Refactor main command loop to eliminate L2000.

This commit is contained in:
Eric S. Raymond 2017-06-12 09:42:43 -04:00
parent 1c4097314a
commit d85ef403af

343
main.c
View file

@ -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);
listobjects();
L2012:
VERB=0;
game.oldobj=obj;
obj=0;
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 (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 */
}
}
game.wzdark=DARK(game.loc);
if (game.knfloc > 0 && game.knfloc != game.loc)
game.knfloc=0;
if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
/* This is where we get a new command from the user */
if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
return false;
listobjects();
/* 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)
L2012:
VERB=0;
if (VERB == SAY) {
part=transitive;
goto Laction;
}
if (closecheck())
if (game.closed)
return true;
else
goto L19999;
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);
}
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
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);
game.oldobj=obj;
obj=0;
goto L2600;
case 19000:
/* Oh dear, he's disturbed the dwarves. */
RSPEAK(136);
score(0);
return true;
default:
BUG(99);
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];
}
}
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;
/* 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();
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);
}
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;
case 8:
playermove(cmdin, VERB, NUL);
return true;
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 */