#define NULL ((void *)0)
typedef unsigned long size_t; // Customize by platform.
typedef long intptr_t;
typedef unsigned long uintptr_t;
typedef long scalar_t__; // Either arithmetic or pointer type.
/* By default, we understand bool (as a convenience). */
typedef int bool;
#define false 0
#define true 1

/* Forward declarations */

/* Type definitions */

/* Variables and functions */
int /*<<< orphan*/ Prt(char *, int, int);
int /*<<< orphan*/ clear_screen();
int /*<<< orphan*/ draw_cave();
int /*<<< orphan*/ inkey_delay(char *, int /*<<< orphan*/);
int /*<<< orphan*/ pause_game(int);
void help() {
  char command;
  inkey_delay(&command, 0);
  if (command == 0) {
    clear_screen();
    Prt(("A       Age of character.     |  h       Hurl an item."), (1) - 1,
        (1) - 1);
    Prt(("B <Dir> Bash (object/creature)|  i       Inventory list."), (2) - 1,
        (1) - 1);
    Prt(("C       Display character.    |  j <Dir> Jam a door with spike."),
        (3) - 1, (1) - 1);
    inkey_delay(&command, 0);
    if (command == 0) {
      Prt(("D <Dir> Disarm a trap/chest.  |  l <Dir> Look given direction."),
          (4) - 1, (1) - 1);
      Prt(("E       Eat some food.        |  m       Cast a magic spell."),
          (5) - 1, (1) - 1);
      Prt(("F       Fill lamp with oil.   |  m       Use a music book."),
          (6) - 1, (1) - 1);
      inkey_delay(&command, 0);
    }
    if (command == 0) {
      Prt(("G       Game time and date    |  o <Dir> Open a door/chest."),
          (7) - 1, (1) - 1);
      Prt(("H       Help                  |  p       Read a prayer."), (8) - 1,
          (1) - 1);
      Prt(("I       Inven of one item type|  p       Play an instrument."),
          (9) - 1, (1) - 1);
      inkey_delay(&command, 0);
    }
    if (command == 0) {
      Prt(("L       Current location.     |  q       Quaff a potion."),
          (10) - 1, (1) - 1);
      Prt(("M       Money.                |  r       Read a scroll."), (11) - 1,
          (1) - 1);
      Prt(("P       Print map.            |  s       Search for hidden doors."),
          (12) - 1, (1) - 1);
      inkey_delay(&command, 0);
    }
    if (command == 0) {
      Prt(("R       Rest for a period.    |  t       Take off an item."),
          (13) - 1, (1) - 1);
      Prt(("S       Search Mode.          |  u       Use a staff."), (14) - 1,
          (1) - 1);
      Prt(("T <Dir> Tunnel.               |  v       Version and credits."),
          (15) - 1, (1) - 1);
      inkey_delay(&command, 0);
    }
    if (command == 0) {
      Prt(("U       Use miscellaneous item|  w       Wear/Wield an item."),
          (16) - 1, (1) - 1);
      Prt(("W       Current time and date |  x       Exchange weapon."),
          (17) - 1, (1) - 1);
      Prt(("a       Aim and fire a wand.  |  c <inv> Clean inventory."),
          (18) - 1, (1) - 1);
      inkey_delay(&command, 0);
    }
    if (command == 0) {
      Prt(("b       Browse a book.        |  $       Shell out of game."),
          (19) - 1, (1) - 1);
      Prt(("c <Dir> Close a door.         |  +       Experience for levels."),
          (20) - 1, (1) - 1);
      Prt(("d       Drop an item.         |  . <Dir> Move in direction."),
          (21) - 1, (1) - 1);
      inkey_delay(&command, 0);
    }
    if (command == 0) {
      Prt(("e       Equipment list.       |  /       Identify a character."),
          (22) - 1, (1) - 1);
      Prt(("f       Fire Projectile.      |  X       Toggle light source."),
          (23) - 1, (1) - 1);
      pause_game(24);
    }
    clear_screen();
    inkey_delay(&command, 0);
    if (command == 0) {
      Prt(("<       Go up an up-staircase.|   >      Go down a "
           "down-staircase."),
          (1) - 1, (1) - 1);
      Prt(("?       Display this panel.   |  ^M      Repeat the last message."),
          (2) - 1, (1) - 1);
      Prt(("]       Armor list.           |  ^R      Redraw the screen."),
          (3) - 1, (1) - 1);
      inkey_delay(&command, 0);
    }
    if (command == 0) {
      Prt(("|       Weapon list.          |  ^C      Quit the game."), (4) - 1,
          (1) - 1);
      Prt(("J       Map shown reduced size|  ^Y      Save character and quit."),
          (5) - 1, (1) - 1);
      Prt(("Movement:"), (7) - 1, (1) - 1);
      inkey_delay(&command, 0);
    }
    if (command == 0) {
      Prt(("          7  8  9"), (8) - 1, (1) - 1);
      Prt(("          4     6    5 = Rest"), (9) - 1, (1) - 1);
      Prt(("          1  2  3"), (10) - 1, (1) - 1);
      inkey_delay(&command, 0);
    }
    if (command == 0) {
      Prt(("Directory of Shops:"), (12) - 1, (1) - 1);
      Prt(("     A   Alchemy Shop                M   Magic Shop"), (13) - 1,
          (1) - 1);
      Prt(("     B   Bank                        P   Trading Post"), (14) - 1,
          (1) - 1);
      inkey_delay(&command, 0);
    }
    if (command == 0) {
      Prt(("     C   Casino                      Q   Questor's Home"), (15) - 1,
          (1) - 1);
      Prt(("     D   All-Nite Deli               R   Armory"), (16) - 1,
          (1) - 1);
      Prt(("     G   General Store               T   Temple"), (17) - 1,
          (1) - 1);
      inkey_delay(&command, 0);
    }
    if (command == 0) {
      Prt(("     I   Inn                         U   Music Shop"), (18) - 1,
          (1) - 1);
      Prt(("     J   Gem Shop                    W   Weapon Smith"), (19) - 1,
          (1) - 1);
      Prt(("     L   Library                     X   Money Exchange"), (20) - 1,
          (1) - 1);
      Prt(("     +   Unknown"), (21) - 1, (1) - 1);
      pause_game(24);
    }
    draw_cave();
  }
}


x86 assembly (clang, -O0):
<help>:
push   %rbp
mov    %rsp,%rbp
sub    $0x10,%rsp
lea    -0x1(%rbp),%rdi
xor    %esi,%esi
call   1050 <inkey_delay@plt>
movsbl -0x1(%rbp),%eax
cmp    $0x0,%eax
jne    15e9 <help+0x499>
mov    $0x0,%al
call   1070 <clear_screen@plt>
lea    0xe82(%rip),%rdi
xor    %edx,%edx
mov    %edx,%esi
call   1030 <Prt@plt>
lea    0xea9(%rip),%rdi
mov    $0x1,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0xecf(%rip),%rdi
mov    $0x2,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    -0x1(%rbp),%rdi
xor    %esi,%esi
call   1050 <inkey_delay@plt>
movsbl -0x1(%rbp),%eax
cmp    $0x0,%eax
jne    1209 <help+0xb9>
lea    0xee4(%rip),%rdi
mov    $0x3,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0xf10(%rip),%rdi
mov    $0x4,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0xf3a(%rip),%rdi
mov    $0x5,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    -0x1(%rbp),%rdi
xor    %esi,%esi
call   1050 <inkey_delay@plt>
movsbl -0x1(%rbp),%eax
cmp    $0x0,%eax
jne    125a <help+0x10a>
lea    0xf4a(%rip),%rdi
mov    $0x6,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0xf73(%rip),%rdi
mov    $0x7,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0xf98(%rip),%rdi
mov    $0x8,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    -0x1(%rbp),%rdi
xor    %esi,%esi
call   1050 <inkey_delay@plt>
movsbl -0x1(%rbp),%eax
cmp    $0x0,%eax
jne    12ab <help+0x15b>
lea    0xfaa(%rip),%rdi
mov    $0x9,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0xfd0(%rip),%rdi
mov    $0xa,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0xff5(%rip),%rdi
mov    $0xb,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    -0x1(%rbp),%rdi
xor    %esi,%esi
call   1050 <inkey_delay@plt>
movsbl -0x1(%rbp),%eax
cmp    $0x0,%eax
jne    12fc <help+0x1ac>
lea    0x100c(%rip),%rdi
mov    $0xc,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x1034(%rip),%rdi
mov    $0xd,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x1057(%rip),%rdi
mov    $0xe,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    -0x1(%rbp),%rdi
xor    %esi,%esi
call   1050 <inkey_delay@plt>
movsbl -0x1(%rbp),%eax
cmp    $0x0,%eax
jne    134d <help+0x1fd>
lea    0x106a(%rip),%rdi
mov    $0xf,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x1094(%rip),%rdi
mov    $0x10,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x10bb(%rip),%rdi
mov    $0x11,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    -0x1(%rbp),%rdi
xor    %esi,%esi
call   1050 <inkey_delay@plt>
movsbl -0x1(%rbp),%eax
cmp    $0x0,%eax
jne    139e <help+0x24e>
lea    0x10ca(%rip),%rdi
mov    $0x12,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x10f3(%rip),%rdi
mov    $0x13,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x1120(%rip),%rdi
mov    $0x14,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    -0x1(%rbp),%rdi
xor    %esi,%esi
call   1050 <inkey_delay@plt>
movsbl -0x1(%rbp),%eax
cmp    $0x0,%eax
jne    13db <help+0x28b>
lea    0x1131(%rip),%rdi
mov    $0x15,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x115d(%rip),%rdi
mov    $0x16,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
mov    $0x18,%edi
call   1060 <pause_game@plt>
mov    $0x0,%al
call   1070 <clear_screen@plt>
lea    -0x1(%rbp),%rdi
xor    %esi,%esi
call   1050 <inkey_delay@plt>
movsbl -0x1(%rbp),%eax
cmp    $0x0,%eax
jne    143b <help+0x2eb>
lea    0x115f(%rip),%rdi
xor    %edx,%edx
mov    %edx,%esi
call   1030 <Prt@plt>
lea    0x1192(%rip),%rdi
mov    $0x1,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x11c1(%rip),%rdi
mov    $0x2,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    -0x1(%rbp),%rdi
xor    %esi,%esi
call   1050 <inkey_delay@plt>
movsbl -0x1(%rbp),%eax
cmp    $0x0,%eax
jne    148c <help+0x33c>
lea    0x11d2(%rip),%rdi
mov    $0x3,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x11f7(%rip),%rdi
mov    $0x4,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x1226(%rip),%rdi
mov    $0x6,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    -0x1(%rbp),%rdi
xor    %esi,%esi
call   1050 <inkey_delay@plt>
movsbl -0x1(%rbp),%eax
cmp    $0x0,%eax
jne    14dd <help+0x38d>
lea    0x1205(%rip),%rdi
mov    $0x7,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x1204(%rip),%rdi
mov    $0x8,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x120f(%rip),%rdi
mov    $0x9,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    -0x1(%rbp),%rdi
xor    %esi,%esi
call   1050 <inkey_delay@plt>
movsbl -0x1(%rbp),%eax
cmp    $0x0,%eax
jne    152e <help+0x3de>
lea    0x11f6(%rip),%rdi
mov    $0xb,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x11f7(%rip),%rdi
mov    $0xc,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x1218(%rip),%rdi
mov    $0xd,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    -0x1(%rbp),%rdi
xor    %esi,%esi
call   1050 <inkey_delay@plt>
movsbl -0x1(%rbp),%eax
cmp    $0x0,%eax
jne    157f <help+0x42f>
lea    0x1223(%rip),%rdi
mov    $0xe,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x1248(%rip),%rdi
mov    $0xf,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x1265(%rip),%rdi
mov    $0x10,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    -0x1(%rbp),%rdi
xor    %esi,%esi
call   1050 <inkey_delay@plt>
movsbl -0x1(%rbp),%eax
cmp    $0x0,%eax
jne    15e2 <help+0x492>
lea    0x126a(%rip),%rdi
mov    $0x11,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x128b(%rip),%rdi
mov    $0x12,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x12ae(%rip),%rdi
mov    $0x13,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x12d3(%rip),%rdi
mov    $0x14,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
mov    $0x18,%edi
call   1060 <pause_game@plt>
mov    $0x0,%al
call   1040 <draw_cave@plt>
add    $0x10,%rsp
pop    %rbp
ret

x86 assembly (clang, -O2):
<help>:
push   %rax
lea    0x7(%rsp),%rdi
xor    %esi,%esi
call   1050 <inkey_delay@plt>
cmpb   $0x0,0x7(%rsp)
je     1166 <help+0x16>
pop    %rax
ret
xor    %eax,%eax
call   1070 <clear_screen@plt>
lea    0xe8c(%rip),%rdi
xor    %esi,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0xeb3(%rip),%rdi
mov    $0x1,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0xed9(%rip),%rdi
mov    $0x2,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x7(%rsp),%rdi
xor    %esi,%esi
call   1050 <inkey_delay@plt>
cmpb   $0x0,0x7(%rsp)
jne    13c2 <help+0x272>
lea    0xeef(%rip),%rdi
mov    $0x3,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0xf1b(%rip),%rdi
mov    $0x4,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0xf45(%rip),%rdi
mov    $0x5,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x7(%rsp),%rdi
xor    %esi,%esi
call   1050 <inkey_delay@plt>
cmpb   $0x0,0x7(%rsp)
jne    13c2 <help+0x272>
lea    0xf56(%rip),%rdi
mov    $0x6,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0xf7f(%rip),%rdi
mov    $0x7,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0xfa4(%rip),%rdi
mov    $0x8,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x7(%rsp),%rdi
xor    %esi,%esi
call   1050 <inkey_delay@plt>
cmpb   $0x0,0x7(%rsp)
jne    13c2 <help+0x272>
lea    0xfb7(%rip),%rdi
mov    $0x9,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0xfdd(%rip),%rdi
mov    $0xa,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x1002(%rip),%rdi
mov    $0xb,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x7(%rsp),%rdi
xor    %esi,%esi
call   1050 <inkey_delay@plt>
cmpb   $0x0,0x7(%rsp)
jne    13c2 <help+0x272>
lea    0x101a(%rip),%rdi
mov    $0xc,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x1042(%rip),%rdi
mov    $0xd,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x1065(%rip),%rdi
mov    $0xe,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x7(%rsp),%rdi
xor    %esi,%esi
call   1050 <inkey_delay@plt>
cmpb   $0x0,0x7(%rsp)
jne    13c2 <help+0x272>
lea    0x1079(%rip),%rdi
mov    $0xf,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x10a3(%rip),%rdi
mov    $0x10,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x10ca(%rip),%rdi
mov    $0x11,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x7(%rsp),%rdi
xor    %esi,%esi
call   1050 <inkey_delay@plt>
cmpb   $0x0,0x7(%rsp)
jne    13c2 <help+0x272>
lea    0x10de(%rip),%rdi
mov    $0x12,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x1107(%rip),%rdi
mov    $0x13,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x1134(%rip),%rdi
mov    $0x14,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x7(%rsp),%rdi
xor    %esi,%esi
call   1050 <inkey_delay@plt>
cmpb   $0x0,0x7(%rsp)
jne    13c2 <help+0x272>
lea    0x114a(%rip),%rdi
mov    $0x15,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x1176(%rip),%rdi
mov    $0x16,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
mov    $0x18,%edi
call   1060 <pause_game@plt>
xor    %eax,%eax
call   1070 <clear_screen@plt>
lea    0x7(%rsp),%rdi
xor    %esi,%esi
call   1050 <inkey_delay@plt>
cmpb   $0x0,0x7(%rsp)
jne    15bf <help+0x46f>
lea    0x1179(%rip),%rdi
xor    %esi,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x11ac(%rip),%rdi
mov    $0x1,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x11db(%rip),%rdi
mov    $0x2,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x7(%rsp),%rdi
xor    %esi,%esi
call   1050 <inkey_delay@plt>
cmpb   $0x0,0x7(%rsp)
jne    15bf <help+0x46f>
lea    0x11ed(%rip),%rdi
mov    $0x3,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x1212(%rip),%rdi
mov    $0x4,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x1241(%rip),%rdi
mov    $0x6,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x7(%rsp),%rdi
xor    %esi,%esi
call   1050 <inkey_delay@plt>
cmpb   $0x0,0x7(%rsp)
jne    15bf <help+0x46f>
lea    0x1221(%rip),%rdi
mov    $0x7,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x1220(%rip),%rdi
mov    $0x8,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x122b(%rip),%rdi
mov    $0x9,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x7(%rsp),%rdi
xor    %esi,%esi
call   1050 <inkey_delay@plt>
cmpb   $0x0,0x7(%rsp)
jne    15bf <help+0x46f>
lea    0x1213(%rip),%rdi
mov    $0xb,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x1214(%rip),%rdi
mov    $0xc,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x1235(%rip),%rdi
mov    $0xd,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x7(%rsp),%rdi
xor    %esi,%esi
call   1050 <inkey_delay@plt>
cmpb   $0x0,0x7(%rsp)
jne    15bf <help+0x46f>
lea    0x1241(%rip),%rdi
mov    $0xe,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x1266(%rip),%rdi
mov    $0xf,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x1283(%rip),%rdi
mov    $0x10,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x7(%rsp),%rdi
xor    %esi,%esi
call   1050 <inkey_delay@plt>
cmpb   $0x0,0x7(%rsp)
jne    15bf <help+0x46f>
lea    0x128d(%rip),%rdi
mov    $0x11,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x12ae(%rip),%rdi
mov    $0x12,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x12d1(%rip),%rdi
mov    $0x13,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
lea    0x12f6(%rip),%rdi
mov    $0x14,%esi
xor    %edx,%edx
call   1030 <Prt@plt>
mov    $0x18,%edi
call   1060 <pause_game@plt>
xor    %eax,%eax
call   1040 <draw_cave@plt>
pop    %rax
ret

LLVM IR (-O0):
@.str = [55 x i8] c"A Age of character. | h Hurl an item.\00"
@.str.1 = [57 x i8] c"B <Dir> Bash (object/creature)| i Inventory list.\00"
@.str.2 = [64 x i8] c"C Display character. | j <Dir> Jam a door with spike.\00"
@.str.3 = [63 x i8] c"D <Dir> Disarm a trap/chest. | l <Dir> Look given direction.\00"
@.str.4 = [61 x i8] c"E Eat some food. | m Cast a magic spell.\00"
@.str.5 = [59 x i8] c"F Fill lamp with oil. | m Use a music book.\00"
@.str.6 = [60 x i8] c"G Game time and date | o <Dir> Open a door/chest.\00"
@.str.7 = [56 x i8] c"H Help | p Read a prayer.\00"
@.str.8 = [61 x i8] c"I Inven of one item type| p Play an instrument.\00"
@.str.9 = [57 x i8] c"L Current location. | q Quaff a potion.\00"
@.str.10 = [56 x i8] c"M Money. | r Read a scroll.\00"
@.str.11 = [66 x i8] c"P Print map. | s Search for hidden doors.\00"
@.str.12 = [59 x i8] c"R Rest for a period. | t Take off an item.\00"
@.str.13 = [54 x i8] c"S Search Mode. | u Use a staff.\00"
@.str.14 = [62 x i8] c"T <Dir> Tunnel. | v Version and credits.\00"
@.str.15 = [61 x i8] c"U Use miscellaneous item| w Wear/Wield an item.\00"
@.str.16 = [58 x i8] c"W Current time and date | x Exchange weapon.\00"
@.str.17 = [58 x i8] c"a Aim and fire a wand. | c <inv> Clean inventory.\00"
@.str.18 = [60 x i8] c"b Browse a book. | $ Shell out of game.\00"
@.str.19 = [64 x i8] c"c <Dir> Close a door. | + Experience for levels.\00"
@.str.20 = [60 x i8] c"d Drop an item. | . <Dir> Move in direction.\00"
@.str.21 = [63 x i8] c"e Equipment list. | / Identify a character.\00"
@.str.22 = [62 x i8] c"f Fire Projectile. | X Toggle light source.\00"
@.str.23 = [67 x i8] c"< Go up an up-staircase.| > Go down a down-staircase.\00"
@.str.24 = [66 x i8] c"? Display this panel. | ^M Repeat the last message.\00"
@.str.25 = [60 x i8] c"] Armor list. | ^R Redraw the screen.\00"
@.str.26 = [56 x i8] c"| Weapon list. | ^C Quit the game.\00"
@.str.27 = [66 x i8] c"J Map shown reduced size| ^Y Save character and quit.\00"
@.str.28 = [10 x i8] c"Movement:\00"
@.str.29 = [18 x i8] c" 7 8 9\00"
@.str.30 = [30 x i8] c" 4 6 5 = Rest\00"
@.str.31 = [18 x i8] c" 1 2 3\00"
@.str.32 = [20 x i8] c"Directory of Shops:\00"
@.str.33 = [52 x i8] c" A Alchemy Shop M Magic Shop\00"
@.str.34 = [54 x i8] c" B Bank P Trading Post\00"
@.str.35 = [56 x i8] c" C Casino Q Questor's Home\00"
@.str.36 = [48 x i8] c" D All-Nite Deli R Armory\00"
@.str.37 = [48 x i8] c" G General Store T Temple\00"
@.str.38 = [52 x i8] c" I Inn U Music Shop\00"
@.str.39 = [54 x i8] c" J Gem Shop W Weapon Smith\00"
@.str.40 = [56 x i8] c" L Library X Money Exchange\00"
@.str.41 = [17 x i8] c" + Unknown\00"
define void @help() {
%1 = alloca i8
%2 = call i32 @inkey_delay(i8* %1, i32 0)
%3 = load i8, i8* %1
%4 = sext i8 %3 to i32
%5 = icmp eq i32 %4, 0
br i1 %5, label %6, label %132
6: ; preds = %0
%7 = call i32 (...) @clear_screen()
%8 = call i32 @Prt(i8* getelementptr inbounds ([55 x i8], [55 x i8]* @.str, i64 0, i64 0), i32 0, i32 0)
%9 = call i32 @Prt(i8* getelementptr inbounds ([57 x i8], [57 x i8]* @.str.1, i64 0, i64 0), i32 1, i32 0)
%10 = call i32 @Prt(i8* getelementptr inbounds ([64 x i8], [64 x i8]* @.str.2, i64 0, i64 0), i32 2, i32 0)
%11 = call i32 @inkey_delay(i8* %1, i32 0)
%12 = load i8, i8* %1
%13 = sext i8 %12 to i32
%14 = icmp eq i32 %13, 0
br i1 %14, label %15, label %20
15: ; preds = %6
%16 = call i32 @Prt(i8* getelementptr inbounds ([63 x i8], [63 x i8]* @.str.3, i64 0, i64 0), i32 3, i32 0)
%17 = call i32 @Prt(i8* getelementptr inbounds ([61 x i8], [61 x i8]* @.str.4, i64 0, i64 0), i32 4, i32 0)
%18 = call i32 @Prt(i8* getelementptr inbounds ([59 x i8], [59 x i8]* @.str.5, i64 0, i64 0), i32 5, i32 0)
%19 = call i32 @inkey_delay(i8* %1, i32 0)
br label %20
20: ; preds = %15, %6
%21 = load i8, i8* %1
%22 = sext i8 %21 to i32
%23 = icmp eq i32 %22, 0
br i1 %23, label %24, label %29
24: ; preds = %20
%25 = call i32 @Prt(i8* getelementptr inbounds ([60 x i8], [60 x i8]* @.str.6, i64 0, i64 0), i32 6, i32 0)
%26 = call i32 @Prt(i8* getelementptr inbounds ([56 x i8], [56 x i8]* @.str.7, i64 0, i64 0), i32 7, i32 0)
%27 = call i32 @Prt(i8* getelementptr inbounds ([61 x i8], [61 x i8]* @.str.8, i64 0, i64 0), i32 8, i32 0)
%28 = call i32 @inkey_delay(i8* %1, i32 0)
br label %29
29: ; preds = %24, %20
%30 = load i8, i8* %1
%31 = sext i8 %30 to i32
%32 = icmp eq i32 %31, 0
br i1 %32, label %33, label %38
33: ; preds = %29
%34 = call i32 @Prt(i8* getelementptr inbounds ([57 x i8], [57 x i8]* @.str.9, i64 0, i64 0), i32 9, i32 0)
%35 = call i32 @Prt(i8* getelementptr inbounds ([56 x i8], [56 x i8]* @.str.10, i64 0, i64 0), i32 10, i32 0)
%36 = call i32 @Prt(i8* getelementptr inbounds ([66 x i8], [66 x i8]* @.str.11, i64 0, i64 0), i32 11, i32 0)
%37 = call i32 @inkey_delay(i8* %1, i32 0)
br label %38
38: ; preds = %33, %29
%39 = load i8, i8* %1
%40 = sext i8 %39 to i32
%41 = icmp eq i32 %40, 0
br i1 %41, label %42, label %47
42: ; preds = %38
%43 = call i32 @Prt(i8* getelementptr inbounds ([59 x i8], [59 x i8]* @.str.12, i64 0, i64 0), i32 12, i32 0)
%44 = call i32 @Prt(i8* getelementptr inbounds ([54 x i8], [54 x i8]* @.str.13, i64 0, i64 0), i32 13, i32 0)
%45 = call i32 @Prt(i8* getelementptr inbounds ([62 x i8], [62 x i8]* @.str.14, i64 0, i64 0), i32 14, i32 0)
%46 = call i32 @inkey_delay(i8* %1, i32 0)
br label %47
47: ; preds = %42, %38
%48 = load i8, i8* %1
%49 = sext i8 %48 to i32
%50 = icmp eq i32 %49, 0
br i1 %50, label %51, label %56
51: ; preds = %47
%52 = call i32 @Prt(i8* getelementptr inbounds ([61 x i8], [61 x i8]* @.str.15, i64 0, i64 0), i32 15, i32 0)
%53 = call i32 @Prt(i8* getelementptr inbounds ([58 x i8], [58 x i8]* @.str.16, i64 0, i64 0), i32 16, i32 0)
%54 = call i32 @Prt(i8* getelementptr inbounds ([58 x i8], [58 x i8]* @.str.17, i64 0, i64 0), i32 17, i32 0)
%55 = call i32 @inkey_delay(i8* %1, i32 0)
br label %56
56: ; preds = %51, %47
%57 = load i8, i8* %1
%58 = sext i8 %57 to i32
%59 = icmp eq i32 %58, 0
br i1 %59, label %60, label %65
60: ; preds = %56
%61 = call i32 @Prt(i8* getelementptr inbounds ([60 x i8], [60 x i8]* @.str.18, i64 0, i64 0), i32 18, i32 0)
%62 = call i32 @Prt(i8* getelementptr inbounds ([64 x i8], [64 x i8]* @.str.19, i64 0, i64 0), i32 19, i32 0)
%63 = call i32 @Prt(i8* getelementptr inbounds ([60 x i8], [60 x i8]* @.str.20, i64 0, i64 0), i32 20, i32 0)
%64 = call i32 @inkey_delay(i8* %1, i32 0)
br label %65
65: ; preds = %60, %56
%66 = load i8, i8* %1
%67 = sext i8 %66 to i32
%68 = icmp eq i32 %67, 0
br i1 %68, label %69, label %73
69: ; preds = %65
%70 = call i32 @Prt(i8* getelementptr inbounds ([63 x i8], [63 x i8]* @.str.21, i64 0, i64 0), i32 21, i32 0)
%71 = call i32 @Prt(i8* getelementptr inbounds ([62 x i8], [62 x i8]* @.str.22, i64 0, i64 0), i32 22, i32 0)
%72 = call i32 @pause_game(i32 24)
br label %73
73: ; preds = %69, %65
%74 = call i32 (...) @clear_screen()
%75 = call i32 @inkey_delay(i8* %1, i32 0)
%76 = load i8, i8* %1
%77 = sext i8 %76 to i32
%78 = icmp eq i32 %77, 0
br i1 %78, label %79, label %84
79: ; preds = %73
%80 = call i32 @Prt(i8* getelementptr inbounds ([67 x i8], [67 x i8]* @.str.23, i64 0, i64 0), i32 0, i32 0)
%81 = call i32 @Prt(i8* getelementptr inbounds ([66 x i8], [66 x i8]* @.str.24, i64 0, i64 0), i32 1, i32 0)
%82 = call i32 @Prt(i8* getelementptr inbounds ([60 x i8], [60 x i8]* @.str.25, i64 0, i64 0), i32 2, i32 0)
%83 = call i32 @inkey_delay(i8* %1, i32 0)
br label %84
84: ; preds = %79, %73
%85 = load i8, i8* %1
%86 = sext i8 %85 to i32
%87 = icmp eq i32 %86, 0
br i1 %87, label %88, label %93
88: ; preds = %84
%89 = call i32 @Prt(i8* getelementptr inbounds ([56 x i8], [56 x i8]* @.str.26, i64 0, i64 0), i32 3, i32 0)
%90 = call i32 @Prt(i8* getelementptr inbounds ([66 x i8], [66 x i8]* @.str.27, i64 0, i64 0), i32 4, i32 0)
%91 = call i32 @Prt(i8* getelementptr inbounds ([10 x i8], [10 x i8]* @.str.28, i64 0, i64 0), i32 6, i32 0)
%92 = call i32 @inkey_delay(i8* %1, i32 0)
br label %93
93: ; preds = %88, %84
%94 = load i8, i8* %1
%95 = sext i8 %94 to i32
%96 = icmp eq i32 %95, 0
br i1 %96, label %97, label %102
97: ; preds = %93
%98 = call i32 @Prt(i8* getelementptr inbounds ([18 x i8], [18 x i8]* @.str.29, i64 0, i64 0), i32 7, i32 0)
%99 = call i32 @Prt(i8* getelementptr inbounds ([30 x i8], [30 x i8]* @.str.30, i64 0, i64 0), i32 8, i32 0)
%100 = call i32 @Prt(i8* getelementptr inbounds ([18 x i8], [18 x i8]* @.str.31, i64 0, i64 0), i32 9, i32 0)
%101 = call i32 @inkey_delay(i8* %1, i32 0)
br label %102
102: ; preds = %97, %93
%103 = load i8, i8* %1
%104 = sext i8 %103 to i32
%105 = icmp eq i32 %104, 0
br i1 %105, label %106, label %111
106: ; preds = %102
%107 = call i32 @Prt(i8* getelementptr inbounds ([20 x i8], [20 x i8]* @.str.32, i64 0, i64 0), i32 11, i32 0)
%108 = call i32 @Prt(i8* getelementptr inbounds ([52 x i8], [52 x i8]* @.str.33, i64 0, i64 0), i32 12, i32 0)
%109 = call i32 @Prt(i8* getelementptr inbounds ([54 x i8], [54 x i8]* @.str.34, i64 0, i64 0), i32 13, i32 0)
%110 = call i32 @inkey_delay(i8* %1, i32 0)
br label %111
111: ; preds = %106, %102
%112 = load i8, i8* %1
%113 = sext i8 %112 to i32
%114 = icmp eq i32 %113, 0
br i1 %114, label %115, label %120
115: ; preds = %111
%116 = call i32 @Prt(i8* getelementptr inbounds ([56 x i8], [56 x i8]* @.str.35, i64 0, i64 0), i32 14, i32 0)
%117 = call i32 @Prt(i8* getelementptr inbounds ([48 x i8], [48 x i8]* @.str.36, i64 0, i64 0), i32 15, i32 0)
%118 = call i32 @Prt(i8* getelementptr inbounds ([48 x i8], [48 x i8]* @.str.37, i64 0, i64 0), i32 16, i32 0)
%119 = call i32 @inkey_delay(i8* %1, i32 0)
br label %120
120: ; preds = %115, %111
%121 = load i8, i8* %1
%122 = sext i8 %121 to i32
%123 = icmp eq i32 %122, 0
br i1 %123, label %124, label %130
124: ; preds = %120
%125 = call i32 @Prt(i8* getelementptr inbounds ([52 x i8], [52 x i8]* @.str.38, i64 0, i64 0), i32 17, i32 0)
%126 = call i32 @Prt(i8* getelementptr inbounds ([54 x i8], [54 x i8]* @.str.39, i64 0, i64 0), i32 18, i32 0)
%127 = call i32 @Prt(i8* getelementptr inbounds ([56 x i8], [56 x i8]* @.str.40, i64 0, i64 0), i32 19, i32 0)
%128 = call i32 @Prt(i8* getelementptr inbounds ([17 x i8], [17 x i8]* @.str.41, i64 0, i64 0), i32 20, i32 0)
%129 = call i32 @pause_game(i32 24)
br label %130
130: ; preds = %124, %120
%131 = call i32 (...) @draw_cave()
br label %132
132: ; preds = %130, %0
ret void
}

LLVM IR (-O2):
@.str = [55 x i8] c"A Age of character. | h Hurl an item.\00"
@.str.1 = [57 x i8] c"B <Dir> Bash (object/creature)| i Inventory list.\00"
@.str.2 = [64 x i8] c"C Display character. | j <Dir> Jam a door with spike.\00"
@.str.3 = [63 x i8] c"D <Dir> Disarm a trap/chest. | l <Dir> Look given direction.\00"
@.str.4 = [61 x i8] c"E Eat some food. | m Cast a magic spell.\00"
@.str.5 = [59 x i8] c"F Fill lamp with oil. | m Use a music book.\00"
@.str.6 = [60 x i8] c"G Game time and date | o <Dir> Open a door/chest.\00"
@.str.7 = [56 x i8] c"H Help | p Read a prayer.\00"
@.str.8 = [61 x i8] c"I Inven of one item type| p Play an instrument.\00"
@.str.9 = [57 x i8] c"L Current location. | q Quaff a potion.\00"
@.str.10 = [56 x i8] c"M Money. | r Read a scroll.\00"
@.str.11 = [66 x i8] c"P Print map. | s Search for hidden doors.\00"
@.str.12 = [59 x i8] c"R Rest for a period. | t Take off an item.\00"
@.str.13 = [54 x i8] c"S Search Mode. | u Use a staff.\00"
@.str.14 = [62 x i8] c"T <Dir> Tunnel. | v Version and credits.\00"
@.str.15 = [61 x i8] c"U Use miscellaneous item| w Wear/Wield an item.\00"
@.str.16 = [58 x i8] c"W Current time and date | x Exchange weapon.\00"
@.str.17 = [58 x i8] c"a Aim and fire a wand. | c <inv> Clean inventory.\00"
@.str.18 = [60 x i8] c"b Browse a book. | $ Shell out of game.\00"
@.str.19 = [64 x i8] c"c <Dir> Close a door. | + Experience for levels.\00"
@.str.20 = [60 x i8] c"d Drop an item. | . <Dir> Move in direction.\00"
@.str.21 = [63 x i8] c"e Equipment list. | / Identify a character.\00"
@.str.22 = [62 x i8] c"f Fire Projectile. | X Toggle light source.\00"
@.str.23 = [67 x i8] c"< Go up an up-staircase.| > Go down a down-staircase.\00"
@.str.24 = [66 x i8] c"? Display this panel. | ^M Repeat the last message.\00"
@.str.25 = [60 x i8] c"] Armor list. | ^R Redraw the screen.\00"
@.str.26 = [56 x i8] c"| Weapon list. | ^C Quit the game.\00"
@.str.27 = [66 x i8] c"J Map shown reduced size| ^Y Save character and quit.\00"
@.str.28 = [10 x i8] c"Movement:\00"
@.str.29 = [18 x i8] c" 7 8 9\00"
@.str.30 = [30 x i8] c" 4 6 5 = Rest\00"
@.str.31 = [18 x i8] c" 1 2 3\00"
@.str.32 = [20 x i8] c"Directory of Shops:\00"
@.str.33 = [52 x i8] c" A Alchemy Shop M Magic Shop\00"
@.str.34 = [54 x i8] c" B Bank P Trading Post\00"
@.str.35 = [56 x i8] c" C Casino Q Questor's Home\00"
@.str.36 = [48 x i8] c" D All-Nite Deli R Armory\00"
@.str.37 = [48 x i8] c" G General Store T Temple\00"
@.str.38 = [52 x i8] c" I Inn U Music Shop\00"
@.str.39 = [54 x i8] c" J Gem Shop W Weapon Smith\00"
@.str.40 = [56 x i8] c" L Library X Money Exchange\00"
@.str.41 = [17 x i8] c" + Unknown\00"
define void @help() {
%1 = alloca i8
%2 = call i32 @inkey_delay(i8* %1, i32 0)
%3 = load i8, i8* %1
%4 = icmp eq i8 %3, 0
br i1 %4, label %5, label %107
5: ; preds = %0
%6 = call i32 (...) @clear_screen()
%7 = call i32 @Prt(i8* getelementptr inbounds ([55 x i8], [55 x i8]* @.str, i64 0, i64 0), i32 0, i32 0)
%8 = call i32 @Prt(i8* getelementptr inbounds ([57 x i8], [57 x i8]* @.str.1, i64 0, i64 0), i32 1, i32 0)
%9 = call i32 @Prt(i8* getelementptr inbounds ([64 x i8], [64 x i8]* @.str.2, i64 0, i64 0), i32 2, i32 0)
%10 = call i32 @inkey_delay(i8* %1, i32 0)
%11 = load i8, i8* %1
%12 = icmp eq i8 %11, 0
br i1 %12, label %13, label %59
13: ; preds = %5
%14 = call i32 @Prt(i8* getelementptr inbounds ([63 x i8], [63 x i8]* @.str.3, i64 0, i64 0), i32 3, i32 0)
%15 = call i32 @Prt(i8* getelementptr inbounds ([61 x i8], [61 x i8]* @.str.4, i64 0, i64 0), i32 4, i32 0)
%16 = call i32 @Prt(i8* getelementptr inbounds ([59 x i8], [59 x i8]* @.str.5, i64 0, i64 0), i32 5, i32 0)
%17 = call i32 @inkey_delay(i8* %1, i32 0)
%18 = load i8, i8* %1
%19 = icmp eq i8 %18, 0
br i1 %19, label %20, label %59
20: ; preds = %13
%21 = call i32 @Prt(i8* getelementptr inbounds ([60 x i8], [60 x i8]* @.str.6, i64 0, i64 0), i32 6, i32 0)
%22 = call i32 @Prt(i8* getelementptr inbounds ([56 x i8], [56 x i8]* @.str.7, i64 0, i64 0), i32 7, i32 0)
%23 = call i32 @Prt(i8* getelementptr inbounds ([61 x i8], [61 x i8]* @.str.8, i64 0, i64 0), i32 8, i32 0)
%24 = call i32 @inkey_delay(i8* %1, i32 0)
%25 = load i8, i8* %1
%26 = icmp eq i8 %25, 0
br i1 %26, label %27, label %59
27: ; preds = %20
%28 = call i32 @Prt(i8* getelementptr inbounds ([57 x i8], [57 x i8]* @.str.9, i64 0, i64 0), i32 9, i32 0)
%29 = call i32 @Prt(i8* getelementptr inbounds ([56 x i8], [56 x i8]* @.str.10, i64 0, i64 0), i32 10, i32 0)
%30 = call i32 @Prt(i8* getelementptr inbounds ([66 x i8], [66 x i8]* @.str.11, i64 0, i64 0), i32 11, i32 0)
%31 = call i32 @inkey_delay(i8* %1, i32 0)
%32 = load i8, i8* %1
%33 = icmp eq i8 %32, 0
br i1 %33, label %34, label %59
34: ; preds = %27
%35 = call i32 @Prt(i8* getelementptr inbounds ([59 x i8], [59 x i8]* @.str.12, i64 0, i64 0), i32 12, i32 0)
%36 = call i32 @Prt(i8* getelementptr inbounds ([54 x i8], [54 x i8]* @.str.13, i64 0, i64 0), i32 13, i32 0)
%37 = call i32 @Prt(i8* getelementptr inbounds ([62 x i8], [62 x i8]* @.str.14, i64 0, i64 0), i32 14, i32 0)
%38 = call i32 @inkey_delay(i8* %1, i32 0)
%39 = load i8, i8* %1
%40 = icmp eq i8 %39, 0
br i1 %40, label %41, label %59
41: ; preds = %34
%42 = call i32 @Prt(i8* getelementptr inbounds ([61 x i8], [61 x i8]* @.str.15, i64 0, i64 0), i32 15, i32 0)
%43 = call i32 @Prt(i8* getelementptr inbounds ([58 x i8], [58 x i8]* @.str.16, i64 0, i64 0), i32 16, i32 0)
%44 = call i32 @Prt(i8* getelementptr inbounds ([58 x i8], [58 x i8]* @.str.17, i64 0, i64 0), i32 17, i32 0)
%45 = call i32 @inkey_delay(i8* %1, i32 0)
%46 = load i8, i8* %1
%47 = icmp eq i8 %46, 0
br i1 %47, label %48, label %59
48: ; preds = %41
%49 = call i32 @Prt(i8* getelementptr inbounds ([60 x i8], [60 x i8]* @.str.18, i64 0, i64 0), i32 18, i32 0)
%50 = call i32 @Prt(i8* getelementptr inbounds ([64 x i8], [64 x i8]* @.str.19, i64 0, i64 0), i32 19, i32 0)
%51 = call i32 @Prt(i8* getelementptr inbounds ([60 x i8], [60 x i8]* @.str.20, i64 0, i64 0), i32 20, i32 0)
%52 = call i32 @inkey_delay(i8* %1, i32 0)
%53 = load i8, i8* %1
%54 = icmp eq i8 %53, 0
br i1 %54, label %55, label %59
55: ; preds = %48
%56 = call i32 @Prt(i8* getelementptr inbounds ([63 x i8], [63 x i8]* @.str.21, i64 0, i64 0), i32 21, i32 0)
%57 = call i32 @Prt(i8* getelementptr inbounds ([62 x i8], [62 x i8]* @.str.22, i64 0, i64 0), i32 22, i32 0)
%58 = call i32 @pause_game(i32 24)
br label %59
59: ; preds = %5, %13, %27, %20, %34, %41, %55, %48
%60 = call i32 (...) @clear_screen()
%61 = call i32 @inkey_delay(i8* %1, i32 0)
%62 = load i8, i8* %1
%63 = icmp eq i8 %62, 0
br i1 %63, label %64, label %105
64: ; preds = %59
%65 = call i32 @Prt(i8* getelementptr inbounds ([67 x i8], [67 x i8]* @.str.23, i64 0, i64 0), i32 0, i32 0)
%66 = call i32 @Prt(i8* getelementptr inbounds ([66 x i8], [66 x i8]* @.str.24, i64 0, i64 0), i32 1, i32 0)
%67 = call i32 @Prt(i8* getelementptr inbounds ([60 x i8], [60 x i8]* @.str.25, i64 0, i64 0), i32 2, i32 0)
%68 = call i32 @inkey_delay(i8* %1, i32 0)
%69 = load i8, i8* %1
%70 = icmp eq i8 %69, 0
br i1 %70, label %71, label %105
71: ; preds = %64
%72 = call i32 @Prt(i8* getelementptr inbounds ([56 x i8], [56 x i8]* @.str.26, i64 0, i64 0), i32 3, i32 0)
%73 = call i32 @Prt(i8* getelementptr inbounds ([66 x i8], [66 x i8]* @.str.27, i64 0, i64 0), i32 4, i32 0)
%74 = call i32 @Prt(i8* getelementptr inbounds ([10 x i8], [10 x i8]* @.str.28, i64 0, i64 0), i32 6, i32 0)
%75 = call i32 @inkey_delay(i8* %1, i32 0)
%76 = load i8, i8* %1
%77 = icmp eq i8 %76, 0
br i1 %77, label %78, label %105
78: ; preds = %71
%79 = call i32 @Prt(i8* getelementptr inbounds ([18 x i8], [18 x i8]* @.str.29, i64 0, i64 0), i32 7, i32 0)
%80 = call i32 @Prt(i8* getelementptr inbounds ([30 x i8], [30 x i8]* @.str.30, i64 0, i64 0), i32 8, i32 0)
%81 = call i32 @Prt(i8* getelementptr inbounds ([18 x i8], [18 x i8]* @.str.31, i64 0, i64 0), i32 9, i32 0)
%82 = call i32 @inkey_delay(i8* %1, i32 0)
%83 = load i8, i8* %1
%84 = icmp eq i8 %83, 0
br i1 %84, label %85, label %105
85: ; preds = %78
%86 = call i32 @Prt(i8* getelementptr inbounds ([20 x i8], [20 x i8]* @.str.32, i64 0, i64 0), i32 11, i32 0)
%87 = call i32 @Prt(i8* getelementptr inbounds ([52 x i8], [52 x i8]* @.str.33, i64 0, i64 0), i32 12, i32 0)
%88 = call i32 @Prt(i8* getelementptr inbounds ([54 x i8], [54 x i8]* @.str.34, i64 0, i64 0), i32 13, i32 0)
%89 = call i32 @inkey_delay(i8* %1, i32 0)
%90 = load i8, i8* %1
%91 = icmp eq i8 %90, 0
br i1 %91, label %92, label %105
92: ; preds = %85
%93 = call i32 @Prt(i8* getelementptr inbounds ([56 x i8], [56 x i8]* @.str.35, i64 0, i64 0), i32 14, i32 0)
%94 = call i32 @Prt(i8* getelementptr inbounds ([48 x i8], [48 x i8]* @.str.36, i64 0, i64 0), i32 15, i32 0)
%95 = call i32 @Prt(i8* getelementptr inbounds ([48 x i8], [48 x i8]* @.str.37, i64 0, i64 0), i32 16, i32 0)
%96 = call i32 @inkey_delay(i8* %1, i32 0)
%97 = load i8, i8* %1
%98 = icmp eq i8 %97, 0
br i1 %98, label %99, label %105
99: ; preds = %92
%100 = call i32 @Prt(i8* getelementptr inbounds ([52 x i8], [52 x i8]* @.str.38, i64 0, i64 0), i32 17, i32 0)
%101 = call i32 @Prt(i8* getelementptr inbounds ([54 x i8], [54 x i8]* @.str.39, i64 0, i64 0), i32 18, i32 0)
%102 = call i32 @Prt(i8* getelementptr inbounds ([56 x i8], [56 x i8]* @.str.40, i64 0, i64 0), i32 19, i32 0)
%103 = call i32 @Prt(i8* getelementptr inbounds ([17 x i8], [17 x i8]* @.str.41, i64 0, i64 0), i32 20, i32 0)
%104 = call i32 @pause_game(i32 24)
br label %105
105: ; preds = %59, %64, %78, %71, %85, %99, %92
%106 = call i32 (...) @draw_cave()
br label %107
107: ; preds = %105, %0
ret void
}