Refactor hinting logic to pull more code out of mainline.

This commit is contained in:
Eric S. Raymond 2017-06-12 08:31:32 -04:00
parent bd6e402512
commit d7ae7efd30

256
main.c
View file

@ -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)
{
@ -883,32 +936,21 @@ 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
@ -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;