K2=0;
if(K == game.loc)K2=91;
if(CNDBIT(game.loc,4))K2=274;
- if(K2 == 0) goto L21;
+ if(K2 == 0) {
+ L21:
+ LL=MOD((labs(TRAVEL[KK])/1000),1000);
+ if(LL != K) {
+ if(LL <= 300) {
+ if(FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/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;
+ }
RSPEAK(K2);
return true;
}
game.oldloc=game.loc;
L9:
- LL=labs(TRAVEL[KK]);
- if(MOD(LL,1000) == 1 || MOD(LL,1000) == K)
- goto L10;
- if(TRAVEL[KK] < 0) {
- /* Non-applicable motion. Various messages depending on
- * word given. */
- 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;
+ for (;;) {
+ LL=labs(TRAVEL[KK]);
+ if(MOD(LL,1000) == 1 || MOD(LL,1000) == K)
+ break;
+ if(TRAVEL[KK] < 0) {
+ /* Non-applicable motion. Various messages depending on
+ * word given. */
+ 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;
+ }
+ KK=KK+1;
}
- 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)
+ LL=LL/1000;
+
+L11:
+ game.newloc=LL/1000;
+ K=MOD(game.newloc,100);
+ if(game.newloc <= 300) {
+ if(game.newloc <= 100)
+ goto L14;
+ if(TOTING(K) || (game.newloc > 200 && AT(K)))
+ goto L16;
+ goto L12;
+ }
+ 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;
+L12:
+ do {
+ if(TRAVEL[KK] < 0)BUG(25);
+ KK=KK+1;
+ game.newloc=labs(TRAVEL[KK])/1000;
+ } while
+ (game.newloc == LL);
LL=game.newloc;
goto L11;
-L13: if(game.newloc <= 100)
- goto L14;
- 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);
+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) {
game.newloc=game.newloc-300;
* 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". */
- game.newloc=99+100-game.loc; /* ESR: an instance of NOBJECTS? */
- if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
+ game.newloc=99+100-game.loc;
+ if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
+ return true;
game.newloc=game.loc;
RSPEAK(117);
return true;
RSPEAK(game.newloc-500);
game.newloc=game.loc;
return true;
-
-L21: LL=MOD((labs(TRAVEL[KK])/1000),1000);
- if(LL != K) {
- if(LL <= 300) {
- if(FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/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;
}
static bool do_command(FILE *cmdin) {