From: Eric S. Raymond Date: Thu, 8 Jun 2017 09:11:52 +0000 (-0400) Subject: More main.c cleanup. X-Git-Tag: 1.1~513 X-Git-Url: https://jxself.org/git/?a=commitdiff_plain;h=a8e8967814359deb9b779d95952d0d419c503cfb;p=open-adventure.git More main.c cleanup. --- diff --git a/main.c b/main.c index 81e79f1..b75cac1 100644 --- a/main.c +++ b/main.c @@ -204,33 +204,37 @@ static bool do_command(FILE *cmdin) { /* When we encounter the first dwarf, we kill 0, 1, or 2 of * the 5 dwarves. If any of the survivors is at loc, * replace him with the alternate. */ - -L6000: if(game.dflag != 1) goto L6010; - if(!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85)))) goto L2000; +L6000: if(game.dflag != 1) + goto L6010; + if(!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85)))) + goto L2000; game.dflag=2; for (I=1; I<=2; I++) { - J=1+randrange(NDWARVES-1); - if(PCT(50))game.dloc[J]=0; - } /* end loop */ + J=1+randrange(NDWARVES-1); + if(PCT(50)) + game.dloc[J]=0; + } for (I=1; I<=NDWARVES-1; I++) { - if(game.dloc[I] == game.loc)game.dloc[I]=DALTLC; - game.odloc[I]=game.dloc[I]; - } /* end loop */ + if(game.dloc[I] == game.loc) + game.dloc[I]=DALTLC; + game.odloc[I]=game.dloc[I]; + } RSPEAK(3); DROP(AXE,game.loc); - goto L2000; - -/* Things are in full swing. Move each dwarf at random, except if he's seen us - * he sticks with us. Dwarves stay deep inside. If wandering at random, - * they don't back up unless there's no alternative. If they don't have to - * move, they attack. And, of course, dead dwarves don't do much of anything. */ + goto L2000; + /* Things are in full swing. Move each dwarf at random, + * except if he's seen us he sticks with us. Dwarves stay + * deep inside. If wandering at random, they don't back up + * unless there's no alternative. If they don't have to + * move, they attack. And, of course, dead dwarves don't do + * much of anything. */ L6010: game.dtotal=0; ATTACK=0; STICK=0; /* 6030 */ for (I=1; I<=NDWARVES; I++) { if(game.dloc[I] == 0) goto L6030; -/* Fill TK array with all the places this dwarf might go. */ + /* Fill TK array with all the places this dwarf might go. */ J=1; KK=game.dloc[I]; KK=KEY[KK]; @@ -385,8 +389,7 @@ L2012: VERB=0; /* Check if this loc is eligible for any hints. If been here long enough, * branch to help section (on later page). Hints all come back here eventually * to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes). - */ - + */ L2600: if(COND[game.loc] < game.conds) goto L2603; /* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) { if(game.hinted[HINT]) goto L2602; @@ -396,25 +399,30 @@ L2600: if(COND[game.loc] < game.conds) goto L2603; L2602: /*etc*/ ; } /* end loop */ -/* If closing time, check for any objects being toted with game.prop < 0 and set - * the prop to -1-game.prop. This way objects won't be described until they've - * been picked up and put down separate from their respective piles. Don't - * tick game.clock1 unless well into cave (and not at Y2). */ + /* If closing time, check for any objects being toted with + * game.prop < 0 and set the prop to -1-game.prop. This way + * objects won't be described until they've been picked up + * and put down separate from their respective piles. Don't + * tick game.clock1 unless well into cave (and not at Y2). */ +L2603: if(game.closed) { + if(game.prop[OYSTER] < 0 && TOTING(OYSTER)) + PSPEAK(OYSTER,1); + for (i=1; i<=NOBJECTS; i++) { + if(TOTING(i) && game.prop[i] < 0) + game.prop[i] = -1-game.prop[i]; + } + } + game.wzdark=DARK(0); + if(game.knfloc > 0 && game.knfloc != game.loc) + game.knfloc=0; -L2603: if(!game.closed) goto L2605; - if(game.prop[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1); - for (I=1; I<=NOBJECTS; I++) { - if(TOTING(I) && game.prop[I] < 0)game.prop[I]= -1-game.prop[I]; - } /* end loop */ -L2605: game.wzdark=DARK(0); - if(game.knfloc > 0 && game.knfloc != game.loc)game.knfloc=0; - I=0; + /* This is where we get a new command from the user */ if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X)) return false; -/* Every input, check "game.foobar" flag. If zero, nothing's going on. If pos, - * make neg. If neg, he skipped a word, so make it zero. */ - + /* Every input, check "game.foobar" flag. If zero, nothing's + * going on. If pos, make neg. If neg, he skipped a word, + * so make it zero. */ L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0); game.turns=game.turns+1; if(game.turns == game.thresh) {