Factor out the state machine for hints.
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parent
75c2aa57aa
commit
fc0c48f0f2
1 changed files with 118 additions and 89 deletions
205
main.c
205
main.c
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@ -151,6 +151,94 @@ static bool fallback_handler(char *buf)
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return false;
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}
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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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* unused hint. hint number is in variable "hint". Branch to
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* quick test for additional conditions, then come back to do
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* neat stuff. Goto 40010 if conditions are met and we want to
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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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{
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case 0: goto L40100;
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case 1: goto L40200;
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case 2: goto L40300;
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case 3: goto L40400;
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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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if(!YES(cmdin,HINTS[hint][3],0,54)) return;
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SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
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RSPEAK(261);
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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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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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static bool dwarfmove(void)
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/* Dwarves move. Return true if player survives, false if he dies. */
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{
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@ -260,13 +348,19 @@ static bool dwarfmove(void)
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* room (too easy!). */
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if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))
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goto L6020;
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if(TOTING(J))
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if(TOTING(J)) {
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goto L6021;
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}
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L6020:
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if(HERE(J))K=1;
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if(HERE(J))
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K=1;
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}
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if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
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RSPEAK(186);
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MOVE(CHEST,game.chloc);
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MOVE(MESSAG,game.chloc2);
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goto L6024;
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}
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if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1)
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goto L6025;
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if(game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
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RSPEAK(127);
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continue;
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@ -292,13 +386,6 @@ static bool dwarfmove(void)
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game.odloc[PIRATE]=game.chloc;
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game.dseen[PIRATE]=false;
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continue;
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L6025:
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RSPEAK(186);
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MOVE(CHEST,game.chloc);
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MOVE(MESSAG,game.chloc2);
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goto L6024;
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}
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/* This threatening little dwarf is in the room with him! */
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@ -428,14 +515,17 @@ L2012: VERB=0;
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* branch to help section (on later page). Hints all come back here eventually
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* to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
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*/
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L2600: if(COND[game.loc] < game.conds) goto L2603;
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/* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) {
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if(game.hinted[HINT]) goto L2602;
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if(!CNDBIT(game.loc,HINT+10))game.hintlc[HINT]= -1;
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game.hintlc[HINT]=game.hintlc[HINT]+1;
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if(game.hintlc[HINT] >= HINTS[HINT][1]) goto L40000;
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L2602: /*etc*/ ;
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} /* end loop */
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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] = game.hintlc[hint]+1;
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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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* game.prop < 0 and set the prop to -1-game.prop. This way
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@ -497,11 +587,14 @@ L2620: if(WD1 == MAKEWD(23051920)) {
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game.iwest=game.iwest+1;
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if(game.iwest == 10)RSPEAK(17);
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}
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if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630;
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IGO=IGO+1;
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if(IGO == 10)RSPEAK(276);
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L2630: I=VOCAB(WD1,-1);
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if(I == -1) goto L3000;
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if(WD1 == MAKEWD( 715) && WD2 != 0) {
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if(++IGO == 10)
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RSPEAK(276);
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}
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L2630:
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I=VOCAB(WD1,-1);
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if(I == -1)
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goto L3000;
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K=MOD(I,1000);
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KQ=I/1000+1;
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switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
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@ -781,70 +874,6 @@ L99: if(game.closng) {
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goto L2000;
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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 unused hint.
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* hint number is in variable "hint". Branch to quick test for additional
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* conditions, then come back to do neat stuff. Goto 40010 if conditions are
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* met and we want to 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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L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: goto
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L40300; case 3: goto L40400; case 4: goto L40500; case 5: goto
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L40600; case 6: goto L40700; case 7: goto L40800; case 8: goto
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L40900; case 9: goto L41000; }
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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: game.hintlc[HINT]=0;
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if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602;
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SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
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RSPEAK(261);
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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)game.limit=game.limit+30*HINTS[HINT][2];
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L40020: game.hintlc[HINT]=0;
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L40030: goto L2602;
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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)) 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)) goto L40010;
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goto L40020;
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L40400: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0 && game.holdng >
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1) goto L40010;
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goto L40020;
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L40500: if(game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1) goto L40010;
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goto L40020;
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L40600: goto L40010;
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L40700: if(game.dflag == 0) goto L40010;
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goto L40020;
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L40800: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0) goto
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L40010;
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goto L40030;
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L40900: I=ATDWRF(game.loc);
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if(I < 0) goto L40020;
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if(HERE(OGRE) && I == 0) goto L40010;
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goto L40030;
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L41000: if(game.tally == 1 && game.prop[JADE] < 0) goto L40010;
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goto L40020;
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/* Cave closing and scoring */
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