Refactor hinting logic to pull more code out of mainline.
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bd6e402512
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d7ae7efd30
1 changed files with 137 additions and 123 deletions
260
main.c
260
main.c
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@ -164,83 +164,100 @@ static bool fallback_handler(char *buf)
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return false;
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return false;
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}
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}
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static void dohint(FILE *cmdin, int hint)
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/* Check if this loc is eligible for any hints. If been here
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/* Come here if he's been long enough at required loc(s) for some
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* long enough, branch to help section (on later page). Hints
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* unused hint. */
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* all come back here eventually to finish the loop. Ignore
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* "HINTS" < 4 (special stuff, see database notes).
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*/
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static void checkhints(FILE *cmdin)
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{
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{
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int i;
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if (COND[game.loc] >= game.conds) {
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for (int hint=1; hint<=HNTMAX; hint++) {
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if (game.hinted[hint])
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continue;
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if (!CNDBIT(game.loc,hint+10))
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game.hintlc[hint]= -1;
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++game.hintlc[hint];
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/* Come here if he's been long enough at required loc(s) for some
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* unused hint. */
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if (game.hintlc[hint] >= HINTS[hint][1])
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{
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int i;
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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:
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case 0:
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/* cave */
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/* cave */
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if (game.prop[GRATE] == 0 && !HERE(KEYS))
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if (game.prop[GRATE] == 0 && !HERE(KEYS))
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break;
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break;
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game.hintlc[hint]=0;
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game.hintlc[hint]=0;
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return;
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return;
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case 1: /* bird */
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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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if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
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break;
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break;
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return;
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return;
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case 2: /* snake */
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case 2: /* snake */
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if (HERE(SNAKE) && !HERE(BIRD))
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if (HERE(SNAKE) && !HERE(BIRD))
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break;
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break;
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game.hintlc[hint]=0;
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game.hintlc[hint]=0;
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return;
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return;
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case 3: /* maze */
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case 3: /* maze */
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if (game.atloc[game.loc] == 0 &&
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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.oldloc] == 0 &&
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game.atloc[game.oldlc2] == 0 &&
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game.atloc[game.oldlc2] == 0 &&
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game.holdng > 1)
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game.holdng > 1)
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break;
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break;
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game.hintlc[hint]=0;
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game.hintlc[hint]=0;
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return;
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return;
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case 4: /* dark */
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case 4: /* dark */
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if (game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
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if (game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
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break;
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break;
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game.hintlc[hint]=0;
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game.hintlc[hint]=0;
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return;
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return;
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case 5: /* witt */
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case 5: /* witt */
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break;
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break;
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case 6: /* urn */
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case 6: /* urn */
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if (game.dflag == 0)
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if (game.dflag == 0)
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break;
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break;
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game.hintlc[hint]=0;
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game.hintlc[hint]=0;
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return;
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return;
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case 7: /* woods */
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case 7: /* woods */
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if (game.atloc[game.loc] == 0 &&
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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.oldloc] == 0 &&
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game.atloc[game.oldlc2] == 0)
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game.atloc[game.oldlc2] == 0)
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break;
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break;
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return;
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return;
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case 8: /* ogre */
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case 8: /* ogre */
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i=ATDWRF(game.loc);
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i=ATDWRF(game.loc);
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if (i < 0) {
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if (i < 0) {
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game.hintlc[hint]=0;
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game.hintlc[hint]=0;
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return;
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return;
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}
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}
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if (HERE(OGRE) && i == 0)
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if (HERE(OGRE) && i == 0)
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break;
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break;
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return;
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return;
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case 9: /* jade */
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case 9: /* jade */
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if (game.tally == 1 && game.prop[JADE] < 0)
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if (game.tally == 1 && game.prop[JADE] < 0)
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break;
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break;
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game.hintlc[hint]=0;
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game.hintlc[hint]=0;
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return;
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return;
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default:
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default:
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BUG(27);
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BUG(27);
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break;
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break;
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}
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}
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/* Fall through to hint display */
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/* Fall through to hint display */
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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))
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if (!YES(cmdin,HINTS[hint][3],0,54))
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return;
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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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}
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}
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}
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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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@ -786,6 +803,42 @@ static bool closecheck(void)
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return false;
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return false;
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}
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}
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static void lampcheck(void)
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/* Check game limit and lamp timers */
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{
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if (game.prop[LAMP] == 1)
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--game.limit;
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/* Another way we can force an end to things is by having the
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* lamp give out. When it gets close, we come here to warn
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* him. First following ar, if the lamp and fresh batteries are
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* here, in which case we replace the batteries and continue.
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* Second is for other cases of lamp dying. 12400 is when it
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* goes out. Even then, he can explore outside for a while
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* if desired. */
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if (game.limit<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP))
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{
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RSPEAK(188);
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game.prop[BATTER]=1;
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if (TOTING(BATTER))
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DROP(BATTER,game.loc);
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game.limit=game.limit+2500;
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game.lmwarn=false;
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} else if (game.limit == 0) {
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game.limit= -1;
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game.prop[LAMP]=0;
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if (HERE(LAMP))
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RSPEAK(184);
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} else if (game.limit <= 30) {
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if (!game.lmwarn && HERE(LAMP)) {
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game.lmwarn=true;
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int spk=187;
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if (game.place[BATTER] == 0)spk=183;
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if (game.prop[BATTER] == 1)spk=189;
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RSPEAK(spk);
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}
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}
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}
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static bool do_command(FILE *cmdin)
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static bool do_command(FILE *cmdin)
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{
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{
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@ -883,33 +936,22 @@ L2004:
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* or trident, and the effects propagate. So the whole thing was flushed.
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* or trident, and the effects propagate. So the whole thing was flushed.
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* anyone who makes such a gross blunder isn't likely to find everything
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* anyone who makes such a gross blunder isn't likely to find everything
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* else anyway (so goes the rationalisation). */
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* else anyway (so goes the rationalisation). */
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L2006: KK=game.prop[obj];
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L2006:
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KK=game.prop[obj];
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if (obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
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if (obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
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PSPEAK(obj,KK);
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PSPEAK(obj,KK);
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L2008: i=game.link[i];
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L2008:
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i=game.link[i];
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goto L2004;
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goto L2004;
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L2012: VERB=0;
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L2012:
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VERB=0;
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game.oldobj=obj;
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game.oldobj=obj;
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obj=0;
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obj=0;
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/* Check if this loc is eligible for any hints. If been here
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L2600:
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* long enough, branch to help section (on later page). Hints
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checkhints(cmdin);
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* all come back here eventually to finish the loop. Ignore
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* "HINTS" < 4 (special stuff, see database notes).
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*/
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L2600: if (COND[game.loc] >= game.conds) {
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for (int hint=1; hint<=HNTMAX; hint++) {
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if (game.hinted[hint])
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continue;
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if (!CNDBIT(game.loc,hint+10))
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game.hintlc[hint]= -1;
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++game.hintlc[hint];
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if (game.hintlc[hint] >= HINTS[hint][1])
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dohint(cmdin, hint);
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}
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}
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/* If closing time, check for any objects being toted with
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/* If closing time, check for any objects being toted with
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* game.prop < 0 and set the prop to -1-game.prop. This way
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* game.prop < 0 and set the prop to -1-game.prop. This way
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* objects won't be described until they've been picked up
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* objects won't be described until they've been picked up
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@ -957,36 +999,8 @@ L2607:
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else
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else
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goto L19999;
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goto L19999;
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if (game.prop[LAMP] == 1)
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lampcheck();
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--game.limit;
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/* Another way we can force an end to things is by having the
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* lamp give out. When it gets close, we come here to warn
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* him. First following ar, if the lamp and fresh batteries are
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* here, in which case we replace the batteries and continue.
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* Second is for other cases of lamp dying. 12400 is when it
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* goes out. Even then, he can explore outside for a while
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* if desired. */
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if (game.limit<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP))
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{
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RSPEAK(188);
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game.prop[BATTER]=1;
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if (TOTING(BATTER))DROP(BATTER,game.loc);
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game.limit=game.limit+2500;
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game.lmwarn=false;
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} else if (game.limit == 0) {
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game.limit= -1;
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game.prop[LAMP]=0;
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if (HERE(LAMP))RSPEAK(184);
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} else if (game.limit <= 30) {
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if (!game.lmwarn && HERE(LAMP)) {
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game.lmwarn=true;
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int spk=187;
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if (game.place[BATTER] == 0)spk=183;
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if (game.prop[BATTER] == 1)spk=189;
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RSPEAK(spk);
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}
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}
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L19999:
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L19999:
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k=43;
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k=43;
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if (LIQLOC(game.loc) == WATER)k=70;
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if (LIQLOC(game.loc) == WATER)k=70;
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