game.newloc -= SPECIALBASE;
switch (game.newloc) {
case 1:
- /* Travel 301. Plover-alcove passage. Can carry only
+ /* Special travel 1. 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;
+ game.newloc = (game.loc == LOC_PLOVER)
+ ? LOC_ALCOVE
+ : LOC_PLOVER;
if (game.holdng > 1 ||
(game.holdng == 1 && !TOTING(EMERALD))) {
game.newloc = game.loc;
}
return;
case 2:
- /* Travel 302. Plover transport. Drop the
+ /* Special travel 2. 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
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
+ /* Special travel 3. 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