- /* See if a dwarf has seen him and has come from where he
- * wants to go. If so, the dwarf's blocking his way. If
- * coming from place forbidden to pirate (dwarves rooted in
- * place) let him get out (and attacked). */
- if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) {
- for (i=1; i<=NDWARVES-1; i++) {
- if (game.odloc[i] == game.newloc && game.dseen[i]) {
- game.newloc=game.loc;
- RSPEAK(2);
- break;
- }
- }
- }
- game.loc=game.newloc;
-
- if (!dwarfmove())
- croak(cmdin);
-
- /* Describe the current location and (maybe) get next command. */
-
- /* Print text for current loc. */
-
-L2000: if (game.loc == 0)
- croak(cmdin);
- char* msg = short_location_descriptions[game.loc];
- if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || msg == 0)
- msg=long_location_descriptions[game.loc];
- if (!FORCED(game.loc) && DARK(game.loc)) {
- /* The easiest way to get killed is to fall into a pit in
- * pitch darkness. */
- if (game.wzdark && PCT(35)) {
- RSPEAK(23);
- game.oldlc2 = game.loc;
- croak(cmdin);
- goto L2000;
- }
- msg=arbitrary_messages[16];
- }
- if (TOTING(BEAR))RSPEAK(141);
- newspeak(msg);
- KMOD=1;
- if (FORCED(game.loc)) {
- goto L8;
- }
- if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
-
- /* Print out descriptions of objects at this location. If
- * not closing and property value is negative, tally off
- * another treasure. Rug is special case; once seen, its
- * game.prop is 1 (dragon on it) till dragon is killed.
- * Similarly for chain; game.prop is initially 1 (locked to
- * bear). These hacks are because game.prop=0 is needed to
- * get full score. */
-
- if (DARK(game.loc)) goto L2012;
- ++game.abbrev[game.loc];
- i=game.atloc[game.loc];
-L2004:
- if (i == 0)
- goto L2012;
- obj=i;
- if (obj > NOBJECTS)obj=obj-NOBJECTS;
- if (obj == STEPS && TOTING(NUGGET)) goto L2008;
- if (game.prop[obj] >= 0) goto L2006;
- if (game.closed) goto L2008;
- game.prop[obj]=0;
- if (obj == RUG || obj == CHAIN)game.prop[obj]=1;
- --game.tally;
- /* Note: There used to be a test here to see whether the player had blown it
- * so badly that he could never ever see the remaining treasures, and if so
- * the lamp was zapped to 35 turns. But the tests were too simple-minded;
- * things like killing the bird before the snake was gone (can never see
- * jewelry), and doing it "right" was hopeless. E.G., could cross troll
- * bridge several times, using up all available treasures, breaking vase,
- * using coins to buy batteries, etc., and eventually never be able to get
- * across again. If bottle were left on far side, could then never get eggs
- * or trident, and the effects propagate. So the whole thing was flushed.
- * anyone who makes such a gross blunder isn't likely to find everything
- * else anyway (so goes the rationalisation). */
-L2006: KK=game.prop[obj];
- if (obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
- PSPEAK(obj,KK);
-L2008: i=game.link[i];
- goto L2004;
-
-L2012: VERB=0;
- game.oldobj=obj;
- obj=0;
-
- /* Check if this loc is eligible for any hints. If been here
- * long enough, branch to help section (on later page). Hints
- * all come back here eventually to finish the loop. Ignore
- * "HINTS" < 4 (special stuff, see database notes).
- */
-L2600: if (COND[game.loc] >= game.conds) {
- for (int hint=1; hint<=HNTMAX; hint++) {
- if (game.hinted[hint])
- continue;
- if (!CNDBIT(game.loc,hint+10))
- game.hintlc[hint]= -1;
- ++game.hintlc[hint];
- if (game.hintlc[hint] >= HINTS[hint][1])
- dohint(cmdin, hint);
- }
- }
-
- /* If closing time, check for any objects being toted with
- * game.prop < 0 and set the prop to -1-game.prop. This way
- * objects won't be described until they've been picked up
- * and put down separate from their respective piles. Don't
- * tick game.clock1 unless well into cave (and not at Y2). */
- if (game.closed) {
- if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
- PSPEAK(OYSTER,1);
- for (i=1; i<=NOBJECTS; i++) {
- if (TOTING(i) && game.prop[i] < 0)
- game.prop[i] = -1-game.prop[i];
- }
- }
- game.wzdark=DARK(game.loc);
- if (game.knfloc > 0 && game.knfloc != game.loc)
- game.knfloc=0;
-
- /* This is where we get a new command from the user */
- if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
- return false;
+ if (game.newloc > 500) {
+ /* Execute a speak rule */
+ rspeak(L_SPEAK(game.newloc));
+ game.newloc = game.loc;
+ return;
+ } 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". */
+ /* FIXME: Arithmetic on location numbers */
+ game.newloc = 99 + 100 - game.loc;
+ if (game.holdng > 1 ||
+ (game.holdng == 1 && !TOTING(EMERALD))) {
+ game.newloc = game.loc;
+ rspeak(MUST_DROP);
+ }
+ return;
+ 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(EMERALD, game.loc);
+ int te_tmp = travel_entry;
+ do {
+ if (travel[te_tmp].stop)
+ BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
+ ++te_tmp;
+ } while
+ (traveleq(travel_entry, te_tmp));
+ travel_entry = te_tmp;
+ 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. */
+ if (game.prop[TROLL] == TROLL_PAIDONCE) {
+ pspeak(TROLL, look, TROLL_PAIDONCE, true);
+ game.prop[TROLL] = TROLL_UNPAID;
+ move(TROLL2, 0);
+ move(TROLL2 + NOBJECTS, 0);
+ move(TROLL, objects[TROLL].plac);
+ move(TROLL + NOBJECTS, objects[TROLL].fixd);
+ juggle(CHASM);
+ game.newloc = game.loc;
+ return;
+ } else {
+ game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
+ if (game.prop[TROLL] == TROLL_UNPAID)
+ game.prop[TROLL] = TROLL_PAIDONCE;
+ if (!TOTING(BEAR))
+ return;
+ rspeak(BRIDGE_COLLAPSE);
+ game.prop[CHASM] = BRIDGE_WRECKED;
+ game.prop[TROLL] = TROLL_GONE;
+ drop(BEAR, game.newloc);
+ game.fixed[BEAR] = -1;
+ game.prop[BEAR] = BEAR_DEAD;
+ game.oldlc2 = game.newloc;
+ croak();
+ return;
+ }
+ default:
+ BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
+ }
+ }
+ break; /* Leave L12 loop */
+ }
+ } while
+ (false);
+}