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