- if(K == BACK) {
- /* Handle "go back". Look for verb which goes from game.loc to
- * game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
- * K2 saves entry -> forced loc -> previous loc. */
- K=game.oldloc;
- if(FORCED(K))K=game.oldlc2;
- game.oldlc2=game.oldloc;
- game.oldloc=game.loc;
- K2=0;
- if(K == game.loc)K2=91;
- if(CNDBIT(game.loc,4))K2=274;
- if(K2 == 0) goto L21;
- RSPEAK(K2);
- return true;
- }
- if(K == LOOK) {
- /* 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. */
- if(game.detail < 3)RSPEAK(15);
- game.detail=game.detail+1;
- game.wzdark=false;
- game.abbrev[game.loc]=0;
- return true;
- }
- if(K == CAVE) {
- /* Cave. Different messages depending on whether above ground. */
- RSPEAK((OUTSID(game.loc) && game.loc != 8) ? 57 : 58);
- return true;
- }
- game.oldlc2=game.oldloc;
- game.oldloc=game.loc;
-
-L9: LL=labs(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); /* ESR: an instance of NOBJECTS? */
- if(game.newloc <= 300) goto L13;
- if(game.prop[K] != game.newloc/100-3) goto L16;
-L12: if(TRAVEL[KK] < 0)BUG(25);
- KK=KK+1;
- game.newloc=labs(TRAVEL[KK])/1000;
- if(game.newloc == LL) goto L12;
- LL=game.newloc;
- goto L11;
-
-L13: if(game.newloc <= 100) goto L14; /* ESR: an instance of NOBJECTS? */
- 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 true;
- if(game.newloc <= 500) goto L30000;
- RSPEAK(game.newloc-500);
- game.newloc=game.loc;
- return true;
-
-/* 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-game.loc; /* ESR: an instance of NOBJECTS? */
- if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
- game.newloc=game.loc;
- RSPEAK(117);
- return true;
-
-/* 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,game.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
- * 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. */
-
-L30300: if(game.prop[TROLL] != 1) goto L30310;
- 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;
-
-L30310: 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);
- goto L2000;
-
-/* End of specials. */
-
-L21: LL=MOD((labs(TRAVEL[KK])/1000),1000);
- if(LL != K) {
- if(LL <= 300) {
- J=KEY[LL];
- if(FORCED(LL) && MOD((labs(TRAVEL[J])/1000),1000) == K)
- K2=KK;
- }
- if(TRAVEL[KK] < 0)
- goto L23;
- KK=KK+1;
- goto L21;
-
-L23: KK=K2;
- if(KK == 0) {
- RSPEAK(140);
- return true;
- }
- }
-
- K=MOD(labs(TRAVEL[KK]),1000);
- KK=KEY[game.loc];
- goto L9;
-
-
-/* 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 true;
-
-/* "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=game.loc;
- croak(cmdin);
- goto L2000;