Structuring move.
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d3e84846d3
commit
dd2a949730
1 changed files with 7 additions and 6 deletions
13
main.c
13
main.c
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@ -476,7 +476,7 @@ static void croak(FILE *cmdin)
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* "K", put the new location in "game.newloc". The current loc is saved
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* in "game.oldloc" in case he wants to retreat. The current
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* game.oldloc is saved in game.oldlc2, in case he dies. (if he
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* does, game.newloc will be limbo, and OLgame.dloc will be what killed
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* does, game.newloc will be limbo, and game.oldloc will be what killed
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* him, so we need game.oldlc2, which is the last place he was
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* safe.) */
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@ -488,7 +488,7 @@ static bool playermove(FILE *cmdin, token_t verb)
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BUG(26);
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if (K == NUL)
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return true;
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if (K == BACK) {
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else if (K == BACK) {
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/* Handle "go back". Look for verb which goes from game.loc to
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* game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
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* K2 saves entry -> forced loc -> previous loc. */
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@ -522,11 +522,12 @@ static bool playermove(FILE *cmdin, token_t verb)
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K=MOD(labs(TRAVEL[KK]),1000);
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KK=KEY[game.loc];
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goto L9;
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} else {
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RSPEAK(K2);
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return true;
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}
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RSPEAK(K2);
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return true;
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}
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if (K == LOOK) {
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else if (K == LOOK) {
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/* Look. Can't give more detail. Pretend it wasn't dark
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* (though it may "now" be dark) so he won't fall into a
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* pit while staring into the gloom. */
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@ -536,7 +537,7 @@ static bool playermove(FILE *cmdin, token_t verb)
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game.abbrev[game.loc]=0;
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return true;
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}
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if (K == CAVE) {
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else if (K == CAVE) {
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/* Cave. Different messages depending on whether above ground. */
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RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
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return true;
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