= 0) continue;
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K=0;
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/* 6020 */ for (J=50; J<=MAXTRS; J++) {
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/* Pirate won't take pyramid from plover room or dark room (too easy!). */
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if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6020;
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if(TOTING(J)) goto L6021;
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L6020: if(HERE(J))K=1;
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for (J=50; J<=MAXTRS; J++) {
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/* Pirate won't take pyramid from plover room or dark
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* room (too easy!). */
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if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))
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goto L6020;
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if(TOTING(J))
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goto L6021;
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L6020:
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if(HERE(J))K=1;
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} /* end loop */
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if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP]
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== 1) goto L6025;
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if(game.odloc[6] != game.dloc[6] && PCT(20))RSPEAK(127);
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goto L6030;
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if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1)
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goto L6025;
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if(game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
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RSPEAK(127);
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continue;
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L6021: if(game.place[CHEST] != 0) goto L6022;
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/* Install chest only once, to insure it is the last treasure in
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@ -272,11 +274,12 @@ static bool dwarfmove(void)
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if(AT(J) && game.fixed[J] == 0)CARRY(J,game.loc);
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if(TOTING(J))DROP(J,game.chloc);
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L6023: /*etc*/ ;
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} /* end loop */
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L6024: game.dloc[6]=game.chloc;
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game.odloc[6]=game.chloc;
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game.dseen[6]=false;
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goto L6030;
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}
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L6024:
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game.dloc[PIRATE]=game.chloc;
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game.odloc[PIRATE]=game.chloc;
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game.dseen[PIRATE]=false;
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continue;
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L6025:
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RSPEAK(186);
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@ -284,8 +287,9 @@ static bool dwarfmove(void)
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MOVE(MESSAG,game.chloc2);
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goto L6024;
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}
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/* This threatening little dwarf is in the room with him! */
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L6027:
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++game.dtotal;
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if(game.odloc[I] == game.dloc[I]) {
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++attack;
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@ -294,7 +298,6 @@ static bool dwarfmove(void)
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if(randrange(1000) < 95*(game.dflag-2))
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++stick;
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}
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L6030:;
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}
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/* Now we know what's happening. Let's tell the poor sucker about it.
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@ -646,8 +649,9 @@ L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
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/* End of specials. */
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/* Handle "go back". Look for verb which goes from game.loc to game.oldloc, or to game.oldlc2
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* If game.oldloc has forced-motion. K2 saves entry -> forced loc -> previous loc. */
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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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L20: K=game.oldloc;
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if(FORCED(K))K=game.oldlc2;
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