RIGHT
case RIGHT:
moveplayer(right, RIGHT);
case RIGHT:
if (!moveplayer(right, RIGHT))
case RIGHT:
case RIGHT:
case RIGHT:
case RIGHT:
{ "right", RIGHT, VERB, NULL },
{ "r", RIGHT, VERB, NULL },
# define ritem flbr[RIGHT]
rel_dir = RIGHT;
j = (RIGHT + i) % NUMDIRECTIONS;
return RIGHT;
case RIGHT:
see(pp, RIGHT);
see(pp, RIGHT);
see(pp, RIGHT);
case RIGHT:
case RIGHT:
move_player(pp, RIGHT); /* Move right */
face(pp, RIGHT); /* Face right */
case RIGHT:
case RIGHT:
case RIGHT:
# define is_player(c) (c == LEFTS || c == RIGHT ||\
nbp = create_shot(bp->b_type, bp->b_y, bp->b_x + 1, RIGHT,
return (dir == RIGHT);
case RIGHT:
case RIGHT:
case RIGHT:
bp->b_face = RIGHT;
case RIGHT:
bp->b_face = RIGHT;
bp->b_face = RIGHT;
case RIGHT:
case RIGHT:
bp->b_face = RIGHT;
case RIGHT:
case RIGHT:
case RIGHT:
case RIGHT:
case RIGHT:
case RIGHT:
case RIGHT:
put_door(&rooms[room2], RIGHT, &row2, &col2);
put_door(&rooms[room1], RIGHT, &row1, &col1);
dir = RIGHT;
case RIGHT:
if ((dir == LEFT) || (dir == RIGHT)) {
RIGHT : LEFT;
RIGHT : LEFT;
dirs[3] = RIGHT;
case RIGHT:
*d = RIGHT;
d = RIGHT/2;
return(RIGHT);
goto RIGHT;
RIGHT: