if (game.clock2 == 0) goto L11000;
if (game.prop[LAMP] == 1)
--game.limit;
- if (game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP))
- goto L12000;
- if (game.limit == 0) goto L12400;
- if (game.limit <= 30) goto L12200;
+
+ /* Another way we can force an end to things is by having the
+ * lamp give out. When it gets close, we come here to warn
+ * him. First following ar, if the lamp and fresh batteries are
+ * here, in which case we replace the batteries and continue.
+ * Second is for other cases of lamp dying. 12400 is when it
+ * goes out. Even then, he can explore outside for a while
+ * if desired. */
+ if (game.limit<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP))
+ {
+ RSPEAK(188);
+ game.prop[BATTER]=1;
+ if (TOTING(BATTER))DROP(BATTER,game.loc);
+ game.limit=game.limit+2500;
+ game.lmwarn=false;
+ } else if (game.limit == 0) {
+ game.limit= -1;
+ game.prop[LAMP]=0;
+ if (HERE(LAMP))RSPEAK(184);
+ } else if (game.limit <= 30) {
+ if (game.lmwarn || !HERE(LAMP)) goto L19999;
+ game.lmwarn=true;
+ SPK=187;
+ if (game.place[BATTER] == 0)SPK=183;
+ if (game.prop[BATTER] == 1)SPK=189;
+ RSPEAK(SPK);
+ }
L19999: K=43;
if (LIQLOC(game.loc) == WATER)K=70;
V1=VOCAB(WD1,-1);
game.closed=true;
return true;
-/* Another way we can force an end to things is by having the lamp give out.
- * When it gets close, we come here to warn him. We go to 12000 if the lamp
- * and fresh batteries are here, in which case we replace the batteries and
- * continue. 12200 is for other cases of lamp dying. 12400 is when it goes
- * out. Even then, he can explore outside for a while if desired. */
-
-L12000: RSPEAK(188);
- game.prop[BATTER]=1;
- if (TOTING(BATTER))DROP(BATTER,game.loc);
- game.limit=game.limit+2500;
- game.lmwarn=false;
- goto L19999;
-
-L12200: if (game.lmwarn || !HERE(LAMP)) goto L19999;
- game.lmwarn=true;
- SPK=187;
- if (game.place[BATTER] == 0)SPK=183;
- if (game.prop[BATTER] == 1)SPK=189;
- RSPEAK(SPK);
- goto L19999;
-
-L12400: game.limit= -1;
- game.prop[LAMP]=0;
- if (HERE(LAMP))RSPEAK(184);
- goto L19999;
-
/* Oh dear, he's disturbed the dwarves. */
L18999: RSPEAK(SPK);