Two goto eliminations.

This commit is contained in:
Eric S. Raymond 2017-06-10 23:44:59 -04:00
parent 9d072a8c44
commit 9b9eab70d8

205
main.c
View file

@ -830,10 +830,117 @@ L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
if (VERB == SAY) goto L4090;
if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
--game.clock1;
if (game.clock1 == 0) goto L10000;
/* 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;
}
if (game.clock1 < 0)
--game.clock2;
if (game.clock2 == 0) goto L11000;
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;
}
if (game.prop[LAMP] == 1)
--game.limit;
@ -954,101 +1061,7 @@ L8: if (playermove(cmdin, VERB))
/* Cave closing and scoring */
/* These 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. */
L10000: 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;
/* 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. */
L11000: 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;
/* Oh dear, he's disturbed the dwarves. */