Still more gotoicides.

This commit is contained in:
Eric S. Raymond 2017-06-09 13:49:19 -04:00
parent 3c053367a5
commit c8ebabdf3b

70
main.c
View file

@ -561,43 +561,36 @@ L13: if(game.newloc <= 100)
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.newloc <= 500) {
game.newloc=game.newloc-300;
switch (game.newloc)
{
case 1:
/* 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". */
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);
case 2:
/* 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. */
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;
case 3:
/* 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. */
if(game.prop[TROLL] == 1) {
PSPEAK(TROLL,1);
game.prop[TROLL]=0;
MOVE(TROLL2,0);
@ -607,8 +600,8 @@ L30300: if(game.prop[TROLL] != 1) goto L30310;
JUGGLE(CHASM);
game.newloc=game.loc;
return true;
L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
} else {
game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
if(game.prop[TROLL] == 0)game.prop[TROLL]=1;
if(!TOTING(BEAR)) return true;
RSPEAK(162);
@ -620,8 +613,13 @@ L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
game.oldlc2=game.newloc;
croak(cmdin);
return false;
/* End of specials. */
}
}
BUG(20);
}
RSPEAK(game.newloc-500);
game.newloc=game.loc;
return true;
L21: LL=MOD((labs(TRAVEL[KK])/1000),1000);
if(LL != K) {