From d85ef403af225476e9c3504c3ca63c439972fcf3 Mon Sep 17 00:00:00 2001 From: "Eric S. Raymond" Date: Mon, 12 Jun 2017 09:42:43 -0400 Subject: [PATCH] Refactor main command loop to eliminate L2000. --- main.c | 331 ++++++++++++++++++++++++++++----------------------------- 1 file changed, 165 insertions(+), 166 deletions(-) diff --git a/main.c b/main.c index be3f2f1..afba467 100644 --- a/main.c +++ b/main.c @@ -712,7 +712,6 @@ 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 +887,7 @@ 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; @@ -923,184 +923,183 @@ 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; + /* 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(); + 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); + 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 == 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 2: 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 8: + 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: - playermove(cmdin, VERB, NUL); - return true; - 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); + case 2000: continue; /* back to top of main interpreter loop */ + 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); + } } } -/* EMD */ +/* end */ -- 2.31.1