- if(I != 6) goto L6027;
-
- /* The pirate's spotted him. He leaves him alone once we've
- * found chest. K counts if a treasure is here. If not, and
- * tally=1 for an unseen chest, let the pirate be spotted.
- * Note that game.place(CHEST)=0 might mean that he's thrown
- * it to the troll, but in that case he's seen the chest
- * (game.prop=0). */
-
- if(game.loc == game.chloc || game.prop[CHEST] >= 0) goto L6030;
- K=0;
- /* 6020 */ for (J=50; J<=MAXTRS; J++) {
-/* Pirate won't take pyramid from plover room or dark room (too easy!). */
- if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6020;
- if(TOTING(J)) goto L6021;
- L6020: if(HERE(J))K=1;
- } /* end loop */
- if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP]
- == 1) goto L6025;
- if(game.odloc[6] != game.dloc[6] && PCT(20))RSPEAK(127);
- goto L6030;
-
- L6021: if(game.place[CHEST] != 0) goto L6022;
- /* Install chest only once, to insure it is the last treasure in
- * the list. */
- MOVE(CHEST,game.chloc);
- MOVE(MESSAG,game.chloc2);
- L6022: RSPEAK(128);
- /* 6023 */ for (J=50; J<=MAXTRS; J++) {
- if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6023;
- if(AT(J) && game.fixed[J] == 0)CARRY(J,game.loc);
- if(TOTING(J))DROP(J,game.chloc);
- L6023: /*etc*/ ;
- } /* end loop */
- L6024: game.dloc[6]=game.chloc;
- game.odloc[6]=game.chloc;
- game.dseen[6]=false;
- goto L6030;
-
- L6025:
- RSPEAK(186);
- MOVE(CHEST,game.chloc);
- MOVE(MESSAG,game.chloc2);
- goto L6024;
-
- /* This threatening little dwarf is in the room with him! */
- L6027:
+ if(I == PIRATE) {
+ /* The pirate's spotted him. He leaves him alone once we've
+ * found chest. K counts if a treasure is here. If not, and
+ * tally=1 for an unseen chest, let the pirate be spotted.
+ * Note that game.place(CHEST)=0 might mean that he's thrown
+ * it to the troll, but in that case he's seen the chest
+ * (game.prop=0). */
+ if(game.loc == game.chloc || game.prop[CHEST] >= 0) continue;
+ K=0;
+ for (J=50; J<=MAXTRS; J++) {
+ /* Pirate won't take pyramid from plover room or dark
+ * room (too easy!). */
+ if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))
+ goto L6020;
+ if(TOTING(J))
+ goto L6021;
+ L6020:
+ if(HERE(J))K=1;
+ } /* end loop */
+ if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP] == 1)
+ goto L6025;
+ if(game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
+ RSPEAK(127);
+ continue;
+
+ L6021: if(game.place[CHEST] != 0) goto L6022;
+ /* Install chest only once, to insure it is the last treasure in
+ * the list. */
+ MOVE(CHEST,game.chloc);
+ MOVE(MESSAG,game.chloc2);
+ L6022: RSPEAK(128);
+ /* 6023 */ for (J=50; J<=MAXTRS; J++) {
+ if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6023;
+ if(AT(J) && game.fixed[J] == 0)CARRY(J,game.loc);
+ if(TOTING(J))DROP(J,game.chloc);
+ L6023: /*etc*/ ;
+ }
+ L6024:
+ game.dloc[PIRATE]=game.chloc;
+ game.odloc[PIRATE]=game.chloc;
+ game.dseen[PIRATE]=false;
+ continue;
+
+ L6025:
+ RSPEAK(186);
+ MOVE(CHEST,game.chloc);
+ MOVE(MESSAG,game.chloc2);
+ goto L6024;
+
+ }
+
+ /* This threatening little dwarf is in the room with him! */