X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=0e934ba81e90a12c6e68471489ce0de93913e150;hb=refs%2Fmerge-requests%2F59%2Fhead;hp=42fa5e1123b389c90e72033d31b849da7b593732;hpb=e6f183ba7f4e0d7e12d7cdc848d204e308840f9c;p=open-adventure.git diff --git a/main.c b/main.c index 42fa5e1..0e934ba 100644 --- a/main.c +++ b/main.c @@ -1,7 +1,16 @@ /* + * 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 #include @@ -476,7 +485,7 @@ static void croak(FILE *cmdin) * "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.) */ @@ -488,7 +497,7 @@ static bool playermove(FILE *cmdin, token_t verb) 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. */ @@ -501,32 +510,34 @@ static bool playermove(FILE *cmdin, token_t verb) 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. */ @@ -536,15 +547,18 @@ static bool playermove(FILE *cmdin, token_t verb) 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)