Minor refactoring step.
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parent
b3b6314fa4
commit
d891b883b9
1 changed files with 29 additions and 23 deletions
52
main.c
52
main.c
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@ -636,6 +636,7 @@ static bool playermove(token_t verb, int motion)
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break;
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/* else fall through */
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}
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/* handles the YAML "with" clause */
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if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
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break;
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/* else fall through */
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@ -654,14 +655,20 @@ static bool playermove(token_t verb, int motion)
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game.newloc = MOD(scratchloc, 1000);
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if (!SPECIAL(game.newloc))
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return true;
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if (game.newloc <= 500) {
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game.newloc -= SPECIALBASE;
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if (game.newloc > 500) {
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/* Execute a speak rule */
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rspeak(L_SPEAK(game.newloc));
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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 -= SPECIALBASE;
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switch (game.newloc) {
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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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/* 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
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* for actual motion, but can be spotted by "go back". */
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/* FIXME: Arithmetic on location numbers */
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game.newloc = 99 + 100 - game.loc;
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if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
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@ -670,10 +677,11 @@ static bool playermove(token_t verb, int motion)
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}
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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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/* Travel 302. Plover transport. Drop the
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* emerald (only use special travel if toting
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* it), so he's forced to use the plover-passage
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* 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(EMERALD, game.loc);
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do {
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if (travel[kk] < 0)
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@ -685,13 +693,15 @@ static bool playermove(token_t verb, int motion)
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scratchloc = game.newloc;
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continue; /* 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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/* Travel 303. Troll bridge. Must be done only
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* as special motion so that dwarves won't wander
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* across and encounter the bear. (They won't
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* follow the player there because that region is
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* forbidden to the pirate.) If
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* game.prop(TROLL)=1, he's crossed since paying,
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* so step out and block him. (standard travel
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* entries check for game.prop(TROLL)=0.) Special
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* stuff for bear. */
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if (game.prop[TROLL] == 1) {
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pspeak(TROLL,look, 1);
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game.prop[TROLL] = 0;
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@ -716,18 +726,14 @@ static bool playermove(token_t verb, int motion)
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croak();
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return true;
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}
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default:
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BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
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}
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BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
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}
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break; /* Leave L12 loop */
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}
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} while
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(false);
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/* Execute a speak rule */
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rspeak(L_SPEAK(game.newloc));
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game.newloc = game.loc;
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return true;
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}
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static bool closecheck(void)
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