- } else {
- game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
- if (game.prop[TROLL] == 0)game.prop[TROLL]=1;
- if (!TOTING(BEAR)) return true;
- RSPEAK(162);
- game.prop[CHASM]=1;
- game.prop[TROLL]=2;
- DROP(BEAR,game.newloc);
- game.fixed[BEAR]= -1;
- game.prop[BEAR]=3;
- game.oldlc2=game.newloc;
- croak(cmdin);
- return false;
+ 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
+ * pretend he wasn't carrying it after all. */
+ DROP(EMRALD,game.loc);
+ do {
+ if (TRAVEL[KK] < 0)BUG(25);
+ ++KK;
+ game.newloc=labs(TRAVEL[KK])/1000;
+ } while
+ (game.newloc == LL);
+ continue; /* back to top of do/while loop */
+ 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. */
+ if (game.prop[TROLL] == 1) {
+ PSPEAK(TROLL,1);
+ game.prop[TROLL]=0;
+ MOVE(TROLL2,0);
+ MOVE(TROLL2+NOBJECTS,0);
+ MOVE(TROLL,PLAC[TROLL]);
+ MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
+ JUGGLE(CHASM);
+ game.newloc=game.loc;
+ return true;
+ } else {
+ game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
+ if (game.prop[TROLL] == 0)game.prop[TROLL]=1;
+ if (!TOTING(BEAR)) return true;
+ RSPEAK(162);
+ game.prop[CHASM]=1;
+ game.prop[TROLL]=2;
+ DROP(BEAR,game.newloc);
+ game.fixed[BEAR]= -1;
+ game.prop[BEAR]=3;
+ game.oldlc2=game.newloc;
+ croak(cmdin);
+ return false;
+ }