( ANIMATION ACTIVATION TABLES )                                 XC? NOT IFTRUE ( CLUDGO )                                       DATA A.REST Spa , Zwa , Jaw ,                                   A.REST C= A.WALK A.REST C= A.SCUR                               OTHERWISE                                                       DATA A.REST Spa-r , Zwa , Jaw ,                                 DATA A.WALK Spa , Zwa , Jaw ,                                   DATA A.SCUR Spa , Zwa-s , Jaw ,                                 IFEND                                                           : MASET CLASS? 2* + @ ANIM! ;                                   -->                                                                                                                                                                                                                                                                                                                                                                                             ( TROLL AND JAWS COMMANDER )                                    : TJ:B                                                          MMSV VB@ MMONT CASE ESTPOS ( MONSTER ON TARGET POS )            A.REST MASET                                                    CHASEPLAYER                                                     ON:TARGET? IF RANMOVE THEN                                      BE? FPSS MMTHK MMSV VB! 1 TIMER!-ON 1                           ELSE MMTHK CASE                                                 LAH                                                             IF TRACKPTR V!                                                  MMINC MMSV VB! ( GO INTO IN CHAMBER ) THEN                      1 TIMER!-ON 1                                                   ELSE MMSTP CASE                                                 A.REST MASET                                                    180 TIMER!-ON MMINC MMSV VB! 1                                  -->                                                             ( INCHAMBER )                                                   ELSE MMINC CASE ESTPOS                                          ( RANDOMLY DECIDE TO STOP )                                     CLASS? IF 1 ELSE 32 RND THEN                                    0= IF MMSTP ( ENTER STOP STATE )                                ELSE                                                            FOLLOWTRACK NOWD VB! DEPART:NODE                                SOB B@ IF MMSCU ( ALWAYS SCURRY WHEN MAD )                      ELSE PLYRV 2 CLOSE? IF MMWLK ELSE                               16 RND SMARTS B@ 8 MIN 4 +                                      > IF MMWLK ELSE MMSCU THEN THEN THEN MMSV VB!                   THEN 0                                                          ELSE MMWLK CASE A.WALK MASET MVSET 1                            ELSE MMSCU CASE A.SCUR MASET MVSET 1                            -->                                                                                                                             ( STUFF )                                                       ELSE ( FLAKEY ) DROP                                            THEN THEN THEN THEN THEN THEN                                   IF ( EXECUTE WANTED FLAG PASSED )                               MVECT-ON POA VM-W ZGO DIVG 0 DELTADIST V!                       DEST? IF ARRIVE:NODE MMINC MMSV VB!                             CLASS? 2 = IF MMONT MMSV VB! ELSE                               20 RND SMARTS B@ 2 + CLASS? IF 6 + THEN 12 MIN                  < IF MMONT MMSV VB! THEN                                        ON:TARGET? IF MMONT MMSV VB! THEN                               THEN THEN THEN COGO ; -->                                                                                                                                                                                                                                                                                                                                                                       ( SPIDER BRAIN )                                                : SP:B                                                          SPDMOV                                                          MMWLK MMSV VB! A.WALK MASET MVSET                               DEPART:NODE                                                     MVECT-ON POA VM-W ZGO DIVG 0 DELTADIST V!                       DIVG                                                            DEST? IF ARRIVE:NODE MMINC MMSV VB! THEN                        COGO ;                                                          -->                                                                                                                                                                                                                                                                                                                                                                                                                                                             ( IMPROVED MONSTER TASK )                                       : IM-T ;TASK: SPOTMONS                                          0 TIMEBMAX! 2 TIMEBSCALE!                                       XOR-ON                                                          CLASS? 2 = IF JAWSF BONE THEN                                   BEGIN DIVG                                                      OBJSV VB@ MSPRO CASE ( MONSTER ON DA PROWL )                    CLASS? IF ' TJ:B ELSE ' SP:B THEN SETCO COGO                    -->                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             ( RETURN TO INITIAL POSITION )                                  ELSE MSRIP CASE 0 DELTADIST V!                                  IMP INTC VB! INTR VB!                                           ON:TARGET? NOT IF                                               A.SCUR MASET BE? FPSS BEGIN SYNC LAH END TRACKPTR V! DIVG       RMON COGO THEN A.REST MASET                                     MSAIP OBJSV VB!                                                 ELSE MSAIP CASE                                                 ( WAIT FOR MONSTER RELEASE )                                    BEGIN P.S B@ DUP PLIC = SWAP PLMV = OR NOT WHILE                5 TIMER!-ON WAIT DIVG REPEAT                                    ( CLEAR MY POINTER ) 0 BEHIND V!                                MMONT MMSV VB! MSPRO OBJSV VB!                                  -->                                                                                                                                                                                             ELSE MSSNA CASE ( SNATCHER !! )                                 0 DELTADIST V! A.SCUR MASET ' B:M SETCO COGO RMON COGO          1 DRPO VB!                                                      30 TIMER!-ON GO MSPRO OBJSV VB! MMONT MMSV VB!                  ELSE                                                            THEN THEN THEN THEN 0 END ;                                     ( ACTIVATOR FOR SPIDERS )                                       : M-T ;TASK: 1STWRITE MSAIP OBJSV VB! SELF IM-T ;               -->                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             ( ROUTINE TO AVOID SENDING IN MONSTER TILL ZONE CLEAR )         : W-CL ( WAIT FOR PLAYER TO CLEAR ENTRY CHAMBER )               Src Snm                                                         0 WTCTR VB! ( RESET THE IMPATIENCE COUNTER )                    BEGIN                                                           PLYRV 2 CLOSE? NOT                                              IF 0 1 ELSE ( RESET IF PLAYER NOT IN MAZE )                     P.S B@ DUP PLIC = SWAP PLMV = OR NOT IF 0 WTCTR VB! THEN        WTCTR VB@ 1+ DUP WTCTR VB! 10 >                                 IF 1 1 ELSE 5 TIMER!-ON WAIT DIVG 0 THEN THEN END COGO ;        -->                                                                                                                                                                                                                                                                                                                                                                                             ( JAWS TASK ) XC? NOT IFTRUE : JAW-S ; IFEND                    XC? IFTRUE : J-T ;TASK: DIVG                                    MSAIP OBJSV VB! 4 TIMEBMAX! 2 TIMEBSCALE!                       ST-X X! RQ-Y Y! 1STWRITE XOR-ON NULPAT ANIM!                    18 GA# B@ 7 MIN 2* -                                            30 * TIMER!-ON WAIT JAW-S                                       ' W-CL SETCO COGO Jaw ANIM! IF 60 TIMER!-ON GO THEN             DIVG ' OPDR SETCO COGO EMOV                                     ST-X DESTX! ST-Y DESTY! 40 TIMER!-ON                            A->DEST/TIME GO ( ENTER CHAMB ) EMOV                            ( IF KEY NOT USED CLOSE DOOR BEHIND )                           KEY OBJSV OVB@ KYOPEN <> IF ' CLDR SETCO COGO THEN DIVG         MMONT MMSV VB! MSPRO OBJSV VB! SPOTMONS SELF IM-T ;             IFEND                                                           -->                                                                                                                             ( JAWS ELIMINATORS )                                            XC? IFTRUE                                                      : J-ER ;TASK: JAWSF BZERO NULPAT ANIM! 1 TIMER!-ON GO ;         : J-RV ;TASK: DIVG 500 INCSCORE NULPAT ANIM! ERASEWRITE         DIVG SELF J-T ;                                                 OTHERWISE                                                       : J-ER DROP ;                                                   : J-RV DROP ;                                                   : J-T DROP ;                                                    0 C= JAWSV                                                      IFEND -->                                                                                                                                                                                                                                                                                                                                                                                       ( TROLL TASK )                                                  : R-T ;TASK: MSAIP OBJSV VB! DIVG 4 TIMEBMAX! 2 TIMEBSCALE!     ST-X X! RQ-Y Y! 1STWRITE XOR-ON NULPAT ANIM!                    26 DIF B@ 2* - GA# B@ 7 MIN 2* - 30 * DUP                       0<= IF DROP 30 THEN TIMER!-ON WAIT                              ' W-CL SETCO COGO                                               EMOV ( HOLD FOR 2 SECONDS OF WARNING )                          ROTFLY ANIM! RODAN-S                                            IF 60 TIMER!-ON GO DIVG THEN ' OPDR SETCO COGO                  ST-X DESTX! ST-Y DESTY! 40 TIMER!-ON                            A->DEST/TIME GO ( ENTER CHAMB ) EMOV                            ( IF KEY NOT USED CLOSE DOOR BEHIND )                           KEY OBJSV OVB@ KYOPEN <> IF ' CLDR SETCO COGO THEN              DIVG SPOTMONS                                                   MMONT MMSV VB! MSPRO OBJSV VB! JAWSV J-T                        SELF IM-T ; -->                                                 ( SLUT ROUTINE AND ROUTINE TO FORCE OTHERS BACK TO INIT POS )   HEX DATA CKA 0 B,                                               : SLUT SELF DX@ 0 > IF 0 ELSE 80 THEN ANGLE! ;                                                                                  ( RETURN UGLY NERDS TO INITIAL POSITION )                       : FLGEM DO I I:M OBJSV OVB@ MSPRO = IF                          MSRIP I I:M OBJSV OVB! 1 I I:M MYFLAG OVB! THEN LOOP ;          ( BANISH MONSTERS TO LOWER SCREEN POSITION )                    XC? IFTRUE : KICKBK 4 1 FLGEM ; : BANTOP 5 0 FLGEM ;            OTHERWISE : KICKBK 1 1 FLGEM ; : BANTOP 1 0 FLGEM ; IFEND       ( MONSTER MASH ROUTINE )                                        : M:M MONV1 R-T                                                 MZP @ 3 + B@ 1+ 1 DO I I:M M-T LOOP ;                           DECIMAL -->                                                                                                                                                                                     ( GRAB PLAYER AND LEAVE PLAYFIELD )                             : DEPARTSKI ST-X DESTX! RQ-Y DESTY! SELF Y@ 40 > IF 256 ELSE    512 THEN A->DEST SLUT GO EMOV                                   NULPAT ANIM! 1 TIMER!-ON GO DIVG COGO ;                         DECIMAL                                                         : RAVISH ;TASK: DIVG 0 TIMEBSCALE! BKC BZERO KICKBK             PLYRV X@ DESTX! PLYRV Y@ DESTY!                                 EMOV DVECT-OFF                                                  ( GO FOR THE PLAYER )                                           ROTFLY ANIM! 60 TIMER!-ON                                       512 A->DEST                                                     SLUT GO EMOV CARRY-S JAWSV ACTIVE? IF JAWSV J-ER THEN           ( ONCE WE GET THERE FLAG 'EM )                                  MYFLAG PLYRV + BONE                                             ' DEPARTSKI SETCO COGO 250 BKC B! SHUTUP SELF R-T ;             -->                                                             