/* Okay, he's dead. Let's get on with it. */
-L99: if(game.closng) goto L95;
- game.numdie=game.numdie+1;
- if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54)) score(0);
- if(game.numdie == MAXDIE) score(0);
- game.place[WATER]=0;
- game.place[OIL]=0;
- if(TOTING(LAMP))game.prop[LAMP]=0;
- /* 98 */ for (J=1; J<=NOBJECTS; J++) {
- I=NOBJECTS + 1 - J;
- if(!TOTING(I)) goto L98;
- K=game.oldlc2;
- if(I == LAMP)K=1;
- DROP(I,K);
-L98: /*etc*/ ;
- } /* end loop */
- game.loc=3;
- game.oldloc=game.loc;
- goto L2000;
-
-/* He died during closing time. No resurrection. Tally up a death and exit. */
-
-L95: RSPEAK(131);
- game.numdie=game.numdie+1;
- score(0);
-
-
-
+L99: if(game.closng) {
+ /* He died during closing time. No resurrection. Tally up a
+ * death and exit. */
+ RSPEAK(131);
+ ++game.numdie;
+ score(0);
+ } else {
+ ++game.numdie;
+ if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54))
+ score(0);
+ if(game.numdie == MAXDIE)
+ score(0);
+ game.place[WATER]=0;
+ game.place[OIL]=0;
+ if(TOTING(LAMP))
+ game.prop[LAMP]=0;
+ for (J=1; J<=NOBJECTS; J++) {
+ I=NOBJECTS + 1 - J;
+ if(TOTING(I)) {
+ K=game.oldlc2;
+ if(I == LAMP)
+ K=1;
+ DROP(I,K);
+ }
+ }
+ game.loc=3;
+ game.oldloc=game.loc;
+ goto L2000;
+ }
/* Hints */