De-gotoified actions2.c functions.
[open-adventure.git] / main.c
diff --git a/main.c b/main.c
index b35f252078212ddbc6540848ad61ad1669dbe0ce..944a14d45157d06e7a69911dcc2458f001aed2d0 100644 (file)
--- a/main.c
+++ b/main.c
@@ -152,93 +152,84 @@ static bool fallback_handler(char *buf)
 }
 
 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. */
 {
@@ -355,11 +346,15 @@ static bool dwarfmove(void)
                if(HERE(J))
                    K=1;
            }
+           /* Force chest placement before player finds last treasure */
            if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
                RSPEAK(186);
                MOVE(CHEST,game.chloc);
                MOVE(MESSAG,game.chloc2);
-               goto L6024;
+               game.dloc[PIRATE]=game.chloc;
+               game.odloc[PIRATE]=game.chloc;
+               game.dseen[PIRATE]=false;
+               continue;
            }
            if(game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
                RSPEAK(127);
@@ -381,7 +376,6 @@ static bool dwarfmove(void)
                        DROP(J,game.chloc);
                }
            }
-       L6024:
            game.dloc[PIRATE]=game.chloc;
            game.odloc[PIRATE]=game.chloc;
            game.dseen[PIRATE]=false;
@@ -421,6 +415,39 @@ static bool dwarfmove(void)
     return false;
 }
 
+static void croak(FILE *cmdin)
+/*  Okay, he's dead.  Let's get on with it. */
+{
+    if(game.closng) {
+       /*  He died during closing time.  No resurrection.  Tally up a
+        *  death and exit. */
+       RSPEAK(131);
+       ++game.numdie;
+       score(0);
+    } else {
+       ++game.numdie;
+       if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
+           score(0);
+       if(game.numdie == MAXDIE)
+           score(0);
+       game.place[WATER]=0;
+       game.place[OIL]=0;
+       if(TOTING(LAMP))
+           game.prop[LAMP]=0;
+       for (J=1; J<=NOBJECTS; J++) {
+           I=NOBJECTS + 1 - J;
+           if(TOTING(I)) {
+               K=game.oldlc2;
+               if(I == LAMP)
+                   K=1;
+               DROP(I,K);
+           }
+       }
+       game.loc=3;
+       game.oldloc=game.loc;
+    }
+}
+
 static bool do_command(FILE *cmdin) {
        long LL, KQ, VERB, KK, K2, V1, V2;
        long obj, i;
@@ -450,13 +477,14 @@ static bool do_command(FILE *cmdin) {
        game.loc=game.newloc;
 
        if (!dwarfmove())
-           goto L99;
+           croak(cmdin);
 
 /*  Describe the current location and (maybe) get next command. */
 
 /*  Print text for current loc. */
 
-L2000: if(game.loc == 0) goto L99;
+L2000: if(game.loc == 0)
+           croak(cmdin);
        KK=STEXT[game.loc];
        if(MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)KK=LTEXT[game.loc];
        if(FORCED(game.loc) || !DARK(0)) goto L2001;
@@ -660,11 +688,40 @@ L8000:    SETPRM(1,WD1,WD1X);
 
 L8:    KK=KEY[game.loc];
        game.newloc=game.loc;
-       if(KK == 0)BUG(26);
-       if(K == NUL) return true;
-       if(K == BACK) goto L20;
-       if(K == LOOK) goto L30;
-       if(K == CAVE) goto L40;
+       if(KK == 0)
+           BUG(26);
+       if(K == NUL)
+           return true;
+       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. */
+           K=game.oldloc;
+           if(FORCED(K))K=game.oldlc2;
+           game.oldlc2=game.oldloc;
+           game.oldloc=game.loc;
+           K2=0;
+           if(K == game.loc)K2=91;
+           if(CNDBIT(game.loc,4))K2=274;
+           if(K2 == 0) goto L21;
+           RSPEAK(K2);
+           return true;
+       }
+       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. */
+           if(game.detail < 3)RSPEAK(15);
+           game.detail=game.detail+1;
+           game.wzdark=false;
+           game.abbrev[game.loc]=0;
+           return true;
+       }
+       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;
 
@@ -672,7 +729,7 @@ L9: LL=labs(TRAVEL[KK]);
        if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
        if(TRAVEL[KK] < 0) goto L50;
        KK=KK+1;
-        goto L9;
+       goto L9;
 
 L10:   LL=LL/1000;
 L11:   game.newloc=LL/1000;
@@ -750,25 +807,11 @@ L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
        game.fixed[BEAR]= -1;
        game.prop[BEAR]=3;
        game.oldlc2=game.newloc;
-        goto L99;
+       croak(cmdin);
+       goto L2000;
 
 /*  End of specials. */
 
-/*  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. */
-
-L20:   K=game.oldloc;
-       if(FORCED(K))K=game.oldlc2;
-       game.oldlc2=game.oldloc;
-       game.oldloc=game.loc;
-       K2=0;
-       if(K == game.loc)K2=91;
-       if(CNDBIT(game.loc,4))K2=274;
-       if(K2 == 0) goto L21;
-       RSPEAK(K2);
-       return true;
-
 L21:   LL=MOD((labs(TRAVEL[KK])/1000),1000);
        if(LL != K) {
                if(LL <= 300) {
@@ -776,7 +819,8 @@ L21:        LL=MOD((labs(TRAVEL[KK])/1000),1000);
                        if(FORCED(LL) && MOD((labs(TRAVEL[J])/1000),1000) == K)
                                K2=KK;
                }
-               if(TRAVEL[KK] < 0) goto L23;
+               if(TRAVEL[KK] < 0)
+                   goto L23;
                KK=KK+1;
                goto L21;
 
@@ -789,23 +833,8 @@ L23:               KK=K2;
 
        K=MOD(labs(TRAVEL[KK]),1000);
        KK=KEY[game.loc];
-        goto L9;
-
-/*  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. */
-
-L30:   if(game.detail < 3)RSPEAK(15);
-       game.detail=game.detail+1;
-       game.wzdark=false;
-       game.abbrev[game.loc]=0;
-       return true;
+       goto L9;
 
-/*  Cave.  Different messages depending on whether above ground. */
-
-L40:   K=58;
-       if(OUTSID(game.loc) && game.loc != 8)K=57;
-       RSPEAK(K);
-       return true;
 
 /*  Non-applicable motion.  Various messages depending on word given. */
 
@@ -841,38 +870,8 @@ L50:       SPK=12;
 
 L90:   RSPEAK(23);
        game.oldlc2=game.loc;
-
-/*  Okay, he's dead.  Let's get on with it. */
-
-L99:   if(game.closng) {
-       /*  He died during closing time.  No resurrection.  Tally up a
-        *  death and exit. */
-           RSPEAK(131);
-           ++game.numdie;
-           score(0);
-       } else {
-           ++game.numdie;
-           if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
-               score(0);
-           if(game.numdie == MAXDIE)
-               score(0);
-           game.place[WATER]=0;
-           game.place[OIL]=0;
-           if(TOTING(LAMP))
-               game.prop[LAMP]=0;
-           for (J=1; J<=NOBJECTS; J++) {
-               I=NOBJECTS + 1 - J;
-               if(TOTING(I)) {
-                   K=game.oldlc2;
-                   if(I == LAMP)
-                       K=1;
-                   DROP(I,K);
-               }
-           }
-           game.loc=3;
-           game.oldloc=game.loc;
-           goto L2000;
-       }
+       croak(cmdin);
+       goto L2000;
 
 /*  Cave closing and scoring */