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actions1.c
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#include <stdlib.h>
#include <stdbool.h>
#include "misc.h"
#include "main.h"
#include "share.h"
#include "funcs.h"
#include "database.h"
/* 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
* similar label number for the caller to "goto".
*/
/* Analyse a verb. Remember what it was, go back for object if second word
* unless verb is "say", which snarfs arbitrary second word. */
int action(FILE *input, long STARTAT) {
switch(STARTAT) {
case 4000: goto L4000;
case 4090: goto L4090;
case 5000: goto L5000;
}
BUG(99);
L4000: VERB=K;
SPK=ACTSPK[VERB];
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). */
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 */
}
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 */
}
BUG(24);
/* Analyse an object word. See if the thing is here, whether we've got a verb
* yet, and so on. Object must be here unless verb is "find" or "invent(ory)"
* (and no new verb yet to be analysed). Water and oil are also funny, since
* they are never actually dropped at any location, but might be here inside
* 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;
SETPRM(1,WD1,WD1X);
RSPEAK(255);
return(2600);
L5100: if(K != GRATE) goto L5110;
if(LOC == 1 || LOC == 4 || LOC == 7)K=DPRSSN;
if(LOC > 9 && LOC < 15)K=ENTRNC;
if(K != GRATE) return(8);
L5110: if(K == DWARF && ATDWRF(LOC) > 0) goto L5010;
if((LIQ(0) == K && HERE(BOTTLE)) || K == LIQLOC(LOC)) goto L5010;
if(OBJ != OIL || !HERE(URN) || PROP[URN] == 0) goto L5120;
OBJ=URN;
goto L5010;
L5120: if(OBJ != PLANT || !AT(PLANT2) || PROP[PLANT2] == 0) goto L5130;
OBJ=PLANT2;
goto L5010;
L5130: if(OBJ != KNIFE || KNFLOC != LOC) goto L5140;
KNFLOC= -1;
SPK=116;
return(2011);
L5140: if(OBJ != ROD || !HERE(ROD2)) goto L5190;
OBJ=ROD2;
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. */
/* Carry, no object given yet. OK if only one object present. */
L8010: if(ATLOC[LOC] == 0 || LINK[ATLOC[LOC]] != 0 || ATDWRF(LOC) > 0) return(8000);
OBJ=ATLOC[LOC];
/* Transitive carry/drop are in separate file. */
L9010: return(carry());
L9020: return(discard(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);
/* Lock, unlock, no object given. Assume various things if present. */
L8040: 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);
/* Lock, unlock object. Special stuff for opening clam/oyster and for chain. */
L9040: if(OBJ == CLAM || OBJ == OYSTER) goto L9046;
if(OBJ == DOOR)SPK=111;
if(OBJ == DOOR && 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) goto L9048;
if(!CLOSNG) goto L9043;
K=130;
if(!PANIC)CLOCK2=15;
PANIC=true;
return(2010);
L9043: K=34+PROP[GRATE];
PROP[GRATE]=1;
if(VERB == LOCK)PROP[GRATE]=0;
K=K+2*PROP[GRATE];
return(2010);
/* Clam/Oyster. */
L9046: K=0;
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) return(2011);
DSTROY(CLAM);
DROP(OYSTER,LOC);
DROP(PEARL,105);
return(2011);
/* Chain. */
L9048: if(VERB == LOCK) goto L9049;
SPK=171;
if(PROP[BEAR] == 0)SPK=41;
if(PROP[CHAIN] == 0)SPK=37;
if(SPK != 171) return(2011);
PROP[CHAIN]=0;
FIXED[CHAIN]=0;
if(PROP[BEAR] != 3)PROP[BEAR]=2;
FIXED[BEAR]=2-PROP[BEAR];
return(2011);
L9049: SPK=172;
if(PROP[CHAIN] != 0)SPK=34;
if(LOC != PLAC[CHAIN])SPK=173;
if(SPK != 172) return(2011);
PROP[CHAIN]=2;
if(TOTING(CHAIN))DROP(CHAIN,LOC);
FIXED[CHAIN]= -1;
return(2011);
/* Light. Applicable only to lamp and urn. */
L8070: if(HERE(LAMP) && PROP[LAMP] == 0 && LIMIT >= 0)OBJ=LAMP;
if(HERE(URN) && PROP[URN] == 1)OBJ=OBJ*100+URN;
if(OBJ == 0 || OBJ > 100) return(8000);
L9070: if(OBJ == URN) goto L9073;
if(OBJ != LAMP) return(2011);
SPK=184;
if(LIMIT < 0) return(2011);
PROP[LAMP]=1;
RSPEAK(39);
if(WZDARK) return(2000);
return(2012);
L9073: SPK=38;
if(PROP[URN] == 0) return(2011);
SPK=209;
PROP[URN]=2;
return(2011);
/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
L8080: if(HERE(LAMP) && PROP[LAMP] == 1)OBJ=LAMP;
if(HERE(URN) && PROP[URN] == 2)OBJ=OBJ*100+URN;
if(OBJ == 0 || OBJ > 100) return(8000);
L9080: if(OBJ == URN) goto L9083;
if(OBJ == LAMP) goto L9086;
if(OBJ == DRAGON || OBJ == VOLCAN)SPK=146;
return(2011);
L9083: PROP[URN]=PROP[URN]/2;
SPK=210;
return(2011);
L9086: PROP[LAMP]=0;
RSPEAK(40);
if(DARK(0))RSPEAK(16);
return(2012);
/* Wave. No effect unless waving rod at fissure or at bird. */
L9090: if((!TOTING(OBJ)) && (OBJ != ROD || !TOTING(ROD2)))SPK=29;
if(OBJ != ROD || !TOTING(OBJ) || (!HERE(BIRD) && (CLOSNG || !AT(FISSUR))))
return(2011);
if(HERE(BIRD))SPK=206+MOD(PROP[BIRD],2);
if(SPK == 206 && LOC == PLACE[STEPS] && PROP[JADE] < 0) goto L9094;
if(CLOSED) return(18999);
if(CLOSNG || !AT(FISSUR)) return(2011);
if(HERE(BIRD))RSPEAK(SPK);
PROP[FISSUR]=1-PROP[FISSUR];
PSPEAK(FISSUR,2-PROP[FISSUR]);
return(2012);
L9094: DROP(JADE,LOC);
PROP[JADE]=0;
TALLY=TALLY-1;
SPK=208;
return(2011);
/* Attack also moved into separate module. */
L9120: return(attack(input));
/* 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) && PROP[URN] == 0) goto L9134;
PROP[BOTTLE]=1;
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,PROP[PLANT]+3);
PROP[PLANT]=MOD(PROP[PLANT]+1,3);
PROP[PLANT2]=PROP[PLANT];
K=NUL;
return(8);
L9132: PROP[DOOR]=0;
if(OBJ == OIL)PROP[DOOR]=1;
SPK=113+PROP[DOOR];
return(2011);
L9134: OBJ=URN;
goto L9220;
/* 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);
/* 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: if(OBJ == 0 && LIQLOC(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);
PROP[BOTTLE]=1;
PLACE[WATER]=0;
SPK=74;
return(2011);
L9153: DSTROY(BLOOD);
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 || PROP[URN] != 2) return(2011);
DSTROY(URN);
DROP(AMBER,LOC);
PROP[AMBER]=1;
TALLY=TALLY-1;
DROP(CAVITY,LOC);
SPK=216;
return(2011);
/* Throw moved into separate module. */
L9170: return(throw(input));
/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
L8180: if(YES(input,22,54,54)) score(1);
return(2012);
/* Find. Might be carrying it, or it might be here. Else give caveat. */
L9190: if(AT(OBJ) || (LIQ(0) == OBJ && AT(BOTTLE)) || K == LIQLOC(LOC) || (OBJ ==
DWARF && ATDWRF(LOC) > 0))SPK=94;
if(CLOSED)SPK=138;
if(TOTING(OBJ))SPK=24;
return(2011);
/* Inventory. If object, treat same as find. Else report on current burden. */
L8200: SPK=98;
/* 8201 */ for (I=1; I<=100; I++) {
if(I == BEAR || !TOTING(I)) goto L8201;
if(SPK == 98)RSPEAK(99);
BLKLIN=false;
PSPEAK(I,-1);
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());
L9220: return(fill());
/* Blast. No effect unless you've got dynamite, which is a neat trick! */
L9230: if(PROP[ROD2] < 0 || !CLOSED) return(2011);
BONUS=133;
if(LOC == 115)BONUS=134;
if(HERE(ROD2))BONUS=135;
RSPEAK(BONUS);
score(0);
/* Score. Call scoring routine but tell it to return. */
L8240: score(-1);
SETPRM(1,SCORE,MXSCOR);
SETPRM(3,TURNS,TURNS);
RSPEAK(259);
return(2012);
/* 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). */
L8250: K=VOCAB(WD1,3);
SPK=42;
if(FOOBAR == 1-K) goto L8252;
if(FOOBAR != 0)SPK=151;
return(2011);
L8252: FOOBAR=K;
if(K != 4) return(2009);
FOOBAR=0;
if(PLACE[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && LOC == PLAC[EGGS]))
return(2011);
/* Bring back troll if we steal the eggs back from him before crossing. */
if(PLACE[EGGS] == 0 && PLACE[TROLL] == 0 && PROP[TROLL] ==
0)PROP[TROLL]=1;
K=2;
if(HERE(EGGS))K=1;
if(LOC == PLAC[EGGS])K=0;
MOVE(EGGS,PLAC[EGGS]);
PSPEAK(EGGS,K);
return(2012);
/* Brief. Intransitive only. Suppress long descriptions after first time. */
L8260: SPK=156;
ABBNUM=10000;
DETAIL=3;
return(2011);
/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
L8270: for (I=1; I<=100; I++) {
if(HERE(I) && OBJTXT[I] != 0 && PROP[I] >= 0)OBJ=OBJ*100+I;
} /* end loop */
if(OBJ > 100 || OBJ == 0 || DARK(0)) return(8000);
L9270: if(DARK(0)) goto L5190;
if(OBJTXT[OBJ] == 0 || PROP[OBJ] < 0) return(2011);
if(OBJ == OYSTER && !CLSHNT) goto L9275;
PSPEAK(OBJ,OBJTXT[OBJ]+PROP[OBJ]);
return(2012);
L9275: CLSHNT=YES(input,192,193,54);
return(2012);
/* Break. Only works for mirror in repository and, of course, the vase. */
L9280: if(OBJ == MIRROR)SPK=148;
if(OBJ == VASE && PROP[VASE] == 0) goto L9282;
if(OBJ != MIRROR || !CLOSED) return(2011);
SPK=197;
return(18999);
L9282: SPK=198;
if(TOTING(VASE))DROP(VASE,LOC);
PROP[VASE]=2;
FIXED[VASE]= -1;
return(2011);
/* Wake. Only use is to disturb the dwarves. */
L9290: if(OBJ != DWARF || !CLOSED) return(2011);
SPK=199;
return(18999);
/* 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
* learning zzword). */
L8300: SPK=201;
RSPEAK(260);
if(!YES(input,200,54,54)) return(2012);
SAVED=SAVED+5;
KK= -1;
/* This next part is shared with the "resume" code. The two cases are
* distinguished by the value of kk (-1 for suspend, +1 for resume). */
L8305: DATIME(&I,&K);
K=I+650*K;
SAVWRD(KK,K);
K=VRSION;
SAVWRD(0,K);
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
* suspended or resumed are guaranteed to match. If unsure whether a value
* needs to be saved, include it. Overkill can't hurt. Pad the last savwds
* with junk variables to bring it up to 7 values. */
SAVWDS(ABBNUM,BLKLIN,BONUS,CLOCK1,CLOCK2,CLOSED,CLOSNG);
SAVWDS(DETAIL,DFLAG,DKILL,DTOTAL,FOOBAR,HOLDNG,IWEST);
SAVWDS(KNFLOC,LIMIT,LL,LMWARN,LOC,NEWLOC,NUMDIE);
SAVWDS(OBJ,OLDLC2,OLDLOC,OLDOBJ,PANIC,SAVED,SETUP);
SAVWDS(SPK,TALLY,THRESH,TRNDEX,TRNLUZ,TURNS,OBJTXT[OYSTER]);
SAVWDS(VERB,WD1,WD1X,WD2,WZDARK,ZZWORD,OBJSND[BIRD]);
SAVWDS(OBJTXT[SIGN],CLSHNT,NOVICE,K,K,K,K);
SAVARR(ABB,LOCSIZ);
SAVARR(ATLOC,LOCSIZ);
SAVARR(DLOC,6);
SAVARR(DSEEN,6);
SAVARR(FIXED,100);
SAVARR(HINTED,HNTSIZ);
SAVARR(HINTLC,HNTSIZ);
SAVARR(LINK,200);
SAVARR(ODLOC,6);
SAVARR(PLACE,100);
SAVARR(PROP,100);
SAVWRD(KK,K);
if(K != 0) goto L8318;
K=NUL;
ZZWORD=RNDVOC(3,ZZWORD);
if(KK > 0) return(8);
RSPEAK(266);
exit(0);
/* Resume. Read a suspended game back from a file. */
L8310: KK=1;
if(LOC == 1 && ABB[1] == 1) goto L8305;
RSPEAK(268);
if(!YES(input,200,54,54)) return(2012);
goto L8305;
L8312: SETPRM(1,K/10,MOD(K,10));
SETPRM(3,VRSION/10,MOD(VRSION,10));
RSPEAK(269);
return(2000);
L8318: RSPEAK(270);
exit(0);
/* Fly. Snide remarks unless hovering rug is here. */
L8320: if(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(PROP[RUG] != 2) return(2011);
OLDLC2=OLDLOC;
OLDLOC=LOC;
NEWLOC=PLACE[RUG]+FIXED[RUG]-LOC;
SPK=226;
if(PROP[SAPPH] >= 0)SPK=227;
RSPEAK(SPK);
return(2);
/* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
L8330: SPK=228;
K=LOCSND[LOC];
if(K == 0) goto L8332;
RSPEAK(IABS(K));
if(K < 0) return(2012);
SPK=0;
L8332: SETPRM(1,ZZWORD,0);
/* 8335 */ for (I=1; I<=100; I++) {
if(!HERE(I) || OBJSND[I] == 0 || PROP[I] < 0) goto L8335;
PSPEAK(I,OBJSND[I]+PROP[I]);
SPK=0;
if(I == BIRD && OBJSND[I]+PROP[I] == 8)DSTROY(BIRD);
L8335: /*etc*/ ;
} /* end loop */
return(2011);
/* Z'ZZZ (word gets recomputed at startup; different each game). */
L8340: if(!AT(RESER) && LOC != FIXED[RESER]-1) return(2011);
PSPEAK(RESER,PROP[RESER]+1);
PROP[RESER]=1-PROP[RESER];
if(AT(RESER)) return(2012);
OLDLC2=LOC;
NEWLOC=0;
RSPEAK(241);
return(2);
}