From: Peje Nilsson Date: Mon, 19 Jun 2017 08:24:48 +0000 (+0200) Subject: Remove goto L12 - take two X-Git-Tag: 1.1~226 X-Git-Url: https://jxself.org/git/?a=commitdiff_plain;h=2fe36df4e27d318ca2df80386fa42390ace453ed;p=open-adventure.git Remove goto L12 - take two On't know if you let me near this code again but here is a second stab at removing "goto L12" Previous attempt failed because of trying to continue the outer do{}while(false) Adding an extra for(;;) loop where the only repeat is the former "goto L12" is replaced by continue. All other exits are returns and a break; --- diff --git a/main.c b/main.c index c188036..e341d8f 100644 --- a/main.c +++ b/main.c @@ -623,89 +623,99 @@ static bool playermove(token_t verb, int motion) * block travel and then redo it once the blocking condition has been * removed. */ - for (;;) { - game.newloc = scratchloc / 1000; - motion = MOD(game.newloc, 100); - if (!SPECIAL(game.newloc)) { - if (game.newloc <= 100) { - if (game.newloc == 0 || PCT(game.newloc)) + for (;;) { /* L12 loop */ + for (;;) { + game.newloc = scratchloc / 1000; + motion = MOD(game.newloc, 100); + if (!SPECIAL(game.newloc)) { + if (game.newloc <= 100) { + if (game.newloc == 0 || PCT(game.newloc)) + break; + /* else fall through */ + } + if (TOTING(motion) || (game.newloc > 200 && AT(motion))) break; /* else fall through */ - } - if (TOTING(motion) || (game.newloc > 200 && AT(motion))) + } else if (game.prop[motion] != game.newloc / 100 - 3) break; - /* else fall through */ - } else if (game.prop[motion] != game.newloc / 100 - 3) - break; -L12: - do { - if (TRAVEL[kk] < 0) - BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); - ++kk; - game.newloc = labs(TRAVEL[kk]) / 1000; - } while - (game.newloc == scratchloc); - scratchloc = game.newloc; - } + do { + if (TRAVEL[kk] < 0) + BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); + ++kk; + game.newloc = labs(TRAVEL[kk]) / 1000; + } while + (game.newloc == scratchloc); + scratchloc = game.newloc; + } - game.newloc = MOD(scratchloc, 1000); - if (!SPECIAL(game.newloc)) - return true; - if (game.newloc <= 500) { - game.newloc = game.newloc - SPECIALBASE; - switch (game.newloc) { - case 1: - /* Travel 301. Plover-alcove passage. Can carry only - * emerald. Note: travel table must include "useless" - * entries going through passage, which can never be used for - * actual motion, but can be spotted by "go back". */ - /* FIXME: Arithmetic on location numbers */ - game.newloc = 99 + 100 - game.loc; - if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) { - game.newloc = game.loc; - RSPEAK(MUST_DROP); - } + game.newloc = MOD(scratchloc, 1000); + if (!SPECIAL(game.newloc)) return true; - case 2: - /* Travel 302. Plover transport. Drop the emerald (only use - * special travel if toting it), so he's forced to use the - * plover-passage to get it out. Having dropped it, go back and - * pretend he wasn't carrying it after all. */ - DROP(EMERALD, game.loc); - goto L12; - case 3: - /* Travel 303. Troll bridge. Must be done only as special - * motion so that dwarves won't 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. */ - if (game.prop[TROLL] == 1) { - PSPEAK(TROLL, 1); - game.prop[TROLL] = 0; - MOVE(TROLL2, 0); - MOVE(TROLL2 + NOBJECTS, 0); - MOVE(TROLL, PLAC[TROLL]); - MOVE(TROLL + NOBJECTS, FIXD[TROLL]); - JUGGLE(CHASM); - game.newloc = game.loc; + if (game.newloc <= 500) { + game.newloc = game.newloc - SPECIALBASE; + switch (game.newloc) { + case 1: + /* Travel 301. Plover-alcove passage. Can carry only + * emerald. Note: travel table must include "useless" + * entries going through passage, which can never be used for + * actual motion, but can be spotted by "go back". */ + /* FIXME: Arithmetic on location numbers */ + game.newloc = 99 + 100 - game.loc; + if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) { + game.newloc = game.loc; + RSPEAK(MUST_DROP); + } return true; - } else { - game.newloc = PLAC[TROLL] + FIXD[TROLL] - game.loc; - if (game.prop[TROLL] == 0)game.prop[TROLL] = 1; - if (!TOTING(BEAR)) return true; - RSPEAK(BRIDGE_COLLAPSE); - game.prop[CHASM] = 1; - game.prop[TROLL] = 2; - DROP(BEAR, game.newloc); - game.fixed[BEAR] = -1; - game.prop[BEAR] = 3; - game.oldlc2 = game.newloc; - croak(); + case 2: + /* Travel 302. Plover transport. Drop the emerald (only use + * special travel if toting it), so he's forced to use the + * plover-passage to get it out. Having dropped it, go back and + * pretend he wasn't carrying it after all. */ + DROP(EMERALD, game.loc); + do { + if (TRAVEL[kk] < 0) + BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); + ++kk; + game.newloc = labs(TRAVEL[kk]) / 1000; + } while + (game.newloc == scratchloc); + scratchloc = game.newloc; + continue; /* goto L12 */ + case 3: + /* Travel 303. Troll bridge. Must be done only as special + * motion so that dwarves won't 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. */ + if (game.prop[TROLL] == 1) { + PSPEAK(TROLL, 1); + game.prop[TROLL] = 0; + MOVE(TROLL2, 0); + MOVE(TROLL2 + NOBJECTS, 0); + MOVE(TROLL, PLAC[TROLL]); + MOVE(TROLL + NOBJECTS, FIXD[TROLL]); + JUGGLE(CHASM); + game.newloc = game.loc; + return true; + } else { + game.newloc = PLAC[TROLL] + FIXD[TROLL] - game.loc; + if (game.prop[TROLL] == 0)game.prop[TROLL] = 1; + if (!TOTING(BEAR)) return true; + RSPEAK(BRIDGE_COLLAPSE); + game.prop[CHASM] = 1; + game.prop[TROLL] = 2; + DROP(BEAR, game.newloc); + game.fixed[BEAR] = -1; + game.prop[BEAR] = 3; + game.oldlc2 = game.newloc; + croak(); + } } + BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); } - BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); + break; /* Leave L12 loop */ } } while (false);