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actions.zil
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"1ACTIONS for
Zork I: The Great Underground Empire
(c) Copyright 1983 Infocom, Inc. All Rights Reserved.
-- CHEAPO EDITION"
"SUBTITLE THE WHITE HOUSE"
<ROUTINE WEST-HOUSE (RARG)
<COND (<EQUAL? .RARG ,M-LOOK>
<TELL
"You are standing in an open field west of a white house, with a boarded
front door.">
<COND (,WON-FLAG
<TELL
" A secret path leads southwest into the forest.">)>
<CRLF>)>>
<ROUTINE EAST-HOUSE (RARG)
<COND (<EQUAL? .RARG ,M-LOOK>
<TELL
"You are behind the white house. A path leads into the forest
to the east. In one corner of the house there is a small window
which is ">
<COND (<FSET? ,KITCHEN-WINDOW ,OPENBIT>
<TELL "open.">)
(T <TELL "slightly ajar.">)>
<CRLF>)>>
<ROUTINE OPEN-CLOSE (OBJ STROPN STRCLS)
<COND (<VERB? OPEN>
<COND (<FSET? .OBJ ,OPENBIT>
<TELL <PICK-ONE ,DUMMY>>)
(T
<TELL .STROPN>
<FSET .OBJ ,OPENBIT>)>
<CRLF>)
(<VERB? CLOSE>
<COND (<FSET? .OBJ ,OPENBIT>
<TELL .STRCLS>
<FCLEAR .OBJ ,OPENBIT>
T)
(T <TELL <PICK-ONE ,DUMMY>>)>
<CRLF>)>>
<ROUTINE BOARD-F ()
<COND (<VERB? TAKE EXAMINE>
<TELL "The boards are securely fastened." CR>)>>
<ROUTINE TEETH-F ()
<COND (<AND <VERB? BRUSH>
<EQUAL? ,PRSO ,TEETH>>
<COND (<AND <EQUAL? ,PRSI ,PUTTY>
<IN? ,PRSI ,WINNER>>
<JIGS-UP
"Well, you seem to have been brushing your teeth with some sort of
glue. As a result, your mouth gets glued together (with your nose)
and you die of respiratory failure.">)
(<NOT ,PRSI>
<TELL
"Dental hygiene is highly recommended, but I'm not sure what you want
to brush them with." CR>)
(T
<TELL "A nice idea, but with a " D ,PRSI "?" CR>)>)>>
<ROUTINE GRANITE-WALL-F ()
<COND (<EQUAL? ,HERE ,NORTH-TEMPLE>
<COND (<VERB? FIND>
<TELL "The west wall is solid granite here." CR>)
(<VERB? TAKE RAISE LOWER>
<TELL "It's solid granite." CR>)>)
(<EQUAL? ,HERE ,TREASURE-ROOM>
<COND (<VERB? FIND>
<TELL "The east wall is solid granite here." CR>)
(<VERB? TAKE RAISE LOWER>
<TELL "It's solid granite." CR>)>)
(<EQUAL? ,HERE ,SLIDE-ROOM>
<COND (<VERB? FIND READ>
<TELL "It only SAYS \"Granite Wall\"." CR>)
(T <TELL "The wall isn't granite." CR>)>)
(T
<TELL "There is no granite wall here." CR>)>>
<ROUTINE SONGBIRD-F ()
<COND (<VERB? FIND TAKE>
<TELL "The songbird is not here but is probably nearby." CR>)
(<VERB? LISTEN>
<TELL "You can't hear the songbird now." CR>)
(<VERB? FOLLOW>
<TELL "It can't be followed." CR>)
(T
<TELL "You can't see any songbird here." CR>)>>
<ROUTINE WHITE-HOUSE-F ()
<COND (<EQUAL? ,HERE ,KITCHEN ,LIVING-ROOM ,ATTIC>
<COND (<VERB? FIND>
<TELL "Why not find your brains?" CR>)
(<VERB? WALK-AROUND>
<GO-NEXT ,IN-HOUSE-AROUND>
T)>)
(<NOT <OR <EQUAL? ,HERE ,EAST-OF-HOUSE ,WEST-OF-HOUSE>
<EQUAL? ,HERE ,NORTH-OF-HOUSE ,SOUTH-OF-HOUSE>>>
<COND (<VERB? FIND>
<COND (<EQUAL? ,HERE ,CLEARING>
<TELL "It seems to be to the west." CR>)
(T
<TELL "It was here just a minute ago...." CR>)>)
(T <TELL "You're not at the house." CR>)>)
(<VERB? FIND>
<TELL
"It's right here! Are you blind or something?" CR>)
(<VERB? WALK-AROUND>
<GO-NEXT ,HOUSE-AROUND>
T)
(<VERB? EXAMINE>
<TELL
"The house is a beautiful colonial house which is painted white.
It is clear that the owners must have been extremely wealthy." CR>)
(<VERB? THROUGH OPEN>
<COND (<EQUAL? ,HERE ,EAST-OF-HOUSE>
<COND (<FSET? ,KITCHEN-WINDOW ,OPENBIT>
<GOTO ,KITCHEN>)
(T
<TELL "The window is closed." CR>
<THIS-IS-IT ,KITCHEN-WINDOW>)>)
(T
<TELL "I can't see how to get in from here." CR>)>)
(<VERB? BURN>
<TELL "You must be joking." CR>)>>
;"0 -> no next, 1 -> success, 2 -> failed move"
<ROUTINE GO-NEXT (TBL "AUX" VAL)
<COND (<SET VAL <LKP ,HERE .TBL>>
<COND (<NOT <GOTO .VAL>> 2)
(T 1)>)>>
<ROUTINE FOREST-F ()
<COND (<VERB? WALK-AROUND>
<COND (<OR <EQUAL? ,HERE
,WEST-OF-HOUSE ,NORTH-OF-HOUSE
,SOUTH-OF-HOUSE>
<EQUAL? ,HERE ,EAST-OF-HOUSE>>
<TELL "You aren't even in the forest." CR>)>
<GO-NEXT ,FOREST-AROUND>)
(<VERB? DISEMBARK>
<TELL "You will have to specify a direction." CR>)
(<VERB? FIND>
<TELL "You cannot see the forest for the trees." CR>)
(<VERB? LISTEN>
<TELL "The pines and the hemlocks seem to be murmuring."
CR>)>>
<ROUTINE MOUNTAIN-RANGE-F ()
<COND (<VERB? CLIMB-UP CLIMB-DOWN CLIMB-FOO>
<TELL "Don't you believe me? The mountains are impassable!"
CR>)>>
<ROUTINE WATER-F ("AUX" AV W PI?)
<COND (<VERB? SGIVE> <RFALSE>)
(<VERB? THROUGH BOARD>
<TELL <PICK-ONE ,SWIMYUKS> CR>
<RTRUE>)
(<VERB? FILL> ;"fill bottle with water =>"
<SET W ,PRSI> ;"put water in bottle"
<SETG PRSA ,V?PUT>
<SETG PRSI ,PRSO>
<SETG PRSO .W>
<SET PI? <>>)
(<OR <EQUAL? ,PRSO ,GLOBAL-WATER>
<EQUAL? ,PRSO ,WATER>>
<SET W ,PRSO>
<SET PI? <>>)
(ELSE
<SET W ,PRSI>
<COND (.W <SET PI? T>)>)>
<COND (<EQUAL? .W ,GLOBAL-WATER>
<SET W ,WATER>
<COND (<VERB? TAKE PUT> <REMOVE-CAREFULLY .W>)>)>
<COND (.PI? <SETG PRSI .W>)
(T <SETG PRSO .W>)>
<SET AV <LOC ,WINNER>>
<COND (<NOT <FSET? .AV ,VEHBIT>> <SET AV <>>)>
<COND (<AND <VERB? TAKE PUT> <NOT .PI?>>
<COND (<AND .AV
<OR <EQUAL? .AV ,PRSI>
<AND <NOT ,PRSI>
<NOT <IN? .W .AV>>>>>
<TELL "There is now a puddle in the bottom of the "
D .AV "." CR>
<REMOVE-CAREFULLY ,PRSO>
<MOVE ,PRSO .AV>)
(<AND ,PRSI <NOT <EQUAL? ,PRSI ,BOTTLE>>>
<TELL "The water leaks out of the " D ,PRSI
" and evaporates immediately." CR>
<REMOVE-CAREFULLY .W>)
(<IN? ,BOTTLE ,WINNER>
<COND (<NOT <FSET? ,BOTTLE ,OPENBIT>>
<TELL "The bottle is closed." CR>
<THIS-IS-IT ,BOTTLE>)
(<NOT <FIRST? ,BOTTLE>>
<MOVE ,WATER ,BOTTLE>
<TELL "The bottle is now full of water." CR>)
(T
<TELL "The water slips through your fingers." CR>
<RTRUE>)>)
(<AND <IN? ,PRSO ,BOTTLE>
<VERB? TAKE>
<NOT ,PRSI>>
<TELL
"It's in the bottle. Perhaps you should take that instead." CR>)
(T
<TELL "The water slips through your fingers." CR>)>)
(.PI?
<COND (<AND <VERB? PUT>
<GLOBAL-IN? ,RIVER ,HERE>>
<PERFORM ,V?PUT ,PRSO ,RIVER>)
(ELSE
<TELL "Nice try." CR>)>
<RTRUE>)
(<VERB? DROP GIVE>
<COND (<AND <VERB? DROP>
<IN? ,WATER ,BOTTLE>
<NOT <FSET? ,BOTTLE ,OPENBIT>>>
<TELL "The bottle is closed." CR>
<RTRUE>)>
<REMOVE-CAREFULLY ,WATER>
<COND (.AV
<TELL "There is now a puddle in the bottom of the "
D .AV "." CR>
<MOVE ,WATER .AV>)
(T
<TELL
"The water spills to the floor and evaporates immediately." CR>
<REMOVE-CAREFULLY ,WATER>)>)
(<VERB? THROW>
<TELL
"The water splashes on the walls and evaporates immediately." CR>
<REMOVE-CAREFULLY ,WATER>)>>
<GLOBAL KITCHEN-WINDOW-FLAG <>>
<ROUTINE KITCHEN-WINDOW-F ()
<COND (<VERB? OPEN CLOSE>
<SETG KITCHEN-WINDOW-FLAG T>
<OPEN-CLOSE ,KITCHEN-WINDOW
"With great effort, you open the window far enough to allow entry."
"The window closes (more easily than it opened).">)
(<AND <VERB? EXAMINE>
<NOT ,KITCHEN-WINDOW-FLAG>>
<TELL
"The window is slightly ajar, but not enough to allow entry." CR>)
(<VERB? WALK BOARD THROUGH>
<COND (<EQUAL? ,HERE ,KITCHEN>
<DO-WALK ,P?EAST>)
(T
<DO-WALK ,P?WEST>)>
<RTRUE>)
(<VERB? LOOK-INSIDE>
<TELL "You can see ">
<COND (<EQUAL? ,HERE ,KITCHEN>
<TELL "a clear area leading towards a forest." CR>)
(T
<TELL "what appears to be a kitchen." CR>)>)>>
<ROUTINE GHOSTS-F ()
<COND (<VERB? TELL>
<TELL "The spirits jeer loudly and ignore you." CR>
<SETG P-CONT <>>)
(<VERB? EXORCISE>
<TELL "Only the ceremony itself has any effect." CR>)
(<AND <VERB? ATTACK MUNG> <EQUAL? ,PRSO ,GHOSTS>>
<TELL "How can you attack a spirit with material objects?" CR>)
(T
<TELL "You seem unable to interact with these spirits." CR>)>>
<GLOBAL CAGE-TOP T>
<ROUTINE BASKET-F ()
<COND (<VERB? RAISE>
<COND (,CAGE-TOP
<TELL <PICK-ONE ,DUMMY> CR>)
(T
<MOVE ,RAISED-BASKET ,SHAFT-ROOM>
<MOVE ,LOWERED-BASKET ,LOWER-SHAFT>
<SETG CAGE-TOP T>
<THIS-IS-IT ,RAISED-BASKET>
<TELL
"The basket is raised to the top of the shaft." CR>)>)
(<VERB? LOWER>
<COND (<NOT ,CAGE-TOP>
<TELL <PICK-ONE ,DUMMY> CR>)
(T
<MOVE ,RAISED-BASKET ,LOWER-SHAFT>
<MOVE ,LOWERED-BASKET ,SHAFT-ROOM>
<THIS-IS-IT ,LOWERED-BASKET>
<TELL
"The basket is lowered to the bottom of the shaft." CR>
<SETG CAGE-TOP <>>
<COND (<AND ,LIT <NOT <SETG LIT <LIT? ,HERE>>>>
<TELL "It is now pitch black." CR>)>
T)>)
(<OR <EQUAL? ,PRSO ,LOWERED-BASKET>
<EQUAL? ,PRSI ,LOWERED-BASKET>>
<TELL "The basket is at the other end of the chain." CR>)
(<AND <VERB? TAKE>
<EQUAL? ,PRSO ,RAISED-BASKET ,LOWERED-BASKET>>
<TELL "The cage is securely fastened to the iron chain." CR>)>>
<ROUTINE BAT-F ()
<COND (<VERB? TELL>
<FWEEP 6>
<SETG P-CONT <>>)
(<VERB? TAKE ATTACK MUNG>
<COND (<EQUAL? <LOC ,GARLIC> ,WINNER ,HERE>
<TELL "You can't reach him; he's on the ceiling." CR>)
(T <FLY-ME>)>)>>
<ROUTINE FLY-ME ()
<FWEEP 4>
<TELL
"The bat grabs you by the scruff of your neck and lifts you away...." CR CR>
<GOTO <PICK-ONE ,BAT-DROPS> <>>
<COND (<NOT <EQUAL? ,HERE ,ENTRANCE-TO-HADES>>
<V-FIRST-LOOK>)>
T>
<ROUTINE FWEEP (N)
<REPEAT ()
<COND (<L? <SET N <- .N 1>> 1> <RETURN>)
(T <TELL " Fweep!" CR>)>>
<CRLF>>
<GLOBAL BAT-DROPS
<LTABLE 0
MINE-1
MINE-2
MINE-3
MINE-4
LADDER-TOP
LADDER-BOTTOM
SQUEEKY-ROOM
MINE-ENTRANCE>>
<ROUTINE BELL-F ()
<COND (<VERB? RING>
<COND (<AND <EQUAL? ,HERE ,LLD-ROOM>
<NOT ,LLD-FLAG>>
<RFALSE>)
(T
<TELL "Ding, dong." CR>)>)>>
<ROUTINE HOT-BELL-F ()
<COND (<VERB? TAKE>
<TELL "The bell is very hot and cannot be taken." CR>)
(<OR <VERB? RUB> <AND <VERB? RING> ,PRSI>>
<COND (<AND <VERB? RUB>
<NOT ,PRSI>>
<SETG PRSI ,HANDS>)>
<COND (<FSET? ,PRSI ,BURNBIT>
<TELL "The " D ,PRSI " burns and is consumed." CR>
<REMOVE-CAREFULLY ,PRSI>)
(<EQUAL? ,PRSI ,HANDS>
<TELL "The bell is too hot to touch." CR>)
(T
<TELL "The heat from the bell is too intense." CR>)>)
(<VERB? POUR-ON>
<REMOVE-CAREFULLY ,PRSO>
<TELL "The water cools the bell and is evaporated." CR>
<QUEUE I-XBH 0>
<I-XBH>)
(<VERB? RING>
<TELL "The bell is too hot to reach." CR>)>>
<ROUTINE BOARDED-WINDOW-FCN ()
<COND (<VERB? OPEN>
<TELL "The windows are boarded and can't be opened." CR>)
(<VERB? MUNG>
<TELL "You can't break the windows open." CR>)>>
<ROUTINE NAILS-PSEUDO ()
<COND (<VERB? TAKE>
<TELL
"The nails, deeply imbedded in the door, cannot be removed." CR>)>>
<ROUTINE CRACK-FCN ()
<COND (<VERB? THROUGH>
<TELL "You can't fit through the crack." CR>)>>
<ROUTINE KITCHEN-FCN (RARG)
<COND (<EQUAL? .RARG ,M-LOOK>
<TELL
"You are in the kitchen of the white house. A table seems to
have been used recently for the preparation of food. A passage
leads to the west and a dark staircase can be seen leading
upward. A dark chimney leads down and to the east is a small
window which is ">
<COND (<FSET? ,KITCHEN-WINDOW ,OPENBIT>
<TELL "open." CR>)
(T
<TELL "slightly ajar." CR>)>)
(<==? .RARG ,M-BEG>
<COND (<AND <VERB? CLIMB-UP> <EQUAL? ,PRSO ,STAIRS>>
<DO-WALK ,P?UP>)
(<AND <VERB? CLIMB-UP> <EQUAL? ,PRSO ,STAIRS>>
<TELL "There are no stairs leading down." CR>)>)>>
<ROUTINE STONE-BARROW-FCN (RARG)
<COND (<AND <EQUAL? .RARG ,M-BEG>
<OR <VERB? ENTER>
<AND <VERB? WALK>
<EQUAL? ,PRSO ,P?WEST ,P?IN>>
<AND <VERB? THROUGH>
<EQUAL? ,PRSO ,BARROW>>>>
<TELL
"Inside the Barrow|
As you enter the barrow, the door closes inexorably behind you. Around
you it is dark, but ahead is an enormous cavern, brightly lit. Through
its center runs a wide stream. Spanning the stream is a small wooden
footbridge, and beyond a path leads into a dark tunnel. Above the
bridge, floating in the air, is a large sign. It reads: All ye who
stand before this bridge have completed a great and perilous adventure
which has tested your wit and courage. You have mastered">
<COND (<EQUAL? <BAND <GETB 0 1> 8> 0>
<TELL "
the first part of the ZORK trilogy. Those who pass over this bridge must be
prepared to undertake an even greater adventure that will severely test your
skill and bravery!|
|
The ZORK trilogy continues with \"ZORK II: The Wizard of Frobozz\" and
is completed in \"ZORK III: The Dungeon Master.\"" CR>)
(T
<TELL "
ZORK: The Great Underground Empire.|" CR>)>
<FINISH>)>>
<ROUTINE BARROW-DOOR-FCN ()
<COND (<VERB? OPEN CLOSE>
<TELL "The door is too heavy." CR>)>>
<ROUTINE BARROW-FCN ()
<COND (<VERB? THROUGH>
<DO-WALK ,P?WEST>)>>
\
<ROUTINE TROPHY-CASE-FCN ()
<COND (<AND <VERB? TAKE> <EQUAL? ,PRSO ,TROPHY-CASE>>
<TELL
"The trophy case is securely fastened to the wall." CR>)>>
<GLOBAL RUG-MOVED <>>
<ROUTINE LIVING-ROOM-FCN (RARG "AUX" RUG? TC)
<COND (<EQUAL? .RARG ,M-LOOK>
<TELL
"You are in the living room. There is a doorway to the east">
<COND (,MAGIC-FLAG
<TELL
". To the
west is a cyclops-shaped opening in an old wooden door, above which is
some strange gothic lettering, ">)
(T
<TELL
", a wooden
door with strange gothic lettering to the west, which appears to be
nailed shut, ">)>
<TELL "a trophy case, ">
<SET RUG? ,RUG-MOVED>
<COND (<AND .RUG? <FSET? ,TRAP-DOOR ,OPENBIT>>
<TELL
"and a rug lying beside an open trap door.">)
(.RUG?
<TELL "and a closed trap door at your feet.">)
(<FSET? ,TRAP-DOOR ,OPENBIT>
<TELL "and an open trap door at your feet.">)
(T
<TELL
"and a large oriental rug in the center of the room.">)>
<CRLF>
T)
(<EQUAL? .RARG ,M-END>
<COND (<OR <VERB? TAKE>
<AND <VERB? PUT>
<EQUAL? ,PRSI ,TROPHY-CASE>>>
<COND (<IN? ,PRSO ,TROPHY-CASE>
<TOUCH-ALL ,PRSO>)>
<SETG SCORE <+ ,BASE-SCORE <OTVAL-FROB>>>
<SCORE-UPD 0>
<RFALSE>)>)>>
<ROUTINE TOUCH-ALL (OBJ "AUX" F)
<SET F <FIRST? .OBJ>>
<REPEAT ()
<COND (<NOT .F> <RETURN>)
(T
<FSET .F ,TOUCHBIT>
<COND (<FIRST? .F> <TOUCH-ALL .F>)>)>
<SET F <NEXT? .F>>>>
<ROUTINE OTVAL-FROB ("OPTIONAL" (O ,TROPHY-CASE) "AUX" F (SCORE 0))
<SET F <FIRST? .O>>
<REPEAT ()
<COND (<NOT .F> <RETURN .SCORE>)>
<SET SCORE <+ .SCORE <GETP .F ,P?TVALUE>>>
<COND (<FIRST? .F> <OTVAL-FROB .F>)>
<SET F <NEXT? .F>>>>
<ROUTINE TRAP-DOOR-FCN ()
<COND (<VERB? RAISE>
<PERFORM ,V?OPEN ,TRAP-DOOR>
<RTRUE>)
(<AND <VERB? OPEN CLOSE>
<EQUAL? ,HERE ,LIVING-ROOM>>
<OPEN-CLOSE ,PRSO
"The door reluctantly opens to reveal a rickety staircase descending into
darkness."
"The door swings shut and closes.">)
(<AND <VERB? LOOK-UNDER> <EQUAL? ,HERE LIVING-ROOM>>
<COND (<FSET? ,TRAP-DOOR ,OPENBIT>
<TELL
"You see a rickety staircase descending into darkness." CR>)
(T <TELL "It's closed." CR>)>)
(<EQUAL? ,HERE ,CELLAR>
<COND (<AND <VERB? OPEN UNLOCK>
<NOT <FSET? ,TRAP-DOOR ,OPENBIT>>>
<TELL
"The door is locked from above." CR>)
(<AND <VERB? CLOSE> <NOT <FSET? ,TRAP-DOOR ,OPENBIT>>>
<FCLEAR ,TRAP-DOOR ,TOUCHBIT>
<FCLEAR ,TRAP-DOOR ,OPENBIT>
<TELL "The door closes and locks." CR>)
(<VERB? OPEN CLOSE>
<TELL <PICK-ONE ,DUMMY> CR>)>)>>
<ROUTINE CELLAR-FCN (RARG)
<COND (<EQUAL? .RARG ,M-LOOK>
<TELL
"You are in a dark and damp cellar with a narrow passageway leading
north, and a crawlway to the south. On the west is the bottom of a
steep metal ramp which is unclimbable." CR>)
(<EQUAL? .RARG ,M-ENTER>
<COND (<AND <FSET? ,TRAP-DOOR ,OPENBIT>
<NOT <FSET? ,TRAP-DOOR ,TOUCHBIT>>>
<FCLEAR ,TRAP-DOOR ,OPENBIT>
<FSET ,TRAP-DOOR ,TOUCHBIT>
<TELL
"The trap door crashes shut, and you hear someone barring it." CR CR>)>)>>
<ROUTINE CHIMNEY-F ()
<COND (<VERB? EXAMINE>
<TELL "The chimney leads ">
<COND (<==? ,HERE ,KITCHEN>
<TELL "down">)
(T <TELL "up">)>
<TELL "ward, and looks climbable." CR>)>>
<ROUTINE UP-CHIMNEY-FUNCTION ("AUX" F)
<COND (<NOT <SET F <FIRST? ,WINNER>>>
<TELL "Going up empty-handed is a bad idea." CR>
<RFALSE>)
(<OR <NOT <SET F <NEXT? .F>>>
<NOT <NEXT? .F>>>
;<IN? ,LAMP ,WINNER>
<COND (<NOT <FSET? ,TRAP-DOOR ,OPENBIT>>
<FCLEAR ,TRAP-DOOR ,TOUCHBIT>)>
<RETURN ,KITCHEN>)
(T
<TELL "You can't get up there with what you're carrying." CR>
<RFALSE>)>>
<ROUTINE TRAP-DOOR-EXIT ()
<COND (,RUG-MOVED
<COND (<FSET? ,TRAP-DOOR ,OPENBIT>
<RETURN ,CELLAR>)
(T
<TELL "The trap door is closed." CR>
<THIS-IS-IT ,TRAP-DOOR>
<RFALSE>)>)
(T
<TELL "You can't go that way." CR>
<RFALSE>)>>
<ROUTINE RUG-FCN ()
<COND (<VERB? RAISE>
<TELL "The rug is too heavy to lift">
<COND (,RUG-MOVED
<TELL "." CR>)
(T
<TELL
", but in trying to take it you have
noticed an irregularity beneath it." CR>)>)
(<VERB? MOVE PUSH>
<COND (,RUG-MOVED
<TELL
"Having moved the carpet previously, you find it impossible to move
it again." CR>)
(T
<TELL
"With a great effort, the rug is moved to one side of the room, revealing
the dusty cover of a closed trap door." CR>
<FCLEAR ,TRAP-DOOR ,INVISIBLE>
<THIS-IS-IT ,TRAP-DOOR>
<SETG RUG-MOVED T>)>)
(<VERB? TAKE>
<TELL
"The rug is extremely heavy and cannot be carried." CR>)
(<AND <VERB? LOOK-UNDER>
<NOT ,RUG-MOVED>
<NOT <FSET? ,TRAP-DOOR ,OPENBIT>>>
<TELL
"Underneath the rug is a closed trap door. As you drop the corner of the
rug, the trap door is once again concealed from view." CR>)
(<VERB? CLIMB-ON>
<COND (<AND <NOT ,RUG-MOVED>
<NOT <FSET? ,TRAP-DOOR ,OPENBIT>>>
<TELL
"As you sit, you notice an irregularity underneath it. Rather than be
uncomfortable, you stand up again." CR>)
(ELSE
<TELL "I suppose you think it's a magic carpet?" CR>)>)>>
\
"SUBTITLE TROLL"
<ROUTINE AXE-F ()
<COND (,TROLL-FLAG <>)
(T <WEAPON-FUNCTION ,AXE ,TROLL>)>>
<ROUTINE STILETTO-FUNCTION ()
<WEAPON-FUNCTION ,STILETTO ,THIEF>>
<ROUTINE WEAPON-FUNCTION (W V)
<COND (<NOT <IN? .V ,HERE>> <RFALSE>)
(<VERB? TAKE>
<COND (<IN? .W .V>
<TELL
"The " D .V " swings it out of your reach." CR>)
(T
<TELL
"The " D .W " seems white-hot. You can't hold on to it." CR>)>
T)>>
<ROUTINE TROLL-FCN ("OPTIONAL" (MODE <>))
<COND (<VERB? TELL>
<SETG P-CONT <>>
<TELL "The troll isn't much of a conversationalist." CR>)
(<EQUAL? .MODE ,F-BUSY?>
<COND (<IN? ,AXE ,TROLL> <>)
(<AND <IN? ,AXE ,HERE> <PROB 75 90>>
<FSET ,AXE ,NDESCBIT>
<FCLEAR ,AXE ,WEAPONBIT>
<MOVE ,AXE ,TROLL>
<PUTP ,TROLL ,P?LDESC
"A nasty-looking troll, brandishing a bloody axe, blocks all passages out
of the room.">
<AND <IN? ,TROLL ,HERE>
<TELL
"The troll, angered and humiliated, recovers his weapon. He appears to have
an axe to grind with you." CR>>
T)
(<IN? ,TROLL ,HERE>
<PUTP ,TROLL ,P?LDESC
"A pathetically babbling troll is here.">
<TELL
"The troll, disarmed, cowers in terror, pleading for his life in
the guttural tongue of the trolls." CR>
T)>)
(<EQUAL? .MODE ,F-DEAD>
<COND (<IN? ,AXE ,TROLL>
<MOVE ,AXE ,HERE>
<FCLEAR ,AXE ,NDESCBIT>
<FSET ,AXE ,WEAPONBIT>)>
<SETG TROLL-FLAG T>)
(<EQUAL? .MODE ,F-UNCONSCIOUS>
<FCLEAR ,TROLL ,FIGHTBIT>
<COND (<IN? ,AXE ,TROLL>
<MOVE ,AXE ,HERE>
<FCLEAR ,AXE ,NDESCBIT>
<FSET ,AXE ,WEAPONBIT>)>
<PUTP ,TROLL ,P?LDESC
"An unconscious troll is sprawled on the floor. All passages
out of the room are open.">
<SETG TROLL-FLAG T>)
(<EQUAL? .MODE ,F-CONSCIOUS>
<COND (<IN? ,TROLL ,HERE>
<FSET ,TROLL ,FIGHTBIT>
<TELL
"The troll stirs, quickly resuming a fighting stance." CR>)>
<COND (<IN? ,AXE ,TROLL>
<PUTP ,TROLL ,P?LDESC
"A nasty-looking troll, brandishing a bloody axe, blocks
all passages out of the room.">)
(<IN? ,AXE ,TROLL-ROOM>
<FSET ,AXE ,NDESCBIT>
<FCLEAR ,AXE ,WEAPONBIT>
<MOVE ,AXE ,TROLL>
<PUTP ,TROLL ,P?LDESC
"A nasty-looking troll, brandishing a bloody axe, blocks
all passages out of the room.">)
(T
<PUTP ,TROLL ,P?LDESC
"A troll is here.">)>
<SETG TROLL-FLAG <>>)
(<EQUAL? .MODE ,F-FIRST?>
<COND (<PROB 33>
<FSET ,TROLL ,FIGHTBIT>
<SETG P-CONT <>>
T)>)
(<NOT .MODE>
<COND (<VERB? EXAMINE>
<TELL <GETP ,TROLL ,P?LDESC> CR>)
(<OR <AND <VERB? THROW GIVE>
,PRSO
<EQUAL? ,PRSI ,TROLL>>
<VERB? TAKE MOVE MUNG>>
<AWAKEN ,TROLL>
<COND (<VERB? THROW GIVE>
<COND (<AND <EQUAL? ,PRSO ,AXE>
<IN? ,AXE ,WINNER>>
<TELL
"The troll scratches his head in confusion, then takes the axe." CR>
<FSET ,TROLL ,FIGHTBIT>
<MOVE ,AXE ,TROLL>
<RTRUE>)
(<EQUAL? ,PRSO ,TROLL ,AXE>
<TELL
"You would have to get the " D ,PRSO " first, and that seems unlikely." CR>
<RTRUE>)>
<COND (<VERB? THROW>
<TELL
"The troll, who is remarkably coordinated, catches the " D ,PRSO>)
(T
<TELL
"The troll, who is not overly proud, graciously accepts the gift">)>
<COND (<AND <PROB 20>
<EQUAL? ,PRSO ,KNIFE ,SWORD ,AXE>>
<REMOVE-CAREFULLY ,PRSO>
<TELL
" and eats it hungrily. Poor troll, he dies from an internal hemorrhage
and his carcass disappears in a sinister black fog." CR>
<REMOVE-CAREFULLY ,TROLL>
<APPLY <GETP ,TROLL ,P?ACTION> ,F-DEAD>
<SETG TROLL-FLAG T>)
(<EQUAL? ,PRSO ,KNIFE ,SWORD ,AXE>
<MOVE ,PRSO ,HERE>
<TELL
" and, being for the moment sated, throws it back. Fortunately, the
troll has poor control, and the " D ,PRSO " falls to the floor. He does
not look pleased." CR>
<FSET ,TROLL ,FIGHTBIT>)
(T
<TELL
" and not having the most discriminating tastes, gleefully eats it." CR>
<REMOVE-CAREFULLY ,PRSO>)>)
(<VERB? TAKE MOVE>
<TELL
"The troll spits in your face, grunting \"Better luck next time\" in a
rather barbarous accent." CR>)
(<VERB? MUNG>
<TELL
"The troll laughs at your puny gesture." CR>)>)
(<VERB? LISTEN>
<TELL
"Every so often the troll says something, probably uncomplimentary, in
his guttural tongue." CR>)
(<AND ,TROLL-FLAG <VERB? HELLO>>
<TELL "Unfortunately, the troll can't hear you." CR>)>)>>
\
"SUBTITLE GRATING/MAZE"
;<GLOBAL LEAVES-GONE <>> ;"no longer used?"
<GLOBAL GRATE-REVEALED <>>
<GLOBAL GRUNLOCK <>>
<ROUTINE LEAVES-APPEAR ()
<COND (<AND <NOT <FSET? ,GRATE ,OPENBIT>>
<NOT ,GRATE-REVEALED>>
<COND (<VERB? MOVE TAKE>
<TELL
"In disturbing the pile of leaves, a grating is revealed." CR>)
(T <TELL
"With the leaves moved, a grating is revealed." CR>)>
<FCLEAR ,GRATE ,INVISIBLE>
<SETG GRATE-REVEALED T>)>
<>>
<ROUTINE LEAF-PILE ()
<COND (<VERB? COUNT>
<TELL "There are 69,105 leaves here." CR>)
(<VERB? BURN>
<LEAVES-APPEAR>
<REMOVE-CAREFULLY ,PRSO>
<COND (<IN? ,PRSO ,HERE>
<TELL
"The leaves burn." CR>)
(T
<JIGS-UP
"The leaves burn, and so do you.">)>)
(<VERB? CUT>
<TELL "You rustle the leaves around, making quite a mess." CR>
<LEAVES-APPEAR>
<RTRUE>)
(<VERB? MOVE TAKE>
<COND (<VERB? MOVE>
<TELL "Done." CR>)>
<COND (,GRATE-REVEALED <RFALSE>)>
<LEAVES-APPEAR>
<COND (<VERB? TAKE> <RFALSE>)
(T <RTRUE>)>)
(<AND <VERB? LOOK-UNDER>
<NOT ,GRATE-REVEALED>>
<TELL
"Underneath the pile of leaves is a grating. As you release the leaves,
the grating is once again concealed from view." CR>)>>
<ROUTINE CLEARING-FCN (RARG)
<COND (<EQUAL? .RARG ,M-ENTER>
<COND (<NOT ,GRATE-REVEALED>
<FSET ,GRATE ,INVISIBLE>)>)
(<EQUAL? .RARG ,M-LOOK>
<TELL
"You are in a clearing, with a forest surrounding you on all sides. A
path leads south.">
<COND (<FSET? ,GRATE ,OPENBIT>
<CRLF>
<TELL
"There is an open grating, descending into darkness.">)
(,GRATE-REVEALED
<CRLF>
<TELL
"There is a grating securely fastened into the ground.">)>
<CRLF>)>>
<ROUTINE MAZE-11-FCN (RARG)
<COND (<EQUAL? .RARG ,M-ENTER>
<FCLEAR ,GRATE ,INVISIBLE>)
(<EQUAL? .RARG ,M-LOOK>
<TELL
"You are in a small room near the maze. There are twisty passages
in the immediate vicinity." CR>
<COND (<FSET? ,GRATE ,OPENBIT>
<TELL
"Above you is an open grating with sunlight pouring in.">)
(,GRUNLOCK
<TELL "Above you is a grating.">)
(T
<TELL
"Above you is a grating locked with a skull-and-crossbones lock.">)>
<CRLF>)>>
<ROUTINE GRATE-FUNCTION ()
<COND (<AND <VERB? OPEN> <EQUAL? ,PRSI ,KEYS>>
<PERFORM ,V?UNLOCK ,GRATE ,KEYS>
<RTRUE>)
(<VERB? LOCK>
<COND (<EQUAL? ,HERE ,GRATING-ROOM>
<SETG GRUNLOCK <>>
<TELL "The grate is locked." CR>)
(<EQUAL? ,HERE ,GRATING-CLEARING>
<TELL "You can't lock it from this side." CR>)>)
(<AND <VERB? UNLOCK> <EQUAL? ,PRSO ,GRATE>>
<COND (<AND <EQUAL? ,HERE ,GRATING-ROOM> <EQUAL? ,PRSI ,KEYS>>
<SETG GRUNLOCK T>
<TELL "The grate is unlocked." CR>)
(<AND <EQUAL? ,HERE ,GRATING-CLEARING>
<EQUAL? ,PRSI ,KEYS>>
<TELL "You can't reach the lock from here." CR>)
(T
<TELL
"Can you unlock a grating with a " D ,PRSI "?" CR>)>)
(<VERB? PICK>
<TELL "You can't pick the lock." CR>)
(<VERB? OPEN CLOSE>
<COND (,GRUNLOCK
<OPEN-CLOSE ,GRATE
<COND (<EQUAL? ,HERE ,CLEARING>
"The grating opens.")
(T
"The grating opens to reveal trees above you.")>
"The grating is closed.">
<COND (<FSET? ,GRATE ,OPENBIT>
<COND (<AND <NOT <EQUAL? ,HERE ,CLEARING>>
<NOT ,GRATE-REVEALED>>
<TELL
"A pile of leaves falls onto your head and to the ground." CR>
<SETG GRATE-REVEALED T>
<MOVE ,LEAVES ,HERE>)>
<FSET ,GRATING-ROOM ,ONBIT>)
(T <FCLEAR ,GRATING-ROOM ,ONBIT>)>)
(T <TELL "The grating is locked." CR>)>)
(<AND <VERB? PUT> <EQUAL? ,PRSI ,GRATE>>
<COND (<G? <GETP ,PRSO ,P?SIZE> 20>
<TELL "It won't fit through the grating." CR>)
(T
<MOVE ,PRSO ,GRATING-ROOM>
<TELL
"The " D ,PRSO " goes through the grating into the darkness below." CR>)>)>>
<ROUTINE MAZE-DIODES ()
<TELL
"You won't be able to get back up to the tunnel you are going through
when it gets to the next room." CR CR>
<COND (<EQUAL? ,HERE ,MAZE-2> ,MAZE-4)
(<EQUAL? ,HERE ,MAZE-7> ,DEAD-END-1)
(<EQUAL? ,HERE ,MAZE-9> ,MAZE-11)
(<EQUAL? ,HERE ,MAZE-12> ,MAZE-5)>>
<ROUTINE RUSTY-KNIFE-FCN ()
<COND (<VERB? TAKE>
<AND <IN? ,SWORD ,WINNER>
<TELL
"As you touch the rusty knife, your sword gives a single pulse of blinding
blue light." CR>>
<>)
(<OR <AND <EQUAL? ,PRSI ,RUSTY-KNIFE>
<VERB? ATTACK>>
<AND <VERB? SWING>
<EQUAL? ,PRSO ,RUSTY-KNIFE>
,PRSI>>
<REMOVE-CAREFULLY ,RUSTY-KNIFE>
<JIGS-UP
"As the knife approaches its victim, your mind is submerged by an
overmastering will. Slowly, your hand turns, until the rusty blade
is an inch from your neck. The knife seems to sing as it savagely
slits your throat.">)>>
<ROUTINE KNIFE-F ()
<COND (<VERB? TAKE>
<FCLEAR ,ATTIC-TABLE ,NDESCBIT>
<RFALSE>)>>
<ROUTINE SKELETON ()
<COND (<VERB? TAKE RUB MOVE PUSH RAISE LOWER ATTACK KICK KISS>
<TELL
"A ghost appears in the room and is appalled at your desecration of
the remains of a fellow adventurer. He casts a curse on your valuables
and banishes them to the Land of the Living Dead. The ghost leaves,
muttering obscenities." CR>
<ROB ,HERE ,LAND-OF-LIVING-DEAD 100>
<ROB ,ADVENTURER ,LAND-OF-LIVING-DEAD>
T)>>
\
<ROUTINE TORCH-OBJECT ()
<COND (<VERB? EXAMINE>
<TELL "The torch is burning." CR>)
(<AND <VERB? POUR-ON>
<EQUAL? ,PRSI ,TORCH>>
<TELL "The water evaporates before it gets close." CR>)
(<AND <VERB? LAMP-OFF> <FSET? ,PRSO ,ONBIT>>
<TELL
"You nearly burn your hand trying to extinguish the flame." CR>)>>
\
"SUBTITLE MIRROR, MIRROR, ON THE WALL"
<ROUTINE MIRROR-ROOM (RARG)
<COND (<EQUAL? .RARG ,M-LOOK>
<TELL
"You are in a large square room with tall ceilings. On the south wall
is an enormous mirror which fills the entire wall. There are exits
on the other three sides of the room." CR>
<COND (,MIRROR-MUNG
<TELL
"Unfortunately, the mirror has been destroyed by your recklessness." CR>)>)>>
<GLOBAL MIRROR-MUNG <>>
<GLOBAL LUCKY T>
<ROUTINE MIRROR-MIRROR ("AUX" (RM2 ,MIRROR-ROOM-2) L1 L2 N)
<COND (<AND <NOT ,MIRROR-MUNG> <VERB? RUB>>
<COND (<AND ,PRSI <NOT <EQUAL? ,PRSI ,HANDS>>>
<TELL
"You feel a faint tingling transmitted through the " D ,PRSI "." CR>
<RTRUE>)>
<COND (<EQUAL? ,HERE .RM2>
<SET RM2 ,MIRROR-ROOM-1>)>
<SET L1 <FIRST? ,HERE>>
<SET L2 <FIRST? .RM2>>
<REPEAT ()
<COND (<NOT .L1> <RETURN>)>
<SET N <NEXT? .L1>>
<MOVE .L1 .RM2>
<SET L1 .N>>
<REPEAT ()
<COND (<NOT .L2> <RETURN>)>
<SET N <NEXT? .L2>>
<MOVE .L2 ,HERE>
<SET L2 .N>>
<GOTO .RM2 <>>
<TELL
"There is a rumble from deep within the earth and the room shakes." CR>)
(<VERB? LOOK-INSIDE EXAMINE>
<COND (,MIRROR-MUNG