Comment polishing.
[open-adventure.git] / main.c
diff --git a/main.c b/main.c
index 9c56a0e06760a36644caabc9b1ae96993a94b77c..d11575613113e186e3b5eb37e5f99cd040f8bdf8 100644 (file)
--- a/main.c
+++ b/main.c
@@ -3,14 +3,15 @@
  *
  * The author - Don Woods - apologises for the style of the code; it
  * is a result of running the original Fortran IV source through a
- * home-brew Fortran-to-C converter.)
+ * home-brew Fortran-to-C converter.
  *
- * Now that the code has been restructured into idiomatic C, the following
- * is more appropriate:
+ * Now that the code has been restructured into something much closer
+ * to idiomatic C, the following is more appropriate:
  *
- * ESR apologizes for the remaing gotos (now confined to two functions in this
- * file - they used to be *everywhere*), and the offensive globals.  Applying
- * the Structured Program Theorem can be hard.
+ * ESR apologizes for the remaing gotos (now confined to two functions
+ * in this file - there used to be over 350 of them, *everywhere*),
+ * and for the offensive globals.  Applying the Structured Program
+ * Theorem can be hard.
  */
 #include <stdlib.h>
 #include <stdio.h>
@@ -43,6 +44,8 @@ long WD1, WD1X, WD2, WD2X;
 
 FILE  *logfp;
 bool oldstyle = false;
+bool editline = true;
+bool prompt = true;
 lcg_state lcgstate;
 
 extern void initialise();
@@ -77,9 +80,9 @@ int main(int argc, char *argv[])
        
 /*  Options. */
 
-    while ((ch = getopt(argc, argv, "l:o")) != EOF) {
+    while ((ch = getopt(argc, argv, "l:os")) != EOF) {
        switch (ch) {
-case 'l':
+       case 'l':
            logfp = fopen(optarg, "w");
            if (logfp == NULL)
                fprintf(stderr,
@@ -89,6 +92,10 @@ case 'l':
            break;
        case 'o':
            oldstyle = true;
+           editline = prompt = false;
+           break;
+       case 's':
+           editline = false;
            break;
        }
     }
@@ -392,6 +399,10 @@ static bool dwarfmove(void)
                    game.dloc[PIRATE]=game.chloc;
                    game.odloc[PIRATE]=game.chloc;
                    game.dseen[PIRATE]=false;
+                   /* C doesn't have what the Structured rogramming
+                    * Theorem says we need here - multi-level loop
+                    * breakout. We simulate with a goto. Irreducible, alas.
+                    */
                    goto jumpout;
                }
                if (HERE(j))
@@ -599,90 +610,104 @@ static bool playermove(FILE *cmdin, token_t verb, int motion)
     }
     LL=LL/1000;
 
-    for (;;) {
-       game.newloc=LL/1000;
-       motion=MOD(game.newloc,100);
-       if (game.newloc <= 300) {
-           if (game.newloc <= 100) {
-               if (game.newloc == 0 || PCT(game.newloc))
-                   break;
+    do {
+       /*
+        * (ESR) This special-travel loop may have to be repeated if it includes
+        * the plover passage.  Same deal for any future cases wgerw we beed to 
+        * block travel and then redo it once the blocking condition has been
+        * removed.
+        */
+       for (;;) {
+           game.newloc=LL/1000;
+           motion=MOD(game.newloc,100);
+           if (game.newloc <= 300) {
+               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)))
-                 break;
-           /* else fall through */
+           }
+           else if (game.prop[motion] != game.newloc/100-3)
+               break;
+           do {
+               if (TRAVEL[KK] < 0)BUG(25);
+               ++KK;
+               game.newloc=labs(TRAVEL[KK])/1000;
+           } while
+               (game.newloc == LL);
+           LL=game.newloc;
        }
-       else if (game.prop[motion] != game.newloc/100-3)
-           break;
-    L12:
-       do {
-           if (TRAVEL[KK] < 0)BUG(25);
-           ++KK;
-           game.newloc=labs(TRAVEL[KK])/1000;
-       } while
-           (game.newloc == LL);
-       LL=game.newloc;
-    }
 
-    game.newloc=MOD(LL,1000);
-    if (game.newloc <= 300)
-       return true;
-    if (game.newloc <= 500) {
-       game.newloc=game.newloc-300;
-       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". */
-           game.newloc=99+100-game.loc;
-           if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
-               return true;
-           game.newloc=game.loc;
-           RSPEAK(117);
+       game.newloc=MOD(LL,1000);
+       if (game.newloc <= 300)
            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(EMRALD,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);
+       if (game.newloc <= 500) {
+           game.newloc=game.newloc-300;
+           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". */
+               game.newloc=99+100-game.loc;
+               if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
+                   return true;
                game.newloc=game.loc;
+               RSPEAK(117);
                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(162);
-               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(cmdin);
-               return false;
+           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(EMRALD,game.loc);
+               do {
+                   if (TRAVEL[KK] < 0)BUG(25);
+                   ++KK;
+                   game.newloc=labs(TRAVEL[KK])/1000;
+               } while
+                   (game.newloc == LL);
+               continue;       /* back to top of do/while loop */
+           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(162);
+                   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(cmdin);
+                   return false;
+               }
            }
+           BUG(20);
        }
-       BUG(20);
-    }
+    } while
+           (false);
     RSPEAK(game.newloc-500);
     game.newloc=game.loc;
     return true;
@@ -712,7 +737,6 @@ static bool closecheck(void)
     if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
        --game.clock1;
 
-
     /*  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
@@ -888,6 +912,7 @@ static void listobjects(void)
 }
 
 static bool do_command(FILE *cmdin)
+/* Get and execute a command */ 
 {
     long KQ, VERB, KK, V1, V2;
     long i, k, KMOD;
@@ -923,183 +948,180 @@ static bool do_command(FILE *cmdin)
 
     /*  Describe the current location and (maybe) get next command. */
 
-    /*  Print text for current loc. */
-
-L2000:
-    if (game.loc == 0)
-       croak(cmdin);
-    char* msg = short_location_descriptions[game.loc];
-    if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || msg == 0)
-       msg=long_location_descriptions[game.loc];
-    if (!FORCED(game.loc) && DARK(game.loc)) {
-       /*  The easiest way to get killed is to fall into a pit in
-        *  pitch darkness. */
-       if (game.wzdark && PCT(35)) {
-           RSPEAK(23);
-           game.oldlc2 = game.loc;
+    for (;;) {
+       if (game.loc == 0)
            croak(cmdin);
-           goto L2000;
+       char* msg = short_location_descriptions[game.loc];
+       if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || msg == 0)
+           msg=long_location_descriptions[game.loc];
+       if (!FORCED(game.loc) && DARK(game.loc)) {
+           /*  The easiest way to get killed is to fall into a pit in
+            *  pitch darkness. */
+           if (game.wzdark && PCT(35)) {
+               RSPEAK(23);
+               game.oldlc2 = game.loc;
+               croak(cmdin);
+               continue;       /* back to top of main interpreter loop */
+           }
+           msg=arbitrary_messages[16];
        }
-       msg=arbitrary_messages[16];
-    }
-    if (TOTING(BEAR))RSPEAK(141);
-    newspeak(msg);
-    if (FORCED(game.loc)) {
-       if (playermove(cmdin, VERB, 1))
-           return true;
-       else
-           goto L2000;
-    }
-    if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
+       if (TOTING(BEAR))RSPEAK(141);
+       newspeak(msg);
+       if (FORCED(game.loc)) {
+           if (playermove(cmdin, VERB, 1))
+               return true;
+           else
+               continue;       /* back to top of main interpreter loop */
+       }
+       if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
 
-    listobjects();
+       listobjects();
+
+    L2012:
+       VERB=0;
+       game.oldobj=obj;
+       obj=0;
 
-L2012:
-    VERB=0;
-    game.oldobj=obj;
-    obj=0;
+    L2600:
+       checkhints(cmdin);
 
-L2600:
-    checkhints(cmdin);
-  
-    /*  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 (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];
+       /*  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 (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(game.loc);
-    if (game.knfloc > 0 && game.knfloc != game.loc)
-       game.knfloc=0;
+       game.wzdark=DARK(game.loc);
+       if (game.knfloc > 0 && game.knfloc != game.loc)
+           game.knfloc=0;
 
-    /* This is where we get a new command from the user */
-    if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
-       return false;
+       /* 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. */
-L2607:
-    game.foobar=(game.foobar>0 ? -game.foobar : 0);
-    ++game.turns;
-    if (game.turns == game.thresh) {
-       newspeak(turn_threshold_messages[game.trndex]);
-       game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
-       ++game.trndex;
-       game.thresh = -1;
-       if (game.trndex <= TRNVLS)
-           game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
-    }
-    if (VERB == SAY && WD2 > 0)
-       VERB=0;
-    if (VERB == SAY) {
-       part=transitive;
-       goto Laction;
-    }
-    if (closecheck())
-       if (game.closed)
-           return true;
-       else
-           goto L19999;
-
-    lampcheck();
+       /*  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;
+       if (game.turns == game.thresh) {
+           newspeak(turn_threshold_messages[game.trndex]);
+           game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
+           ++game.trndex;
+           game.thresh = -1;
+           if (game.trndex <= TRNVLS)
+               game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
+       }
+       if (VERB == SAY && WD2 > 0)
+           VERB=0;
+       if (VERB == SAY) {
+           part=transitive;
+           goto Laction;
+       }
+       if (closecheck()) {
+           if (game.closed)
+               return true;
+       } else
+           lampcheck();
 
-L19999:
-    k=43;
-    if (LIQLOC(game.loc) == WATER)k=70;
-    V1=VOCAB(WD1,-1);
-    V2=VOCAB(WD2,-1);
-    if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) {
-       RSPEAK(k);
-       goto L2012;
-    }
-    if (V1 == ENTER && WD2 > 0) {
-       WD1=WD2;
-       WD1X=WD2X;
-       WD2=0;
-    } else {
-       if (!((V1 != 1000+WATER && V1 != 1000+OIL) ||
-             (V2 != 1000+PLANT && V2 != 1000+DOOR))) {
-           if (AT(V2-1000))
-               WD2=MAKEWD(16152118);
+       k=43;
+       if (LIQLOC(game.loc) == WATER)k=70;
+       V1=VOCAB(WD1,-1);
+       V2=VOCAB(WD2,-1);
+       if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) {
+           RSPEAK(k);
+           goto L2012;
        }
-       if (V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
-           WD1=MAKEWD(301200308);
-    }
-L2620:
-    if (WD1 == MAKEWD(23051920)) {
-       ++game.iwest;
-       if (game.iwest == 10)
-           RSPEAK(17);
-    }
-    if (WD1 == MAKEWD( 715) && WD2 != 0) {
-       if (++igo == 10)
-           RSPEAK(276);
-    }
-L2630:
-    i=VOCAB(WD1,-1);
-    if (i == -1) {
-       /* Gee, I don't understand. */
-       if (fallback_handler(rawbuf))
+       if (V1 == ENTER && WD2 > 0) {
+           WD1=WD2;
+           WD1X=WD2X;
+           WD2=0;
+       } else {
+           if (!((V1 != 1000+WATER && V1 != 1000+OIL) ||
+                 (V2 != 1000+PLANT && V2 != 1000+DOOR))) {
+               if (AT(V2-1000))
+                   WD2=MAKEWD(16152118);
+           }
+           if (V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
+               WD1=MAKEWD(301200308);
+       }
+    L2620:
+       if (WD1 == MAKEWD(23051920)) {
+           ++game.iwest;
+           if (game.iwest == 10)
+               RSPEAK(17);
+       }
+       if (WD1 == MAKEWD( 715) && WD2 != 0) {
+           if (++igo == 10)
+               RSPEAK(276);
+       }
+    L2630:
+       i=VOCAB(WD1,-1);
+       if (i == -1) {
+           /* Gee, I don't understand. */
+           if (fallback_handler(rawbuf))
+               return true;
+           SETPRM(1,WD1,WD1X);
+           RSPEAK(254);
+           goto L2600;
+       }
+       KMOD=MOD(i,1000);
+       KQ=i/1000+1;
+       switch (KQ-1)
+       {
+       case 0:
+           if (playermove(cmdin, VERB, KMOD))
+               return true;
+           else
+               continue;       /* back to top of main interpreter loop */
+       case 1: part=unknown; obj = KMOD; break;
+       case 2: part=intransitive; VERB = KMOD; break;
+       case 3: RSPEAK(KMOD); goto L2012;
+       default: BUG(22);
+       }
+
+    Laction:
+       switch (action(cmdin, part, VERB, obj)) {
+       case GO_TERMINATE:
            return true;
-       SETPRM(1,WD1,WD1X);
-       RSPEAK(254);
-       goto L2600;
-    }
-    KMOD=MOD(i,1000);
-    KQ=i/1000+1;
-    switch (KQ-1)
-    {
-    case 0:
-       if (playermove(cmdin, VERB, KMOD))
+       case GO_MOVE: 
+           playermove(cmdin, VERB, NUL);
            return true;
-       else
-           goto L2000;
-    case 1: part=unknown; obj = KMOD; break;
-    case 2: part=intransitive; VERB = KMOD; break;
-    case 3: RSPEAK(KMOD); goto L2012;
-    default: BUG(22);
-    }
-
-Laction:
-    switch (action(cmdin, part, VERB, obj)) {
-    case 2: return true;
-    case 8: 
-       if (playermove(cmdin, VERB, NUL))
+       case GO_TOP: continue;  /* back to top of main interpreter loop */
+       case GO_CLEAROBJ: goto L2012;
+       case GO_CHECKHINT: goto L2600;
+       case GO_CHECKFOO: goto L2607;
+       case GO_LOOKUP: goto L2630;
+       case GO_WORD2:
+           /* Get second word for analysis. */
+           WD1=WD2;
+           WD1X=WD2X;
+           WD2=0;
+           goto L2620;
+       case GO_UNKNOWN:
+           /*  Random intransitive verbs come here.  Clear obj just in case
+            *  (see attack()). */
+           SETPRM(1,WD1,WD1X);
+           RSPEAK(257);
+           obj=0;
+           goto L2600;
+       case GO_DWARFWAKE:
+           /*  Oh dear, he's disturbed the dwarves. */
+           RSPEAK(136);
+           score(0);
            return true;
-       else
-           goto L2000;
-    case 2000: goto L2000;
-    case 2012: goto L2012;
-    case 2600: goto L2600;
-    case 2607: goto L2607;
-    case 2630: goto L2630;
-    case 2800:
-       /* Get second word for analysis. */
-       WD1=WD2;
-       WD1X=WD2X;
-       WD2=0;
-       goto L2620;
-    case 8000:
-       /*  Random intransitive verbs come here.  Clear obj just in case
-        *  (see attack()). */
-       SETPRM(1,WD1,WD1X);
-       RSPEAK(257);
-       obj=0;
-       goto L2600;
-    case 19000:
-       /*  Oh dear, he's disturbed the dwarves. */
-       RSPEAK(136);
-       score(0);
-       return true;
-    default:
-       BUG(99);
+       default:
+           BUG(99);
+       }
     }
 }
+
+/* end */