* to idiomatic C, the following is more appropriate:
*
* ESR apologizes for the remaing gotos (now confined to one function
- * in this file - there used to be over 350 of them, *everywhere*),
- * and for the offensive globals. Applying the Structured Program
- * Theorem can be hard.
+ * in this file - there used to be over 350 of them, *everywhere*).
+ * Applying the Structured Program Theorem can be hard.
*/
#include <stdlib.h>
if (i != PIRATE)
return false;
- /* The pirate's spotted him. He leaves him alone once we've
+ /* The pirate's spotted him. Pirate leaves him alone once we've
* found chest. K counts if a treasure is here. If not, and
* tally=1 for an unseen chest, let the pirate be spotted. Note
* that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
* it to the troll, but in that case he's seen the chest
- * (game.prop=0). */
+ * (game.prop[CHEST] == STATE_FOUND). */
if (game.loc == game.chloc ||
game.prop[CHEST] != STATE_NOTFOUND)
return true;
* variables. Remember sixth dwarf is pirate and is thus
* very different except for motion rules. */
- /* First off, don't let the dwarves follow him into a pit or
- * a wall. Activate the whole mess the first time he gets as
- * far as the hall of mists (loc 15). If game.newloc is
- * forbidden to pirate (in particular, if it's beyond the
+ /* First off, don't let the dwarves follow him into a pit or a
+ * wall. Activate the whole mess the first time he gets as far
+ * as the Hall of Mists (what INDEEP() tests). If game.newloc
+ * is forbidden to pirate (in particular, if it's beyond the
* troll bridge), bypass dwarf stuff. That way pirate can't
* steal return toll, and dwarves can't meet the bear. Also
* means dwarves won't follow him into dead end in maze, but
- * c'est la vie. They'll wait for him outside the dead
- * end. */
+ * c'est la vie. They'll wait for him outside the dead end. */
if (game.loc == LOC_NOWHERE ||
FORCED(game.loc) ||
CNDBIT(game.newloc, COND_NOARRR))
}
/* When we encounter the first dwarf, we kill 0, 1, or 2 of
- * the 5 dwarves. If any of the survivors is at loc,
+ * the 5 dwarves. If any of the survivors is at game.loc,
* replace him with the alternate. */
if (game.dflag == 1) {
if (!INDEEP(game.loc) ||
else if (j > 1 && game.newloc == tk[j - 1])
continue;
else if (j >= DIM(tk) - 1)
- continue;
+ /* This can't actually happen. */
+ continue; // LCOV_EXCL_LINE
else if (game.newloc == game.dloc[i])
continue;
else if (FORCED(game.newloc))
/* (ESR) We've found a destination that goes with the motion verb.
* Next we need to check any conditional(s) on this destination, and
* possibly on following entries. */
- /* FIXME: Magic numbers related to move opcodes */
do {
for (;;) { /* L12 loop */
for (;;) {
* 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. */
+ * game.prop[TROLL]=TROLL_PAIDONCE, he's crossed
+ * since paying, so step out and block him.
+ * (standard travel entries check for
+ * game.prop[TROLL]=TROLL_UNPAID.) Special stuff
+ * for bear. */
if (game.prop[TROLL] == TROLL_PAIDONCE) {
pspeak(TROLL, look, TROLL_PAIDONCE, true);
game.prop[TROLL] = TROLL_UNPAID;
* problems arise from the use of negative prop numbers to suppress
* the object descriptions until he's actually moved the objects. */
{
+ /* If a turn threshold has been met, apply penalties and tell
+ * the player about it. */
+ for (int i = 0; i < NTHRESHOLDS; ++i) {
+ if (game.turns == turn_thresholds[i].threshold + 1) {
+ game.trnluz += turn_thresholds[i].point_loss;
+ speak(turn_thresholds[i].message);
+ }
+ }
+
/* Don't tick game.clock1 unless well into cave (and not at Y2). */
if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
--game.clock1;
packed_to_token(command->wd2, word2);
command->id1 = get_vocab_id(word1);
command->id2 = get_vocab_id(word2);
-
+
return true;
}
Lclearobj:
game.oldobj = command.obj;
-L2600:
checkhints();
/* If closing time, check for any objects being toted with
game.wzdark = DARK(game.loc);
if (game.knfloc > 0 && game.knfloc != game.loc)
game.knfloc = 0;
-
+
// Get command input from user
- if(!get_command_input(&command))
+ if (!get_command_input(&command))
return false;
-L2607:
+Lclosecheck:
++game.turns;
- /* If a turn threshold has been met, apply penalties and tell
- * the player about it. */
- for (int i = 0; i < NTHRESHOLDS; ++i) {
- if (game.turns == turn_thresholds[i].threshold + 1) {
- game.trnluz += turn_thresholds[i].point_loss;
- speak(turn_thresholds[i].message);
- }
- }
-
if (closecheck()) {
if (game.closed)
return true;
if (command.id1 == ENTER && (command.id2 == STREAM ||
command.id2 == PROMOTE_WORD(WATER))) {
- if (LIQLOC(game.loc) == WATER) {
+ if (LIQLOC(game.loc) == WATER)
rspeak(FEET_WET);
- } else {
+ else
rspeak(WHERE_QUERY);
- }
+
goto Lclearobj;
}
if (command.id1 == ENTER && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY) {
if (command.id1 == PROMOTE_WORD(CAGE) && command.id2 == PROMOTE_WORD(BIRD) && HERE(CAGE) && HERE(BIRD))
command.wd1 = token_to_packed("CATCH");
}
-Lmovehint:
+Lookup:
if (wordeq(command.wd1, token_to_packed("WEST"))) {
if (++game.iwest == 10)
rspeak(W_IS_WEST);
if (++game.igo == 10)
rspeak(GO_UNNEEDED);
}
-Lookup:
packed_to_token(command.wd1, word1);
defn = get_vocab_id(word1);
if (defn == WORD_NOT_FOUND) {
continue;
/* Gee, I don't understand. */
sspeak(DONT_KNOW, command.raw1);
- goto L2600;
+ goto Lclearobj;
}
/* FIXME: magic numbers related to vocabulary */
kmod = MOD(defn, 1000);
default:
BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
}
-
+
switch (action(&command)) {
case GO_TERMINATE:
return true;
return true;
case GO_TOP:
continue; /* back to top of main interpreter loop */
- case GO_CLEAROBJ:
- goto Lclearobj;
- case GO_CHECKHINT:
- goto L2600;
case GO_CHECKFOO:
- goto L2607;
+ goto Lclosecheck;
case GO_LOOKUP:
goto Lookup;
case GO_WORD2:
strncpy(command.raw1, command.raw2, LINESIZE - 1);
wordclear(&command.wd2);
command.raw2[0] = '\0';
- goto Lmovehint;
+ goto Lookup;
case GO_UNKNOWN:
/* Random intransitive verbs come here. Clear obj just in case
* (see attack()). */
command.raw1[0] = toupper(command.raw1[0]);
sspeak(DO_WHAT, command.raw1);
command.obj = 0;
- goto L2600;
+ // Fallthrough
+ case GO_CHECKHINT: // Fallthrough
+ case GO_CLEAROBJ:
+ goto Lclearobj;
case GO_DWARFWAKE:
/* Oh dear, he's disturbed the dwarves. */
rspeak(DWARVES_AWAKEN);