}
++kk;
} while
- (!T_STOP(travel[kk - 1]));
+ (!travel[kk - 1].stop);
tk[j] = game.odloc[i];
if (j >= 2)
--j;
if (FORCED(scratchloc) && T_DESTINATION(travel[tkey[scratchloc]]) == motion)
k2 = kk;
}
- if (!T_STOP(travel[kk])) {
+ if (!travel[kk].stop) {
++kk; /* go to next travel entry for this location */
continue;
}
}
}
- motion = T_MOTION(travel[kk]);
+ motion = travel[kk].motion;
kk = tkey[game.loc];
break; /* fall through to ordinary travel */
}
/* Look for a way to fulfil the motion - kk indexes the beginning
* of the motion entries for here (game.loc). */
for (;;) {
- if (T_TERMINATE(travel[kk]) || T_MOTION(travel[kk]) == motion)
+ if (T_TERMINATE(travel[kk]) || travel[kk].motion == motion)
break;
- if (T_STOP(travel[kk])) {
+ if (travel[kk].stop) {
/* FIXME: Magic numbers! */
/* Couldn't find an entry matching the motion word passed
* in. Various messages depending on word given. */
} else if (game.prop[motion] != game.newloc / 100 - 3)
break;
do {
- if (T_STOP(travel[kk]))
+ if (travel[kk].stop)
BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
++kk;
game.newloc = T_HIGH(travel[kk]);
* pretend he wasn't carrying it after all. */
drop(EMERALD, game.loc);
do {
- if (T_STOP(travel[kk]))
+ if (travel[kk].stop)
BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
++kk;
game.newloc = T_HIGH(travel[kk]);