* actual motion, but can be spotted by "go back". */
/* FIXME: Arithmetic on location numbers */
game.newloc = 99 + 100 - game.loc;
- if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
- return true;
- game.newloc = game.loc;
- RSPEAK(MUST_DROP);
+ if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMRALD))) {
+ game.newloc = game.loc;
+ RSPEAK(MUST_DROP);
+ }
return true;
case 2:
/* Travel 302. Plover transport. Drop the emerald (only use
++kk;
game.newloc = labs(TRAVEL[kk]) / 1000;
} while
- (game.newloc == scratchloc);
+ (game.newloc == scratchloc);
continue; /* back to top of do/while loop */
case 3:
/* Travel 303. Troll bridge. Must be done only as special
game.prop[BEAR] = 3;
game.oldlc2 = game.newloc;
croak(cmdin);
- return false;
}
}
BUG(20);
}
} while
- (false);
+ (false);
/* FIXME: Arithmetic on location number, becoming a message number */
RSPEAK(game.newloc - 500);
game.newloc = game.loc;