* ESR apologizes for the remaing gotos (now confined to one function
* in this file - there used to be over 350 of them, *everywhere*).
* Applying the Structured Program Theorem can be hard.
+ *
+ * Copyright (c) 1977, 2005 by Will Crowther and Don Woods
+ * Copyright (c) 2017 by Eric S. Raymond
+ * SPDX-License-Identifier: BSD-2-clause
*/
#include <stdlib.h>
/* Okay, he's dead. Let's get on with it. */
{
if (game.numdie < 0)
- game.numdie = 0;
+ game.numdie = 0; // LCOV_EXCL_LINE
const char* query = obituaries[game.numdie].query;
const char* yes_response = obituaries[game.numdie].yes_response;
++game.numdie;
* to get it out. Having dropped it, go back and
* pretend he wasn't carrying it after all. */
drop(EMERALD, game.loc);
- int te_tmp = travel_entry;
- do {
- if (travel[te_tmp].stop)
- BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
- ++te_tmp;
- } while
- (traveleq(travel_entry, te_tmp));
- travel_entry = te_tmp;
+ {
+ int te_tmp = travel_entry;
+ do {
+ if (travel[te_tmp].stop)
+ BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
+ ++te_tmp;
+ } while
+ (traveleq(travel_entry, te_tmp));
+ travel_entry = te_tmp;
+ }
continue; /* goto L12 */
case 3:
/* Special travel 3. Troll bridge. Must be done
listobjects();
Lclearobj:
+ command.verb = 0;
game.oldobj = command.obj;
+ command.obj = 0;
+Lcheckhint:
checkhints();
/* If closing time, check for any objects being toted with
if (!get_command_input(&command))
return false;
+Lclosecheck:
#ifdef GDEBUG
/* Needs to stay synced with enum word_type_t */
const char *types[] = {"NO_WORD_TYPE", "MOTION", "OBJECT", "ACTION", "NUMERIC"};
if (preserve.word[0].type == ACTION && preserve.word[1].type == NO_WORD_TYPE && command.word[1].id == 0)
command.verb = preserve.verb;
-#ifdef BROKEN
- /* Handling of actionless object followed by objectless action */
- if (preserve.type1 == OBJECT && preserve.type2 == NO_WORD_TYPE && command.id2 == 0)
- command.obj = preserve.obj;
-#endif
-
++game.turns;
if (closecheck()) {
command.word[0].id = DEPRESSION;
}
if (game.loc == LOC_COBBLE ||
+
game.loc == LOC_DEBRIS ||
game.loc == LOC_AWKWARD ||
game.loc == LOC_BIRD ||
command.verb = command.word[0].id;
break;
case NUMERIC: // LCOV_EXCL_LINE
+ if (!settings.oldstyle) {
+ sspeak(DONT_KNOW, command.word[0].raw);
+ goto Lclearobj;
+ }
default: // LCOV_EXCL_LINE
BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
}
return true;
case GO_TOP:
continue; /* back to top of main interpreter loop */
+ case GO_CLEAROBJ:
+ goto Lclearobj;
+ case GO_CHECKHINT:
+ goto Lcheckhint;
case GO_WORD2:
#ifdef GDEBUG
printf("Word shift\n");
command.word[0].raw[0] = toupper(command.word[0].raw[0]);
sspeak(DO_WHAT, command.word[0].raw);
command.obj = 0;
- // Fallthrough
- case GO_CLEAROBJ:
- goto Lclearobj;
+ goto Lcheckhint;
case GO_DWARFWAKE:
/* Oh dear, he's disturbed the dwarves. */
rspeak(DWARVES_AWAKEN);