From: Eric S. Raymond Date: Fri, 9 Jun 2017 17:49:19 +0000 (-0400) Subject: Still more gotoicides. X-Git-Tag: 1.1~466 X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=commitdiff_plain;h=c8ebabdf3b4db5a6c199eaf62109d44e759b1880 Still more gotoicides. --- diff --git a/main.c b/main.c index 557e4e3..1d6ff7f 100644 --- a/main.c +++ b/main.c @@ -561,68 +561,66 @@ L13: if(game.newloc <= 100) L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12; L16: game.newloc=MOD(LL,1000); if(game.newloc <= 300) return true; - if(game.newloc <= 500) goto L30000; + if(game.newloc <= 500) { + game.newloc=game.newloc-300; + switch (game.newloc) + { + case 1: + /* Travel 301. Plover-alcove passage. Can carry only + * emerald. Note: travel table must include "useless" + * entries going through passage, which can never be used for + * actual motion, but can be spotted by "go back". */ + game.newloc=99+100-game.loc; /* ESR: an instance of NOBJECTS? */ + if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true; + game.newloc=game.loc; + RSPEAK(117); + return true; + case 2: + /* Travel 302. Plover transport. Drop the emerald (only use + * special travel if toting it), so he's forced to use the + * plover-passage to get it out. Having dropped it, go back and + * pretend he wasn't carrying it after all. */ + DROP(EMRALD,game.loc); + goto L12; + case 3: + /* Travel 303. Troll bridge. Must be done only as special + * motion so that dwarves won't wander across and encounter + * the bear. (They won't follow the player there because + * that region is forbidden to the pirate.) If + * game.prop(TROLL)=1, he's crossed since paying, so step out + * and block him. (standard travel entries check for + * game.prop(TROLL)=0.) Special stuff for bear. */ + if(game.prop[TROLL] == 1) { + PSPEAK(TROLL,1); + game.prop[TROLL]=0; + MOVE(TROLL2,0); + MOVE(TROLL2+NOBJECTS,0); + MOVE(TROLL,PLAC[TROLL]); + MOVE(TROLL+NOBJECTS,FIXD[TROLL]); + JUGGLE(CHASM); + game.newloc=game.loc; + return true; + } else { + game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc; + if(game.prop[TROLL] == 0)game.prop[TROLL]=1; + if(!TOTING(BEAR)) return true; + RSPEAK(162); + game.prop[CHASM]=1; + game.prop[TROLL]=2; + DROP(BEAR,game.newloc); + game.fixed[BEAR]= -1; + game.prop[BEAR]=3; + game.oldlc2=game.newloc; + croak(cmdin); + return false; + } + } + BUG(20); + } RSPEAK(game.newloc-500); game.newloc=game.loc; return true; -/* Special motions come here. Labelling convention: statement numbers NNNXX - * (XX=00-99) are used for special case number NNN (NNN=301-500). */ - -L30000: game.newloc=game.newloc-300; - switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto - L30300; } - BUG(20); - -/* Travel 301. Plover-alcove passage. Can carry only emerald. Note: travel - * table must include "useless" entries going through passage, which can never - * be used for actual motion, but can be spotted by "go back". */ - -L30100: game.newloc=99+100-game.loc; /* ESR: an instance of NOBJECTS? */ - if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true; - game.newloc=game.loc; - RSPEAK(117); - return true; - -/* Travel 302. Plover transport. Drop the emerald (only use special travel if - * toting it), so he's forced to use the plover-passage to get it out. Having - * dropped it, go back and pretend he wasn't carrying it after all. */ - -L30200: DROP(EMRALD,game.loc); - goto L12; - -/* Travel 303. Troll bridge. Must be done only as special motion so that - * dwarves won't wander across and encounter the bear. (They won't follow the - * player there because that region is forbidden to the pirate.) If - * game.prop(TROLL)=1, he's crossed since paying, so step out and block him. - * (standard travel entries check for game.prop(TROLL)=0.) Special stuff for bear. */ - -L30300: if(game.prop[TROLL] != 1) goto L30310; - PSPEAK(TROLL,1); - game.prop[TROLL]=0; - MOVE(TROLL2,0); - MOVE(TROLL2+NOBJECTS,0); - MOVE(TROLL,PLAC[TROLL]); - MOVE(TROLL+NOBJECTS,FIXD[TROLL]); - JUGGLE(CHASM); - game.newloc=game.loc; - return true; - -L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc; - if(game.prop[TROLL] == 0)game.prop[TROLL]=1; - if(!TOTING(BEAR)) return true; - RSPEAK(162); - game.prop[CHASM]=1; - game.prop[TROLL]=2; - DROP(BEAR,game.newloc); - game.fixed[BEAR]= -1; - game.prop[BEAR]=3; - game.oldlc2=game.newloc; - croak(cmdin); - return false; - -/* End of specials. */ - L21: LL=MOD((labs(TRAVEL[KK])/1000),1000); if(LL != K) { if(LL <= 300) {