Still more gotoicides.
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3c053367a5
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1 changed files with 56 additions and 58 deletions
114
main.c
114
main.c
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@ -561,68 +561,66 @@ L13: if(game.newloc <= 100)
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L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12;
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L16: game.newloc=MOD(LL,1000);
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if(game.newloc <= 300) return true;
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if(game.newloc <= 500) goto L30000;
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if(game.newloc <= 500) {
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game.newloc=game.newloc-300;
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switch (game.newloc)
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{
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case 1:
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/* Travel 301. Plover-alcove passage. Can carry only
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* emerald. Note: travel table must include "useless"
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* entries going through passage, which can never be used for
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* actual motion, but can be spotted by "go back". */
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game.newloc=99+100-game.loc; /* ESR: an instance of NOBJECTS? */
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if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
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game.newloc=game.loc;
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RSPEAK(117);
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return true;
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case 2:
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/* Travel 302. Plover transport. Drop the emerald (only use
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* special travel if toting it), so he's forced to use the
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* plover-passage to get it out. Having dropped it, go back and
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* pretend he wasn't carrying it after all. */
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DROP(EMRALD,game.loc);
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goto L12;
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case 3:
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/* Travel 303. Troll bridge. Must be done only as special
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* motion so that dwarves won't wander across and encounter
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* the bear. (They won't follow the player there because
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* that region is forbidden to the pirate.) If
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* game.prop(TROLL)=1, he's crossed since paying, so step out
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* and block him. (standard travel entries check for
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* game.prop(TROLL)=0.) Special stuff for bear. */
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if(game.prop[TROLL] == 1) {
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PSPEAK(TROLL,1);
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game.prop[TROLL]=0;
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MOVE(TROLL2,0);
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MOVE(TROLL2+NOBJECTS,0);
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MOVE(TROLL,PLAC[TROLL]);
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MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
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JUGGLE(CHASM);
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game.newloc=game.loc;
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return true;
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} else {
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game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
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if(game.prop[TROLL] == 0)game.prop[TROLL]=1;
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if(!TOTING(BEAR)) return true;
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RSPEAK(162);
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game.prop[CHASM]=1;
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game.prop[TROLL]=2;
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DROP(BEAR,game.newloc);
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game.fixed[BEAR]= -1;
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game.prop[BEAR]=3;
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game.oldlc2=game.newloc;
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croak(cmdin);
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return false;
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}
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}
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BUG(20);
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}
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RSPEAK(game.newloc-500);
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game.newloc=game.loc;
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return true;
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/* Special motions come here. Labelling convention: statement numbers NNNXX
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* (XX=00-99) are used for special case number NNN (NNN=301-500). */
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L30000: game.newloc=game.newloc-300;
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switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto
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L30300; }
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BUG(20);
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/* Travel 301. Plover-alcove passage. Can carry only emerald. Note: travel
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* table must include "useless" entries going through passage, which can never
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* be used for actual motion, but can be spotted by "go back". */
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L30100: game.newloc=99+100-game.loc; /* ESR: an instance of NOBJECTS? */
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if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
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game.newloc=game.loc;
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RSPEAK(117);
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return true;
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/* Travel 302. Plover transport. Drop the emerald (only use special travel if
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* toting it), so he's forced to use the plover-passage to get it out. Having
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* dropped it, go back and pretend he wasn't carrying it after all. */
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L30200: DROP(EMRALD,game.loc);
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goto L12;
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/* Travel 303. Troll bridge. Must be done only as special motion so that
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* dwarves won't wander across and encounter the bear. (They won't follow the
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* player there because that region is forbidden to the pirate.) If
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* game.prop(TROLL)=1, he's crossed since paying, so step out and block him.
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* (standard travel entries check for game.prop(TROLL)=0.) Special stuff for bear. */
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L30300: if(game.prop[TROLL] != 1) goto L30310;
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PSPEAK(TROLL,1);
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game.prop[TROLL]=0;
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MOVE(TROLL2,0);
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MOVE(TROLL2+NOBJECTS,0);
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MOVE(TROLL,PLAC[TROLL]);
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MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
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JUGGLE(CHASM);
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game.newloc=game.loc;
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return true;
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L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
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if(game.prop[TROLL] == 0)game.prop[TROLL]=1;
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if(!TOTING(BEAR)) return true;
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RSPEAK(162);
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game.prop[CHASM]=1;
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game.prop[TROLL]=2;
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DROP(BEAR,game.newloc);
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game.fixed[BEAR]= -1;
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game.prop[BEAR]=3;
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game.oldlc2=game.newloc;
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croak(cmdin);
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return false;
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/* End of specials. */
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L21: LL=MOD((labs(TRAVEL[KK])/1000),1000);
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if(LL != K) {
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if(LL <= 300) {
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