Factor out the croak() function for player death.
authorEric S. Raymond <esr@thyrsus.com>
Thu, 8 Jun 2017 12:15:35 +0000 (08:15 -0400)
committerEric S. Raymond <esr@thyrsus.com>
Thu, 8 Jun 2017 12:15:35 +0000 (08:15 -0400)
main.c

diff --git a/main.c b/main.c
index 4e066cb0191309f1133cd0f6c1670e2f5afbf7e2..b5979e6875f72cb908eccb305752f5d762648757 100644 (file)
--- a/main.c
+++ b/main.c
@@ -412,6 +412,39 @@ 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;
@@ -441,13 +474,14 @@ 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;
@@ -770,11 +804,11 @@ 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. */
 
-
 L21:   LL=MOD((labs(TRAVEL[KK])/1000),1000);
        if(LL != K) {
                if(LL <= 300) {
@@ -833,38 +867,8 @@ 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 */