From bd6e4025122e0d6c046319955aecefb07724b189 Mon Sep 17 00:00:00 2001 From: "Eric S. Raymond" Date: Mon, 12 Jun 2017 08:15:58 -0400 Subject: [PATCH] Closing-time check factored out. --- main.c | 235 ++++++++++++++++++++++++++++++--------------------------- 1 file changed, 123 insertions(+), 112 deletions(-) diff --git a/main.c b/main.c index f8b4b15..f59dc35 100644 --- a/main.c +++ b/main.c @@ -671,6 +671,122 @@ static bool playermove(FILE *cmdin, token_t verb, int motion) return true; } +static bool closecheck(void) +/* 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. */ +{ + 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 + * 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 (int 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; + return true; + } else if (game.clock1 < 0) + --game.clock2; + 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; + } + + return false; +} + + static bool do_command(FILE *cmdin) { long KQ, VERB, KK, V1, V2; @@ -709,7 +825,8 @@ static bool do_command(FILE *cmdin) /* Print text for current loc. */ -L2000: if (game.loc == 0) +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) @@ -834,118 +951,12 @@ L2607: part=transitive; goto Laction; } - if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33) - --game.clock1; - - /* 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; - } else if (game.clock1 < 0) - --game.clock2; - 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); - } + if (closecheck()) + if (game.closed) + return true; + else + goto L19999; - RSPEAK(132); - game.closed=true; - return true; - } if (game.prop[LAMP] == 1) --game.limit; -- 2.31.1