De-gotoize hint machine.
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1 changed files with 65 additions and 74 deletions
141
main.c
141
main.c
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@ -152,93 +152,84 @@ static bool fallback_handler(char *buf)
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}
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}
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static void dohint(FILE *cmdin, int hint)
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static void dohint(FILE *cmdin, int hint)
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{
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/* Hints */
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/* Come here if he's been long enough at required loc(s) for some
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/* Come here if he's been long enough at required loc(s) for some
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* unused hint. hint number is in variable "hint". Branch to
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* unused hint. */
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* quick test for additional conditions, then come back to do
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{
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* neat stuff. Goto 40010 if conditions are met and we want to
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int i;
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* offer the hint. Goto 40020 to clear game.hintlc back to zero,
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* 40030 to take no action yet. */
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switch (hint-1)
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switch (hint-1)
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{
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{
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case 0: goto L40100;
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case 0:
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case 1: goto L40200;
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/* cave */
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case 2: goto L40300;
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if(game.prop[GRATE] == 0 && !HERE(KEYS))
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case 3: goto L40400;
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break;
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case 4: goto L40500;
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case 5: goto L40600;
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case 6: goto L40700;
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case 7: goto L40800;
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case 8: goto L40900;
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case 9: goto L41000;
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}
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/* CAVE BIRD SNAKE MAZE DARK WITT URN WOODS OGRE
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* JADE */
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BUG(27);
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L40010:
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game.hintlc[hint]=0;
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game.hintlc[hint]=0;
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if(!YES(cmdin,HINTS[hint][3],0,54)) return;
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return;
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case 1: /* bird */
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if(game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
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break;
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return;
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case 2: /* snake */
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if(HERE(SNAKE) && !HERE(BIRD))
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break;
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game.hintlc[hint]=0;
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return;
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case 3: /* maze */
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if(game.atloc[game.loc] == 0 &&
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game.atloc[game.oldloc] == 0 &&
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game.atloc[game.oldlc2] == 0 &&
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game.holdng > 1)
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break;
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game.hintlc[hint]=0;
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return;
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case 4: /* dark */
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if(game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
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break;
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game.hintlc[hint]=0;
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return;
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case 5: /* witt */
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break;
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case 6: /* urn */
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if(game.dflag == 0)
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break;
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game.hintlc[hint]=0;
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return;
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case 7: /* woods */
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if(game.atloc[game.loc] == 0 &&
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game.atloc[game.oldloc] == 0 &&
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game.atloc[game.oldlc2] == 0)
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break;
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return;
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case 8: /* ogre */
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i=ATDWRF(game.loc);
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if(i < 0) {
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game.hintlc[hint]=0;
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return;
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}
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if(HERE(OGRE) && i == 0)
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break;
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return;
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case 9: /* jade */
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if(game.tally == 1 && game.prop[JADE] < 0)
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break;
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game.hintlc[hint]=0;
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return;
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default:
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BUG(27);
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break;
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}
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/* Fall through to hint display */
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game.hintlc[hint]=0;
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if(!YES(cmdin,HINTS[hint][3],0,54))
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return;
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SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
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SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
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RSPEAK(261);
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RSPEAK(261);
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game.hinted[hint]=YES(cmdin,175,HINTS[hint][4],54);
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game.hinted[hint]=YES(cmdin,175,HINTS[hint][4],54);
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if(game.hinted[hint] && game.limit > 30)
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if(game.hinted[hint] && game.limit > 30)
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game.limit=game.limit+30*HINTS[hint][2];
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game.limit=game.limit+30*HINTS[hint][2];
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L40020: game.hintlc[hint]=0;
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L40030: return;
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/* Now for the quick tests. See database description for one-line notes. */
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L40100: if(game.prop[GRATE] == 0 && !HERE(KEYS))
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goto L40010;
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goto L40020;
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L40200: if(game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD) goto L40010;
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goto L40030;
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L40300: if(HERE(SNAKE) && !HERE(BIRD))
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goto L40010;
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goto L40020;
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L40400: if(game.atloc[game.loc] == 0 &&
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game.atloc[game.oldloc] == 0 &&
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game.atloc[game.oldlc2] == 0 &&
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game.holdng > 1)
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goto L40010;
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goto L40020;
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L40500: if(game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
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goto L40010;
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goto L40020;
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L40600: goto L40010;
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L40700: if(game.dflag == 0)
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goto L40010;
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goto L40020;
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L40800: if(game.atloc[game.loc] == 0 &&
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game.atloc[game.oldloc] == 0 &&
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game.atloc[game.oldlc2] == 0)
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goto L40010;
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goto L40030;
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L40900: I=ATDWRF(game.loc);
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if(I < 0)
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goto L40020;
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if(HERE(OGRE) && I == 0)
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goto L40010;
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goto L40030;
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L41000: if(game.tally == 1 && game.prop[JADE] < 0)
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goto L40010;
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goto L40020;
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}
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}
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static bool dwarfmove(void)
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static bool dwarfmove(void)
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/* Dwarves move. Return true if player survives, false if he dies. */
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/* Dwarves move. Return true if player survives, false if he dies. */
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{
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{
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