/*
+ * There used to be a note that said this:
+ *
* The author - Don Woods - apologises for the style of the code; it
* is a result of running the original Fortran IV source through a
* home-brew Fortran-to-C converter.)
+ *
+ * Now that the code has been restructured into idiomatic C, the following
+ * is more appropriate:
+ *
+ * ESR apologizes for the remaing gotos (now confined to two functions in this
+ * file - they used to be *everywhere*), and the offensive globals. Applying
+ * the Structured Program Theorem can be hard.
*/
#include <stdlib.h>
#include <stdio.h>
* "K", put the new location in "game.newloc". The current loc is saved
* in "game.oldloc" in case he wants to retreat. The current
* game.oldloc is saved in game.oldlc2, in case he dies. (if he
- * does, game.newloc will be limbo, and OLgame.dloc will be what killed
+ * does, game.newloc will be limbo, and game.oldloc will be what killed
* him, so we need game.oldlc2, which is the last place he was
* safe.) */
BUG(26);
if (K == NUL)
return true;
- if (K == BACK) {
+ else if (K == BACK) {
/* Handle "go back". Look for verb which goes from game.loc to
* game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
* K2 saves entry -> forced loc -> previous loc. */
if (K == game.loc)K2=91;
if (CNDBIT(game.loc,4))K2=274;
if (K2 == 0) {
- L21:
- LL=MOD((labs(TRAVEL[KK])/1000),1000);
- if (LL != K) {
- if (LL <= 300) {
- if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == K)
- K2=KK;
- }
- if (TRAVEL[KK] >= 0) {
- ++KK;
- goto L21;
- }
- KK=K2;
- if (KK == 0) {
- RSPEAK(140);
- return true;
+ for (;;) {
+ LL=MOD((labs(TRAVEL[KK])/1000),1000);
+ if (LL != K) {
+ if (LL <= 300) {
+ if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == K)
+ K2=KK;
+ }
+ if (TRAVEL[KK] >= 0) {
+ ++KK;
+ continue;
+ }
+ KK=K2;
+ if (KK == 0) {
+ RSPEAK(140);
+ return true;
+ }
}
- }
- K=MOD(labs(TRAVEL[KK]),1000);
- KK=KEY[game.loc];
- goto L9;
+ K=MOD(labs(TRAVEL[KK]),1000);
+ KK=KEY[game.loc];
+ break; /* fall through to ordinary travel */
+ }
+ } else {
+ RSPEAK(K2);
+ return true;
}
- RSPEAK(K2);
- return true;
}
- if (K == LOOK) {
+ else if (K == LOOK) {
/* Look. Can't give more detail. Pretend it wasn't dark
* (though it may "now" be dark) so he won't fall into a
* pit while staring into the gloom. */
game.abbrev[game.loc]=0;
return true;
}
- if (K == CAVE) {
+ else if (K == CAVE) {
/* Cave. Different messages depending on whether above ground. */
RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
return true;
}
- game.oldlc2=game.oldloc;
- game.oldloc=game.loc;
+ else {
+ /* none of the specials */
+ game.oldlc2=game.oldloc;
+ game.oldloc=game.loc;
+ }
-L9:
+ /* ordinary travel */
for (;;) {
LL=labs(TRAVEL[KK]);
if (MOD(LL,1000) == 1 || MOD(LL,1000) == K)
if (game.clock2 == 0) goto L11000;
if (game.prop[LAMP] == 1)
--game.limit;
- if (game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP))
- goto L12000;
- if (game.limit == 0) goto L12400;
- if (game.limit <= 30) goto L12200;
+
+ /* Another way we can force an end to things is by having the
+ * lamp give out. When it gets close, we come here to warn
+ * him. First following ar, if the lamp and fresh batteries are
+ * here, in which case we replace the batteries and continue.
+ * Second is for other cases of lamp dying. 12400 is when it
+ * goes out. Even then, he can explore outside for a while
+ * if desired. */
+ if (game.limit<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP))
+ {
+ RSPEAK(188);
+ game.prop[BATTER]=1;
+ if (TOTING(BATTER))DROP(BATTER,game.loc);
+ game.limit=game.limit+2500;
+ game.lmwarn=false;
+ } else if (game.limit == 0) {
+ game.limit= -1;
+ game.prop[LAMP]=0;
+ if (HERE(LAMP))RSPEAK(184);
+ } else if (game.limit <= 30) {
+ if (game.lmwarn || !HERE(LAMP)) goto L19999;
+ game.lmwarn=true;
+ SPK=187;
+ if (game.place[BATTER] == 0)SPK=183;
+ if (game.prop[BATTER] == 1)SPK=189;
+ RSPEAK(SPK);
+ }
L19999: K=43;
if (LIQLOC(game.loc) == WATER)K=70;
V1=VOCAB(WD1,-1);
V2=VOCAB(WD2,-1);
- if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
- if (V1 == ENTER && WD2 > 0) goto L2800;
- if ((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
- 1000+DOOR)) goto L2610;
- {long x = V2-1000; if (AT(x))WD2=MAKEWD(16152118);}
-L2610: if (V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
+ if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER))
+ goto L2010;
+ if (V1 == ENTER && WD2 > 0)
+ goto L2800;
+ if (!((V1 != 1000+WATER && V1 != 1000+OIL) ||
+ (V2 != 1000+PLANT && V2 != 1000+DOOR))) {
+ if (AT(V2-1000))
+ WD2=MAKEWD(16152118);
+ }
+ if (V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
WD1=MAKEWD(301200308);
L2620: if (WD1 == MAKEWD(23051920)) {
++game.iwest;
game.closed=true;
return true;
-/* Another way we can force an end to things is by having the lamp give out.
- * When it gets close, we come here to warn him. We go to 12000 if the lamp
- * and fresh batteries are here, in which case we replace the batteries and
- * continue. 12200 is for other cases of lamp dying. 12400 is when it goes
- * out. Even then, he can explore outside for a while if desired. */
-
-L12000: RSPEAK(188);
- game.prop[BATTER]=1;
- if (TOTING(BATTER))DROP(BATTER,game.loc);
- game.limit=game.limit+2500;
- game.lmwarn=false;
- goto L19999;
-
-L12200: if (game.lmwarn || !HERE(LAMP)) goto L19999;
- game.lmwarn=true;
- SPK=187;
- if (game.place[BATTER] == 0)SPK=183;
- if (game.prop[BATTER] == 1)SPK=189;
- RSPEAK(SPK);
- goto L19999;
-
-L12400: game.limit= -1;
- game.prop[LAMP]=0;
- if (HERE(LAMP))RSPEAK(184);
- goto L19999;
-
/* Oh dear, he's disturbed the dwarves. */
L18999: RSPEAK(SPK);