/*
* Action handlers. Eventually we'll do lookup through a method table
- * that calls these. Absolutely nothing like the original FORTRAN
+ * that calls these. Absolutely nothing like the original FORTRAN.
*/
+static int bigwords(long foo)
+/* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
+ * Look up WD1 in section 3 of vocab to determine which word we've got. Last
+ * word zips the eggs back to the giant room (unless already there). */
+{
+ int k=VOCAB(foo,3);
+ SPK=42;
+ if(game.foobar != 1-k) {
+ if(game.foobar != 0)SPK=151;
+ return(2011);
+ } else {
+
+ game.foobar=k;
+ if(k != 4) return(2009);
+ game.foobar=0;
+ if(game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS]))
+ return(2011);
+ /* Bring back troll if we steal the eggs back from him before
+ * crossing. */
+ if(game.place[EGGS]==0 && game.place[TROLL]==0 && game.prop[TROLL]==0)
+ game.prop[TROLL]=1;
+ k=2;
+ if(HERE(EGGS))k=1;
+ if(game.loc == PLAC[EGGS])k=0;
+ MOVE(EGGS,PLAC[EGGS]);
+ PSPEAK(EGGS,k);
+ return(2012);
+ }
+}
+
static int bivalve(token_t verb, token_t obj)
/* Clam/oyster actions */
{
return(2011);
}
+static int blast(void)
+/* Blast. No effect unless you've got dynamite, which is a neat trick! */
+{
+ if(game.prop[ROD2] < 0 || !game.closed) return(2011);
+ game.bonus=133;
+ if(game.loc == 115)game.bonus=134;
+ if(HERE(ROD2))game.bonus=135;
+ RSPEAK(game.bonus);
+ score(0);
+}
+
+static int vbreak(token_t obj)
+/* Break. Only works for mirror in repository and, of course, the vase. */
+{
+ if(obj == MIRROR)SPK=148;
+ if(obj == VASE && game.prop[VASE] == 0) {
+ SPK=198;
+ if(TOTING(VASE))DROP(VASE,game.loc);
+ game.prop[VASE]=2;
+ game.fixed[VASE]= -1;
+ return(2011);
+ } else {
+ if(obj != MIRROR || !game.closed) return(2011);
+ SPK=197;
+ return(18999);
+ }
+}
+
+
+static int brief(void)
+/* Brief. Intransitive only. Suppress long descriptions after first time. */
+{
+ SPK=156;
+ game.abbnum=10000;
+ game.detail=3;
+ return(2011);
+}
+
static int chain(token_t verb)
/* Do something to the bear's chain */
{
}
}
+static int drink(token_t obj)
+/* Drink. If no object, assume water and look for it here. If water is in
+ * the bottle, drink that, else must be at a water loc, so drink stream. */
+{
+ if(obj == 0 && LIQLOC(game.loc) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE)))
+ return(8000);
+ if(obj != BLOOD) {
+ if(obj != 0 && obj != WATER)SPK=110;
+ if(SPK == 110 || LIQ(0) != WATER || !HERE(BOTTLE)) return(2011);
+ game.prop[BOTTLE]=1;
+ game.place[WATER]=0;
+ SPK=74;
+ return(2011);
+ } else {
+ DSTROY(BLOOD);
+ game.prop[DRAGON]=2;
+ OBJSND[BIRD]=OBJSND[BIRD]+3;
+ SPK=240;
+ return(2011);
+ }
+}
+
static int find(token_t obj)
-/* Find. Might be carrying it, or it might be here. Else give caveat. */
+/* Find. Might be carrying it, or it might be here. Else give caveat. */
{
if(AT(obj) ||
(LIQ(0) == obj && AT(BOTTLE)) ||
return(2011);
}
+static int inven(token_t obj)
+/* Inventory. If object, treat same as find. Else report on current burden. */
+{
+ int i;
+ SPK=98;
+ for (i=1; i<=NOBJECTS; i++) {
+ if(i == BEAR || !TOTING(i))
+ continue;
+ if(SPK == 98)RSPEAK(99);
+ game.blklin=false;
+ PSPEAK(i,-1);
+ game.blklin=true;
+ SPK=0;
+ }
+ if(TOTING(BEAR))
+ SPK=141;
+ return(2011);
+}
+
+static int listen(void)
+/* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
+{
+ int i, k;
+ SPK=228;
+ k=LOCSND[game.loc];
+ if(k != 0) {
+ RSPEAK(labs(k));
+ if(k < 0) return(2012);
+ SPK=0;
+ }
+ SETPRM(1,game.zzword,0);
+ for (i=1; i<=NOBJECTS; i++) {
+ if(!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0)
+ continue;
+ PSPEAK(i,OBJSND[i]+game.prop[i]);
+ SPK=0;
+ if(i == BIRD && OBJSND[i]+game.prop[i] == 8)
+ DSTROY(BIRD);
+ }
+ return(2011);
+}
+
+static int pour(token_t obj)
+/* Pour. If no object, or object is bottle, assume contents of bottle.
+ * special tests for pouring water or oil on plant or rusty door. */
+{
+ if(obj == BOTTLE || obj == 0)obj=LIQ(0);
+ if(obj == 0) return(8000);
+ if(!TOTING(obj)) return(2011);
+ SPK=78;
+ if(obj != OIL && obj != WATER) return(2011);
+ if(HERE(URN) && game.prop[URN] == 0)
+ return fill(URN);
+ game.prop[BOTTLE]=1;
+ game.place[obj]=0;
+ SPK=77;
+ if(!(AT(PLANT) || AT(DOOR)))
+ return(2011);
+ if(!AT(DOOR)) {
+ SPK=112;
+ if(obj != WATER) return(2011);
+ PSPEAK(PLANT,game.prop[PLANT]+3);
+ game.prop[PLANT]=MOD(game.prop[PLANT]+1,3);
+ game.prop[PLANT2]=game.prop[PLANT];
+ K=NUL;
+ return(8);
+ } else {
+ game.prop[DOOR]=0;
+ if(obj == OIL)game.prop[DOOR]=1;
+ SPK=113+game.prop[DOOR];
+ return(2011);
+ }
+}
+
+static int quit(FILE *input)
+/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
+{
+ if(YES(input,22,54,54))
+ score(1);
+ return(2012);
+}
+
+static int rub(token_t obj)
+/* Rub. Yields various snide remarks except for lit urn. */
+{
+ if(obj != LAMP)SPK=76;
+ if(obj != URN || game.prop[URN] != 2) return(2011);
+ DSTROY(URN);
+ DROP(AMBER,game.loc);
+ game.prop[AMBER]=1;
+ game.tally=game.tally-1;
+ DROP(CAVITY,game.loc);
+ SPK=216;
+ return(2011);
+}
+
+static int say(void)
+/* SAY. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
+{
+ /* FIXME: ugly use of globals */
+ SETPRM(1,WD2,WD2X);
+ if(WD2 <= 0)SETPRM(1,WD1,WD1X);
+ if(WD2 > 0)WD1=WD2;
+ I=VOCAB(WD1,-1);
+ if(I == 62 || I == 65 || I == 71 || I == 2025 || I == 2034) goto L9035;
+ RSPEAK(258);
+ return(2012);
+
+L9035: WD2=0;
+ //obj=0;
+ return(2630);
+}
+
+static int vscore(void)
+/* Score. Call scoring routine but tell it to return. */
+{
+ score(-1);
+ return(2012);
+}
+
+static int wake(token_t obj)
+/* Wake. Only use is to disturb the dwarves. */
+{
+ if(obj != DWARF || !game.closed) return(2011);
+ SPK=199;
+ return(18999);
+}
+
+static int wave(token_t obj)
+/* Wave. No effect unless waving rod at fissure or at bird. */
+{
+ if((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))SPK=29;
+ if(obj != ROD ||
+ !TOTING(obj) ||
+ (!HERE(BIRD) && (game.closng || !AT(FISSUR))))
+ return(2011);
+ if(HERE(BIRD))SPK=206+MOD(game.prop[BIRD],2);
+ if(SPK == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
+ DROP(JADE,game.loc);
+ game.prop[JADE]=0;
+ game.tally=game.tally-1;
+ SPK=208;
+ return(2011);
+ } else {
+ if(game.closed) return(18999);
+ if(game.closng || !AT(FISSUR)) return(2011);
+ if(HERE(BIRD))RSPEAK(SPK);
+ game.prop[FISSUR]=1-game.prop[FISSUR];
+ PSPEAK(FISSUR,2-game.prop[FISSUR]);
+ return(2012);
+ }
+}
+
/* This stuff was broken off as part of an effort to get the main program
* to compile without running out of memory. We're called with a number
* that says what label the caller wanted to "goto", and we return a
/* Analyse an intransitive verb (ie, no object given yet). */
switch (verb-1) {
- case 0: goto L8010; /* CARRY */
- case 1: return(8000); /* DROP */
- case 2: return(8000); /* SAY */
- case 3: goto L8040; /* UNLOC */
- case 4: return(2009); /* NOTHI */
- case 5: goto L8040; /* LOCK */
- case 6: goto L8070; /* LIGHT */
- case 7: goto L8080; /* EXTIN */
- case 8: return(8000); /* WAVE */
- case 9: return(8000); /* CALM */
- case 10: return(2011); /* WALK */
- case 11: goto L9120; /* ATTAC */
- case 12: goto L9130; /* POUR */
- case 13: goto L8140; /* EAT */
- case 14: goto L9150; /* DRINK */
- case 15: return(8000); /* RUB */
- case 16: return(8000); /* TOSS */
- case 17: goto L8180; /* QUIT */
- case 18: return(8000); /* FIND */
- case 19: goto L8200; /* INVEN */
- case 20: return(8000); /* FEED */
- case 21: goto L9220; /* FILL */
- case 22: goto L9230; /* BLAST */
- case 23: goto L8240; /* SCOR */
- case 24: goto L8250; /* FOO */
- case 25: goto L8260; /* BRIEF */
- case 26: goto L8270; /* READ */
- case 27: return(8000); /* BREAK */
- case 28: return(8000); /* WAKE */
- case 29: goto L8300; /* SUSP */
- case 30: goto L8310; /* RESU */
- case 31: goto L8320; /* FLY */
- case 32: goto L8330; /* LISTEN */
- case 33: goto L8340; /* ZZZZ */
+ case 0: /* CARRY */ goto L8010;
+ case 1: /* DROP */ return(8000);
+ case 2: /* SAY */ return(8000);
+ case 3: /* UNLOC */ goto L8040;
+ case 4: /* NOTHI */ return(2009);
+ case 5: /* LOCK */ goto L8040;
+ case 6: /* LIGHT */ goto L8070;
+ case 7: /* EXTIN */ goto L8080;
+ case 8: /* WAVE */ return(8000);
+ case 9: /* CALM */ return(8000);
+ case 10: /* WALK */ return(2011);
+ case 11: /* ATTAC */ goto L9120;
+ case 12: /* POUR */ goto L9130;
+ case 13: /* EAT */ goto L8140;
+ case 14: /* DRINK */ goto L9150;
+ case 15: /* RUB */ return(8000);
+ case 16: /* TOSS */ return(8000);
+ case 17: /* QUIT */ goto L8180;
+ case 18: /* FIND */ return(8000);
+ case 19: /* INVEN */ goto L8200;
+ case 20: /* FEED */ return(8000);
+ case 21: /* FILL */ goto L9220;
+ case 22: /* BLAST */ goto L9230;
+ case 23: /* SCOR */ goto L8240;
+ case 24: /* FOO */ goto L8250;
+ case 25: /* BRIEF */ goto L8260;
+ case 26: /* READ */ goto L8270;
+ case 27: /* BREAK */ return(8000);
+ case 28: /* WAKE */ return(8000);
+ case 29: /* SUSP */ goto L8300;
+ case 30: /* RESU */ goto L8310;
+ case 31: /* FLY */ goto L8320;
+ case 32: /* LISTE */ goto L8330;
+ case 33: /* ZZZZ */ goto L8340;
}
BUG(23);
/* Analyse a transitive verb. */
L4090: switch (verb-1) {
- case 0: goto L9010; /* CARRY */
- case 1: goto L9020; /* DROP */
- case 2: goto L9030; /* SAY */
- case 3: goto L9040; /* UNLOC */
- case 4: return(2009); /* NOTHI */
- case 5: goto L9040; /* LOCK */
- case 6: goto L9070; /* LIGHT */
- case 7: goto L9080; /* EXTI */
- case 8: goto L9090; /* WAVE */
- case 9: return(2011); /* CALM */
- case 10: return(2011); /* WALK */
- case 11: goto L9120; /* ATTAC */
- case 12: goto L9130; /* POUR */
- case 13: goto L9140; /* EAT */
- case 14: goto L9150; /* DRINK */
- case 15: goto L9160; /* RUB */
- case 16: goto L9170; /* TOSS */
- case 17: return(2011); /* QUIT */
- case 18: goto L9190; /* FIND */
- case 19: goto L9190; /* INVEN */
- case 20: goto L9210; /* FEED */
- case 21: goto L9220; /* FILL */
- case 22: goto L9230; /* BLAST */
- case 23: return(2011); /* SCOR */
- case 24: return(2011); /* FOO */
- case 25: return(2011); /* BRIEF */
- case 26: goto L9270; /* READ */
- case 27: goto L9280; /* BREAK */
- case 28: goto L9290; /* WAKE */
- case 29: return(2011); /* SUSP */
- case 30: return(2011); /* RESU */
- case 31: goto L9320; /* FLY */
- case 32: return(2011); /* LISTEN */
- case 33: goto L8340; /* ZZZZ */
+ case 0: /* CARRY */ goto L9010;
+ case 1: /* DROP */ goto L9020;
+ case 2: /* SAY */ goto L9030;
+ case 3: /* UNLOC */ goto L9040;
+ case 4: /* NOTHI */ return(2009);
+ case 5: /* LOCK */ goto L9040;
+ case 6: /* LIGHT */ goto L9070;
+ case 7: /* EXTI */ goto L9080;
+ case 8: /* WAVE */ goto L9090;
+ case 9: /* CALM */ return(2011);
+ case 10: /* WALK */ return(2011);
+ case 11: /* ATTAC */ goto L9120;
+ case 12: /* POUR */ goto L9130;
+ case 13: /* EAT */ goto L9140;
+ case 14: /* DRINK */ goto L9150;
+ case 15: /* RUB */ goto L9160;
+ case 16: /* TOSS */ goto L9170;
+ case 17: /* QUIT */ return(2011);
+ case 18: /* FIND */ goto L9190;
+ case 19: /* INVEN */ goto L9190;
+ case 20: /* FEED */ goto L9210;
+ case 21: /* FILL */ goto L9220;
+ case 22: /* BLAST */ goto L9230;
+ case 23: /* SCOR */ return(2011);
+ case 24: /* FOO */ return(2011);
+ case 25: /* BRIEF */ return(2011);
+ case 26: /* READ */ goto L9270;
+ case 27: /* BREAK */ goto L9280;
+ case 28: /* WAKE */ goto L9290;
+ case 29: /* SUSP */ return(2011);
+ case 30: /* RESU */ return(2011);
+ case 31: /* FLY */ goto L9320;
+ case 32: /* LISTE */ return(2011);
+ case 33: /* ZZZZ */ goto L8340;
}
BUG(24);
/* Transitive carry/drop are in separate file. */
-L9010: return(carry(obj));
-L9020: return(discard(obj, false));
+L9010: return carry(obj);
+L9020: return discard(obj, false);
-/* SAY. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
-
-L9030: SETPRM(1,WD2,WD2X);
- if(WD2 <= 0)SETPRM(1,WD1,WD1X);
- if(WD2 > 0)WD1=WD2;
- I=VOCAB(WD1,-1);
- if(I == 62 || I == 65 || I == 71 || I == 2025 || I == 2034) goto L9035;
- RSPEAK(258);
- return(2012);
-
-L9035: WD2=0;
- obj=0;
- return(2630);
+L9030: return say();
/* Lock, unlock, no object given. Assume various things if present. */
if(DARK(0))RSPEAK(16);
return(2012);
-/* Wave. No effect unless waving rod at fissure or at bird. */
+L9090: return wave(obj);
-L9090: if((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))SPK=29;
- if(obj != ROD || !TOTING(obj) || (!HERE(BIRD) && (game.closng || !AT(FISSUR))))
- return(2011);
- if(HERE(BIRD))SPK=206+MOD(game.prop[BIRD],2);
- if(SPK == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) goto L9094;
- if(game.closed) return(18999);
- if(game.closng || !AT(FISSUR)) return(2011);
- if(HERE(BIRD))RSPEAK(SPK);
- game.prop[FISSUR]=1-game.prop[FISSUR];
- PSPEAK(FISSUR,2-game.prop[FISSUR]);
- return(2012);
+L9120: return attack(input, verb, obj);
-L9094: DROP(JADE,game.loc);
- game.prop[JADE]=0;
- game.tally=game.tally-1;
- SPK=208;
- return(2011);
-
-/* Attack also moved into separate module. */
-
-L9120: return(attack(input, verb, obj));
-
-/* Pour. If no object, or object is bottle, assume contents of bottle.
- * special tests for pouring water or oil on plant or rusty door. */
-
-L9130: if(obj == BOTTLE || obj == 0)obj=LIQ(0);
- if(obj == 0) return(8000);
- if(!TOTING(obj)) return(2011);
- SPK=78;
- if(obj != OIL && obj != WATER) return(2011);
- if(HERE(URN) && game.prop[URN] == 0) goto L9134;
- game.prop[BOTTLE]=1;
- game.place[obj]=0;
- SPK=77;
- if(!(AT(PLANT) || AT(DOOR))) return(2011);
-
- if(AT(DOOR)) goto L9132;
- SPK=112;
- if(obj != WATER) return(2011);
- PSPEAK(PLANT,game.prop[PLANT]+3);
- game.prop[PLANT]=MOD(game.prop[PLANT]+1,3);
- game.prop[PLANT2]=game.prop[PLANT];
- K=NUL;
- return(8);
-
-L9132: game.prop[DOOR]=0;
- if(obj == OIL)game.prop[DOOR]=1;
- SPK=113+game.prop[DOOR];
- return(2011);
-
-L9134: obj=URN;
- goto L9220;
+L9130: return pour(obj);
/* Eat. Intransitive: assume food if present, else ask what. Transitive: food
* ok, some things lose appetite, rest are ridiculous. */
OGRE)SPK=71;
return(2011);
-/* Drink. If no object, assume water and look for it here. If water is in
- * the bottle, drink that, else must be at a water loc, so drink stream. */
+L9150: return drink(obj);
-L9150: if(obj == 0 && LIQLOC(game.loc) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE)))
- return(8000);
- if(obj == BLOOD) goto L9153;
- if(obj != 0 && obj != WATER)SPK=110;
- if(SPK == 110 || LIQ(0) != WATER || !HERE(BOTTLE)) return(2011);
- game.prop[BOTTLE]=1;
- game.place[WATER]=0;
- SPK=74;
- return(2011);
+L9160: return rub(obj);
-L9153: DSTROY(BLOOD);
- game.prop[DRAGON]=2;
- OBJSND[BIRD]=OBJSND[BIRD]+3;
- SPK=240;
- return(2011);
-
-/* Rub. Yields various snide remarks except for lit urn. */
-
-L9160: if(obj != LAMP)SPK=76;
- if(obj != URN || game.prop[URN] != 2) return(2011);
- DSTROY(URN);
- DROP(AMBER,game.loc);
- game.prop[AMBER]=1;
- game.tally=game.tally-1;
- DROP(CAVITY,game.loc);
- SPK=216;
- return(2011);
-
-L9170: return(throw(input, verb, obj));
+L9170: return throw(input, verb, obj);
-/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
+L8180: return quit(input);
-L8180: if(YES(input,22,54,54)) score(1);
- return(2012);
+L9190: return find(obj);
+L8200: return inven(obj);
-L9190: return find(obj);
-
-/* Inventory. If object, treat same as find. Else report on current burden. */
-
-L8200: SPK=98;
- /* 8201 */ for (I=1; I<=NOBJECTS; I++) {
- if(I == BEAR || !TOTING(I)) goto L8201;
- if(SPK == 98)RSPEAK(99);
- game.blklin=false;
- PSPEAK(I,-1);
- game.blklin=true;
- SPK=0;
-L8201: /*etc*/ ;
- } /* end loop */
- if(TOTING(BEAR))SPK=141;
- return(2011);
-
-/* Feed/fill are in the other module. */
-
-L9210: return(feed(obj));
-L9220: return(fill(obj));
-
-/* Blast. No effect unless you've got dynamite, which is a neat trick! */
-
-L9230: if(game.prop[ROD2] < 0 || !game.closed) return(2011);
- game.bonus=133;
- if(game.loc == 115)game.bonus=134;
- if(HERE(ROD2))game.bonus=135;
- RSPEAK(game.bonus);
- score(0);
-
-/* Score. Call scoring routine but tell it to return. */
-
-L8240: score(-1);
- return(2012);
+L9210: return feed(obj);
-/* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
- * Look up WD1 in section 3 of vocab to determine which word we've got. Last
- * word zips the eggs back to the giant room (unless already there). */
+L9220: return fill(obj);
-L8250: K=VOCAB(WD1,3);
- SPK=42;
- if(game.foobar == 1-K) goto L8252;
- if(game.foobar != 0)SPK=151;
- return(2011);
+L9230: return blast();
-L8252: game.foobar=K;
- if(K != 4) return(2009);
- game.foobar=0;
- if(game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS]))
- return(2011);
-/* Bring back troll if we steal the eggs back from him before crossing. */
- if(game.place[EGGS] == 0 && game.place[TROLL] == 0 && game.prop[TROLL] ==
- 0)game.prop[TROLL]=1;
- K=2;
- if(HERE(EGGS))K=1;
- if(game.loc == PLAC[EGGS])K=0;
- MOVE(EGGS,PLAC[EGGS]);
- PSPEAK(EGGS,K);
- return(2012);
+L8240: return vscore();
-/* Brief. Intransitive only. Suppress long descriptions after first time. */
+L8250: return bigwords(WD1);
-L8260: SPK=156;
- game.abbnum=10000;
- game.detail=3;
- return(2011);
+L8260: return brief();
/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
L9275: game.clshnt=YES(input,192,193,54);
return(2012);
-/* Break. Only works for mirror in repository and, of course, the vase. */
+L9280: return vbreak(obj);
-L9280: if(obj == MIRROR)SPK=148;
- if(obj == VASE && game.prop[VASE] == 0) goto L9282;
- if(obj != MIRROR || !game.closed) return(2011);
- SPK=197;
- return(18999);
-
-L9282: SPK=198;
- if(TOTING(VASE))DROP(VASE,game.loc);
- game.prop[VASE]=2;
- game.fixed[VASE]= -1;
- return(2011);
-
-/* Wake. Only use is to disturb the dwarves. */
-
-L9290: if(obj != DWARF || !game.closed) return(2011);
- SPK=199;
- return(18999);
+L9290: return wake(obj);
/* Suspend. Offer to save things in a file, but charging some points (so
* can't win by using saved games to retry battles or to start over after
RSPEAK(SPK);
return(2);
-/* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
-
-L8330: SPK=228;
- K=LOCSND[game.loc];
- if(K == 0) goto L8332;
- RSPEAK(labs(K));
- if(K < 0) return(2012);
- SPK=0;
-L8332: SETPRM(1,game.zzword,0);
- /* 8335 */ for (I=1; I<=NOBJECTS; I++) {
- if(!HERE(I) || OBJSND[I] == 0 || game.prop[I] < 0) goto L8335;
- PSPEAK(I,OBJSND[I]+game.prop[I]);
- SPK=0;
- if(I == BIRD && OBJSND[I]+game.prop[I] == 8)DSTROY(BIRD);
-L8335: /*etc*/ ;
- } /* end loop */
- return(2011);
+L8330: return listen();
/* Z'ZZZ (word gets recomputed at startup; different each game). */