- * Section 3: Travel table. Each line contains a location number (X), a second
- * location number (Y), and a list of motion numbers (see section 4).
- * each motion represents a verb which will go to Y if currently at X.
- * Y, in turn, is interpreted as follows. Let M=Y/1000, N=Y mod 1000.
- * If N<=300 it is the location to go to.
- * If 300<N<=500 N-300 is used in a computed goto to
- * a section of special code.
- * If N>500 message N-500 from section 6 is printed,
- * and he stays wherever he is.
- * Meanwhile, M specifies the conditions on the motion.
- * If M=0 it's unconditional.
- * If 0<M<100 it is done with M% probability.
- * If M=100 unconditional, but forbidden to dwarves.
- * If 100<M<=200 he must be carrying object M-100.
- * If 200<M<=300 must be carrying or in same room as M-200.
- * If 300<M<=400 game.prop(M % 100) must *not* be 0.
- * If 400<M<=500 game.prop(M % 100) must *not* be 1.
- * If 500<M<=600 game.prop(M % 100) must *not* be 2, etc.
- * If the condition (if any) is not met, then the next *different*
- * "destination" value is used (unless it fails to meet *its* conditions,
- * in which case the next is found, etc.). Typically, the next dest will
- * be for one of the same verbs, so that its only use is as the alternate
- * destination for those verbs. For instance:
- * 15 110022 29 31 34 35 23 43
- * 15 14 29
- * This says that, from loc 15, any of the verbs 29, 31, etc., will take
- * him to 22 if he's carrying object 10, and otherwise will go to 14.
- * 11 303008 49
- * 11 9 50
- * This says that, from 11, 49 takes him to 8 unless game.prop(3)=0, in which
- * case he goes to 9. Verb 50 takes him to 9 regardless of game.prop(3).