+#
+# The nontrivial part of this is the compilation of the YAML for
+# movement rules to the travel array that's actually used by
+# playermove(). This program first compiles the YAML to a form
+# identical to the data in section 3 of the old adventure.text file,
+# then a second stage packs that data into the travel array.
+#
+# Here are the rules of the intermediate form:
+#
+# Each row of data 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).
+
+import sys, yaml