{
int k=VOCAB(foo,3);
SPK=42;
- if(game.foobar != 1-k) {
- if(game.foobar != 0)SPK=151;
+ if (game.foobar != 1-k) {
+ if (game.foobar != 0)SPK=151;
return(2011);
} else {
game.foobar=k;
- if(k != 4) return(2009);
+ if (k != 4) return(2009);
game.foobar=0;
- if(game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS]))
+ 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)
+ 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;
+ if (HERE(EGGS))k=1;
+ if (game.loc == PLAC[EGGS])k=0;
MOVE(EGGS,PLAC[EGGS]);
PSPEAK(EGGS,k);
return(2012);
/* Clam/oyster actions */
{
int k=0;
- if(obj == OYSTER)k=1;
+ if (obj == OYSTER)k=1;
SPK=124+k;
- if(TOTING(obj))SPK=120+k;
- if(!TOTING(TRIDNT))SPK=122+k;
- if(verb == LOCK)SPK=61;
- if(SPK != 124)
+ if (TOTING(obj))SPK=120+k;
+ if (!TOTING(TRIDNT))SPK=122+k;
+ if (verb == LOCK)SPK=61;
+ if (SPK != 124)
return(2011);
DSTROY(CLAM);
DROP(OYSTER,game.loc);
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);
+ 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;
+ 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) {
+ if (obj == MIRROR)SPK=148;
+ if (obj == VASE && game.prop[VASE] == 0) {
SPK=198;
- if(TOTING(VASE))DROP(VASE,game.loc);
+ 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);
+ if (obj != MIRROR || !game.closed) return(2011);
SPK=197;
return(18999);
}
static int chain(token_t verb)
/* Do something to the bear's chain */
{
- if(verb != LOCK) {
+ if (verb != LOCK) {
SPK=171;
- if(game.prop[BEAR] == 0)SPK=41;
- if(game.prop[CHAIN] == 0)SPK=37;
- if(SPK != 171) return(2011);
+ if (game.prop[BEAR] == 0)SPK=41;
+ if (game.prop[CHAIN] == 0)SPK=37;
+ if (SPK != 171) return(2011);
game.prop[CHAIN]=0;
game.fixed[CHAIN]=0;
- if(game.prop[BEAR] != 3)game.prop[BEAR]=2;
+ if (game.prop[BEAR] != 3)game.prop[BEAR]=2;
game.fixed[BEAR]=2-game.prop[BEAR];
return(2011);
} else {
SPK=172;
- if(game.prop[CHAIN] != 0)SPK=34;
- if(game.loc != PLAC[CHAIN])SPK=173;
- if(SPK != 172) return(2011);
+ if (game.prop[CHAIN] != 0)SPK=34;
+ if (game.loc != PLAC[CHAIN])SPK=173;
+ if (SPK != 172) return(2011);
game.prop[CHAIN]=2;
- if(TOTING(CHAIN))DROP(CHAIN,game.loc);
+ if (TOTING(CHAIN))DROP(CHAIN,game.loc);
game.fixed[CHAIN]= -1;
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. */
{
- if(obj == 0 && LIQLOC(game.loc) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE)))
+ 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);
+ 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;
}
}
+static int eat(token_t obj)
+/* Eat. Intransitive: assume food if present, else ask what. Transitive: food
+ * ok, some things lose appetite, rest are ridiculous. */
+{
+ if (obj == INTRANSITIVE) {
+ if (!HERE(FOOD))
+ return(8000);
+ DSTROY(FOOD);
+ SPK=72;
+ return(2011);
+ } else {
+ if (obj == FOOD) {
+ DSTROY(FOOD);
+ SPK=72;
+ return(2011);
+ }
+ if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
+ DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
+ OGRE)SPK=71;
+ return(2011);
+ }
+}
+
static int extinguish(int obj)
/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
{
if (obj == INTRANSITIVE) {
- if(HERE(LAMP) && game.prop[LAMP] == 1)obj=LAMP;
- if(HERE(URN) && game.prop[URN] == 2)obj=obj*NOBJECTS+URN;
- if(obj == 0 || obj > NOBJECTS) return(8000);
+ if (HERE(LAMP) && game.prop[LAMP] == 1)obj=LAMP;
+ if (HERE(URN) && game.prop[URN] == 2)obj=obj*NOBJECTS+URN;
+ if (obj == 0 || obj > NOBJECTS) return(8000);
}
- if(obj == URN) {
+ if (obj == URN) {
game.prop[URN]=game.prop[URN]/2;
SPK=210;
return(2011);
}
- if(obj == LAMP) {
+ if (obj == LAMP) {
game.prop[LAMP]=0;
RSPEAK(40);
- if(DARK(0))
+ if (DARK(0))
RSPEAK(16);
return(2012);
}
- if(obj == DRAGON || obj == VOLCAN)
+ if (obj == DRAGON || obj == VOLCAN)
SPK=146;
return(2011);
}
static int find(token_t obj)
/* Find. Might be carrying it, or it might be here. Else give caveat. */
{
- if(AT(obj) ||
+ if (AT(obj) ||
(LIQ(0) == obj && AT(BOTTLE)) ||
K == LIQLOC(game.loc) ||
(obj == DWARF && ATDWRF(game.loc) > 0))
SPK=94;
- if(game.closed)SPK=138;
- if(TOTING(obj))SPK=24;
+ if (game.closed)SPK=138;
+ if (TOTING(obj))SPK=24;
return(2011);
}
+static int fly(token_t obj)
+/* Fly. Snide remarks unless hovering rug is here. */
+{
+ if (obj == INTRANSITIVE) {
+ if (game.prop[RUG] != 2)SPK=224;
+ if (!HERE(RUG))SPK=225;
+ if (SPK/2 == 112) return(2011);
+ obj=RUG;
+ }
+
+ if (obj != RUG) return(2011);
+ SPK=223;
+ if (game.prop[RUG] != 2) return(2011);
+ game.oldlc2=game.oldloc;
+ game.oldloc=game.loc;
+ game.newloc=game.place[RUG]+game.fixed[RUG]-game.loc;
+ SPK=226;
+ if (game.prop[SAPPH] >= 0)SPK=227;
+ RSPEAK(SPK);
+ return(2);
+}
+
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))
+ if (i == BEAR || !TOTING(i))
continue;
- if(SPK == 98)RSPEAK(99);
+ if (SPK == 98)RSPEAK(99);
game.blklin=false;
PSPEAK(i,-1);
game.blklin=true;
SPK=0;
}
- if(TOTING(BEAR))
+ if (TOTING(BEAR))
SPK=141;
return(2011);
}
/* Light. Applicable only to lamp and urn. */
{
if (obj == INTRANSITIVE) {
- if(HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)obj=LAMP;
- if(HERE(URN) && game.prop[URN] == 1)obj=obj*NOBJECTS+URN;
- if(obj == 0 || obj > NOBJECTS) return(8000);
+ if (HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)obj=LAMP;
+ if (HERE(URN) && game.prop[URN] == 1)obj=obj*NOBJECTS+URN;
+ if (obj == 0 || obj > NOBJECTS) return(8000);
}
if (obj == URN) {
SPK=38;
- if(game.prop[URN] == 0)
+ if (game.prop[URN] == 0)
return(2011);
SPK=209;
game.prop[URN]=2;
return(2011);
} else {
- if(obj != LAMP) return(2011);
+ if (obj != LAMP) return(2011);
SPK=184;
- if(game.limit < 0) return(2011);
+ if (game.limit < 0) return(2011);
game.prop[LAMP]=1;
RSPEAK(39);
- if(game.wzdark) return(2000);
+ if (game.wzdark) return(2000);
return(2012);
}
}
int i, k;
SPK=228;
k=LOCSND[game.loc];
- if(k != 0) {
+ if (k != 0) {
RSPEAK(labs(k));
- if(k < 0) return(2012);
+ 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)
+ 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)
+ if (i == BIRD && OBJSND[i]+game.prop[i] == 8)
DSTROY(BIRD);
}
return(2011);
int k;
if (obj == INTRANSITIVE) {
SPK=28;
- if(HERE(CLAM))obj=CLAM;
- if(HERE(OYSTER))obj=OYSTER;
- if(AT(DOOR))obj=DOOR;
- if(AT(GRATE))obj=GRATE;
- if(obj != 0 && HERE(CHAIN)) return(8000);
- if(HERE(CHAIN))obj=CHAIN;
- if(obj == 0) return(2011);
+ if (HERE(CLAM))obj=CLAM;
+ if (HERE(OYSTER))obj=OYSTER;
+ if (AT(DOOR))obj=DOOR;
+ if (AT(GRATE))obj=GRATE;
+ if (obj != 0 && HERE(CHAIN)) return(8000);
+ if (HERE(CHAIN))obj=CHAIN;
+ if (obj == 0) return(2011);
}
/* Lock, unlock object. Special stuff for opening clam/oyster
* and for chain. */
- if(obj == CLAM || obj == OYSTER)
+ if (obj == CLAM || obj == OYSTER)
return bivalve(verb, obj);
- if(obj == DOOR)SPK=111;
- if(obj == DOOR && game.prop[DOOR] == 1)SPK=54;
- if(obj == CAGE)SPK=32;
- if(obj == KEYS)SPK=55;
- if(obj == GRATE || obj == CHAIN)SPK=31;
- if(SPK != 31 || !HERE(KEYS)) return(2011);
- if(obj == CHAIN)
+ if (obj == DOOR)SPK=111;
+ if (obj == DOOR && game.prop[DOOR] == 1)SPK=54;
+ if (obj == CAGE)SPK=32;
+ if (obj == KEYS)SPK=55;
+ if (obj == GRATE || obj == CHAIN)SPK=31;
+ if (SPK != 31 || !HERE(KEYS)) return(2011);
+ if (obj == CHAIN)
return chain(verb);
if (game.closng) {
SPK=130;
- if(!game.panic)game.clock2=15;
+ if (!game.panic)game.clock2=15;
game.panic=true;
return(2011);
}
SPK=34+game.prop[GRATE];
game.prop[GRATE]=1;
- if(verb == LOCK)game.prop[GRATE]=0;
+ if (verb == LOCK)game.prop[GRATE]=0;
SPK=SPK+2*game.prop[GRATE];
return(2011);
}
/* 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);
+ 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)
+ 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)))
+ if (!(AT(PLANT) || AT(DOOR)))
return(2011);
- if(!AT(DOOR)) {
+ if (!AT(DOOR)) {
SPK=112;
- if(obj != WATER) return(2011);
+ 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];
return(8);
} else {
game.prop[DOOR]=0;
- if(obj == OIL)game.prop[DOOR]=1;
+ 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))
+ 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);
+ if (obj != LAMP)SPK=76;
+ if (obj != URN || game.prop[URN] != 2) return(2011);
DSTROY(URN);
DROP(AMBER,game.loc);
game.prop[AMBER]=1;
/* 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;
+ SETPRM(1,WD2,WD2X); if (WD2 <= 0)SETPRM(1,WD1,WD1X);
+ if (WD2 > 0)WD1=WD2;
+ int wd=VOCAB(WD1,-1);
+ if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) {
+ WD2=0;
+ return(2630);
+ }
RSPEAK(258);
return(2012);
-L9035: WD2=0;
- //obj=0;
- return(2630);
}
static int vscore(void)
static int wake(token_t obj)
/* Wake. Only use is to disturb the dwarves. */
{
- if(obj != DWARF || !game.closed) return(2011);
+ 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 ||
+ 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) {
+ 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);
+ 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);
L4000:
SPK=ACTSPK[verb];
- if(WD2 > 0 && verb != SAY) return(2800);
- if(verb == SAY)obj=WD2;
- if(obj > 0) goto L4090;
+ if (WD2 > 0 && verb != SAY) return(2800);
+ if (verb == SAY)obj=WD2;
+ if (obj > 0) goto L4090;
/* Analyse an intransitive verb (ie, no object given yet). */
* the bottle or urn or as a feature of the location. */
L5000: obj=K;
- if(!HERE(K)) goto L5100;
-L5010: if(WD2 > 0) return(2800);
- if(verb != 0) goto L4090;
+ if (!HERE(K)) goto L5100;
+L5010: if (WD2 > 0) return(2800);
+ if (verb != 0) goto L4090;
SETPRM(1,WD1,WD1X);
RSPEAK(255);
return(2600);
-L5100: if(K != GRATE) goto L5110;
- if(game.loc == 1 || game.loc == 4 || game.loc == 7)K=DPRSSN;
- if(game.loc > 9 && game.loc < 15)K=ENTRNC;
- if(K != GRATE) return(8);
-L5110: if(K == DWARF && ATDWRF(game.loc) > 0) goto L5010;
- if((LIQ(0) == K && HERE(BOTTLE)) || K == LIQLOC(game.loc)) goto L5010;
- if(obj != OIL || !HERE(URN) || game.prop[URN] == 0) goto L5120;
+L5100: if (K != GRATE) goto L5110;
+ if (game.loc == 1 || game.loc == 4 || game.loc == 7)K=DPRSSN;
+ if (game.loc > 9 && game.loc < 15)K=ENTRNC;
+ if (K != GRATE) return(8);
+L5110: if (K == DWARF && ATDWRF(game.loc) > 0) goto L5010;
+ if ((LIQ(0) == K && HERE(BOTTLE)) || K == LIQLOC(game.loc)) goto L5010;
+ if (obj != OIL || !HERE(URN) || game.prop[URN] == 0) goto L5120;
obj=URN;
goto L5010;
-L5120: if(obj != PLANT || !AT(PLANT2) || game.prop[PLANT2] == 0) goto L5130;
+L5120: if (obj != PLANT || !AT(PLANT2) || game.prop[PLANT2] == 0) goto L5130;
obj=PLANT2;
goto L5010;
-L5130: if(obj != KNIFE || game.knfloc != game.loc) goto L5140;
+L5130: if (obj != KNIFE || game.knfloc != game.loc) goto L5140;
game.knfloc= -1;
SPK=116;
return(2011);
-L5140: if(obj != ROD || !HERE(ROD2)) goto L5190;
+L5140: if (obj != ROD || !HERE(ROD2)) goto L5190;
obj=ROD2;
goto L5010;
-L5190: if((verb == FIND || verb == INVENT) && WD2 <= 0) goto L5010;
+L5190: if ((verb == FIND || verb == INVENT) && WD2 <= 0) goto L5010;
SETPRM(1,WD1,WD1X);
RSPEAK(256);
return(2012);
-
-
-/* Routines for performing the various action verbs */
-
/* Statement numbers in this section are 8000 for intransitive verbs, 9000 for
* transitive, plus ten times the verb number. Many intransitive verbs use the
* transitive code, and some verbs use code for other verbs, as noted below. */
L9090: return wave(obj);
L9120: return attack(input, verb, obj);
L9130: return pour(obj);
-
-/* Eat. Intransitive: assume food if present, else ask what. Transitive: food
- * ok, some things lose appetite, rest are ridiculous. */
-
-L8140: if(!HERE(FOOD)) return(8000);
-L8142: DSTROY(FOOD);
- SPK=72;
- return(2011);
-
-L9140: if(obj == FOOD) goto L8142;
- if(obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
- DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
- OGRE)SPK=71;
- return(2011);
-
+L8140: return eat(INTRANSITIVE);
+L9140: return eat(obj);
L9150: return drink(obj);
L9160: return rub(obj);
L9170: return throw(input, verb, obj);
/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
L8270: for (I=1; I<=NOBJECTS; I++) {
- if(HERE(I) && OBJTXT[I] != 0 && game.prop[I] >= 0)obj=obj*NOBJECTS+I;
+ if (HERE(I) && OBJTXT[I] != 0 && game.prop[I] >= 0)obj=obj*NOBJECTS+I;
} /* end loop */
- if(obj > NOBJECTS || obj == 0 || DARK(0)) return(8000);
+ if (obj > NOBJECTS || obj == 0 || DARK(0)) return(8000);
-L9270: if(DARK(0)) goto L5190;
- if(OBJTXT[obj] == 0 || game.prop[obj] < 0) return(2011);
- if(obj == OYSTER && !game.clshnt) goto L9275;
+L9270: if (DARK(0)) goto L5190;
+ if (OBJTXT[obj] == 0 || game.prop[obj] < 0) return(2011);
+ if (obj == OYSTER && !game.clshnt) goto L9275;
PSPEAK(obj,OBJTXT[obj]+game.prop[obj]);
return(2012);
return(2012);
L9280: return vbreak(obj);
-
L9290: return wake(obj);
/* Suspend. Offer to save things in a file, but charging some points (so
L8300: SPK=201;
RSPEAK(260);
- if(!YES(input,200,54,54)) return(2012);
+ if (!YES(input,200,54,54)) return(2012);
game.saved=game.saved+5;
kk= -1;
SAVWRD(kk,K);
K=VRSION;
SAVWRD(0,K);
- if(K != VRSION) goto L8312;
+ if (K != VRSION) goto L8312;
/* Herewith are all the variables whose values can change during a game,
* omitting a few (such as I, J, ATTACK) whose values between turns are
* irrelevant and some whose values when a game is
SAVARR(game.place,NOBJECTS);
SAVARR(game.prop,NOBJECTS);
SAVWRD(kk,K);
- if(K != 0) goto L8318;
+ if (K != 0) goto L8318;
K=NUL;
game.zzword=RNDVOC(3,game.zzword);
- if(kk > 0) return(8);
+ if (kk > 0) return(8);
RSPEAK(266);
exit(0);
/* Resume. Read a suspended game back from a file. */
L8310: kk=1;
- if(game.loc == 1 && game.abbrev[1] == 1) goto L8305;
+ if (game.loc == 1 && game.abbrev[1] == 1) goto L8305;
RSPEAK(268);
- if(!YES(input,200,54,54)) return(2012);
+ if (!YES(input,200,54,54)) return(2012);
goto L8305;
L8312: SETPRM(1,K/10,MOD(K,10));
L8318: RSPEAK(270);
exit(0);
-/* Fly. Snide remarks unless hovering rug is here. */
-
-L8320: if(game.prop[RUG] != 2)SPK=224;
- if(!HERE(RUG))SPK=225;
- if(SPK/2 == 112) return(2011);
- obj=RUG;
-
-L9320: if(obj != RUG) return(2011);
- SPK=223;
- if(game.prop[RUG] != 2) return(2011);
- game.oldlc2=game.oldloc;
- game.oldloc=game.loc;
- game.newloc=game.place[RUG]+game.fixed[RUG]-game.loc;
- SPK=226;
- if(game.prop[SAPPH] >= 0)SPK=227;
- RSPEAK(SPK);
- return(2);
-
+L8320: return fly(INTRANSITIVE);
+L9320: return fly(obj);
L8330: return listen();
/* Z'ZZZ (word gets recomputed at startup; different each game). */
-L8340: if(!AT(RESER) && game.loc != game.fixed[RESER]-1) return(2011);
+L8340: if (!AT(RESER) && game.loc != game.fixed[RESER]-1) return(2011);
PSPEAK(RESER,game.prop[RESER]+1);
game.prop[RESER]=1-game.prop[RESER];
- if(AT(RESER)) return(2012);
+ if (AT(RESER)) return(2012);
game.oldlc2=game.loc;
game.newloc=0;
RSPEAK(241);