Refactor hinting logic to pull more code out of mainline.
authorEric S. Raymond <esr@thyrsus.com>
Mon, 12 Jun 2017 12:31:32 +0000 (08:31 -0400)
committerEric S. Raymond <esr@thyrsus.com>
Mon, 12 Jun 2017 12:31:32 +0000 (08:31 -0400)
main.c

diff --git a/main.c b/main.c
index f59dc351283f590e24313e15c4ca3f64b2c3ca17..36773b35572e16ccbf69ce9a47c6ff73a29d14bb 100644 (file)
--- a/main.c
+++ b/main.c
@@ -164,83 +164,100 @@ 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. */
+/*  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).
+ */
+static void checkhints(FILE *cmdin)
 {
-    int i;
+    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];
+           /*  Come here if he's been long enough at required loc(s) for some
+            *  unused hint. */
+           if (game.hintlc[hint] >= HINTS[hint][1]) 
+           {
+               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;
+               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];
            }
-       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)
@@ -786,6 +803,42 @@ static bool closecheck(void)
     return false;
 }
 
+static void lampcheck(void)
+/* Check game limit and lamp timers */
+{
+    if (game.prop[LAMP] == 1)
+       --game.limit;
+
+    /*  Another way we can force an end to things is by having the
+     *  lamp give out.  When it gets close, we come here to warn
+     *  him.  First following ar, if the lamp and fresh batteries are
+     *  here, in which case we replace the batteries and continue.
+     *  Second is for other cases of lamp dying.  12400 is when it
+     *  goes out.  Even then, he can explore outside for a while
+     *  if desired. */
+    if (game.limit<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP))
+    {
+       RSPEAK(188);
+       game.prop[BATTER]=1;
+       if (TOTING(BATTER))
+           DROP(BATTER,game.loc);
+       game.limit=game.limit+2500;
+       game.lmwarn=false;
+    } else if (game.limit == 0) {
+       game.limit= -1;
+       game.prop[LAMP]=0;
+       if (HERE(LAMP))
+           RSPEAK(184);
+    } else if (game.limit <= 30) {
+       if (!game.lmwarn && HERE(LAMP)) {
+           game.lmwarn=true;
+           int spk=187;
+           if (game.place[BATTER] == 0)spk=183;
+           if (game.prop[BATTER] == 1)spk=189;
+           RSPEAK(spk);
+       }
+    }
+}
 
 static bool do_command(FILE *cmdin)
 {
@@ -883,33 +936,22 @@ L2004:
      *  or trident, and the effects propagate.  So the whole thing was flushed.
      *  anyone who makes such a gross blunder isn't likely to find everything
      *  else anyway (so goes the rationalisation). */
-L2006: KK=game.prop[obj];
+L2006:
+    KK=game.prop[obj];
     if (obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
     PSPEAK(obj,KK);
-L2008: i=game.link[i];
+L2008:
+    i=game.link[i];
     goto L2004;
 
-L2012: VERB=0;
+L2012:
+    VERB=0;
     game.oldobj=obj;
     obj=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) {
-       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];
-           if (game.hintlc[hint] >= HINTS[hint][1]) 
-               dohint(cmdin, hint);
-       }
-    }
-           
+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
@@ -957,36 +999,8 @@ L2607:
        else
            goto L19999;
 
-    if (game.prop[LAMP] == 1)
-       --game.limit;
+    lampcheck();
 
-    /*  Another way we can force an end to things is by having the
-     *  lamp give out.  When it gets close, we come here to warn
-     *  him.  First following ar, if the lamp and fresh batteries are
-     *  here, in which case we replace the batteries and continue.
-     *  Second is for other cases of lamp dying.  12400 is when it
-     *  goes out.  Even then, he can explore outside for a while
-     *  if desired. */
-    if (game.limit<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP))
-    {
-       RSPEAK(188);
-       game.prop[BATTER]=1;
-       if (TOTING(BATTER))DROP(BATTER,game.loc);
-       game.limit=game.limit+2500;
-       game.lmwarn=false;
-    } else if (game.limit == 0) {
-       game.limit= -1;
-       game.prop[LAMP]=0;
-       if (HERE(LAMP))RSPEAK(184);
-    } else if (game.limit <= 30) {
-       if (!game.lmwarn && HERE(LAMP)) {
-           game.lmwarn=true;
-           int spk=187;
-           if (game.place[BATTER] == 0)spk=183;
-           if (game.prop[BATTER] == 1)spk=189;
-           RSPEAK(spk);
-       }
-    }
 L19999:
     k=43;
     if (LIQLOC(game.loc) == WATER)k=70;