-/* Figure out the new location
- *
- * Given the current location in "LOC", and a motion verb number in
- * "K", put the new location in "game.newloc". The current loc is
- * saved in "game.oldloc" in case he wants to retreat. The current
- * game.oldloc is saved in game.oldlc2, in case he dies. (if he
- * does, game.newloc will be limbo, and game.oldloc will be what
- * killed him, so we need game.oldlc2, which is the last place he was
- * safe.) */
-
-L8: KK=KEY[LOC];
- game.newloc=LOC;
- if(KK == 0)BUG(26);
- if(K == NUL) return;
- if(K == BACK) goto L20;
- if(K == LOOK) goto L30;
- if(K == CAVE) goto L40;
- game.oldlc2=game.oldloc;
- game.oldloc=LOC;
-
-L9: LL=IABS(TRAVEL[KK]);
- if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
- if(TRAVEL[KK] < 0) goto L50;
- KK=KK+1;
- goto L9;
-
-L10: LL=LL/1000;
-L11: game.newloc=LL/1000;
- K=MOD(game.newloc,100);
- if(game.newloc <= 300) goto L13;
- if(PROP[K] != game.newloc/100-3) goto L16;
-L12: if(TRAVEL[KK] < 0)BUG(25);
- KK=KK+1;
- game.newloc=IABS(TRAVEL[KK])/1000;
- if(game.newloc == LL) goto L12;
- LL=game.newloc;
- goto L11;
-
-L13: if(game.newloc <= 100) goto L14;
- if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16;
- goto L12;
-
-L14: if(game.newloc != 0 && !PCT(game.newloc)) goto L12;
-L16: game.newloc=MOD(LL,1000);
- if(game.newloc <= 300) return;
- if(game.newloc <= 500) goto L30000;
- RSPEAK(game.newloc-500);
- game.newloc=LOC;
- return;
-
-/* Special motions come here. Labelling convention: statement numbers NNNXX
- * (XX=00-99) are used for special case number NNN (NNN=301-500). */
-
-L30000: game.newloc=game.newloc-300;
- switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto
- L30300; }
- BUG(20);
-
-/* 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". */
-
-L30100: game.newloc=99+100-LOC;
- if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return;
- game.newloc=LOC;
- RSPEAK(117);
- return;
-
-/* 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. */
-
-L30200: DROP(EMRALD,LOC);
- goto L12;
-
-/* 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
- * PROP(TROLL)=1, he's crossed since paying, so step out and block him.
- * (standard travel entries check for PROP(TROLL)=0.) Special stuff for bear. */
-
-L30300: if(PROP[TROLL] != 1) goto L30310;
- PSPEAK(TROLL,1);
- PROP[TROLL]=0;
- MOVE(TROLL2,0);
- MOVE(TROLL2+100,0);
- MOVE(TROLL,PLAC[TROLL]);
- MOVE(TROLL+100,FIXD[TROLL]);
- JUGGLE(CHASM);
- game.newloc=LOC;
- return;
-
-L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-LOC;
- if(PROP[TROLL] == 0)PROP[TROLL]=1;
- if(!TOTING(BEAR)) return;
- RSPEAK(162);
- PROP[CHASM]=1;
- PROP[TROLL]=2;
- DROP(BEAR,game.newloc);
- FIXED[BEAR]= -1;
- PROP[BEAR]=3;
- game.oldlc2=game.newloc;
- goto L99;
-
-/* End of specials. */
-
-/* Handle "go back". Look for verb which goes from LOC to game.oldloc, or to game.oldlc2
- * If game.oldloc has forced-motion. K2 saves entry -> forced loc -> previous loc. */
-
-L20: K=game.oldloc;
- if(FORCED(K))K=game.oldlc2;
- game.oldlc2=game.oldloc;
- game.oldloc=LOC;
- K2=0;
- if(K == LOC)K2=91;
- if(CNDBIT(LOC,4))K2=274;
- if(K2 == 0) goto L21;
- RSPEAK(K2);
- return;
-
-L21: LL=MOD((IABS(TRAVEL[KK])/1000),1000);
- if(LL == K) goto L25;
- if(LL > 300) goto L22;
- J=KEY[LL];
- if(FORCED(LL) && MOD((IABS(TRAVEL[J])/1000),1000) == K)K2=KK;
-L22: if(TRAVEL[KK] < 0) goto L23;
- KK=KK+1;
- goto L21;
-
-L23: KK=K2;
- if(KK != 0) goto L25;
- RSPEAK(140);
- return;
-
-L25: K=MOD(IABS(TRAVEL[KK]),1000);
- KK=KEY[LOC];
- goto L9;
-
-/* Look. Can't give more detail. Pretend it wasn't dark (though it may "now"
- * be dark) so he won't fall into a pit while staring into the gloom. */
-
-L30: if(game.detail < 3)RSPEAK(15);
- game.detail=game.detail+1;
- game.wzdark=false;
- ABB[LOC]=0;
- return;
-
-/* Cave. Different messages depending on whether above ground. */
-
-L40: K=58;
- if(OUTSID(LOC) && LOC != 8)K=57;
- RSPEAK(K);
- return;
-
-/* Non-applicable motion. Various messages depending on word given. */
-
-L50: SPK=12;
- if(K >= 43 && K <= 50)SPK=52;
- if(K == 29 || K == 30)SPK=52;
- if(K == 7 || K == 36 || K == 37)SPK=10;
- if(K == 11 || K == 19)SPK=11;
- if(VERB == FIND || VERB == INVENT)SPK=59;
- if(K == 62 || K == 65)SPK=42;
- if(K == 17)SPK=80;
- RSPEAK(SPK);
- return;
-
-
-
-
-
-/* "You're dead, Jim."
- *
- * If the current loc is zero, it means the clown got himself killed. We'll
- * allow this maxdie times. MAXDIE is automatically set based on the number of
- * snide messages available. Each death results in a message (81, 83, etc.)
- * which offers reincarnation; if accepted, this results in message 82, 84,
- * etc. The last time, if he wants another chance, he gets a snide remark as
- * we exit. When reincarnated, all objects being carried get dropped at game.oldlc2
- * (presumably the last place prior to being killed) without change of props.
- * the loop runs backwards to assure that the bird is dropped before the cage.
- * (this kluge could be changed once we're sure all references to bird and cage
- * are done by keywords.) The lamp is a special case (it wouldn't do to leave
- * it in the cave). It is turned off and left outside the building (only if he
- * was carrying it, of course). He himself is left inside the building (and
- * heaven help him if he tries to xyzzy back into the cave without the lamp!).
- * game.oldloc is zapped so he can't just "retreat". */
-
-/* The easiest way to get killed is to fall into a pit in pitch darkness. */
-
-L90: RSPEAK(23);
- game.oldlc2=LOC;
-
-/* Okay, he's dead. Let's get on with it. */
-
-L99: if(game.closng) goto L95;
- game.numdie=game.numdie+1;
- if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54)) score(0);
- if(game.numdie == MAXDIE) score(0);
- PLACE[WATER]=0;
- PLACE[OIL]=0;
- if(TOTING(LAMP))PROP[LAMP]=0;
- /* 98 */ for (J=1; J<=100; J++) {
- I=101-J;
- if(!TOTING(I)) goto L98;
- K=game.oldlc2;
- if(I == LAMP)K=1;
- DROP(I,K);
-L98: /*etc*/ ;
- } /* end loop */
- LOC=3;
- game.oldloc=LOC;
- goto L2000;
-
-/* He died during closing time. No resurrection. Tally up a death and exit. */
-
-L95: RSPEAK(131);
- game.numdie=game.numdie+1;
- score(0);
-
-
-
-
-/* Hints */
-
-/* Come here if he's been long enough at required loc(s) for some unused hint.
- * hint number is in variable "hint". Branch to quick test for additional
- * conditions, then come back to do neat stuff. Goto 40010 if conditions are
- * met and we want to offer the hint. Goto 40020 to clear HINTLC back to zero,
- * 40030 to take no action yet. */
-
-L40000: switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: goto
- L40300; case 3: goto L40400; case 4: goto L40500; case 5: goto
- L40600; case 6: goto L40700; case 7: goto L40800; case 8: goto
- L40900; case 9: goto L41000; }
-/* CAVE BIRD SNAKE MAZE DARK WITT URN WOODS OGRE
- * JADE */
- BUG(27);
-
-L40010: HINTLC[HINT]=0;
- if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602;
- SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
- RSPEAK(261);
- HINTED[HINT]=YES(cmdin,175,HINTS[HINT][4],54);
- if(HINTED[HINT] && game.limit > 30)game.limit=game.limit+30*HINTS[HINT][2];
-L40020: HINTLC[HINT]=0;
-L40030: goto L2602;
-
-/* Now for the quick tests. See database description for one-line notes. */
-
-L40100: if(PROP[GRATE] == 0 && !HERE(KEYS)) goto L40010;
- goto L40020;
-
-L40200: if(PLACE[BIRD] == LOC && TOTING(ROD) && game.oldobj == BIRD) goto L40010;
- goto L40030;
-
-L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
- goto L40020;
-
-L40400: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0 && game.holdng >
- 1) goto L40010;
- goto L40020;
-
-L40500: if(PROP[EMRALD] != -1 && PROP[PYRAM] == -1) goto L40010;
- goto L40020;
-
-L40600: goto L40010;
-
-L40700: if(game.dflag == 0) goto L40010;
- goto L40020;
-
-L40800: if(ATLOC[LOC] == 0 && ATLOC[game.oldloc] == 0 && ATLOC[game.oldlc2] == 0) goto
- L40010;
- goto L40030;
-
-L40900: I=ATDWRF(LOC);
- if(I < 0) goto L40020;
- if(HERE(OGRE) && I == 0) goto L40010;
- goto L40030;
-
-L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010;
- goto L40020;
-
-
-