Eliminate an unused global.
[open-adventure.git] / main.c
diff --git a/main.c b/main.c
index 7292e8e6c092c16c37900374a7f73aaad21149aa..4934c95f2894a4265d42babbc499e16d149b6475 100644 (file)
--- a/main.c
+++ b/main.c
@@ -21,14 +21,15 @@ long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
                BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
                CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
                EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
-               GRATE, HINT, I, INVENT, J, JADE, K, KEYS,
-               KNIFE, L, LAMP, LOCK, LOOK, MAGZIN,
+               GRATE, HINT, INVENT, JADE, KEYS,
+               KNIFE, LAMP, LOCK, LOOK, MAGZIN,
                MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
                PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2,
-               RUBY, RUG, SAPPH, SAY, SECT, SIGN, SNAKE, SPK,
+               RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
                STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
-               URN, VASE, VEND,
-               VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X;
+               URN, VASE, VEND, VOLCAN, WATER;
+long I, K, SPK, WD1, WD1X, WD2, WD2X;
+
 FILE  *logfp;
 bool oldstyle = false;
 lcg_state lcgstate;
@@ -151,6 +152,85 @@ static bool fallback_handler(char *buf)
     return false;
 }
 
+static void dohint(FILE *cmdin, int hint)
+/*  Come here if he's been long enough at required loc(s) for some
+ *  unused hint. */
+{
+    int i;
+
+    switch (hint-1)
+    {
+    case 0:
+       /* cave */
+       if(game.prop[GRATE] == 0 && !HERE(KEYS))
+           break;
+       game.hintlc[hint]=0;
+       return;
+    case 1:    /* bird */
+       if(game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
+           break;
+       return;
+    case 2:    /* snake */
+       if(HERE(SNAKE) && !HERE(BIRD))
+           break;
+       game.hintlc[hint]=0;
+       return;
+    case 3:    /* maze */
+       if(game.atloc[game.loc] == 0 &&
+          game.atloc[game.oldloc] == 0 &&
+          game.atloc[game.oldlc2] == 0 &&
+          game.holdng > 1)
+           break;
+       game.hintlc[hint]=0;
+       return;
+    case 4:    /* dark */
+       if(game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
+           break;
+       game.hintlc[hint]=0;
+       return;
+    case 5:    /* witt */
+       break;
+    case 6:    /* urn */
+       if(game.dflag == 0)
+           break;
+       game.hintlc[hint]=0;
+       return;
+    case 7:    /* woods */
+       if(game.atloc[game.loc] == 0 &&
+                  game.atloc[game.oldloc] == 0 &&
+                  game.atloc[game.oldlc2] == 0)
+               break;
+       return;
+    case 8:    /* ogre */
+       i=ATDWRF(game.loc);
+       if(i < 0) {
+           game.hintlc[hint]=0;
+           return;
+           }
+       if(HERE(OGRE) && i == 0)
+           break;
+       return;
+    case 9:    /* jade */
+       if(game.tally == 1 && game.prop[JADE] < 0)
+           break;
+       game.hintlc[hint]=0;
+       return;
+    default:
+       BUG(27);
+       break;
+    }
+    
+    /* Fall through to hint display */
+    game.hintlc[hint]=0;
+    if(!YES(cmdin,HINTS[hint][3],0,54))
+       return;
+    SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
+    RSPEAK(261);
+    game.hinted[hint]=YES(cmdin,175,HINTS[hint][4],54);
+    if(game.hinted[hint] && game.limit > 30)
+       game.limit=game.limit+30*HINTS[hint][2];
+}
+
 static bool dwarfmove(void)
 /* Dwarves move.  Return true if player survives, false if he dies. */
 {
@@ -188,9 +268,9 @@ static bool dwarfmove(void)
            return true;
        game.dflag=2;
        for (I=1; I<=2; I++) {
-           J=1+randrange(NDWARVES-1);
+           int j=1+randrange(NDWARVES-1);
            if(PCT(50))
-               game.dloc[J]=0;
+               game.dloc[j]=0;
        }
        for (I=1; I<=NDWARVES-1; I++) {
            if(game.dloc[I] == game.loc)
@@ -215,26 +295,33 @@ static bool dwarfmove(void)
        if(game.dloc[I] == 0)
            continue;
        /*  Fill TK array with all the places this dwarf might go. */
-       J=1;
+       int j=1;
        kk=KEY[game.dloc[I]];
        if(kk != 0)
            do {
                game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
-               if(game.newloc > 300 || !INDEEP(game.newloc) || game.newloc == game.odloc[I] || (J > 1 && game.newloc == TK[J-1]) || J >= 20 || game.newloc == game.dloc[I] ||
-                  FORCED(game.newloc) || (I == 6 && CNDBIT(game.newloc,3)) ||
-                  labs(TRAVEL[kk])/1000000 == 100)
-                   goto L6014;
-               TK[J]=game.newloc;
-               J=J+1;
-           L6014:
-               kk=kk+1;
+               /* Have we avoided a dwarf enciounter? */
+               bool avoided = (game.newloc > 300 ||
+                               !INDEEP(game.newloc) ||
+                               game.newloc == game.odloc[I] ||
+                               (j > 1 && game.newloc == TK[j-1]) ||
+                               j >= 20 ||
+                               game.newloc == game.dloc[I] ||
+                               FORCED(game.newloc) ||
+                               (I == PIRATE && CNDBIT(game.newloc,3)) ||
+                               labs(TRAVEL[kk])/1000000 == 100);
+               if (!avoided) {
+                   TK[j++] = game.newloc;
+               }
+               ++kk;
            } while
                (TRAVEL[kk-1] >= 0);
-       TK[J]=game.odloc[I];
-       if(J >= 2)J=J-1;
-       J=1+randrange(J);
+       TK[j]=game.odloc[I];
+       if(j >= 2)
+           --j;
+       j=1+randrange(j);
        game.odloc[I]=game.dloc[I];
-       game.dloc[I]=TK[J];
+       game.dloc[I]=TK[j];
        game.dseen[I]=(game.dseen[I] && INDEEP(game.loc)) || (game.dloc[I] == game.loc || game.odloc[I] == game.loc);
        if(!game.dseen[I]) continue;
        game.dloc[I]=game.loc;
@@ -245,48 +332,55 @@ static bool dwarfmove(void)
             *  Note that game.place(CHEST)=0 might mean that he's thrown
             *  it to the troll, but in that case he's seen the chest
             *  (game.prop=0). */
-           if(game.loc == game.chloc || game.prop[CHEST] >= 0) continue;
+           if(game.loc == game.chloc || game.prop[CHEST] >= 0)
+               continue;
            K=0;
-           for (J=50; J<=MAXTRS; J++) {
+           for (int j=MINTRS; j<=MAXTRS; j++) {
                /*  Pirate won't take pyramid from plover room or dark
                *  room (too easy!). */
-               if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))
+               if(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))
                    goto L6020;
-               if(TOTING(J))
+               if(TOTING(j)) {
                    goto L6021;
+               }
            L6020:
-               if(HERE(J))K=1;
-           } /* end loop */
-           if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1)
-               goto L6025;
+               if(HERE(j))
+                   K=1;
+           }
+           /* Force chest placement before player finds last treasure */
+           if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1) {
+               RSPEAK(186);
+               MOVE(CHEST,game.chloc);
+               MOVE(MESSAG,game.chloc2);
+               game.dloc[PIRATE]=game.chloc;
+               game.odloc[PIRATE]=game.chloc;
+               game.dseen[PIRATE]=false;
+               continue;
+           }
            if(game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
                RSPEAK(127);
            continue;
 
-       L6021:  if(game.place[CHEST] != 0) goto L6022;
-           /*  Install chest only once, to insure it is the last treasure in
-            *  the list. */
-           MOVE(CHEST,game.chloc);
-           MOVE(MESSAG,game.chloc2);
-       L6022:  RSPEAK(128);
-           /* 6023 */ for (J=50; J<=MAXTRS; J++) {
-               if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6023;
-               if(AT(J) && game.fixed[J] == 0)CARRY(J,game.loc);
-               if(TOTING(J))DROP(J,game.chloc);
-           L6023:      /*etc*/ ;
+       L6021:
+           if(game.place[CHEST] == 0) {
+               /*  Install chest only once, to insure it is the last treasure in
+                *  the list. */
+               MOVE(CHEST,game.chloc);
+               MOVE(MESSAG,game.chloc2);
+           }
+           RSPEAK(128);
+           for (int j=MINTRS; j<=MAXTRS; j++) {
+               if (!(j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
+                   if(AT(j) && game.fixed[j] == 0)
+                       CARRY(j,game.loc);
+                   if(TOTING(j))
+                       DROP(j,game.chloc);
+               }
            }
-       L6024:
            game.dloc[PIRATE]=game.chloc;
            game.odloc[PIRATE]=game.chloc;
            game.dseen[PIRATE]=false;
            continue;
-
-       L6025:
-           RSPEAK(186);
-           MOVE(CHEST,game.chloc);
-           MOVE(MESSAG,game.chloc2);
-           goto L6024;
-
        }
 
        /* This threatening little dwarf is in the room with him! */
@@ -322,6 +416,39 @@ 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 (int j=1; j<=NOBJECTS; j++) {
+           int i=NOBJECTS + 1 - j;
+           if(TOTING(i)) {
+               int 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;
@@ -351,13 +478,14 @@ 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;
@@ -416,15 +544,18 @@ L2012:    VERB=0;
  *  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;
-       if(!CNDBIT(game.loc,HINT+10))game.hintlc[HINT]= -1;
-       game.hintlc[HINT]=game.hintlc[HINT]+1;
-       if(game.hintlc[HINT] >= HINTS[HINT][1]) goto L40000;
-L2602: /*etc*/ ;
-       } /* end loop */
-
+L2600: if(COND[game.loc] >= game.conds) {
+           for (int hint=1; hint<=HNTMAX; hint++) {
+               if(game.hinted[hint])
+                   continue;
+               if(!CNDBIT(game.loc,hint+10))
+                   game.hintlc[hint]= -1;
+               game.hintlc[hint] = game.hintlc[hint]+1;
+               if(game.hintlc[hint] >= HINTS[hint][1]) 
+                   dohint(cmdin, hint);
+           }
+       }
+           
        /*  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
@@ -485,11 +616,14 @@ L2620:    if(WD1 == MAKEWD(23051920)) {
                game.iwest=game.iwest+1;
                if(game.iwest == 10)RSPEAK(17);
        }
-       if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630;
-       IGO=IGO+1;
-       if(IGO == 10)RSPEAK(276);
-L2630: I=VOCAB(WD1,-1);
-       if(I == -1) goto L3000;
+       if(WD1 == MAKEWD( 715) && WD2 != 0) {
+           if(++IGO == 10)
+               RSPEAK(276);
+       }
+L2630:
+       I=VOCAB(WD1,-1);
+       if(I == -1)
+          goto L3000;
        K=MOD(I,1000);
        KQ=I/1000+1;
         switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
@@ -515,7 +649,7 @@ L3000:      SETPRM(1,WD1,WD1X);
 
 L4000: I=4000; VERB=K; goto Laction;
 L4090: I=4090; goto Laction;
-L5000: I=5000;
+L5000: I=5000; obj = K;
 Laction:
         switch (action(cmdin, I, VERB, obj)) {
           case 2: return true;
@@ -555,11 +689,40 @@ L8000:    SETPRM(1,WD1,WD1X);
 
 L8:    KK=KEY[game.loc];
        game.newloc=game.loc;
-       if(KK == 0)BUG(26);
-       if(K == NUL) return true;
-       if(K == BACK) goto L20;
-       if(K == LOOK) goto L30;
-       if(K == CAVE) goto L40;
+       if(KK == 0)
+           BUG(26);
+       if(K == NUL)
+           return true;
+       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. */
+           K=game.oldloc;
+           if(FORCED(K))K=game.oldlc2;
+           game.oldlc2=game.oldloc;
+           game.oldloc=game.loc;
+           K2=0;
+           if(K == game.loc)K2=91;
+           if(CNDBIT(game.loc,4))K2=274;
+           if(K2 == 0) goto L21;
+           RSPEAK(K2);
+           return true;
+       }
+       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. */
+           if(game.detail < 3)RSPEAK(15);
+           game.detail=game.detail+1;
+           game.wzdark=false;
+           game.abbrev[game.loc]=0;
+           return true;
+       }
+       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;
 
@@ -567,7 +730,7 @@ L9: LL=labs(TRAVEL[KK]);
        if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
        if(TRAVEL[KK] < 0) goto L50;
        KK=KK+1;
-        goto L9;
+       goto L9;
 
 L10:   LL=LL/1000;
 L11:   game.newloc=LL/1000;
@@ -645,62 +808,33 @@ 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. */
 
-/*  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. */
-
-L20:   K=game.oldloc;
-       if(FORCED(K))K=game.oldlc2;
-       game.oldlc2=game.oldloc;
-       game.oldloc=game.loc;
-       K2=0;
-       if(K == game.loc)K2=91;
-       if(CNDBIT(game.loc,4))K2=274;
-       if(K2 == 0) goto L21;
-       RSPEAK(K2);
-       return true;
-
 L21:   LL=MOD((labs(TRAVEL[KK])/1000),1000);
        if(LL != K) {
-               if(LL <= 300) {
-                       J=KEY[LL];
-                       if(FORCED(LL) && MOD((labs(TRAVEL[J])/1000),1000) == K)
-                               K2=KK;
-               }
-               if(TRAVEL[KK] < 0) goto L23;
-               KK=KK+1;
-               goto L21;
-
-L23:           KK=K2;
-               if(KK == 0) {
-                       RSPEAK(140);
-                       return true;
-               }
+           if(LL <= 300) {
+               if(FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == K)
+                   K2=KK;
+           }
+           if(TRAVEL[KK] < 0)
+               goto L23;
+           KK=KK+1;
+           goto L21;
+
+       L23:            KK=K2;
+           if(KK == 0) {
+               RSPEAK(140);
+               return true;
+           }
        }
 
        K=MOD(labs(TRAVEL[KK]),1000);
        KK=KEY[game.loc];
-        goto L9;
+       goto L9;
 
-/*  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. */
-
-L30:   if(game.detail < 3)RSPEAK(15);
-       game.detail=game.detail+1;
-       game.wzdark=false;
-       game.abbrev[game.loc]=0;
-       return true;
-
-/*  Cave.  Different messages depending on whether above ground. */
-
-L40:   K=58;
-       if(OUTSID(game.loc) && game.loc != 8)K=57;
-       RSPEAK(K);
-       return true;
 
 /*  Non-applicable motion.  Various messages depending on word given. */
 
@@ -736,102 +870,8 @@ 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;
-       }
-
-/*  Hints */
-
-/*  Come here if he's been long enough at required loc(s) for some unused hint.
- *  hint number is in variable "hint".  Branch to quick test for additional
- *  conditions, then come back to do neat stuff.  Goto 40010 if conditions are
- *  met and we want to offer the hint.  Goto 40020 to clear game.hintlc back to zero,
- *  40030 to take no action yet. */
-
-L40000:    switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: goto
-               L40300; case 3: goto L40400; case 4: goto L40500; case 5: goto
-               L40600; case 6: goto L40700; case 7: goto L40800; case 8: goto
-               L40900; case 9: goto L41000; }
-/*             CAVE  BIRD  SNAKE MAZE  DARK  WITT  URN   WOODS OGRE
- *             JADE */
-       BUG(27);
-
-L40010: game.hintlc[HINT]=0;
-       if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602;
-       SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
-       RSPEAK(261);
-       game.hinted[HINT]=YES(cmdin,175,HINTS[HINT][4],54);
-       if(game.hinted[HINT] && game.limit > 30)game.limit=game.limit+30*HINTS[HINT][2];
-L40020: game.hintlc[HINT]=0;
-L40030:  goto L2602;
-
-/*  Now for the quick tests.  See database description for one-line notes. */
-
-L40100: if(game.prop[GRATE] == 0 && !HERE(KEYS)) goto L40010;
-        goto L40020;
-
-L40200: if(game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD) goto L40010;
-        goto L40030;
-
-L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
-        goto L40020;
-
-L40400: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0 && game.holdng >
-               1) goto L40010;
-        goto L40020;
-
-L40500: if(game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1) goto L40010;
-        goto L40020;
-
-L40600:  goto L40010;
-
-L40700: if(game.dflag == 0) goto L40010;
-        goto L40020;
-
-L40800: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0) goto
-               L40010;
-        goto L40030;
-
-L40900: I=ATDWRF(game.loc);
-       if(I < 0) goto L40020;
-       if(HERE(OGRE) && I == 0) goto L40010;
-        goto L40030;
-
-L41000: if(game.tally == 1 && game.prop[JADE] < 0) goto L40010;
-        goto L40020;
-
-
-
-
+       croak(cmdin);
+       goto L2000;
 
 /*  Cave closing and scoring */