Minor refactoring step.

This commit is contained in:
Eric S. Raymond 2017-06-27 19:44:20 -04:00
parent b3b6314fa4
commit d891b883b9

44
main.c
View file

@ -636,6 +636,7 @@ static bool playermove(token_t verb, int motion)
break;
/* else fall through */
}
/* handles the YAML "with" clause */
if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
break;
/* else fall through */
@ -654,14 +655,20 @@ static bool playermove(token_t verb, int motion)
game.newloc = MOD(scratchloc, 1000);
if (!SPECIAL(game.newloc))
return true;
if (game.newloc <= 500) {
if (game.newloc > 500) {
/* Execute a speak rule */
rspeak(L_SPEAK(game.newloc));
game.newloc = game.loc;
return true;
} else {
game.newloc -= SPECIALBASE;
switch (game.newloc) {
case 1:
/* Travel 301. Plover-alcove passage. Can carry only
* emerald. Note: travel table must include "useless"
* entries going through passage, which can never be used for
* actual motion, but can be spotted by "go back". */
* entries going through passage, which can never be used
* for actual motion, but can be spotted by "go back". */
/* FIXME: Arithmetic on location numbers */
game.newloc = 99 + 100 - game.loc;
if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
@ -670,9 +677,10 @@ static bool playermove(token_t verb, int motion)
}
return true;
case 2:
/* Travel 302. Plover transport. Drop the emerald (only use
* special travel if toting it), so he's forced to use the
* plover-passage to get it out. Having dropped it, go back and
/* Travel 302. Plover transport. Drop the
* emerald (only use special travel if toting
* it), so he's forced to use the plover-passage
* to get it out. Having dropped it, go back and
* pretend he wasn't carrying it after all. */
drop(EMERALD, game.loc);
do {
@ -685,13 +693,15 @@ static bool playermove(token_t verb, int motion)
scratchloc = game.newloc;
continue; /* goto L12 */
case 3:
/* Travel 303. Troll bridge. Must be done only as special
* motion so that dwarves won't wander across and encounter
* the bear. (They won't follow the player there because
* that region is forbidden to the pirate.) If
* game.prop(TROLL)=1, he's crossed since paying, so step out
* and block him. (standard travel entries check for
* game.prop(TROLL)=0.) Special stuff for bear. */
/* Travel 303. Troll bridge. Must be done only
* as special motion so that dwarves won't wander
* across and encounter the bear. (They won't
* follow the player there because that region is
* forbidden to the pirate.) If
* game.prop(TROLL)=1, he's crossed since paying,
* so step out and block him. (standard travel
* entries check for game.prop(TROLL)=0.) Special
* stuff for bear. */
if (game.prop[TROLL] == 1) {
pspeak(TROLL,look, 1);
game.prop[TROLL] = 0;
@ -716,18 +726,14 @@ static bool playermove(token_t verb, int motion)
croak();
return true;
}
}
default:
BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
}
}
break; /* Leave L12 loop */
}
} while
(false);
/* Execute a speak rule */
rspeak(L_SPEAK(game.newloc));
game.newloc = game.loc;
return true;
}
static bool closecheck(void)