From: Eric S. Raymond Date: Sun, 11 Jun 2017 03:44:59 +0000 (-0400) Subject: Two goto eliminations. X-Git-Tag: 1.1~437 X-Git-Url: https://jxself.org/git/?a=commitdiff_plain;h=9b9eab70d815d39c0682d6b9c8b63abccc6a87dd;p=open-adventure.git Two goto eliminations. --- diff --git a/main.c b/main.c index 7935583..8e40605 100644 --- a/main.c +++ b/main.c @@ -830,10 +830,117 @@ L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0); if (VERB == SAY) goto L4090; if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33) --game.clock1; - if (game.clock1 == 0) goto L10000; + + /* Next few sections handle the closing of the cave. The + * cave closes "clock1" turns after the last treasure has + * been located (including the pirate's chest, which may of + * course never show up). Note that the treasures need not + * have been taken yet, just located. Hence clock1 must be + * large enough to get out of the cave (it only ticks while + * inside the cave). When it hits zero, we branch to 10000 + * to start closing the cave, and then sit back and wait for + * him to try to get out. If he doesn't within clock2 turns, + * we close the cave; if he does try, we assume he panics, + * and give him a few additional turns to get frantic before + * we close. When clock2 hits zero, we branch to 11000 to + * transport him into the final puzzle. Note that the puzzle + * depends upon all sorts of random things. For instance, + * there must be no water or oil, since there are beanstalks + * which we don't want to be able to water, since the code + * can't handle it. Also, we can have no keys, since there + * is a grate (having moved the fixed object!) there + * separating him from all the treasures. Most of these + * problems arise from the use of negative prop numbers to + * suppress the object descriptions until he's actually moved + * the objects. */ + + /* When the first warning comes, we lock the grate, destroy + * the bridge, kill all the dwarves (and the pirate), remove + * the troll and bear (unless dead), and set "closng" to + * true. Leave the dragon; too much trouble to move it. + * from now until clock2 runs out, he cannot unlock the + * grate, move to any location outside the cave, or create + * the bridge. Nor can he be resurrected if he dies. Note + * that the snake is already gone, since he got to the + * treasure accessible only via the hall of the mountain + * king. Also, he's been in giant room (to get eggs), so we + * can refer to it. Also also, he's gotten the pearl, so we + * know the bivalve is an oyster. *And*, the dwarves must + * have been activated, since we've found chest. */ + if (game.clock1 == 0) + { + game.prop[GRATE]=0; + game.prop[FISSUR]=0; + for (i=1; i<=NDWARVES; i++) { + game.dseen[i]=false; + game.dloc[i]=0; + } + MOVE(TROLL,0); + MOVE(TROLL+NOBJECTS,0); + MOVE(TROLL2,PLAC[TROLL]); + MOVE(TROLL2+NOBJECTS,FIXD[TROLL]); + JUGGLE(CHASM); + if (game.prop[BEAR] != 3)DSTROY(BEAR); + game.prop[CHAIN]=0; + game.fixed[CHAIN]=0; + game.prop[AXE]=0; + game.fixed[AXE]=0; + RSPEAK(129); + game.clock1= -1; + game.closng=true; + goto L19999; + } if (game.clock1 < 0) --game.clock2; - if (game.clock2 == 0) goto L11000; + if (game.clock2 == 0) { + /* Once he's panicked, and clock2 has run out, we come here + * to set up the storage room. The room has two locs, + * hardwired as 115 (ne) and 116 (sw). At the ne end, we + * place empty bottles, a nursery of plants, a bed of + * oysters, a pile of lamps, rods with stars, sleeping + * dwarves, and him. At the sw end we place grate over + * treasures, snake pit, covey of caged birds, more rods, and + * pillows. A mirror stretches across one wall. Many of the + * objects come from known locations and/or states (e.g. the + * snake is known to have been destroyed and needn't be + * carried away from its old "place"), making the various + * objects be handled differently. We also drop all other + * objects he might be carrying (lest he have some which + * could cause trouble, such as the keys). We describe the + * flash of light and trundle back. */ + game.prop[BOTTLE]=PUT(BOTTLE,115,1); + game.prop[PLANT]=PUT(PLANT,115,0); + game.prop[OYSTER]=PUT(OYSTER,115,0); + OBJTXT[OYSTER]=3; + game.prop[LAMP]=PUT(LAMP,115,0); + game.prop[ROD]=PUT(ROD,115,0); + game.prop[DWARF]=PUT(DWARF,115,0); + game.loc=115; + game.oldloc=115; + game.newloc=115; + /* Leave the grate with normal (non-negative) property. + * Reuse sign. */ + PUT(GRATE,116,0); + PUT(SIGN,116,0); + ++OBJTXT[SIGN]; + game.prop[SNAKE]=PUT(SNAKE,116,1); + game.prop[BIRD]=PUT(BIRD,116,1); + game.prop[CAGE]=PUT(CAGE,116,0); + game.prop[ROD2]=PUT(ROD2,116,0); + game.prop[PILLOW]=PUT(PILLOW,116,0); + + game.prop[MIRROR]=PUT(MIRROR,115,0); + game.fixed[MIRROR]=116; + + for (int i=1; i<=NOBJECTS; i++) { + if (TOTING(i)) + DSTROY(i); + } + + RSPEAK(132); + game.closed=true; + return true; + } if (game.prop[LAMP] == 1) --game.limit; @@ -954,101 +1061,7 @@ L8: if (playermove(cmdin, VERB)) /* Cave closing and scoring */ -/* These sections handle the closing of the cave. The cave closes "clock1" - * turns after the last treasure has been located (including the pirate's - * chest, which may of course never show up). Note that the treasures need not - * have been taken yet, just located. Hence clock1 must be large enough to get - * out of the cave (it only ticks while inside the cave). When it hits zero, - * we branch to 10000 to start closing the cave, and then sit back and wait for - * him to try to get out. If he doesn't within clock2 turns, we close the - * cave; if he does try, we assume he panics, and give him a few additional - * turns to get frantic before we close. When clock2 hits zero, we branch to - * 11000 to transport him into the final puzzle. Note that the puzzle depends - * upon all sorts of random things. For instance, there must be no water or - * oil, since there are beanstalks which we don't want to be able to water, - * since the code can't handle it. Also, we can have no keys, since there is a - * grate (having moved the fixed object!) there separating him from all the - * treasures. Most of these problems arise from the use of negative prop - * numbers to suppress the object descriptions until he's actually moved the - * objects. */ - -/* When the first warning comes, we lock the grate, destroy the bridge, kill - * all the dwarves (and the pirate), remove the troll and bear (unless dead), - * and set "closng" to true. Leave the dragon; too much trouble to move it. - * from now until clock2 runs out, he cannot unlock the grate, move to any - * location outside the cave, or create the bridge. Nor can he be - * resurrected if he dies. Note that the snake is already gone, since he got - * to the treasure accessible only via the hall of the mountain king. Also, he's - * been in giant room (to get eggs), so we can refer to it. Also also, he's - * gotten the pearl, so we know the bivalve is an oyster. *And*, the dwarves - * must have been activated, since we've found chest. */ - -L10000: game.prop[GRATE]=0; - game.prop[FISSUR]=0; - for (i=1; i<=NDWARVES; i++) { - game.dseen[i]=false; - game.dloc[i]=0; - } - MOVE(TROLL,0); - MOVE(TROLL+NOBJECTS,0); - MOVE(TROLL2,PLAC[TROLL]); - MOVE(TROLL2+NOBJECTS,FIXD[TROLL]); - JUGGLE(CHASM); - if (game.prop[BEAR] != 3)DSTROY(BEAR); - game.prop[CHAIN]=0; - game.fixed[CHAIN]=0; - game.prop[AXE]=0; - game.fixed[AXE]=0; - RSPEAK(129); - game.clock1= -1; - game.closng=true; - goto L19999; - -/* Once he's panicked, and clock2 has run out, we come here to set up the - * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw). - * At the ne end, we place empty bottles, a nursery of plants, a bed of - * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At - * the sw end we place grate over treasures, snake pit, covey of caged birds, - * more rods, and pillows. A mirror stretches across one wall. Many of the - * objects come from known locations and/or states (e.g. the snake is known to - * have been destroyed and needn't be carried away from its old "place"), - * making the various objects be handled differently. We also drop all other - * objects he might be carrying (lest he have some which could cause trouble, - * such as the keys). We describe the flash of light and trundle back. */ - -L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1); - game.prop[PLANT]=PUT(PLANT,115,0); - game.prop[OYSTER]=PUT(OYSTER,115,0); - OBJTXT[OYSTER]=3; - game.prop[LAMP]=PUT(LAMP,115,0); - game.prop[ROD]=PUT(ROD,115,0); - game.prop[DWARF]=PUT(DWARF,115,0); - game.loc=115; - game.oldloc=115; - game.newloc=115; - -/* Leave the grate with normal (non-negative) property. Reuse sign. */ - - PUT(GRATE,116,0); - PUT(SIGN,116,0); - ++OBJTXT[SIGN]; - game.prop[SNAKE]=PUT(SNAKE,116,1); - game.prop[BIRD]=PUT(BIRD,116,1); - game.prop[CAGE]=PUT(CAGE,116,0); - game.prop[ROD2]=PUT(ROD2,116,0); - game.prop[PILLOW]=PUT(PILLOW,116,0); - - game.prop[MIRROR]=PUT(MIRROR,115,0); - game.fixed[MIRROR]=116; - - for (int i=1; i<=NOBJECTS; i++) { - if (TOTING(i)) - DSTROY(i); - } - RSPEAK(132); - game.closed=true; - return true; /* Oh dear, he's disturbed the dwarves. */