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) goto L30000;
+ if(game.newloc <= 500) {
+ game.newloc=game.newloc-300;
+ switch (game.newloc)
+ {
+ case 1:
+ /* Travel 301. 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". */
+ game.newloc=99+100-game.loc; /* ESR: an instance of NOBJECTS? */
+ if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
+ game.newloc=game.loc;
+ RSPEAK(117);
+ return true;
+ case 2:
+ /* Travel 302. 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
+ * pretend he wasn't carrying it after all. */
+ DROP(EMRALD,game.loc);
+ 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
+ * 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 stuff for bear. */
+ if(game.prop[TROLL] == 1) {
+ PSPEAK(TROLL,1);
+ game.prop[TROLL]=0;
+ MOVE(TROLL2,0);
+ MOVE(TROLL2+NOBJECTS,0);
+ MOVE(TROLL,PLAC[TROLL]);
+ MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
+ JUGGLE(CHASM);
+ game.newloc=game.loc;
+ return true;
+ } else {
+ game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
+ if(game.prop[TROLL] == 0)game.prop[TROLL]=1;
+ if(!TOTING(BEAR)) return true;
+ RSPEAK(162);
+ game.prop[CHASM]=1;
+ game.prop[TROLL]=2;
+ DROP(BEAR,game.newloc);
+ game.fixed[BEAR]= -1;
+ game.prop[BEAR]=3;
+ game.oldlc2=game.newloc;
+ croak(cmdin);
+ return false;
+ }
+ }
+ BUG(20);
+ }
RSPEAK(game.newloc-500);
game.newloc=game.loc;
return true;
-/* Special motions come here. Labelling convention: statement numbers NNNXX
- * (XX=00-99) are used for special case number NNN (NNN=301-500). */
-
-L30000: game.newloc=game.newloc-300;
- switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto
- L30300; }
- BUG(20);
-
-/* Travel 301. 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". */
-
-L30100: game.newloc=99+100-game.loc; /* ESR: an instance of NOBJECTS? */
- if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
- game.newloc=game.loc;
- RSPEAK(117);
- return true;
-
-/* Travel 302. 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 pretend he wasn't carrying it after all. */
-
-L30200: DROP(EMRALD,game.loc);
- goto L12;
-
-/* 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
- * 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 stuff for bear. */
-
-L30300: if(game.prop[TROLL] != 1) goto L30310;
- PSPEAK(TROLL,1);
- game.prop[TROLL]=0;
- MOVE(TROLL2,0);
- MOVE(TROLL2+NOBJECTS,0);
- MOVE(TROLL,PLAC[TROLL]);
- MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
- JUGGLE(CHASM);
- game.newloc=game.loc;
- return true;
-
-L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
- if(game.prop[TROLL] == 0)game.prop[TROLL]=1;
- if(!TOTING(BEAR)) return true;
- RSPEAK(162);
- game.prop[CHASM]=1;
- game.prop[TROLL]=2;
- DROP(BEAR,game.newloc);
- game.fixed[BEAR]= -1;
- game.prop[BEAR]=3;
- game.oldlc2=game.newloc;
- croak(cmdin);
- return false;
-
-/* End of specials. */
-
L21: LL=MOD((labs(TRAVEL[KK])/1000),1000);
if(LL != K) {
if(LL <= 300) {