Some code reorg for the getloc nearest/farthest locs
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@@ -123,9 +123,13 @@ const void *b;
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return dist_1 - dist_2;
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}
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#define GLOC_MONS 0
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#define GLOC_OBJS 1
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#define GLOC_DOOR 2
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enum gloctypes {
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GLOC_MONS = 0,
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GLOC_OBJS,
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GLOC_DOOR,
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NUM_GLOCS
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};
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STATIC_OVL boolean
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gather_locs_interesting(x,y, gloc)
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@@ -300,10 +304,9 @@ const char *goal;
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static const char pick_chars[] = ".,;:";
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const char *cp;
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boolean hilite_state = FALSE;
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coord *monarr = (coord *) 0, *objarr = (coord *) 0,
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*doorarr = (coord *) 0;
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int moncount = 0, monidx = 0, objcount = 0, objidx = 0,
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doorcount = 0, dooridx = 0;
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coord *garr[NUM_GLOCS] = DUMMY;
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int gcount[NUM_GLOCS] = DUMMY;
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int gidx[NUM_GLOCS] = DUMMY;
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if (!goal)
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goal = "desired location";
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@@ -424,51 +427,30 @@ const char *goal;
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} else if (c == '@') { /* return to hero's spot */
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/* reset 'm','M' and 'o','O'; otherwise, there's no way for player
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to achieve that except by manually cycling through all spots */
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monidx = objidx = dooridx = 0;
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for (i = 0; i < NUM_GLOCS; i++)
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gidx[i] = 0;
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cx = u.ux;
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cy = u.uy;
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goto nxtc;
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} else if (c == 'm' || c == 'M') { /* nearest or farthest monster */
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if (!monarr) {
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gather_locs(&monarr, &moncount, GLOC_MONS);
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monidx = 0; /* monarr[0] is hero's spot */
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} else if (c == 'm' || c == 'M' /* nearest or farthest monster */
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|| c == 'o' || c == 'O' /* nearest or farthest object */
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|| c == 'd' || c == 'D') { /* door/doorway */
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int gloc = (c == 'o' || c == 'O') ? GLOC_OBJS
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: (c == 'd' || c == 'D') ? GLOC_DOOR
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: GLOC_MONS;
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if (!garr[gloc]) {
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gather_locs(&garr[gloc], &gcount[gloc], gloc);
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gidx[gloc] = 0; /* garr[][0] is hero's spot */
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}
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if (c == 'm') {
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monidx = (monidx + 1) % moncount;
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if (c == 'm' || c == 'o' || c == 'd') {
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gidx[gloc] = (gidx[gloc] + 1) % gcount[gloc];
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} else {
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if (--monidx < 0)
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monidx = moncount - 1;
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if (--gidx[gloc] < 0)
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gidx[gloc] = gcount[gloc] - 1;
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}
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cx = monarr[monidx].x;
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cy = monarr[monidx].y;
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goto nxtc;
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} else if (c == 'o' || c == 'O') { /* nearest or farthest object */
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if (!objarr) {
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gather_locs(&objarr, &objcount, GLOC_OBJS);
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objidx = 0; /* objarr[0] is hero's spot */
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}
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if (c == 'o') {
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objidx = (objidx + 1) % objcount;
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} else {
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if (--objidx < 0)
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objidx = objcount - 1;
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}
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cx = objarr[objidx].x;
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cy = objarr[objidx].y;
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goto nxtc;
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} else if (c == 'd' || c == 'D') { /* door/doorway */
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if (!doorarr) {
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gather_locs(&doorarr, &doorcount, GLOC_DOOR);
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dooridx = 0; /* objarr[0] is hero's spot */
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}
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if (c == 'd') {
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dooridx = (dooridx + 1) % doorcount;
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} else {
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if (--dooridx < 0)
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dooridx = doorcount - 1;
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}
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cx = doorarr[dooridx].x;
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cy = doorarr[dooridx].y;
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cx = garr[gloc][gidx[gloc]].x;
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cy = garr[gloc][gidx[gloc]].y;
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goto nxtc;
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} else {
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if (!index(quitchars, c)) {
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@@ -564,10 +546,9 @@ const char *goal;
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clear_nhwindow(WIN_MESSAGE);
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ccp->x = cx;
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ccp->y = cy;
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if (monarr)
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free((genericptr_t) monarr);
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if (objarr)
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free((genericptr_t) objarr);
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for (i = 0; i < NUM_GLOCS; i++)
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if (garr[i])
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free((genericptr_t) garr[i]);
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getpos_hilitefunc = (void FDECL((*), (int))) 0;
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return result;
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}
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