Final Revision

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historicalsource 2019-04-13 21:35:51 -04:00
parent 281bd3417f
commit e85ca899aa
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<ROOM UNDERWATER (IN ROOMS) (DESC "Underwater") (LDESC
"You are momentarily disoriented as you enter the turbulent waters.
Currents buffet you against the sharp rocks of an underwater
cliff. A dim light filters down from above.") (C-MOVE <TABLE 0 0 0 35 0 0 0 0 0
0 0 0>) (UP TO CRAG) (DOWN TO UNDERWATER) (WEST TO UNDERWATER) (NORTH TO
UNDERWATER) (SOUTH TO UNDERWATER) (FLAGS ONBIT RWATERBIT) (ACTION UNDERWATER-F)
>
<GLOBAL DROWN 0 %<> WORD>
<DEFINE-ROUTINE UNDERWATER-F>
<ROOM CRAG (IN ROOMS) (DESC "Crag") (LDESC
"You have reached a cleft in the cliff wall where the island rises from the
water. The edge of the cleft displays recently exposed rock where it collapsed
under the weight of the escape pod. About two meters below, turbulent waters
swirl against sharp rocks. A small structure clings to the face of the cliff
about eight meters above you. Even an out-of-shape Ensign Seventh Class could
probably climb up to it.") (C-MOVE <TABLE 0 0 10 40 0 0 0 0 0 0 0 0>) (DOWN TO
UNDERWATER) (UP TO BALCONY) (FLAGS ONBIT RLANDBIT) (VALUE 3) (GLOBAL CLIFF
OCEAN) (PSEUDO "STRUCTURE" STRUCTURE-PSEUDO "CLEFT" CLEFT-PSEUDO) (ACTION
CRAG-F)>
<DEFINE-ROUTINE CRAG-F>
<ROOM BALCONY (IN ROOMS) (DESC "Balcony") (C-MOVE <TABLE 0 0 25 30 0 0 0 0 0 0
0 0>) (DOWN PER WATER-LEVEL-F) (UP TO WINDING-STAIR) (FLAGS ONBIT RLANDBIT) (
PSEUDO "PLAQUE" PLAQUE-PSEUDO) (GLOBAL CLIFF OCEAN STAIRS WINDOW) (ACTION
BALCONY-F)>
<DEFINE-ROUTINE BALCONY-F>
<ROOM WINDING-STAIR (IN ROOMS) (DESC "Winding Stair") (C-MOVE <TABLE 0 0 15 30
0 0 0 0 0 0 0 0>) (DOWN PER WATER-LEVEL-F) (UP TO COURTYARD) (FLAGS ONBIT
RLANDBIT) (GLOBAL CLIFF STAIRS) (ACTION WINDING-STAIR-F)>
<DEFINE-ROUTINE WINDING-STAIR-F>
<ROOM COURTYARD (IN ROOMS) (DESC "Courtyard") (C-MOVE <TABLE 0 0 15 0 0 0 0 0 0
0 0 0>) (DOWN TO WINDING-STAIR) (SOUTH TO WINDING-STAIR) (WEST TO WEST-WING) (
NORTH TO PLAIN-HALL) (FLAGS ONBIT RLANDBIT FLOYDBIT) (GLOBAL STAIRS) (PSEUDO
"CASTLE" CASTLE-PSEUDO "RUBBLE" RUBBLE-PSEUDO) (ACTION COURTYARD-F)>
<DEFINE-ROUTINE COURTYARD-F>
<DEFINE-ROUTINE WATER-LEVEL-F>
<ROOM WEST-WING (IN ROOMS) (DESC "West Wing") (LDESC
"This was once the west wing of the castle, but the walls are now mostly
rubble, allowing a view of the cliff and ocean below. Rubble blocks all exits
save one, eastward to the courtyard.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>)
(EAST TO COURTYARD) (DOWN "Certain death.") (FLAGS ONBIT RLANDBIT FLOYDBIT) (
GLOBAL CLIFF OCEAN) (PSEUDO "CASTLE" CASTLE-PSEUDO "RUBBLE" RUBBLE-PSEUDO)>
<ROOM PLAIN-HALL (IN ROOMS) (DESC "Plain Hall") (LDESC
"This is a featureless hall leading north and south. Although the hallway is
old and dusty, the construction is of a much more modern style than the
castle to the south. A similar hall branches off to the northeast.") (C-MOVE <
TABLE 0 0 0 0 0 0 0 0 0 0 25 0>) (SOUTH TO COURTYARD) (NORTH TO REC-AREA) (NE
TO REC-CORRIDOR) (FLAGS ONBIT RLANDBIT)>
<ROOM REC-AREA (IN ROOMS) (DESC "Rec Area") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0
0 0>) (NORTH TO CONFERENCE-ROOM IF CONFERENCE-DOOR IS OPEN) (SOUTH TO
PLAIN-HALL) (EAST TO REC-CORRIDOR) (FLAGS ONBIT RLANDBIT FLOYDBIT) (GLOBAL
CONFERENCE-DOOR) (PSEUDO "GAMES" GAMES-PSEUDO "TAPES" TAPES-PSEUDO) (ACTION
REC-AREA-F)>
<GLOBAL DIAL-NUMBER 0 %<> WORD>
<GLOBAL NUMBER-NEEDED 0 %<> WORD>
<DEFINE-ROUTINE REC-AREA-F>
<ROOM CONFERENCE-ROOM (IN ROOMS) (DESC "Conference Room") (C-MOVE <TABLE 0 0 0
0 0 0 0 0 0 0 0 0>) (SOUTH TO REC-AREA IF CONFERENCE-DOOR IS OPEN) (OUT TO
REC-AREA IF CONFERENCE-DOOR IS OPEN) (IN TO BOOTH-1) (NORTH TO BOOTH-1) (FLAGS
RLANDBIT ONBIT) (PSEUDO "BOOTH" NEAR-BOOTH-PSEUDO) (GLOBAL CONFERENCE-DOOR
TABLES) (ACTION CONFERENCE-ROOM-F)>
<DEFINE-ROUTINE CONFERENCE-ROOM-F>
<OBJECT CONFERENCE-DOOR (IN LOCAL-GLOBALS) (DESC "door") (SYNONYM DOOR) (FLAGS
DOORBIT NDESCBIT) (ACTION CONFERENCE-DOOR-F)>
<OBJECT COMBINATION-DIAL (IN REC-AREA) (DESC "combination dial") (SYNONYM DIAL)
(ADJECTIVE COMBINATION) (FLAGS MUNGBIT NDESCBIT) (ACTION COMBINATION-DIAL-F)>
<DEFINE-ROUTINE COMBINATION-DIAL-F>
<DEFINE-ROUTINE CONFERENCE-DOOR-F>
<ROOM BOOTH-1 (IN ROOMS) (DESC "Booth 1") (LDESC
"This is a tiny room with a large \"1\" painted on the wall. A panel contains
a slot about ten centimeters wide, a beige button labelled \"2\" and a tan
button labelled \"3.\"") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (SOUTH TO
CONFERENCE-ROOM) (OUT TO CONFERENCE-ROOM) (PSEUDO "BOOTH" IN-BOOTH-PSEUDO) (
FLAGS ONBIT RLANDBIT) (GLOBAL CONTROLS SLOT TELEPORTATION-BUTTON-2
TELEPORTATION-BUTTON-3)>
<ROOM REC-CORRIDOR (IN ROOMS) (DESC "Rec Corridor") (LDESC
"This is a wide, east-west hallway. Portals lead north and south, and another
corridor branches southwest.") (C-MOVE <TABLE 0 0 0 0 0 0 25 0 0 0 0 0>) (WEST
TO REC-AREA) (NORTH TO DORM-B) (SOUTH TO DORM-A) (EAST TO MESS-CORRIDOR) (SW TO
PLAIN-HALL) (FLAGS ONBIT RLANDBIT)>
<ROOM DORM-A (IN ROOMS) (DESC "Dorm A") (LDESC
"This is a very long room lined with multi-tiered bunks. Flimsy partitions
between the tiers may have provided a modicum of privacy. These spartan
living quarters could have once housed many hundreds, but it seems quite
deserted now. There are openings at the north and south ends of the room.") (
C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (SOUTH TO SANFAC-A) (NORTH TO
REC-CORRIDOR) (FLAGS FLOYDBIT ONBIT RLANDBIT) (GLOBAL BED) (PSEUDO "PARTITION"
PARTITION-PSEUDO)>
<ROOM SANFAC-A (IN ROOMS) (DESC "SanFac A") (LDESC
"This must be the sanitary facility for the adjacent dormitory. The fixtures
are dry and dusty, the room dead and deserted. You marvel at how little the
millenia and cultural gulfs have changed toilet bowl design. The only exit is
north.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (NORTH TO DORM-A) (FLAGS
ONBIT RLANDBIT FLOYDBIT) (PSEUDO "FIXTURES" TOILET-PSEUDO "TOILET"
TOILET-PSEUDO)>
<ROOM DORM-B (IN ROOMS) (DESC "Dorm B") (LDESC
"This is a very long room lined with multi-tiered bunks. Flimsy partitions
between the tiers may have provided a modicum of privacy. These spartan
living quarters could have once housed many hundreds, but it seems quite
deserted now. There are openings at the north and south ends of the room.") (
C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (SOUTH TO REC-CORRIDOR) (NORTH TO
SANFAC-B) (FLAGS FLOYDBIT ONBIT RLANDBIT) (GLOBAL BED) (PSEUDO "PARTITION"
PARTITION-PSEUDO)>
<ROOM SANFAC-B (IN ROOMS) (DESC "SanFac B") (LDESC
"This must be the sanitary facility for the adjacent dormitory. The fixtures
are dry and dusty, the room dead and deserted. You marvel at how little the
millenia and cultural gulfs have changed toilet bowl design. The only exit is
south.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (SOUTH TO DORM-B) (FLAGS
FLOYDBIT ONBIT RLANDBIT) (PSEUDO "FIXTURES" TOILET-PSEUDO "TOILET"
TOILET-PSEUDO)>
<ROOM DORM-C (IN ROOMS) (DESC "Dorm C") (LDESC
"This is a very long room lined with multi-tiered bunks. Flimsy partitions
between the tiers may have provided a modicum of privacy. These spartan
living quarters could have once housed many hundreds, but it seems quite
deserted now. There are openings at the north and south ends of the room.") (
C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (NORTH TO DORM-CORRIDOR) (SOUTH TO
SANFAC-C) (FLAGS ONBIT FLOYDBIT RLANDBIT) (GLOBAL BED) (PSEUDO "PARTITION"
PARTITION-PSEUDO)>
<ROOM SANFAC-C (IN ROOMS) (DESC "SanFac C") (LDESC
"This must be the sanitary facility for the adjacent dormitory. The fixtures
are dry and dusty, the room dead and deserted. You marvel at how little the
millenia and cultural gulfs have changed toilet bowl design. The only exit is
north.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (NORTH TO DORM-C) (FLAGS
FLOYDBIT ONBIT RLANDBIT) (PSEUDO "FIXTURES" TOILET-PSEUDO "TOILET"
TOILET-PSEUDO)>
<ROOM DORM-D (IN ROOMS) (DESC "Dorm D") (LDESC
"This is a very long room lined with multi-tiered bunks. Flimsy partitions
between the tiers may have provided a modicum of privacy. These spartan
living quarters could have once housed many hundreds, but it seems quite
deserted now. There are openings at the north and south ends of the room.") (
C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (SOUTH TO DORM-CORRIDOR) (NORTH TO
SANFAC-D) (FLAGS FLOYDBIT ONBIT RLANDBIT) (GLOBAL BED) (PSEUDO "PARTITION"
PARTITION-PSEUDO)>
<ROOM SANFAC-D (IN ROOMS) (DESC "SanFac D") (LDESC
"This must be the sanitary facility for the adjacent dormitory. The fixtures
are dry and dusty, the room dead and deserted. You marvel at how little the
millenia and cultural gulfs have changed toilet bowl design. The only exit is
south.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (SOUTH TO DORM-D) (FLAGS
ONBIT FLOYDBIT RLANDBIT) (PSEUDO "FIXTURES" TOILET-PSEUDO "TOILET"
TOILET-PSEUDO)>
<ROOM MESS-CORRIDOR (IN ROOMS) (DESC "Mess Corridor") (C-MOVE <TABLE 0 0 0 0 0
0 0 0 0 0 0 0>) (SOUTH TO MESS-HALL) (NORTH TO STORAGE-WEST IF
STORAGE-WEST-DOOR IS OPEN) (EAST TO DORM-CORRIDOR) (WEST TO REC-CORRIDOR) (
FLAGS ONBIT RLANDBIT) (GLOBAL STORAGE-WEST-DOOR) (ACTION MESS-CORRIDOR-F)>
<DEFINE-ROUTINE MESS-CORRIDOR-F>
<OBJECT STORAGE-WEST-DOOR (IN LOCAL-GLOBALS) (DESC "door") (SYNONYM DOOR) (
FLAGS DOORBIT NDESCBIT) (ACTION STORAGE-WEST-DOOR-F)>
<DEFINE-ROUTINE STORAGE-WEST-DOOR-F>
<OBJECT PADLOCK (IN MESS-CORRIDOR) (DESC "padlock") (SYNONYM PADLOCK PAD LOCK)
(ADJECTIVE SIMPLE STEEL METAL) (SIZE 10) (FLAGS MUNGBIT NDESCBIT TAKEBIT
TRYTAKEBIT) (ACTION PADLOCK-F)>
<GLOBAL PADLOCK-REMOVED <> %<> WORD>
<DEFINE-ROUTINE PADLOCK-F>
<ROOM STORAGE-WEST (IN ROOMS) (DESC "Storage West") (LDESC
"This is a small room obviously intended as a storage area.") (C-MOVE <TABLE 0
0 0 0 0 0 0 0 0 0 0 0>) (SOUTH TO MESS-CORRIDOR IF STORAGE-WEST-DOOR IS OPEN) (
OUT TO MESS-CORRIDOR IF STORAGE-WEST-DOOR IS OPEN) (FLAGS RLANDBIT ONBIT) (
VALUE 4) (GLOBAL SHELVES STORAGE-WEST-DOOR)>
<OBJECT CAN (IN STORAGE-WEST) (DESC "tin can") (LDESC
"There is a large tin can, labelled \"Spam and Egz,\" sitting here.") (FDESC
"On a small shelf is a large, unopened tin can. It has a plain white
label which reads \"Spam and Egz.\"") (SIZE 15) (SYNONYM CAN) (ADJECTIVE LARGE
TIN UNOPENED) (FLAGS TAKEBIT) (ACTION CAN-F)>
<DEFINE-ROUTINE CAN-F>
<OBJECT LADDER (IN STORAGE-WEST) (DESC "ladder") (FDESC
"A heavy-duty extendable ladder is leaning against the rear wall.") (LDESC
"There is a large aluminum ladder here.") (SYNONYM LADDER) (ADJECTIVE HEAVY
DUTY ALUMINUM LARGE) (SIZE 80) (FLAGS TAKEBIT) (ACTION LADDER-F)>
<GLOBAL LADDER-EXTENDED <> %<> WORD>
<GLOBAL LADDER-FLAG <> %<> WORD>
<DEFINE-ROUTINE LADDER-F>
<ROOM DORM-CORRIDOR (IN ROOMS) (DESC "Dorm Corridor") (LDESC
"This is a wide, east-west hallway with openings to the north and south.
To the east, the corridor stretches off into the distance. That section of
the hallway is lined with a motorized walkway (no longer running) that
was probably intended to transport people or cargo down that tremendously
long hall.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 160 0 0>) (NORTH TO DORM-D) (
SOUTH TO DORM-C) (WEST TO MESS-CORRIDOR) (EAST PER LONG-HALL-F) (FLAGS ONBIT
RLANDBIT) (PSEUDO "WALKWAY" WALKWAY-PSEUDO)>
<ROOM MESS-HALL (IN ROOMS) (DESC "Mess Hall") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0
0 0 0>) (NORTH TO MESS-CORRIDOR) (OUT TO MESS-CORRIDOR) (SOUTH TO KITCHEN IF
KITCHEN-DOOR IS OPEN) (IN TO KITCHEN IF KITCHEN-DOOR IS OPEN) (GLOBAL TABLES
KITCHEN-DOOR SLOT) (FLAGS ONBIT FLOYDBIT RLANDBIT) (PSEUDO "BENCH" BENCH-PSEUDO
"BENCHE" BENCH-PSEUDO) (ACTION MESS-HALL-F)>
<DEFINE-ROUTINE MESS-HALL-F>
<OBJECT KITCHEN-DOOR (IN LOCAL-GLOBALS) (DESC "door") (SYNONYM DOOR) (ADJECTIVE
KITCHEN) (FLAGS DOORBIT NDESCBIT) (ACTION KITCHEN-DOOR-F)>
<DEFINE-ROUTINE KITCHEN-DOOR-F>
<ROOM KITCHEN (IN ROOMS) (DESC "Kitchen") (LDESC
"This is the food production and dispensary area for the dining hall to the
north. Of particular interest is a machine near the door. You should probably
examine it more closely.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (NORTH TO
MESS-HALL) (OUT TO MESS-HALL) (GLOBAL KITCHEN-DOOR) (PSEUDO "SPOUT"
SPOUT-PSEUDO "BUTTON" BUTTON-PSEUDO) (FLAGS ONBIT RLANDBIT) (VALUE 4)>
<OBJECT DISPENSER (IN KITCHEN) (DESC "dispenser unit") (SYNONYM UNIT NICHE
MACHIN DISPEN) (ADJECTIVE DISPEN) (FLAGS MUNGBIT CONTBIT SEARCHBIT OPENBIT
TRANSBIT NDESCBIT) (ACTION DISPENSER-F)>
<OBJECT CANTEEN (IN MESS-HALL) (DESC "canteen") (FDESC
"Although the room is quite barren, an octagonally-shaped
canteen is sitting on one of the benches.") (SYNONYM CANTEEN) (ADJECTIVE
OCTAGONAL) (CAPACITY 5) (SIZE 10) (FLAGS TAKEBIT CONTBIT SEARCHBIT)>
<DEFINE-ROUTINE DISPENSER-F>
<OBJECT HIGH-PROTEIN (DESC "quantity of protein-rich liquid") (SYNONYM LIQUID
FLUID FOOD QUANTITY) (ADJECTIVE BROWN PROTEIN-RICH) (SIZE 5) (FLAGS FOODBIT) (
ACTION HIGH-PROTEIN-F)>
<DEFINE-ROUTINE HIGH-PROTEIN-F>
<DEFINE-ROUTINE WORTHLESS-ACTION>
<ROOM CORRIDOR-JUNCTION (IN ROOMS) (DESC "Corridor Junction") (LDESC
"A north-south corridor intersects the main corridor here. To the west, the
main corridor extends as far as you can see; a non-working walkway from
that direction ends here. To the east, the corridor widens into a well-lit
area.") (C-MOVE <TABLE 0 0 0 0 0 160 0 0 0 30 0 0>) (NORTH TO ADMIN-CORRIDOR-S)
(SOUTH TO MECH-CORRIDOR-N) (WEST PER LONG-HALL-F) (EAST TO ELEVATOR-LOBBY) (
FLAGS FLOYDBIT RLANDBIT ONBIT) (PSEUDO "WALKWAY" WALKWAY-PSEUDO)>
<DEFINE-ROUTINE LONG-HALL-F>
<ROOM ADMIN-CORRIDOR-S (IN ROOMS) (DESC "Admin Corridor South") (LDESC
"This section of hallway seems to have suffered some minor structural
damage. The walls are cracked, and a jagged crevice crosses the floor.
An opening leads east and the corridor heads north and south.") (C-MOVE <TABLE
0 0 0 0 0 0 0 0 0 0 0 0>) (SOUTH TO CORRIDOR-JUNCTION) (NORTH TO ADMIN-CORRIDOR
) (EAST TO SANFAC-E) (FLAGS RLANDBIT ONBIT) (ACTION ADMIN-CORRIDOR-S-F)>
<DEFINE-ROUTINE ADMIN-CORRIDOR-S-F>
<OBJECT CREVICE (IN ADMIN-CORRIDOR-S) (DESC "crevice") (SYNONYM CREVICE CRACK
HOLE) (ADJECTIVE NARROW JAGGED) (FLAGS NDESCBIT) (ACTION CREVICE-F)>
<DEFINE-ROUTINE CREVICE-F>
<OBJECT KEY (IN ADMIN-CORRIDOR-S) (DESC "key") (FDESC
"Lying at the bottom of a narrow crevice is a shiny object.") (SIZE 3) (SYNONYM
KEY METAL OBJECT) (ADJECTIVE PIECE STEEL IRON SHINY) (FLAGS ACIDBIT TAKEBIT
TOOLBIT INVISIBLE TRYTAKEBIT) (ACTION KEY-F)>
<DEFINE-ROUTINE KEY-F>
<ROOM ADMIN-CORRIDOR (IN ROOMS) (DESC "Admin Corridor") (C-MOVE <TABLE 0 0 0 0
0 0 0 0 0 0 0 0>) (SOUTH TO ADMIN-CORRIDOR-S) (NORTH PER LADDER-EXIT-F) (WEST
TO SYSTEMS-MONITORS) (FLAGS RLANDBIT ONBIT) (GLOBAL RIFT) (PSEUDO "RUBBLE"
RUBBLE-PSEUDO) (ACTION ADMIN-CORRIDOR-F)>
<DEFINE-ROUTINE ADMIN-CORRIDOR-F>
<ROOM ADMIN-CORRIDOR-N (IN ROOMS) (DESC "Admin Corridor North") (C-MOVE <TABLE
0 0 0 0 0 0 0 0 0 0 0 0>) (SOUTH PER LADDER-EXIT-F) (NORTH TO
TRANSPORTATION-SUPPLY) (EAST TO PLAN-ROOM) (WEST TO SMALL-OFFICE) (FLAGS
RLANDBIT ONBIT) (VALUE 4) (GLOBAL RIFT) (ACTION ADMIN-CORRIDOR-N-F)>
<DEFINE-ROUTINE ADMIN-CORRIDOR-N-F>
<DEFINE-ROUTINE LADDER-EXIT-F>
<OBJECT RIFT (IN LOCAL-GLOBALS) (DESC "rift") (SYNONYM RIFT GULF PRECIPICE HOLE
) (ADJECTIVE WIDE DEEP GAPING) (FLAGS NDESCBIT) (ACTION RIFT-F)>
<DEFINE-ROUTINE RIFT-F>
<ROOM SANFAC-E (IN ROOMS) (DESC "SanFac E") (LDESC
"Here is another sanitary facility. Like the others, it is dusty and
non-functional.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (WEST TO
ADMIN-CORRIDOR-S) (OUT TO ADMIN-CORRIDOR-S) (FLAGS FLOYDBIT RLANDBIT ONBIT) (
PSEUDO "FIXTURES" TOILET-PSEUDO "TOILET" TOILET-PSEUDO)>
<ROOM SYSTEMS-MONITORS (IN ROOMS) (DESC "Systems Monitors") (C-MOVE <TABLE 0 0
0 0 0 0 0 0 0 0 0 0>) (EAST TO ADMIN-CORRIDOR) (OUT TO ADMIN-CORRIDOR) (FLAGS
FLOYDBIT RLANDBIT ONBIT) (GLOBAL TABLES) (PSEUDO "MONITORS" MONITORS-PSEUDO
"EQUIPM" EQUIPMENT-PSEUDO) (ACTION SYSTEMS-MONITORS-F)>
<DEFINE-ROUTINE SYSTEMS-MONITORS-F>
<DEFINE-ROUTINE DESCRIBE-MONITORS>
<ROOM PLAN-ROOM (IN ROOMS) (DESC "Plan Room") (LDESC
"This is a small room whose far wall is covered with many small cubbyholes,
all empty. The left wall is covered with an enormous map, labelled
\"Kalamontee Kompleks\", showing two installations connected by a long
hallway. Near the upper part of this map is a red arrow saying \"Yuu ar
heer.\" The right wall is covered with a similar map, labelled \"Lawanda
Kompleks\", showing two installations, one apparently buried deep
underground.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (WEST TO
ADMIN-CORRIDOR-N) (FLAGS RLANDBIT ONBIT FLOYDBIT) (PSEUDO "CUBBYHOLE"
CUBBYHOLE-PSEUDO "MAPS" MAPS-PSEUDO)>
<ROOM TRANSPORTATION-SUPPLY (IN ROOMS) (DESC "Transportation Supply") (LDESC
"You have just located a serious bug.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>
) (SOUTH TO ADMIN-CORRIDOR-N) (NORTH TO TRANSPORTATION-SUPPLY) (EAST TO
TRANSPORTATION-SUPPLY) (WEST TO TRANSPORTATION-SUPPLY) (OUT TO ADMIN-CORRIDOR-N
) (FLAGS RLANDBIT)>
<ROOM SMALL-OFFICE (IN ROOMS) (DESC "Small Office") (LDESC
"You have entered a small office of some sort. A small desk faces the main
doorway which lies to the east. Another exit leads west.") (C-MOVE <TABLE 0 0 0
0 0 0 0 0 0 0 0 0>) (EAST TO ADMIN-CORRIDOR-N) (WEST TO LARGE-OFFICE) (FLAGS
RLANDBIT FLOYDBIT ONBIT)>
<OBJECT SMALL-DESK (IN SMALL-OFFICE) (DESC "small desk") (SYNONYM DESK DRAWER)
(ADJECTIVE SMALL) (CAPACITY 10) (FLAGS NDESCBIT CONTBIT SEARCHBIT) (ACTION
DESK-F)>
<OBJECT KITCHEN-CARD (IN SMALL-DESK) (DESC "kitchen access card") (SYNONYM CARD
CARDS) (ADJECTIVE KITCHEN ACCESS) (SIZE 3) (FLAGS TAKEBIT READBIT) (TEXT
"The card is embossed \"kitcin akses kard.\"") (VALUE 1)>
<OBJECT UPPER-ELEVATOR-CARD (IN SMALL-DESK) (DESC "upper elevator access card")
(SYNONYM CARD CARDS) (ADJECTIVE UPPER ELEVATOR ACCESS) (SIZE 3) (FLAGS VOWELBIT
TAKEBIT READBIT) (TEXT "The card is embossed \"upur elivaatur akses kard.\"") (
VALUE 1)>
<OBJECT SHUTTLE-CARD (IN LARGE-DESK) (DESC "shuttle access card") (SYNONYM CARD
CARDS) (ADJECTIVE SHUTTL ACCESS) (SIZE 3) (FLAGS TAKEBIT READBIT) (TEXT
"The card is embossed \"shutul akses kard.\"") (VALUE 1)>
<OBJECT LOWER-ELEVATOR-CARD (DESC "lower elevator access card") (SYNONYM CARD
CARDS) (ADJECTIVE LOWER ELEVATOR ACCESS) (SIZE 3) (FLAGS TAKEBIT READBIT) (TEXT
"The card is embossed \"loowur elivaatur akses kard.\"") (VALUE 1)>
<ROOM LARGE-OFFICE (IN ROOMS) (DESC "Large Office") (LDESC
"This is a large, plush office. The far wall is one large picture window,
scratched but unbroken, offering a view of this installation and the ocean
beyond. In front of the window is a wide wooden desk. The only exit is east.")
(C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (EAST TO SMALL-OFFICE) (FLAGS FLOYDBIT
RLANDBIT ONBIT) (GLOBAL WINDOW OCEAN)>
<OBJECT LARGE-DESK (IN LARGE-OFFICE) (DESC "large desk") (SYNONYM DESK DRAWER)
(ADJECTIVE LARGE WIDE WOODEN) (CAPACITY 20) (FLAGS CONTBIT SEARCHBIT NDESCBIT)
(ACTION DESK-F)>
<DEFINE-ROUTINE DESK-F>
<ROOM MECH-CORRIDOR-N (IN ROOMS) (DESC "Mech Corridor North") (LDESC
"Entrances to rooms lie to the east and west from this north-south hall.") (
C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (EAST TO STORAGE-EAST) (WEST TO
PHYSICAL-PLANT) (NORTH TO CORRIDOR-JUNCTION) (SOUTH TO MECH-CORRIDOR) (FLAGS
RLANDBIT ONBIT)>
<ROOM MECH-CORRIDOR (IN ROOMS) (DESC "Mech Corridor") (LDESC
"Entrances to rooms lie to the east and west from this north-south hall.") (
C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (EAST TO REACTOR-CONTROL) (WEST TO
PHYSICAL-PLANT) (NORTH TO MECH-CORRIDOR-N) (SOUTH TO MECH-CORRIDOR-S) (FLAGS
RLANDBIT ONBIT)>
<ROOM MECH-CORRIDOR-S (IN ROOMS) (DESC "Mech Corridor South") (LDESC
"The corridor ends here with doorways to the southwest, south, and southeast.")
(C-MOVE <TABLE 0 0 0 0 0 0 25 0 25 0 0 0>) (NORTH TO MECH-CORRIDOR) (SW TO
TOOL-ROOM) (SOUTH TO MACHINE-SHOP) (SE TO ROBOT-SHOP) (FLAGS RLANDBIT ONBIT)>
<ROOM STORAGE-EAST (IN ROOMS) (DESC "Storage East") (LDESC
"A small room for storage. The exit is to the west.") (C-MOVE <TABLE 0 0 0 0 0
0 0 0 0 0 0 0>) (WEST TO MECH-CORRIDOR-N) (FLAGS RLANDBIT FLOYDBIT ONBIT) (
GLOBAL SHELVES)>
<OBJECT OIL-CAN (IN STORAGE-EAST) (DESC "oil can") (FDESC
"One dusty shelf, otherwise bare, holds a small oil can.") (SYNONYM CAN) (
ADJECTIVE SMALL OIL) (SIZE 10) (FLAGS VOWELBIT TAKEBIT) (ACTION OIL-CAN-F)>
<DEFINE-ROUTINE OIL-CAN-F>
<OBJECT CARTON (IN STORAGE-EAST) (DESC "cardboard box") (FDESC
"On the floor beneath the shelves sits a small cardboard box.") (SYNONYM BOX
CARTON) (ADJECTIVE SMALL CARDBOARD) (SIZE 10) (CAPACITY 50) (FLAGS TAKEBIT
CONTBIT SEARCHBIT OPENBIT) (ACTION CARTON-F)>
<DEFINE-ROUTINE CARTON-F>
<OBJECT CRACKED-BOARD (IN CARTON) (DESC
"cracked seventeen-centimeter fromitz board") (SYNONYM BOARD BOARDS) (ADJECTIVE
CRACKED SEVENTEEN CENTIMETER FROMITZ) (SIZE 10) (FLAGS ACIDBIT TAKEBIT) (ACTION
CRACKED-BOARD-F)>
<DEFINE-ROUTINE CRACKED-BOARD-F>
<OBJECT MEGAFUSE-B (IN CARTON) (DESC "B-series megafuse") (SYNONYM FUSE
MEGAFUSE) (ADJECTIVE B-SERIES B SERIES MEGA) (SIZE 5) (FLAGS ACIDBIT TAKEBIT)>
<OBJECT MEGAFUSE-K (IN CARTON) (DESC "K-series megafuse") (SYNONYM FUSE
MEGAFUSE) (ADJECTIVE K-SERIES K SERIES MEGA) (SIZE 5) (FLAGS ACIDBIT TAKEBIT)>
<OBJECT GOOD-BEDISTOR (IN CARTON) (DESC "good ninety-ohm bedistor") (SYNONYM
BEDISTOR) (ADJECTIVE GOOD NINETY OHM) (SIZE 8) (FLAGS ACIDBIT TAKEBIT) (ACTION
GOOD-BEDISTOR-F)>
<DEFINE-ROUTINE GOOD-BEDISTOR-F>
<ROOM PHYSICAL-PLANT (IN ROOMS) (DESC "Physical Plant") (LDESC
"This is a huge, dim room with exits in the northeast and southeast
corners. The room is criss-crossed with catwalks and is filled with
heavy equipment presumably intended to heat and ventilate this complex.
Hardly any of the equipment is still operating.") (C-MOVE <TABLE 0 0 0 0 0 0 0
0 0 0 0 0>) (NE TO MECH-CORRIDOR-N) (SE TO MECH-CORRIDOR) (FLAGS FLOYDBIT
RLANDBIT ONBIT) (PSEUDO "EQUIPM" EQUIPMENT-PSEUDO "CATWALK" CATWALK-PSEUDO)>
<ROOM REACTOR-CONTROL (IN ROOMS) (DESC "Reactor Control") (LDESC
"This room contains many dials and gauges for controlling a massive planetary
power reactor which, according to a diagram on the wall, must be buried far
below this very complex. The exit is to the west. To the east is a metal door,
and next to it, a button. A dark stairway winds downward.") (C-MOVE <TABLE 0 0
20 0 0 0 0 0 0 0 0 0>) (WEST TO MECH-CORRIDOR) (EAST TO REACTOR-ELEVATOR IF
REACTOR-ELEVATOR-DOOR IS OPEN) (IN TO REACTOR-ELEVATOR IF REACTOR-ELEVATOR-DOOR
IS OPEN) (DOWN TO REACTOR-ACCESS-STAIRS) (FLAGS RLANDBIT FLOYDBIT ONBIT) (
PSEUDO "BUTTON" REACTOR-BUTTON-PSEUDO "DIAGRAM" DIAGRAM-PSEUDO) (GLOBAL
CONTROLS STAIRS REACTOR-ELEVATOR-DOOR)>
<ROOM REACTOR-ACCESS-STAIRS (IN ROOMS) (DESC "Reactor Access Stairs") (LDESC
"You have just located a serious bug.") (C-MOVE <TABLE 0 0 0 30 0 0 0 0 0 0 0 0
>) (DOWN TO REACTOR-ACCESS-STAIRS) (UP TO REACTOR-CONTROL) (FLAGS RLANDBIT) (
GLOBAL STAIRS)>
<OBJECT REACTOR-ELEVATOR-DOOR (IN LOCAL-GLOBALS) (DESC "reactor elevator door")
(SYNONYM DOOR) (ADJECTIVE REACTOR ELEVATOR) (FLAGS DOORBIT) (ACTION
REACTOR-ELEVATOR-DOOR-F)>
<DEFINE-ROUTINE REACTOR-ELEVATOR-DOOR-F>
<DEFINE-ROUTINE I-REACTOR-DOOR-CLOSE>
<ROOM REACTOR-ELEVATOR (IN ROOMS) (DESC "Reactor Elevator") (LDESC
"This is an elevator with a door to the west, currently open. A control panel
contains an Up button, a Down button, and a small slot.") (C-MOVE <TABLE 0 0 0
0 0 0 0 0 0 0 0 0>) (WEST TO REACTOR-CONTROL) (OUT TO REACTOR-CONTROL) (FLAGS
RLANDBIT ONBIT) (GLOBAL REACTOR-ELEVATOR-DOOR SLOT ELEVATOR-BUTTON CONTROLS)>
<ROOM TOOL-ROOM (IN ROOMS) (DESC "Tool Room") (LDESC
"This is apparently a storage room for tools. Exits lead northeast and east.")
(C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 25 0>) (NE TO MECH-CORRIDOR-S) (EAST TO
MACHINE-SHOP) (FLAGS RLANDBIT FLOYDBIT ONBIT) (GLOBAL SHELVES)>
<OBJECT FLASK (IN TOOL-ROOM) (DESC "glass flask") (FDESC
"Sitting on the floor below the lowest shelf is a large glass flask.") (SYNONYM
FLASK) (ADJECTIVE GLASS LARGE PLASTIC) (SIZE 10) (CAPACITY 2) (FLAGS CONTBIT
SEARCHBIT OPENBIT TAKEBIT) (ACTION FLASK-F)>
<DEFINE-ROUTINE FLASK-F>
<OBJECT MAGNET (IN TOOL-ROOM) (SIZE 10) (DESC "curved metal bar") (FDESC
"On an upper shelf is a metal bar, curved into a U-shape.") (SYNONYM MAGNET BAR
) (ADJECTIVE CURVED METAL HORSESHOE) (FLAGS TRYTAKEBIT TAKEBIT) (ACTION
MAGNET-F)>
<DEFINE-ROUTINE MAGNET-F>
<DEFINE-ROUTINE I-MAGNET>
<OBJECT PLIERS (IN TOOL-ROOM) (DESC "pair of wide-nosed pliers") (SYNONYM PAIR
PLIERS) (ADJECTIVE WIDE-NOSED WIDE NOSED) (SIZE 15) (FLAGS TAKEBIT)>
<ROOM MACHINE-SHOP (IN ROOMS) (DESC "Machine Shop") (C-MOVE <TABLE 0 0 0 0 0 0
0 0 0 0 0 0>) (NORTH TO MECH-CORRIDOR-S) (EAST TO ROBOT-SHOP) (WEST TO
TOOL-ROOM) (FLAGS RLANDBIT FLOYDBIT ONBIT) (PSEUDO "SPOUT" CHEM-SPOUT-PSEUDO) (
ACTION MACHINE-SHOP-F)>
<DEFINE-ROUTINE MACHINE-SHOP-F>
<OBJECT CHEMICAL-DISPENSER (IN MACHINE-SHOP) (DESC "chemical dispenser") (
SYNONYM DISPEN MACHIN) (ADJECTIVE DISPEN LARGE CHEMICAL) (FLAGS MUNGBIT
NDESCBIT) (ACTION CHEMICAL-DISPENSER-F)>
<GLOBAL SPOUT-PLACED <> %<> WORD>
<DEFINE-ROUTINE CHEMICAL-DISPENSER-F>
<OBJECT RED-BUTTON (IN MACHINE-SHOP) (DESC "red button") (SYNONYM BUTTON) (
ADJECTIVE RED) (FLAGS NDESCBIT) (C-MOVE 1) (ACTION CHEM-BUTTON-F)>
<OBJECT BLUE-BUTTON (IN MACHINE-SHOP) (DESC "blue button") (SYNONYM BUTTON) (
ADJECTIVE BLUE) (FLAGS NDESCBIT) (C-MOVE 2) (ACTION CHEM-BUTTON-F)>
<OBJECT GREEN-BUTTON (IN MACHINE-SHOP) (DESC "green button") (SYNONYM BUTTON) (
ADJECTIVE GREEN) (FLAGS NDESCBIT) (C-MOVE 3) (ACTION CHEM-BUTTON-F)>
<OBJECT YELLOW-BUTTON (IN MACHINE-SHOP) (DESC "yellow button") (SYNONYM BUTTON)
(ADJECTIVE YELLOW) (FLAGS NDESCBIT) (C-MOVE 4) (ACTION CHEM-BUTTON-F)>
<OBJECT GRAY-BUTTON (IN MACHINE-SHOP) (DESC "gray button") (SYNONYM BUTTON) (
ADJECTIVE GRAY GREY) (FLAGS NDESCBIT) (C-MOVE 5) (ACTION CHEM-BUTTON-F)>
<OBJECT BROWN-BUTTON (IN MACHINE-SHOP) (DESC "brown button") (SYNONYM BUTTON) (
ADJECTIVE BROWN) (FLAGS NDESCBIT) (C-MOVE 6) (ACTION CHEM-BUTTON-F)>
<OBJECT BLACK-BUTTON (IN MACHINE-SHOP) (DESC "black button") (SYNONYM BUTTON) (
ADJECTIVE BLACK) (FLAGS NDESCBIT) (C-MOVE 7) (ACTION CHEM-BUTTON-F)>
<OBJECT ROUND-WHITE-BUTTON (IN MACHINE-SHOP) (DESC "round white button") (
SYNONYM BUTTON) (ADJECTIVE WHITE ROUND) (FLAGS NDESCBIT) (C-MOVE 8) (ACTION
CHEM-BUTTON-F)>
<OBJECT SQUARE-WHITE-BUTTON (IN MACHINE-SHOP) (DESC "square white button") (
SYNONYM BUTTON) (ADJECTIVE SQUARE WHITE) (FLAGS NDESCBIT) (C-MOVE 9) (ACTION
CHEM-BUTTON-F)>
<GLOBAL CHEMICAL-FLAG 0 %<> WORD>
<GLOBAL COLOR-LTBL <PLTABLE "red" "blue" "green" "yellow" "gray" "brown"
"black" "clear" "clear"> %<> WORD>
<DEFINE-ROUTINE CHEM-BUTTON-F>
<ROOM ROBOT-SHOP (IN ROOMS) (DESC "Robot Shop") (LDESC
"This room, with exits west and northwest, is filled with robot-like
devices of every conceivable description, all in various states of
disassembly.") (C-MOVE <TABLE 0 0 0 0 25 0 0 0 0 0 0 0>) (WEST TO MACHINE-SHOP)
(NW TO MECH-CORRIDOR-S) (FLAGS RLANDBIT FLOYDBIT ONBIT) (PSEUDO "DEVICE"
DEVICES-PSEUDO)>
<OBJECT FLOYD (IN ROBOT-SHOP) (DESC "multiple purpose robot") (FDESC
"Only one robot, about four feet high, looks even remotely close to being
in working order.") (SYNONYM FLOYD COMPAR ROBOT COMPAN) (ADJECTIVE MULTIP
PURPOS DIM- DIM WITTED) (FLAGS CONTBIT SEARCHBIT TRANSBIT OPENBIT LIGHTBIT) (
CAPACITY 5) (ACTION FLOYD-F)>
<GLOBAL CARD-STOLEN <> %<> WORD>
<DEFINE-ROUTINE FLOYD-F>
<DEFINE-ROUTINE FLOYDS-FAMOUS-DOOR-ROUTINE>
<DEFINE-ROUTINE FLUSH>
<DEFINE-ROUTINE FLOYD-INTO-LAB>
<DEFINE-ROUTINE FLOYD-NOT-HAVE>
<GLOBAL FLOYD-SCORE-FLAG <> %<> WORD>
<GLOBAL FLOYD-SPOKE <> %<> WORD>
<GLOBAL FLOYD-FOLLOW <> %<> WORD>
<GLOBAL FLOYD-REACTIVATED <> %<> WORD>
<GLOBAL FLOYD-INTRODUCED <> %<> WORD>
<DEFINE-ROUTINE FLOYD-COMES-ALIVE>
<DEFINE-ROUTINE I-FLOYD>
<DEFINE-ROUTINE CALL-ME-FLOYD>
<DEFINE-ROUTINE KLUDGE>
<OBJECT DEAD-FLOYD (DESC "mangled robot") (LDESC
"Your former companion, Floyd, is lying on the ground in a pool of oil.") (
SYNONYM FLOYD ROBOT COMPAN) (ADJECTIVE MANGLE DEAD FORMER) (ACTION DEAD-FLOYD-F
)>
<DEFINE-ROUTINE DEAD-FLOYD-F>
<GLOBAL FLOYDISMS <PLTABLE "paces impatiently"
"absent-mindedly recites the first six hundred digits of pi"
"lowers his voice and tells you the latest rumors about Dr. Fizpick"
"recalls the time he bruised his knee" "chants the death scene from \"Carmen\""
"cranes his neck to see what you are doing"
"rubs his head affectionately against your shoulder"
"asks if you want to play Hucka-Bucka-Beanstalk"
"examines himself for signs of rust" "absent-mindedly oils one of his joints"
"wanders restlessly around the room"
"notices a mouse scurrying by and tries to hide behind you"
"sings an ancient ballad, totally out of key"
"frets about the possibility of his batteries failing"
"reminisces about his friend Lazarus, a medical robot"
"relates some fond memories about his robotic friend Lazarus"
"whistles tunelessly"
"tells you about the time he helped someone sharpen a pencil"
"yawns and looks bored"
"produces a crayon from one of his compartments and scrawls
his name on the wall"> %<> WORD>
<ROOM ELEVATOR-LOBBY (IN ROOMS) (DESC "Elevator Lobby") (C-MOVE <TABLE 0 0 0 0
0 30 0 0 0 0 0 0>) (NORTH PER ELEVATOR-ENTER-F) (SOUTH PER ELEVATOR-ENTER-F) (
WEST TO CORRIDOR-JUNCTION) (EAST TO BOOTH-2) (IN TO BOOTH-2) (FLAGS RLANDBIT
FLOYDBIT ONBIT) (GLOBAL UPPER-ELEVATOR-DOOR LOWER-ELEVATOR-DOOR) (PSEUDO
"BOOTH" NEAR-BOOTH-PSEUDO) (ACTION ELEVATOR-LOBBY-F)>
<DEFINE-ROUTINE ELEVATOR-LOBBY-F>
<ROOM UPPER-ELEVATOR (IN ROOMS) (DESC "Upper Elevator") (C-MOVE <TABLE 0 0 0 0
0 0 0 0 0 0 0 0>) (OUT PER ELEVATOR-EXIT-F) (SOUTH PER ELEVATOR-EXIT-F) (UP
"You'll have to use the elevator controls.") (DOWN
"You'll have to use the elevator controls.") (FLAGS RLANDBIT ONBIT) (GLOBAL
LIGHTS CONTROLS SLOT ELEVATOR-BUTTON UPPER-ELEVATOR-DOOR) (ACTION
UPPER-ELEVATOR-F)>
<DEFINE-ROUTINE UPPER-ELEVATOR-F>
<ROOM LOWER-ELEVATOR (IN ROOMS) (DESC "Lower Elevator") (C-MOVE <TABLE 0 0 0 0
0 0 0 0 0 0 0 0>) (NORTH PER ELEVATOR-EXIT-F) (OUT PER ELEVATOR-EXIT-F) (UP
"You'll have to use the elevator controls.") (DOWN
"You'll have to use the elevator controls.") (FLAGS RLANDBIT ONBIT) (GLOBAL
LIGHTS CONTROLS SLOT ELEVATOR-BUTTON LOWER-ELEVATOR-DOOR) (ACTION
LOWER-ELEVATOR-F)>
<DEFINE-ROUTINE LOWER-ELEVATOR-F>
<DEFINE-ROUTINE ELEVATOR-ENTER-F>
<DEFINE-ROUTINE ELEVATOR-EXIT-F>
<OBJECT UPPER-ELEVATOR-DOOR (IN LOCAL-GLOBALS) (DESC "blue door") (SYNONYM DOOR
) (ADJECTIVE UPPER ELEVATOR BLUE) (FLAGS NDESCBIT DOORBIT) (ACTION
UPPER-ELEVATOR-DOOR-F)>
<DEFINE-ROUTINE UPPER-ELEVATOR-DOOR-F>
<OBJECT LOWER-ELEVATOR-DOOR (IN LOCAL-GLOBALS) (DESC "red door") (SYNONYM DOOR)
(ADJECTIVE RED LOWER ELEVATOR METAL) (FLAGS NDESCBIT DOORBIT) (ACTION
LOWER-ELEVATOR-DOOR-F)>
<DEFINE-ROUTINE LOWER-ELEVATOR-DOOR-F>
<DEFINE-ROUTINE DOOR-CLOSED>
<OBJECT BLUE-ELEVATOR-BUTTON (IN ELEVATOR-LOBBY) (DESC "blue button") (SYNONYM
BUTTON) (ADJECTIVE BLUE NORTH) (FLAGS NDESCBIT) (ACTION BLUE-ELEVATOR-BUTTON-F)
>
<OBJECT RED-ELEVATOR-BUTTON (IN ELEVATOR-LOBBY) (DESC "red button") (SYNONYM
BUTTON) (ADJECTIVE RED SOUTH) (FLAGS NDESCBIT) (ACTION RED-ELEVATOR-BUTTON-F)>
<DEFINE-ROUTINE BLUE-ELEVATOR-BUTTON-F>
<DEFINE-ROUTINE RED-ELEVATOR-BUTTON-F>
<DEFINE-ROUTINE I-UPPER-ELEVATOR-ARRIVE>
<DEFINE-ROUTINE I-LOWER-ELEVATOR-ARRIVE>
<OBJECT ELEVATOR-BUTTON (IN LOCAL-GLOBALS) (DESC "button") (SYNONYM BUTTON) (
FLAGS NDESCBIT) (ACTION ELEVATOR-BUTTON-F)>
<GLOBAL LOWER-ELEVATOR-UP <> %<> WORD>
<GLOBAL UPPER-ELEVATOR-UP T %<> WORD>
<GLOBAL ELEVATOR-IN-TRANSIT <> %<> WORD>
<GLOBAL LOWER-ELEVATOR-ON <> %<> WORD>
<GLOBAL UPPER-ELEVATOR-ON <> %<> WORD>
<DEFINE-ROUTINE ELEVATOR-BUTTON-F>
<DEFINE-ROUTINE I-TURNOFF-UPPER-ELEVATOR>
<DEFINE-ROUTINE I-TURNOFF-LOWER-ELEVATOR>
<GLOBAL ELEVATOR-LIGHT-OFF "A recording says \"Elevator no longer enabled.\"" %
<> WORD>
<GLOBAL ELEVATOR-STARTS
"The elevator door slides shut. After a moment, you feel a sensation of
vertical movement." %<> WORD>
<DEFINE-ROUTINE I-UPPER-ELEVATOR-TRIP>
<DEFINE-ROUTINE I-LOWER-ELEVATOR-TRIP>
<DEFINE-ROUTINE ELEVATOR-DOOR-OPENS>
<ROOM BOOTH-2 (IN ROOMS) (DESC "Booth 2") (LDESC
"This is a tiny room with a large \"2\" painted on the wall. A panel contains
a slot about ten centimeters wide, a brown button labelled \"1\" and a tan
button labelled \"3.\"") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (WEST TO
ELEVATOR-LOBBY) (OUT TO ELEVATOR-LOBBY) (FLAGS RLANDBIT ONBIT) (PSEUDO "BOOTH"
IN-BOOTH-PSEUDO) (GLOBAL CONTROLS SLOT TELEPORTATION-BUTTON-1
TELEPORTATION-BUTTON-3)>
<ROOM TOWER-CORE (IN ROOMS) (DESC "Tower Core") (LDESC
"This is a small, circular room. A sliding door leads north, and a spiral
staircase heads upwards. Other exits lie to the northeast and southwest.") (
C-MOVE <TABLE 0 0 0 30 0 0 0 0 0 0 0 0>) (NORTH TO UPPER-ELEVATOR) (UP TO
HELIPAD) (SW TO OBSERVATION-DECK) (NE TO COMM-ROOM) (FLAGS RLANDBIT ONBIT) (
VALUE 4) (GLOBAL STAIRS UPPER-ELEVATOR-DOOR)>
<ROOM HELIPAD (IN ROOMS) (DESC "Helipad") (LDESC
"You are at the center of a wide, flat area atop the tower. A fence
prevents you from approaching the perimeter, so your view is limited to
cloud-filled sky. A large vehicle, severely weathered and topped with rotor
blades, lies nearby. A spiral staircase leads down into the tower.") (C-MOVE <
TABLE 0 0 15 0 0 0 0 0 0 0 0 0>) (DOWN TO TOWER-CORE) (IN TO HELICOPTER) (EAST
"A fence keeps you away from the edge, where you would probably
be swept over the brink by the high winds.") (WEST
"A fence keeps you away from the edge, where you would probably
be swept over the brink by the high winds.") (NORTH
"A fence keeps you away from the edge, where you would probably
be swept over the brink by the high winds.") (SOUTH
"A fence keeps you away from the edge, where you would probably
be swept over the brink by the high winds.") (FLAGS RLANDBIT ONBIT) (PSEUDO
"FENCE" FENCE-PSEUDO) (GLOBAL STAIRS HELICOPTER-OBJECT)>
<OBJECT HELICOPTER-OBJECT (IN LOCAL-GLOBALS) (DESC "large vehicle") (SYNONYM
VEHICLE HELICOPTER) (ADJECTIVE LARGE) (FLAGS VEHBIT NDESCBIT) (ACTION
HELICOPTER-OBJECT-F)>
<DEFINE-ROUTINE HELICOPTER-OBJECT-F>
<ROOM HELICOPTER (IN ROOMS) (DESC "Helicopter") (LDESC
"This is a large vehicle with a lot of cargo space. A complex control panel
is closed and locked. Everything is covered with a thick layer of rust.
Through the windows of the vehicle you can see a wide Helipad, and beyond
that, endless ocean far below. Several doors lead out to the Helipad.") (C-MOVE
<TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (OUT TO HELIPAD) (FLAGS RLANDBIT ONBIT) (
PSEUDO "LOCK" LOCK-PSEUDO) (GLOBAL OCEAN CONTROLS WINDOW HELICOPTER-OBJECT)>
<ROOM COMM-ROOM (IN ROOMS) (DESC "Comm Room") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0
0 0 0>) (SW TO TOWER-CORE) (FLAGS RLANDBIT ONBIT) (GLOBAL LIGHTS) (PSEUDO
"CABLES" CABLES-PSEUDO "ENUNCI" ENUNCIATOR-PSEUDO) (ACTION COMM-ROOM-F)>
<DEFINE-ROUTINE COMM-ROOM-F>
<GLOBAL JUST-ENTERED T %<> WORD>
<DEFINE-ROUTINE I-UNENTER>
<OBJECT RECEIVE-CONSOLE (IN COMM-ROOM) (DESC "communications receive console")
(C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (SYNONYM CONSOLE CONTRO) (ADJECTIVE
COMMUNICATIONS RECEIVE LEFT FIRST) (FLAGS NDESCBIT)>
<OBJECT PLAYBACK-BUTTON (IN COMM-ROOM) (DESC "glowing button") (SYNONYM BUTTON)
(ADJECTIVE GLOWIN PLAYBA) (FLAGS NDESCBIT) (ACTION PLAYBACK-BUTTON-F)>
<DEFINE-ROUTINE PLAYBACK-BUTTON-F>
<OBJECT SEND-CONSOLE (IN COMM-ROOM) (DESC "communication send console") (
SYNONYM CONSOLE CONTRO) (ADJECTIVE COMMUNICATIONS SEND RIGHT SECOND) (FLAGS
NDESCBIT)>
<OBJECT COMM-SCREEN (IN COMM-ROOM) (DESC "screen") (SYNONYM COMMUNICATIONS
MESSAGE SCREEN) (FLAGS NDESCBIT READBIT) (TEXT
"\"Tuu enee ship uv xe Sekund Galaktik Yuunyun: Planitwiid plaag haz struk
entiir popyuulaashun. Tiim iz kritikul. Eemurjensee asistins reekwestid.
<reepeet mesij>\"")>
<OBJECT FUNNEL-HOLE (IN COMM-ROOM) (DESC "funnel-shaped hole") (SYNONYM HOLE) (
ADJECTIVE FUNNEL SHAPED) (FLAGS NDESCBIT)>
<OBJECT CHEMICAL-FLUID (DESC "quantity of chemical fluid") (SYNONYM QUANTITY
LIQUID FLUID CHEMICAL) (ADJECTIVE MILKY WHITE CHEMICAL) (ACTION
CHEMICAL-FLUID-F)>
<DEFINE-ROUTINE RANDOMIZE-ORDER>
<GLOBAL ORDER-LTBL <LTABLE 0 0 0 0 0 0 0> %<> WORD>
<DEFINE-ROUTINE CHEMICAL-FLUID-F>
<DEFINE-ROUTINE CUBE-SEEMS>
<DEFINE-ROUTINE CHEMICAL-POURS>
<DEFINE-ROUTINE STRIP-DISSOLVES>
<GLOBAL COMM-SHUTDOWN <> %<> WORD>
<DEFINE-ROUTINE SHUTDOWN>
<DEFINE-ROUTINE COMM-SETUP>
<GLOBAL COMM-FIXED <> %<> WORD>
<GLOBAL CHEMICAL-REQUIRED 0 %<> WORD>
<GLOBAL STEPS-TO-GO 0 %<> WORD>
<ROOM OBSERVATION-DECK (IN ROOMS) (DESC "Observation Deck") (LDESC
"This is a balcony girdling the tower. The view is breathtaking; the tower
must be half a kilometer tall. From here it is clear that you are on an
island. The dormitory section of the complex is visible on the other side
of the island, and the rest of the complex sprawls out directly below. In
the distance, about 20 kilometers to the east, you can spot another island
similar to this one. The only exit is a doorway leading northeast.") (C-MOVE <
TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (NE TO TOWER-CORE) (FLAGS RLANDBIT ONBIT) (
GLOBAL OCEAN)>
<ROOM WAITING-AREA (IN ROOMS) (DESC "Waiting Area") (LDESC
"This is a concrete platform sparsely furnished with benches. The platform
continues to the east, and to the south is a metal door.") (C-MOVE <TABLE 0 0 0
0 0 0 0 0 0 0 0 0>) (EAST TO KALAMONTEE-PLATFORM) (SOUTH PER
OTHER-ELEVATOR-ENTER-F) (IN PER OTHER-ELEVATOR-ENTER-F) (PSEUDO "BENCH"
BENCH-PSEUDO "BENCHE" BENCH-PSEUDO) (GLOBAL LOWER-ELEVATOR-DOOR) (FLAGS
RLANDBIT ONBIT)>
<DEFINE-ROUTINE OTHER-ELEVATOR-ENTER-F>
<ROOM KALAMONTEE-PLATFORM (IN ROOMS) (DESC "Kalamontee Platform") (C-MOVE <
TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (WEST TO WAITING-AREA) (SOUTH PER
SHUTTLE-ENTER-F) (NORTH PER SHUTTLE-ENTER-F) (FLAGS RLANDBIT ONBIT) (VALUE 4) (
GLOBAL GLOBAL-SHUTTLE) (ACTION KALAMONTEE-PLATFORM-F)>
<DEFINE-ROUTINE KALAMONTEE-PLATFORM-F>

1645
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@ -1667,14 +1667,6 @@ says \"ASID.\"" CR>)
"Floyd pushes one of the dispenser buttons. Fluid pours from the spout and
splashes across the floor. Floyd jumps up and down, giggling." CR>)>>
;<OBJECT DIGGER
(IN MACHINE-SHOP)
(DESC "wheelbarrow-like machine")
(FDESC
"In the far corner is an odd machine, somewhat reminiscent of a wheelbarrow.")
(SYNONYM WHEELBARROW MACHINE DIGGER)
(ADJECTIVE ODD)>
<OBJECT CHEMICAL-DISPENSER
(IN MACHINE-SHOP)
(DESC "chemical dispenser")
@ -2345,9 +2337,9 @@ that great robot shop in the sky." CR>)>>
"produces a crayon from one of his compartments and scrawls
his name on the wall">>
^L
;Elevator department
"Elevator department"
<ROOM ELEVATOR-LOBBY
(IN ROOMS)
@ -2506,7 +2498,7 @@ a narrow slot." CR>)>>
(IN LOCAL-GLOBALS)
(DESC "red door")
(SYNONYM DOOR)
(ADJECTIVE RED LOWER ELEVATOR)
(ADJECTIVE RED LOWER ELEVATOR METAL)
(FLAGS NDESCBIT DOORBIT)
(ACTION LOWER-ELEVATOR-DOOR-F)>

687
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@ -0,0 +1,687 @@
<ROOM LAWANDA-PLATFORM (IN ROOMS) (DESC "Lawanda Platform") (C-MOVE <TABLE 0 0
0 30 0 0 0 0 0 0 0 0>) (NORTH PER SHUTTLE-ENTER-F) (SOUTH PER SHUTTLE-ENTER-F)
(EAST TO ESCALATOR) (UP TO ESCALATOR) (FLAGS FLOYDBIT RLANDBIT ONBIT) (VALUE 4)
(GLOBAL GLOBAL-SHUTTLE STAIRS) (PSEUDO "ESCALATOR" ESCALATOR-PSEUDO) (ACTION
LAWANDA-PLATFORM-F)>
<GLOBAL LAWANDA-PLATFORM-FLAG <> %<> WORD>
<DEFINE-ROUTINE LAWANDA-PLATFORM-F>
<ROOM ESCALATOR (IN ROOMS) (DESC "Escalator") (LDESC
"You are in the middle of a long mechanical stairway. It is not running,
and seems to be in disrepair.") (C-MOVE <TABLE 0 0 15 30 0 0 0 0 0 0 0 0>) (UP
TO FORK) (EAST TO FORK) (DOWN TO LAWANDA-PLATFORM) (WEST TO LAWANDA-PLATFORM) (
GLOBAL STAIRS) (PSEUDO "ESCALATOR" ESCALATOR-PSEUDO) (FLAGS RLANDBIT FLOYDBIT
ONBIT)>
<ROOM FORK (IN ROOMS) (DESC "Fork") (LDESC
"This is a hallway which forks to the northeast and southeast. To the west
is the top of a long escalator.") (C-MOVE <TABLE 0 0 15 0 0 0 0 0 25 0 25 0>) (
WEST TO ESCALATOR) (DOWN TO ESCALATOR) (NE TO SYSTEMS-CORRIDOR-WEST) (SE TO
PROJECT-CORRIDOR-WEST) (GLOBAL STAIRS) (PSEUDO "ESCALATOR" ESCALATOR-PSEUDO) (
FLAGS FLOYDBIT RLANDBIT ONBIT)>
<ROOM INFIRMARY (IN ROOMS) (DESC "Infirmary") (LDESC
"You have entered a clean, well-lighted place. There are a number of beds,
some complicated looking equipment, and many shelves that are mostly bare.") (
C-MOVE <TABLE 25 0 0 0 0 0 0 0 25 0 0 0>) (SE TO SYSTEMS-CORRIDOR-WEST) (OUT TO
SYSTEMS-CORRIDOR-WEST) (FLAGS RLANDBIT ONBIT) (GLOBAL BED SHELVES) (PSEUDO
"EQUIPM" EQUIPMENT-PSEUDO "MACHIN" EQUIPMENT-PSEUDO) (ACTION INFIRMARY-F)>
<OBJECT LAZARUS-PART (DESC "medical robot breastplate") (SYNONYM LAZARUS PART
BREAST PLATE) (ADJECTIVE MEDICAL BREAST) (SIZE 35) (FLAGS TAKEBIT)>
<GLOBAL LAZARUS-FLAG <> %<> WORD>
<DEFINE-ROUTINE INFIRMARY-F>
<OBJECT RED-SPOOL (IN INFIRMARY) (DESC "red spool") (FDESC
"Lying on one of the beds is a small red spool.") (SYNONYM SPOOL SPOOLS OBJECT)
(ADJECTIVE RED SMALL) (SIZE 3) (TEXT
"The spool is labelled \"Simptumz uv Xe Dizeez.\"") (FLAGS TAKEBIT ACIDBIT
READBIT) (ACTION RED-SPOOL-F)>
<DEFINE-ROUTINE RED-SPOOL-F>
<OBJECT MEDICINE-BOTTLE (IN INFIRMARY) (DESC "medicine bottle") (FDESC
"On a low shelf is a translucent bottle with a small white label.") (SYNONYM
BOTTLE LABEL) (ADJECTIVE MEDICINE SMALL WHITE TRANSL) (SIZE 7) (CAPACITY 7) (
TEXT "\"Dizeez supreshun medisin -- eksperimentul\"") (FLAGS CONTBIT SEARCHBIT
TAKEBIT TRANSBIT READBIT)>
<OBJECT MEDICINE (IN MEDICINE-BOTTLE) (DESC "quantity of medicine") (FDESC
"At the bottom of the bottle is a small quantity of medicine.") (SYNONYM
MEDICINE) (ADJECTIVE SMALL QUANTITY EXPERIMENTAL) (SIZE 7) (FLAGS FOODBIT) (
ACTION MEDICINE-F)>
<DEFINE-ROUTINE MEDICINE-F>
<ROOM REPAIR-ROOM (IN ROOMS) (DESC "Repair Room") (LDESC
"You are in a dimly lit room, filled with strange machines and wide storage
cabinets, all locked. To the south, a narrow stairway leads upward. On the
north wall of the room is a very small doorway.") (C-MOVE <TABLE 0 0 0 30 0 0 0
0 0 0 0 0>) (UP TO SYSTEMS-CORRIDOR-WEST) (SOUTH TO SYSTEMS-CORRIDOR-WEST) (
NORTH "It is a robot-sized doorway -- a bit too small for you.") (FLAGS
RLANDBIT FLOYDBIT ONBIT) (GLOBAL STAIRS) (PSEUDO "CABINETS" CABINETS-PSEUDO
"MACHIN" EQUIPMENT-PSEUDO)>
<GLOBAL ACHILLES-FLAG <> %<> WORD>
<OBJECT ACHILLES (IN REPAIR-ROOM) (DESC "broken robot") (LDESC
"Lying face down at the bottom of the stairs is a motionless robot. It
appears to be damaged beyond repair.") (SYNONYM ROBOT ACHILLES) (ADJECTIVE
BROKEN DEAD)>
<OBJECT ROBOT-HOLE (IN REPAIR-ROOM) (DESC "small doorway") (SYNONYM DOOR DOORWA
HOLE) (ADJECTIVE SMALL VERY) (FLAGS NDESCBIT TRANSBIT CONTBIT) (CAPACITY 0) (
ACTION ROBOT-HOLE-F)>
<DEFINE-ROUTINE ROBOT-HOLE-F>
<GLOBAL HOLE-TRIP-FLAG <> %<> WORD>
<DEFINE-ROUTINE FLOYD-THROUGH-HOLE>
<OBJECT GOOD-BOARD (IN ROBOT-HOLE) (DESC
"shiny seventeen-centimeter fromitz board") (SYNONYM BOARD BOARDS) (ADJECTIVE
SHINY GOOD SEVENTEEN CENTIMETER FROMITZ) (SIZE 10) (FLAGS ACIDBIT INVISIBLE
NDESCBIT) (ACTION GOOD-BOARD-F)>
<DEFINE-ROUTINE GOOD-BOARD-F>
<GLOBAL BOARD-REPORTED <> %<> WORD>
<ROOM SYSTEMS-CORRIDOR-WEST (IN ROOMS) (DESC "Systems Corridor West") (LDESC
"The corridor bends here, leading east and southwest. A doorway opens
to the northwest, and a narrow stairway leads down to the north.") (C-MOVE <
TABLE 0 0 15 0 0 0 25 0 0 0 0 0>) (NW TO INFIRMARY) (NORTH TO REPAIR-ROOM) (
DOWN TO REPAIR-ROOM) (EAST TO SYSTEMS-CORRIDOR) (SW TO FORK) (FLAGS ONBIT
RLANDBIT) (GLOBAL STAIRS)>
<ROOM SYSTEMS-CORRIDOR (IN ROOMS) (DESC "Systems Corridor") (LDESC
"This section of hallway has a doorway to the north labelled \"Planateree
Deefens.\" The corridor continues east and west.") (C-MOVE <TABLE 0 0 0 0 0 0 0
0 0 0 0 0>) (NORTH TO PLANETARY-DEFENSE) (WEST TO SYSTEMS-CORRIDOR-WEST) (EAST
TO SYSTEMS-CORRIDOR-EAST) (FLAGS RLANDBIT ONBIT)>
<ROOM SYSTEMS-CORRIDOR-EAST (IN ROOMS) (DESC "Systems Corridor East") (LDESC
"The hallway ends here with a large doorway leading east, and smaller doorways
to the north and south. The northern doorway is labelled \"Planateree Kors
Kontrool.\" The hallway itself leads west.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0
0 0>) (WEST TO SYSTEMS-CORRIDOR) (SOUTH TO LIBRARY-LOBBY) (NORTH TO
PLANETARY-COURSE-CONTROL) (EAST TO PHYSICAL-PLANT-TWO) (FLAGS RLANDBIT ONBIT)>
<ROOM PHYSICAL-PLANT-TWO (IN ROOMS) (DESC "Physical Plant") (LDESC
"This is an enormous room full of environmental control equipment presumably
intended to heat and ventilate the Lawanda Complex. Oddly, although the
Lawanda Complex is slightly smaller than its counterpart, this plant is much
larger than the one in the Kalamontee Complex. The only exit is westward.") (
C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (WEST TO SYSTEMS-CORRIDOR-EAST) (OUT TO
SYSTEMS-CORRIDOR-EAST) (FLAGS FLOYDBIT RLANDBIT ONBIT) (PSEUDO "EQUIPM"
EQUIPMENT-PSEUDO)>
<GLOBAL DEFENSE-FIXED <> %<> WORD>
<GLOBAL COURSE-CONTROL-FIXED <> %<> WORD>
<GLOBAL ACCESS-PANEL-FULL T %<> WORD>
<ROOM PLANETARY-DEFENSE (IN ROOMS) (DESC "Planetary Defense") (C-MOVE <TABLE 0
0 0 0 0 0 0 0 0 0 0 0>) (SOUTH TO SYSTEMS-CORRIDOR) (OUT TO SYSTEMS-CORRIDOR) (
FLAGS RLANDBIT FLOYDBIT ONBIT) (GLOBAL CONTROLS LIGHTS) (ACTION
PLANETARY-DEFENSE-F)>
<DEFINE-ROUTINE PLANETARY-DEFENSE-F>
<OBJECT ACCESS-PANEL (IN PLANETARY-DEFENSE) (DESC "access panel") (SYNONYM
PANEL DOOR SOCKET) (ADJECTIVE SMALL ACCESS REPAIR) (FLAGS VOWELBIT NDESCBIT
CONTBIT SEARCHBIT) (CAPACITY 40) (ACTION ACCESS-PANEL-F)>
<DEFINE-ROUTINE ACCESS-PANEL-F>
<OBJECT FIRST-BOARD (IN ACCESS-PANEL) (DESC
"first seventeen-centimeter fromitz board") (SYNONYM BOARD BOARDS) (ADJECTIVE
FIRST SEVENTEEN CENTIMETER FROMITZ) (ACTION BOARD-F)>
<OBJECT FOURTH-BOARD (IN ACCESS-PANEL) (DESC
"fourth seventeen-centimeter fromitz board") (SYNONYM BOARD BOARDS) (ADJECTIVE
FOURTH SEVENTEEN CENTIMETER FROMITZ) (ACTION BOARD-F)>
<OBJECT THIRD-BOARD (IN ACCESS-PANEL) (DESC
"third seventeen-centimeter fromitz board") (SYNONYM BOARD BOARDS) (ADJECTIVE
THIRD SEVENTEEN CENTIMETER FROMITZ) (ACTION BOARD-F)>
<OBJECT SECOND-BOARD (IN ACCESS-PANEL) (DESC
"second seventeen-centimeter fromitz board") (SYNONYM BOARD BOARDS) (ADJECTIVE
SECOND SEVENTEEN CENTIMETER FROMITZ) (FLAGS TRYTAKEBIT TAKEBIT) (ACTION BOARD-F
)>
<OBJECT FRIED-BOARD (DESC "fried seventeen-centimeter fromitz board") (SYNONYM
BOARD BOARDS) (ADJECTIVE FRIED SEVENTEEN CENTIMETER FROMITZ) (SIZE 10) (FLAGS
ACIDBIT TAKEBIT) (ACTION FRIED-BOARD-F)>
<DEFINE-ROUTINE FRIED-BOARD-F>
<GLOBAL ITS-CRACKED <> %<> WORD>
<DEFINE-ROUTINE BOARD-F>
<DEFINE-ROUTINE EXAMINE-BOARD>
<DEFINE-ROUTINE PUT-BOARD>
<DEFINE-ROUTINE BOARD-SHOCK>
<ROOM PLANETARY-COURSE-CONTROL (IN ROOMS) (DESC "Course Control") (C-MOVE <
TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (SOUTH TO SYSTEMS-CORRIDOR-EAST) (OUT TO
SYSTEMS-CORRIDOR-EAST) (FLAGS FLOYDBIT RLANDBIT ONBIT) (GLOBAL CONTROLS LIGHTS)
(ACTION PLANETARY-COURSE-CONTROL-F)>
<DEFINE-ROUTINE PLANETARY-COURSE-CONTROL-F>
<OBJECT CUBE (IN PLANETARY-COURSE-CONTROL) (DESC "large metal cube") (SYNONYM
CUBE LID SOCKET) (ADJECTIVE LARGE METAL) (FLAGS MUNGBIT NDESCBIT CONTBIT
SEARCHBIT) (ACTION CUBE-F)>
<DEFINE-ROUTINE CUBE-F>
<OBJECT BAD-BEDISTOR (IN CUBE) (DESC "fused ninety-ohm bedistor") (SYNONYM
BEDISTOR) (ADJECTIVE FUSED NINETY OHM) (SIZE 8) (FLAGS ACIDBIT TRYTAKEBIT
TAKEBIT) (ACTION BAD-BEDISTOR-F)>
<DEFINE-ROUTINE BAD-BEDISTOR-F>
<ROOM LIBRARY-LOBBY (IN ROOMS) (DESC "Library Lobby") (LDESC
"This is a carpeted room, thick with dust, with exits to the north and south.
To the west, up a few steps, is a wide doorway. A small booth lies to the
east.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (UP TO LIBRARY) (WEST TO
LIBRARY) (NORTH TO SYSTEMS-CORRIDOR-EAST) (SOUTH TO PROJECT-CORRIDOR-EAST) (
EAST TO BOOTH-3) (IN TO BOOTH-3) (FLAGS FLOYDBIT RLANDBIT ONBIT) (GLOBAL TABLES
STAIRS) (PSEUDO "CARPET" CARPET-PSEUDO "BOOTH" NEAR-BOOTH-PSEUDO)>
<OBJECT GREEN-SPOOL (IN LIBRARY-LOBBY) (DESC "green spool") (FDESC
"You catch a glimpse of a small object nestled among the dust.") (SYNONYM SPOOL
SPOOLS OBJECT) (ADJECTIVE GREEN SMALL) (SIZE 3) (TEXT
"The spool is labelled \"Helikoptur Opuraateeng Manyuuwul.\"") (FLAGS ACIDBIT
TAKEBIT READBIT) (ACTION GREEN-SPOOL-F)>
<DEFINE-ROUTINE GREEN-SPOOL-F>
<ROOM BOOTH-3 (IN ROOMS) (DESC "Booth 3") (LDESC
"This is a tiny room with a large \"3\" painted on the wall. A panel contains
a slot about ten centimeters wide, a brown button labelled \"1\" and a beige
button labelled \"2.\"") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (WEST TO
LIBRARY-LOBBY) (OUT TO LIBRARY-LOBBY) (FLAGS RLANDBIT ONBIT) (GLOBAL CONTROLS
SLOT TELEPORTATION-BUTTON-1 TELEPORTATION-BUTTON-2) (PSEUDO "BOOTH"
IN-BOOTH-PSEUDO)>
<ROOM LIBRARY (IN ROOMS) (DESC "Library") (LDESC
"This is a large carpeted room with a desk and many small tables. The sole
exit is down a few steps to the east.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>
) (EAST TO LIBRARY-LOBBY) (OUT TO LIBRARY-LOBBY) (FLAGS RLANDBIT ONBIT FLOYDBIT
) (GLOBAL TABLES STAIRS) (PSEUDO "CARPET" CARPET-PSEUDO "DESK" DESK-PSEUDO)>
<OBJECT TERMINAL (IN LIBRARY-LOBBY) (DESC "terminal") (FDESC
"Sitting on a wide table is a machine of sorts, consisting of a video
screen and a keyboard. It is currently turned off.") (LDESC
"On the table is a computer terminal.") (SYNONYM TERMINAL KEYBOARD SCREEN
MACHIN) (ADJECTIVE COMPUTER VIDEO) (FLAGS LIGHTBIT) (ACTION TERMINAL-F)>
<GLOBAL MENU-LEVEL 0 %<> WORD>
<DEFINE-ROUTINE TERMINAL-F>
<DEFINE-ROUTINE LIBRARY-TYPE>
<GLOBAL SCREEN-TEXT <> %<> WORD>
<GLOBAL NO-MEANING
"The terminal feeps, and a message briefly appears on the
screen explaining that typing that character has no meaning at the moment." %<>
WORD>
<GLOBAL SCREEN-CLEARS "The screen clears and a different menu appears:|" %<>
WORD>
<GLOBAL TEXT-APPEARS "The screen clears and some text appears:|" %<> WORD>
<GLOBAL MORE-INFO
"|
\"Foor moor deetaald infoormaashun on xis tapik, konsult xe
liibrereein foor xe aproopreeit spuulz. Tiip zeeroo tuu goo tuu
aa hiiyur levul.\"" %<> WORD>
<GLOBAL LOW-END "\"Yuu hav reect xe loowist levul uv xe liibreree indeks.
Pleez tiip zeeroo tuu goo tuu aa hiiyur levul. If yuu reekwiir
asistins, kawl xe liibrereein.\"" %<> WORD>
<GLOBAL MAIN-MENU
" 1. Histooree|
2. Kulcur|
3. Teknolojee|
4. Jeeografee|
5. Xe Prajekt|
6. Inturlajik Gaamz" %<> WORD>
<GLOBAL HISTORY-MENU
" 0. Maan Menyuu|
1. Raashul Orijinz|
2. Graat Hiiaatus|
3. Riiz uv xe Nuu Teknakrasee" %<> WORD>
<GLOBAL CULTURE-MENU
" 0. Maan Menyuu|
1. Lituracur|
2. Art|
3. Muusik" %<> WORD>
<GLOBAL TECHNOLOGY-MENU
" 0. Maan Menyuu|
1. Medisin|
2. Agrikultcur|
3. Tranzportaashun|
4. Roobotiks|
5. Planateree Sistumz" %<> WORD>
<GLOBAL GEOGRAPHY-MENU
" 0. Maan Menyuu|
1. Planit Landmasiz|
2. Undursee Reejunz|
3. Spaas Kolooneez" %<> WORD>
<GLOBAL PROJECT-MENU
" 0. Maan Menyuu|
1. Orijinz uv xe Dizeez|
2. Xe Instalaashunz|
3. Prajekt Kuntrool|" %<> WORD>
<GLOBAL INTERLOGIC-MENU
" 0. Maan Menyuu|
1. Zoork|
2. Dedliin and Witnis|
3. Starkros and Suspendid" %<> WORD>
<GLOBAL 11-TEXT "\"Xe aancint lejindz saa xat ships frum xe Sekund Yuunyun wuns fild ar skiis
and wil wun daa kum agen. Madern siientists, huu wuns dismist suc lejindz
and felt xat liif eevolvd heer on Resida, now feel xat ar planit wuz reelee
setuld bii men uv xe Sekund Yuunyun.\"" %<> WORD>
<GLOBAL 12-TEXT "\"Wexur oor not xe lejindz uv xe Sekund Yuunyun ar truu, arkeeoloojists ar
surtin xat aa peereeid uv hii teknoolojikul and sooshul deevelupmint egzistid
xowzindz uv yeerz agoo, but foor sum reezin sivilizaashun slid intuu aa dark
aaj lasteeng senshureez.\"" %<> WORD>
<GLOBAL 13-TEXT "\"Wixin xe last fiiv senshureez, xe riiz uv xe Nuu Teknakrasee haz reeturnd
sivilizaashun tuu xe levul ataand beefoor xe Hiiaatus. Sooshul histooreeunz
xink xat wen xe Dizeez struk, ar raas had aceevd aa levul uv sufistikaashun
eekwal tuu xe pree-Hiiaatus.\"" %<> WORD>
<GLOBAL 21-TEXT "\"Menee volyuumz on xe deevelupmint uv Residan lituracur ar on fiil in xe
liibreree. Alsoo, kopeez uv awl graat wurks uv riiteeng, sum daateeng bak tuu
xe mixikul daaz uv xe Sekund Yuunyun, ar lookaatid heer.\"" %<> WORD>
<GLOBAL 22-TEXT "\"Histoorikul studeez and reeproodukshunz uv Residan art ar avaalibul heer
foor awl xree maajur peereeids uv art deevelupmint: xe Primitiv peereeid, xe
Renasans peereeid uv xe urlee poost-Hiiaatus, and xe moost reesint peereeid
uv videeoo and laazur art.\"" %<> WORD>
<GLOBAL 23-TEXT "\"Reekoordeengz uv awl impoortint kompoozishunz uv xe last fiiv hundrid yeerz
ar lookaatid in xe liibrereez data banks.\"" %<> WORD>
<GLOBAL 31-TEXT "\"Awl maajur dizeezuz hav bin kyuuribul foor oovur aa senshuree. Xe
deevelupmint uv kriioojeniks now alowz dokturz tuu put paashints in staasis
until aa kyuur iz fownd. Avurij Residan liif ekspektinsee iz now 147
revooluushunz.\"" %<> WORD>
<GLOBAL 32-TEXT "\"Durt farmeeng iz awl but obsooleet, wix moost fuud kumeeng frum xe
hiidrooponiks kompleksiz oor xe undurwatur aljee farmz.\"" %<> WORD>
<GLOBAL 33-TEXT "\"Planateree travul iz noormulee priivit skuutur foor shoort hops, and aarbus
foor longur trips. Spaas travul haz reesintlee bin revooluushuniizd bii xe
invenshun uv nuukleeur-fyuuld enjinz.\"" %<> WORD>
<GLOBAL 34-TEXT "\"Untoold senshureez agoo, entiir teemz uv roobots wur reekwiird tuu purfoorm
eevin xe simplist tasks...wun roobot wud handul viszuuwul funkshunz, wun roobot
wud handul awditooree funkshunz, and soo foorx. Now, xanks tuu advansis in
mineeatshurizaashun, xeez tasks kan bee purfoormd bii singul roobots, suc az
xe multiipurpis B-19 seereez.\"" %<> WORD>
<GLOBAL 35-TEXT "\"Xe priimeree Planateree Sistumz ar Kors Kuntrool (foor maantaaneeng an
iideel kliimit), Deefens (foor destroieeng pootenshulee daanjuris meeteeoorz),
and xe reesintlee adid Prajekt Kuntrool (foor monitureeng proogres uv
Xe Prajekt).\"" %<> WORD>
<GLOBAL 41-TEXT "\"Sins xe staabulizaashun uv xe oorbit uv Resida, preesiislee 47.79 pursent
uv xe planits surfis iz land. Xe land iz diviidid intuu tuu priimeree
landmasiz, Andoor and Fruulik, plus siks lesur landmasiz. Xe gloobul kapitul,
Pilandoor, iz on xe eesturn koost uv Andoor.\"" %<> WORD>
<GLOBAL 42-TEXT "\"Xe furst undursee habutats wur oopind in 2992, and tuudaa, neerlee tuu
senshureez laatur, abowt 9 pursent uv Residaz popyuulaashun livz in wun
uv xe twentee sprawleeng undursee siteez.\"" %<> WORD>
<GLOBAL 43-TEXT "\"Alxoo setulmints hav bin establisht on Fristin, and on sevrul uv xe muunz
uv xe gas jiiunt Blustin, xe vast majooritee uv of-woorldurz liv in xe
spaas kolooneez establisht at Residaz troojin points.\"" %<> WORD>
<GLOBAL 51-TEXT "\"Xe oorijin uv Xe Dizeez haz bin linkt tuu xe Sentur foor Advanst Kriioojenik
Reesurc, wic wuz kondukteeng reesurc intuu waaz uv ekstendeeng xe Kriioojenik
peereeid indefinitlee. Alxoo xis reesurc wuz aa sukses, sumhow Xe Dizeez
wuz reeleest and beegan spredeeng.\"" %<> WORD>
<GLOBAL 52-TEXT "\"Xe tuu kompleksiz wur establisht on xe twin peek platooz uv Kalamontee and
Lawanda. Xeez lookaashunz wur coozin beekawz xaar hiit wud maak
transpoortaashun and komyuunikaashunz eezeeur, and soo xat xe vast reeakturz
and kriioojeniks caamburz kud bee kunstruktid in xe mowntinz beeloo.\"" %<>
WORD>
<GLOBAL 53-TEXT "\"Faaz Wun: xe kunstrukshun uv xe Kalamontee and Lawanda Kompleksiz. Faaz
Tuu: mass kriioojenik freezeeng uv Residan popyuulaashun. Faaz Xree:
siimultaaneeus monitureeng uv kriioojeniks wiil awtoomaatid reesurc iz
konduktid bii inkrediblee soofistikaatid kumpyuuturiizd fasiliteez. Faaz
Foor: reeviivul and inokyuulaashun uv xe popyuulaashun.\"" %<> WORD>
<GLOBAL 61-TEXT "\"Xe Zoork triloojee, an adventshur klasik, taaks plaas in aa deeliitful
but daanjuris undurgrownd seteeng.\"" %<> WORD>
<GLOBAL 62-TEXT "\"Dedliin iz xe furst graat misturee uv xe kumpyuutur aaj, and Witnis iz
its wurxee suksesur.\"" %<> WORD>
<GLOBAL 63-TEXT "\"Starkros iz Infookamz miind-bendeeng siiens-fikshun adventshur. Suspendid
iz aa kriioojenik siiens-fikshun niitmaar.\"" %<> WORD>
<OBJECT SPOOL-READER (IN LIBRARY) (DESC "microfilm reader") (FDESC
"On the desk is a machine with a screen and a small circular opening. It
seems to be turned off.") (LDESC
"There is a microfilm reader on one of the tables.") (SYNONYM READER SCREEN
OPENIN MACHIN) (ADJECTIVE MICROF SMALL CIRCUL) (CAPACITY 3) (FLAGS LIGHTBIT
CONTBIT SEARCHBIT OPENBIT) (ACTION SPOOL-READER-F)>
<GLOBAL SPOOL-TEXT <> %<> WORD>
<DEFINE-ROUTINE SPOOL-READER-F>
<GLOBAL SPOOL-FITS "The spool fits neatly into the opening." %<> WORD>
<GLOBAL SOME-INFO " Some information appears on the screen." %<> WORD>
<GLOBAL GREEN-TEXT
"\"Oonlee peepul wix propur traaneeng shud piilot xe helikopturz. Reekwiird
ekwipmint inkluudz aa Helikoptur Akses Kard and aa Kuntrool Panul Kee. Xeez
kan bee obtaand frum Tranzportaashun Stoorij.\"|
The rest is all very technical." %<> WORD>
<GLOBAL RED-TEXT
"\"Xe jestaashun peereeid uv Xe Dizeez, folooweeng ekspoozur, vaareez
treemenduslee frum pursin tuu pursin, raanjeeng frum wun daa tuu sevrul
rootaashunz. Wuns xe furst simptumz ar shoon, dex alwaaz okurz in aat tuu
ten daaz.|
Xe priimeree simptum iz aa hii feevur. Xe sekunderee simptum iz aa sharp
inkrees in xe amownt uv sleep needid eec niit.\"|
The rest of the information is about symptoms which can be detected only by
using complicated medical procedures." %<> WORD>
<ROOM PROJECT-CORRIDOR-WEST (IN ROOMS) (DESC "Project Corridor West") (LDESC
"This is a curving hallway leading east and northwest. There is an opening
to the west.") (C-MOVE <TABLE 0 0 0 0 25 0 0 0 0 0 0 0>) (WEST TO SANFAC-F) (
EAST TO PROJECT-CORRIDOR) (NW TO FORK) (FLAGS RLANDBIT ONBIT)>
<ROOM SANFAC-F (IN ROOMS) (DESC "SanFac F") (LDESC
"This is another dusty sanitary facility. Unlike the ones near the dorms,
this one is smaller and has no bathing fixtures.") (C-MOVE <TABLE 0 0 0 0 0 0 0
0 0 0 0 0>) (EAST TO PROJECT-CORRIDOR-WEST) (OUT TO PROJECT-CORRIDOR-WEST) (
FLAGS FLOYDBIT RLANDBIT ONBIT) (PSEUDO "FIXTURES" TOILET-PSEUDO "TOILET"
TOILET-PSEUDO)>
<ROOM PROJECT-CORRIDOR (IN ROOMS) (DESC "Project Corridor") (LDESC
"You are at the center of a long east-west hallway. A doorway, labelled
\"PrajKon Awfis\", opens to the south.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0
>) (EAST TO PROJECT-CORRIDOR-EAST) (WEST TO PROJECT-CORRIDOR-WEST) (SOUTH TO
PROJCON-OFFICE) (FLAGS RLANDBIT ONBIT)>
<ROOM PROJCON-OFFICE (IN ROOMS) (DESC "ProjCon Office") (C-MOVE <TABLE 0 0 0 0
0 0 0 0 0 0 0 0>) (NORTH TO PROJECT-CORRIDOR) (SOUTH TO CRYO-ELEVATOR IF
CRYO-ELEVATOR-DOOR IS OPEN ELSE "You can't go that way.") (EAST TO
COMPUTER-ROOM) (FLAGS RLANDBIT FLOYDBIT ONBIT) (GLOBAL CRYO-ELEVATOR-DOOR) (
PSEUDO "MURAL" MURAL-PSEUDO "LOGO" LOGO-PSEUDO) (ACTION PROJCON-OFFICE-F)>
<DEFINE-ROUTINE PROJCON-OFFICE-F>
<GLOBAL MURAL-FLAG <> %<> WORD>
<OBJECT CRYO-ELEVATOR-DOOR (IN LOCAL-GLOBALS) (DESC "cryo-elevator door") (
SYNONYM DOOR) (ADJECTIVE CRYO-ELEVATOR ELEVATOR) (FLAGS NDESCBIT INVISIBLE)>
<ROOM CRYO-ELEVATOR (IN ROOMS) (DESC "Cryo-Elevator") (C-MOVE <TABLE 0 0 0 0 0
0 0 0 0 0 0 0>) (NORTH PER CRYO-EXIT-F) (GLOBAL CRYO-ELEVATOR-DOOR) (FLAGS
RLANDBIT ONBIT) (PSEUDO "BUTTON" CRYO-BUTTON-PSEUDO) (ACTION CRYO-ELEVATOR-F)>
<DEFINE-ROUTINE CRYO-ELEVATOR-F>
<DEFINE-ROUTINE CRYO-EXIT-F>
<GLOBAL CRYO-SCORE-FLAG <> %<> WORD>
<DEFINE-ROUTINE I-CRYO-ELEVATOR-ARRIVE>
<ROOM CRYO-ANTEROOM (IN ROOMS) (DESC "Cryo-Anteroom") (C-MOVE <TABLE 0 0 0 0 0
0 0 0 0 0 0 0>) (FLAGS RLANDBIT ONBIT) (ACTION CRYO-ANTEROOM-F)>
<DEFINE-ROUTINE CRYO-ANTEROOM-F>
<ROOM PROJECT-CORRIDOR-EAST (IN ROOMS) (DESC "Project Corridor East") (LDESC
"The hallway ends here but continues back toward the west. Doorways lead
north, south and east.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (NORTH TO
LIBRARY-LOBBY) (SOUTH TO COMPUTER-ROOM) (WEST TO PROJECT-CORRIDOR) (EAST TO
MAIN-LAB) (FLAGS RLANDBIT ONBIT)>
<ROOM COMPUTER-ROOM (IN ROOMS) (DESC "Computer Room") (LDESC
"This is the main computer room for the Project. The only sign of activity is
a glowing red light. The exits are north, west, and northeast. To the south
is a small booth.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 25 0>) (NORTH TO
PROJECT-CORRIDOR-EAST) (WEST TO PROJCON-OFFICE) (SOUTH TO MINI-BOOTH) (IN TO
MINI-BOOTH) (NE TO MAIN-LAB) (FLAGS RLANDBIT FLOYDBIT ONBIT) (GLOBAL LIGHTS) (
PSEUDO "BOOTH" NEAR-BOOTH-PSEUDO)>
<GLOBAL COMPUTER-FLAG <> %<> WORD>
<DEFINE-ROUTINE COMPUTER-ACTION>
<OBJECT PRINT-OUT (IN COMPUTER-ROOM) (DESC "pile of computer output") (SYNONYM
PILE PAPER OUTPUT PRINTOUT) (ADJECTIVE COMPUTER) (SIZE 20) (FLAGS ACIDBIT
TAKEBIT READBIT) (ACTION PRINT-OUT-F)>
<DEFINE-ROUTINE PRINT-OUT-F>
<ROOM MINI-BOOTH (IN ROOMS) (DESC "Miniaturization Booth") (LDESC
"This is a small room barely large enough for one person. Mounted on the wall
is a small slot, and next to it a keyboard with numeric keys. The exit is to
the north.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (NORTH TO COMPUTER-ROOM)
(OUT TO COMPUTER-ROOM) (FLAGS RLANDBIT ONBIT) (GLOBAL SLOT) (PSEUDO "KEYBOARD"
KEYBOARD-PSEUDO "BOOTH" IN-BOOTH-PSEUDO)>
<OBJECT MINI-CARD (IN BIO-LOCK-EAST) (DESC "miniaturization access card") (
SYNONYM CARD CARDS) (ADJECTIVE MINIAT MINI ACCESS) (SIZE 3) (FLAGS TAKEBIT
NDESCBIT INVISIBLE READBIT) (VALUE 1) (TEXT
"The card is embossed \"minitcurizaashun akses kard.\"") (ACTION MINI-CARD-F)>
<DEFINE-ROUTINE MINI-CARD-F>
<ROOM MAIN-LAB (IN ROOMS) (DESC "Main Lab") (LDESC
"This is the heart of the Project's vast laboratory complex. There are exits
to the west and southwest, and heavy metal doors to the northeast and
southeast. A small doorway leads south.") (C-MOVE <TABLE 0 0 0 0 0 0 25 0 0 0 0
0>) (WEST TO PROJECT-CORRIDOR-EAST) (SOUTH TO LAB-STORAGE) (SW TO COMPUTER-ROOM
) (SE TO BIO-LOCK-WEST IF BIO-DOOR-WEST IS OPEN) (NE TO RADIATION-LOCK-WEST IF
RAD-DOOR-WEST IS OPEN) (FLAGS RLANDBIT FLOYDBIT ONBIT) (GLOBAL BIO-DOOR-WEST
RAD-DOOR-WEST)>
<ROOM LAB-STORAGE (IN ROOMS) (DESC "Lab Storage") (LDESC
"This is a tiny room for the storage of laboratory supplies. The sole exit is
to the north.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (NORTH TO MAIN-LAB) (
OUT TO MAIN-LAB) (FLAGS RLANDBIT FLOYDBIT ONBIT) (GLOBAL SHELVES) (PSEUDO
"RACK" CARPET-PSEUDO "SUPPLIES" SUPPLIES-PSEUDO)>
<OBJECT LAB-UNIFORM (IN LAB-STORAGE) (DESC "lab uniform") (FDESC
"Hanging on a rack is a pale blue lab uniform. Sewn onto its pocket is a
non-descript logo.") (SYNONYM UNIFORM SUIT POCKET LOGO) (ADJECTIVE PALE BLUE
LAB) (SIZE 10) (CAPACITY 5) (FLAGS TAKEBIT CONTBIT SEARCHBIT WEARBIT) (ACTION
LAB-UNIFORM-F)>
<GLOBAL UNIFORM-OPENED <> %<> WORD>
<DEFINE-ROUTINE LAB-UNIFORM-F>
<OBJECT TELEPORTATION-CARD (IN LAB-UNIFORM) (DESC "teleportation access card")
(SYNONYM CARD CARDS) (ADJECTIVE TELEPO ACCESS) (SIZE 3) (FLAGS TAKEBIT READBIT)
(TEXT "The card is embossed \"teliportaashun akses kard.\"")>
<OBJECT COMBINATION-PAPER (IN LAB-UNIFORM) (DESC "piece of paper") (SYNONYM
PIECE PAPER) (FLAGS ACIDBIT TAKEBIT READBIT) (SIZE 2) (ACTION
COMBINATION-PAPER-F)>
<DEFINE-ROUTINE COMBINATION-PAPER-F>
<ROOM BIO-LOCK-WEST (IN ROOMS) (DESC "Bio Lock West") (LDESC
"This is the first half of a sterilization chamber to prevent contamination
of the delicate biological experiments in the Bio Lab which lies beyond. The
door to the west leads to the main lab, and the bio lock continues eastward.")
(C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 10 0 0>) (EAST TO BIO-LOCK-EAST) (WEST TO
MAIN-LAB IF BIO-DOOR-WEST IS OPEN) (FLAGS RLANDBIT ONBIT) (GLOBAL BIO-DOOR-WEST
)>
<ROOM BIO-LOCK-EAST (IN ROOMS) (DESC "Bio Lock East") (LDESC
"The is the second half of the sterilization chamber leading from the main
lab to the Bio Lab. The door to the east, leading to the Bio Lab, has a
window. The bio lock continues to the west.") (C-MOVE <TABLE 0 0 0 0 0 10 0 0 0
0 0 0>) (EAST TO BIO-LAB IF BIO-DOOR-EAST IS OPEN) (WEST TO BIO-LOCK-WEST) (
FLAGS RLANDBIT ONBIT) (GLOBAL BIO-DOOR-EAST WINDOW) (ACTION BIO-LOCK-EAST-F)>
<DEFINE-ROUTINE BIO-LOCK-EAST-F>
<GLOBAL FLOYD-PEERED <> %<> WORD>
<DEFINE-ROUTINE I-CLEAR-FLOYD-PEER>
<ROOM RADIATION-LOCK-WEST (IN ROOMS) (DESC "Radiation Lock West") (LDESC
"This is the western half of a decontamination chamber to prevent dangerous
radioactive materials from leaving the Radiation Lab which lies to the east.
The door leads west to the main lab.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>)
(EAST TO RADIATION-LOCK-EAST) (WEST TO MAIN-LAB IF RAD-DOOR-WEST IS OPEN) (
FLAGS RLANDBIT ONBIT) (GLOBAL RAD-DOOR-WEST)>
<ROOM RADIATION-LOCK-EAST (IN ROOMS) (DESC "Radiation Lock East") (LDESC
"This is the eastern half of the decontamination chamber. The door to the
east leads to the Radiation Lab, and the chamber continues westward. A sign
on the wall reads \"WORNEENG! Raadeeaashun suuts must bee worn beeyond xis
point.\"") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (EAST TO RADIATION-LAB IF
RAD-DOOR-EAST IS OPEN) (WEST TO RADIATION-LOCK-WEST) (FLAGS RLANDBIT ONBIT) (
GLOBAL RAD-DOOR-EAST)>
<OBJECT BIO-DOOR-EAST (IN LOCAL-GLOBALS) (DESC "lab door") (SYNONYM DOOR) (
ADJECTIVE LAB) (FLAGS DOORBIT NDESCBIT) (ACTION BIO-DOOR-EAST-F)>
<OBJECT BIO-DOOR-WEST (IN LOCAL-GLOBALS) (DESC "bio-lock door") (SYNONYM DOOR)
(ADJECTIVE BIO-LOCK) (FLAGS DOORBIT NDESCBIT) (ACTION BIO-DOOR-WEST-F)>
<OBJECT RAD-DOOR-EAST (IN LOCAL-GLOBALS) (DESC "lab door") (SYNONYM DOOR) (
ADJECTIVE LAB) (FLAGS DOORBIT NDESCBIT) (ACTION RAD-DOOR-EAST-F)>
<OBJECT RAD-DOOR-WEST (IN LOCAL-GLOBALS) (DESC "radiation-lock door") (SYNONYM
DOOR) (ADJECTIVE RADIATION) (FLAGS DOORBIT NDESCBIT) (ACTION RAD-DOOR-WEST-F)>
<DEFINE-ROUTINE BIO-DOOR-EAST-F>
<DEFINE-ROUTINE I-BIO-EAST-CLOSES>
<DEFINE-ROUTINE BIO-DOOR-WEST-F>
<DEFINE-ROUTINE I-BIO-WEST-CLOSES>
<DEFINE-ROUTINE RAD-DOOR-EAST-F>
<DEFINE-ROUTINE RAD-DOOR-WEST-F>
<GLOBAL BOTH-DOORS
"A very bored-sounding recorded voice explains that, in order to prevent
contamination, both lock doors cannot be open simultaneously." %<> WORD>
<GLOBAL DOOR-OPENS "The door opens." %<> WORD>
<GLOBAL DOOR-CLOSES "The door closes." %<> WORD>
<GLOBAL FLOYD-WAITING <> %<> WORD>
<GLOBAL WAITING-COUNTER 0 %<> WORD>
<GLOBAL FLOYD-GAVE-UP <> %<> WORD>
<GLOBAL FLOYD-FORAYED <> %<> WORD>
<GLOBAL FORAY-COUNTER 0 %<> WORD>
<DEFINE-ROUTINE I-FLOYD-FORAY>
<DEFINE-ROUTINE MONSTER-DEATH>
<ROOM BIO-LAB (IN ROOMS) (DESC "Bio Lab") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0
0>) (EAST TO LAB-OFFICE IF OFFICE-DOOR IS OPEN) (WEST TO BIO-LOCK-EAST IF
BIO-DOOR-EAST IS OPEN) (FLAGS RLANDBIT ONBIT) (GLOBAL BIO-DOOR-EAST WINDOW
OFFICE-DOOR) (PSEUDO "CRACK" CRACK-PSEUDO) (ACTION BIO-LAB-F)>
<DEFINE-ROUTINE BIO-LAB-F>
<GLOBAL EXTRA-MOVE-FLAG <> %<> WORD>
<GLOBAL CRYO-MOVE-FLAG <> %<> WORD>
<GLOBAL LAST-CHASE-ROOM <> %<> WORD>
<GLOBAL SECOND-TO-LAST-ROOM <> %<> WORD>
<DEFINE-ROUTINE I-CHASE-SCENE>
<GLOBAL MONSTER-ENTRANCES <PLTABLE
"The growling humanoid is charging straight at you, waving his
axe-like implement!" "A pair of slavering fangs removes part of your clothing!"
"Needle-sharp mandibles nip at your arms!"
"The mobile plant whips its poisonous tentacles against
your ankles!"> %<> WORD>
<ROOM RADIATION-LAB (IN ROOMS) (DESC "Radiation Lab") (LDESC
"This room is filled with unfathomable equipment and large canisters bearing
radioactive warnings. Many of the canisters are split open. You can see the
Bio Lab through a large crack in the south wall. Sinister-looking forms move
about within the Bio Lab. Although the lights here are off, the room is
suffused with a pale blue glow.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (
WEST TO RADIATION-LOCK-EAST IF RAD-DOOR-EAST IS OPEN) (FLAGS RLANDBIT ONBIT) (
GLOBAL TABLES RAD-DOOR-EAST) (PSEUDO "CRACK" CRACK-PSEUDO "EQUIPM"
EQUIPMENT-PSEUDO) (ACTION RADIATION-LAB-F)>
<DEFINE-ROUTINE RADIATION-LAB-F>
<GLOBAL NUKED-COUNTER 0 %<> WORD>
<DEFINE-ROUTINE I-NUKED-BLUE>
<OBJECT BROWN-SPOOL (IN RADIATION-LAB) (DESC "brown spool") (FDESC
"Sitting on a long table is a small brown spool.") (SYNONYM SPOOL SPOOLS OBJECT
) (ADJECTIVE BROWN SMALL) (SIZE 3) (TEXT
"The spool is labelled \"Instrukshunz foor Reepaareeng Reepaar Roobots.\"") (
FLAGS ACIDBIT TAKEBIT READBIT)>
<OBJECT LAMP (IN RADIATION-LAB) (DESC "portable lamp") (FDESC
"There is a powerful portable lamp here, currently off.") (SYNONYM LAMP LANTERN
LIGHT) (ADJECTIVE POWERFUL PORTABLE) (SIZE 20) (FLAGS TAKEBIT) (ACTION LAMP-F)>
<DEFINE-ROUTINE LAMP-F>
<ROOM LAB-OFFICE (IN ROOMS) (DESC "Lab Office") (C-MOVE <TABLE 0 0 0 0 0 0 0 0
0 0 0 0>) (WEST TO BIO-LAB IF OFFICE-DOOR IS OPEN) (SOUTH TO AUXILIARY-BOOTH) (
IN TO AUXILIARY-BOOTH) (GLOBAL OFFICE-DOOR) (FLAGS RLANDBIT ONBIT) (PSEUDO
"FILES" CABINETS-PSEUDO "BOOTH" NEAR-BOOTH-PSEUDO) (ACTION LAB-OFFICE-F)>
<DEFINE-ROUTINE LAB-OFFICE-F>
<OBJECT OFFICE-DOOR (IN LOCAL-GLOBALS) (DESC "office door") (SYNONYM DOOR) (
ADJECTIVE OFFICE) (FLAGS VOWELBIT DOORBIT NDESCBIT)>
<OBJECT LAB-DESK (IN LAB-OFFICE) (DESC "desk") (SYNONYM DESK) (ADJECTIVE LARGE
MESSY) (FLAGS CONTBIT SEARCHBIT NDESCBIT) (CAPACITY 10) (ACTION LAB-DESK-F)>
<DEFINE-ROUTINE LAB-DESK-F>
<OBJECT GAS-MASK (IN LAB-DESK) (DESC "gas mask") (SYNONYM MASK) (ADJECTIVE GAS)
(FLAGS ACIDBIT TAKEBIT WEARBIT) (SIZE 10)>
<OBJECT MEMO (DESC "memo") (SYNONYM MEMO) (FLAGS READBIT ACIDBIT TAKEBIT) (TEXT
"\"Memoo tuu awl lab pursunel: Duu tuu xe daanjuris naatshur uv xe biioo
eksperiments, an eemurjensee sistum haz bin instawld. Xis sistum wud flud
xe entiir Biioo Lab wic aa dedlee fungasiid. Propur preecawshunz shud bee
taakin if xis sistum iz evur yuuzd.\"")>
<OBJECT LIGHT-BUTTON (IN LAB-OFFICE) (DESC "white button") (SYNONYM BUTTON) (
ADJECTIVE WHITE LIGHT) (FLAGS NDESCBIT) (ACTION LIGHT-BUTTON-F)>
<OBJECT DARK-BUTTON (IN LAB-OFFICE) (DESC "black button") (SYNONYM BUTTON) (
ADJECTIVE BLACK DARK DARKNESS) (FLAGS NDESCBIT) (ACTION DARK-BUTTON-F)>
<OBJECT FUNGICIDE-BUTTON (IN LAB-OFFICE) (DESC "red button") (SYNONYM BUTTON) (
ADJECTIVE RED FUNGICIDE EMERGENCY) (FLAGS NDESCBIT) (ACTION FUNGICIDE-BUTTON-F)
>
<GLOBAL LAB-LIGHTS-ON <> %<> WORD>
<GLOBAL LAB-FLOODED <> %<> WORD>
<DEFINE-ROUTINE LIGHT-BUTTON-F>
<DEFINE-ROUTINE DARK-BUTTON-F>
<GLOBAL FAINT-SOUND "You hear the faint sound of a relay clicking." %<> WORD>
<DEFINE-ROUTINE FUNGICIDE-BUTTON-F>
<DEFINE-ROUTINE I-UNFLOOD>
<ROOM AUXILIARY-BOOTH (IN ROOMS) (DESC "Auxiliary Booth") (LDESC
"This is another small booth. Unlike the Miniaturization Booth, this room
has no slot or keyboard, so presumably it is intended only as a receiving
station. The exit is on the northern side.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0
0 0>) (NORTH TO LAB-OFFICE) (OUT TO LAB-OFFICE) (FLAGS RLANDBIT ONBIT) (VALUE 4
) (PSEUDO "BOOTH" IN-BOOTH-PSEUDO)>
<GLOBAL MINI-ACTIVATED <> %<> WORD>
<DEFINE-ROUTINE I-TURNOFF-MINI>
<ROOM STATION-384 (IN ROOMS) (DESC "Station 384") (LDESC
"You are standing on a square plate of heavy metal. Above your head, parallel
to the plate beneath you, is an identical metal plate. To the east is a wide,
metallic strip.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (EAST TO
STRIP-NEAR-STATION) (FLAGS RLANDBIT ONBIT) (GLOBAL STRIP) (PSEUDO "PLATE"
PLATE-PSEUDO "PLATES" PLATE-PSEUDO) (ACTION STATION-384-F)>
<DEFINE-ROUTINE STATION-384-F>
<DEFINE-ROUTINE I-ANNOUNCEMENT>
<GLOBAL BEEN-HERE <> %<> WORD>
<GLOBAL COMPUTER-FIXED <> %<> WORD>
<GLOBAL FAMILIAR-WRENCHING
"You feel the familiar wrenching of your innards, and find yourself in a vast
room whose distant walls are rushing straight toward you...|" %<> WORD>
<ROOM STRIP-NEAR-STATION (IN ROOMS) (DESC "Strip Near Station") (LDESC
"You are standing on a silicon filament, which looks to you like a wide
metal highway. South of here, the filament makes a right angle and heads
straight down, like a cliff overlooking a black void. The filament can be
followed north, however. Station 384 lies westward.") (C-MOVE <TABLE 0 0 0 0 0
0 0 0 0 0 0 0>) (SOUTH "The plunge would probably be fatal.") (EAST
"The plunge would probably be fatal.") (NORTH TO MIDDLE-OF-STRIP) (WEST TO
STATION-384) (FLAGS RLANDBIT ONBIT) (VALUE 4) (PSEUDO "VOID" VOID-PSEUDO) (
GLOBAL STRIP)>
<ROOM MIDDLE-OF-STRIP (IN ROOMS) (DESC "Middle of Strip") (LDESC
"You are standing on a section of the strip with a bottomless void stretching
out on both sides. The strip continues to the north and south.") (C-MOVE <TABLE
0 0 0 0 0 0 0 0 0 0 0 0>) (NORTH TO STRIP-NEAR-RELAY) (SOUTH TO
STRIP-NEAR-STATION IF NO-MICROBE ELSE
"Not a chance -- unless,
of course, you don't mind walking into the gullet of a hungry microbe.") (EAST
"Do you have a penchant for bottomless voids?") (WEST
"Do you have a penchant for bottomless voids?") (FLAGS RLANDBIT ONBIT) (ACTION
MIDDLE-OF-STRIP-F) (PSEUDO "VOID" VOID-PSEUDO) (GLOBAL STRIP)>
<GLOBAL NO-MICROBE T %<> WORD>
<GLOBAL MICROBE-DISPATCHED <> %<> WORD>
<DEFINE-ROUTINE MIDDLE-OF-STRIP-F>
<ROOM STRIP-NEAR-RELAY (IN ROOMS) (DESC "Strip Near Relay") (C-MOVE <TABLE 0 0
0 0 0 0 0 0 0 0 0 0>) (NORTH
"There is a huge featureless wall there, remember?") (SOUTH TO MIDDLE-OF-STRIP
IF NO-MICROBE ELSE
"Not a chance -- unless,
of course, you don't mind walking into the gullet of a hungry microbe.") (EAST
PER RELAY-EXIT-F) (WEST "Do you have a penchant for bottomless voids?") (FLAGS
RLANDBIT ONBIT) (GLOBAL STRIP) (PSEUDO "VOID" VOID-PSEUDO) (ACTION
STRIP-NEAR-RELAY-F)>
<DEFINE-ROUTINE STRIP-NEAR-RELAY-F>
<DEFINE-ROUTINE RELAY-EXIT-F>
<OBJECT RELAY (IN STRIP-NEAR-RELAY) (DESC "micro-relay") (SYNONYM MICRO RELAY)
(ADJECTIVE MICRO) (FLAGS NDESCBIT TRANSBIT) (ACTION RELAY-F)>
<DEFINE-ROUTINE RELAY-F>
<OBJECT SPECK (IN RELAY) (DESC "speck") (SYNONYM SPECK BOULDER IMPURITY) (
ADJECTIVE BLUE) (FLAGS NDESCBIT)>
<OBJECT LASER (IN TOOL-ROOM) (DESC "laser") (FDESC
"A small device, labelled \"Akmee Portabul Laazur\", is resting on one of
the lower shelves.") (SYNONYM DEVICE LASER UNIT DEPRES) (ADJECTIVE PORTABLE
ACME) (SIZE 25) (CAPACITY 5) (FLAGS MUNGBIT TAKEBIT OPENBIT TRANSBIT CONTBIT) (
ACTION LASER-F)>
<OBJECT LASER-DIAL (IN LASER) (DESC "laser setting dial") (SYNONYM DIAL) (
ADJECTIVE LASER SETTING) (FLAGS MUNGBIT NDESCBIT) (ACTION LASER-DIAL-F)>
<DEFINE-ROUTINE LASER-DIAL-F>
<OBJECT OLD-BATTERY (IN LASER) (DESC "old battery") (LDESC
"There is a worn-out laser battery here.") (SYNONYM BATTERY) (ADJECTIVE LASER
WORN-OUT OLD) (SIZE 5) (FLAGS VOWELBIT ACIDBIT TAKEBIT)>
<OBJECT NEW-BATTERY (IN LAB-STORAGE) (DESC "new battery") (FDESC
"The odds and ends on the shelves include a small round object, which closer
inspection reveals to be a fresh laser battery.") (SYNONYM OBJECT BATTERY) (
ADJECTIVE LASER SMALL ROUND FRESH NEW) (SIZE 5) (FLAGS ACIDBIT TAKEBIT)>
<GLOBAL LASER-SETTING 5 %<> WORD>
<GLOBAL SPECK-HIT <> %<> WORD>
<GLOBAL OLD-SHOTS 0 %<> WORD>
<GLOBAL NEW-SHOTS 0 %<> WORD>
<DEFINE-ROUTINE ZAP-COUNT>
<DEFINE-ROUTINE LASER-F>
<DEFINE-ROUTINE ALREADY-BATTERY>
<DEFINE-ROUTINE BATTERY-NOW>
<GLOBAL WARMTH-FLAG 0 %<> WORD>
<GLOBAL LASER-JUST-SHOT <> %<> WORD>
<DEFINE-ROUTINE I-WARMTH>
<DEFINE-ROUTINE LASER-FEELS>
<DEFINE-ROUTINE LASER-COOLS>
<GLOBAL LASER-SCORE-FLAG <> %<> WORD>
<GLOBAL MARKSMANSHIP-COUNTER 0 %<> WORD>
<DEFINE-ROUTINE BEAM-COLOR>
<DEFINE-ROUTINE SHOOT-SPECK>
<GLOBAL BEAM-MISSES <PLTABLE "The beam just misses the speck!" "A near miss!"
"A good shot, but just a little wide of the target."> %<> WORD>
<DEFINE-ROUTINE I-FRY>
<OBJECT MICROBE (DESC "microbe") (LDESC
"A hungry microbe blocks your way, its cilia waving and its pseudopods
towering over you.") (SYNONYM MICROBE BUG MONSTER) (ADJECTIVE HUNGRY) (FLAGS
ACTORBIT) (ACTION MICROBE-F)>
<DEFINE-ROUTINE MICROBE-F>
<DEFINE-ROUTINE I-MICROBE>
<GLOBAL WINNER-ATTACKED <PLTABLE
"A pseudopod extends toward you. You jump back just in time
to avoid being engulfed."
"A slimy pseudopod brushes against your shoulder. You twist
away in the nick of time."
"A pseudopod shoots out toward your head! Ducking quickly,
you save your life."
"Two protoplasm-filled blobs sneak toward you from the left.
You jump to the side and almost fall off the strip into the void below!"> %<>
WORD>
<GLOBAL MONSTER-CLOSES <PLTABLE
"The microbe slithers closer. The cilia around its gullet glisten
with mucus, giving the impression that the microbe is salivating."
"The microbe flows toward you. It towers above you, its cilia
waving madly in your face."
"The monster wriggles nearer. It is now so close that you can make
out details in the protoplasm beneath its translucent skin."> %<> WORD>
<GLOBAL MICROBE-HIT <> %<> WORD>
<GLOBAL MICROBE-COUNTER 0 %<> WORD>
<DEFINE-ROUTINE SHOOT-MICROBE>
<GLOBAL MICROBE-STRIKES <PLTABLE
"The microbe's outer membrane sizzles a bit, and some protoplasm
oozes out. The microbe recoils momentarily, but quickly recovers."
"The beam slices through the microbe's skin! A tremendous shudder
passes through the microbe, but the wound quickly seals itself."
"The monster rears back for a moment, but almost as soon as the
beam goes off, it advances again."> %<> WORD>
<OBJECT STRIP (IN LOCAL-GLOBALS) (DESC "silicon strip") (SYNONYM STRIP SIDE
EDGE) (ADJECTIVE SILICON) (FLAGS NDESCBIT) (ACTION STRIP-F)>
<DEFINE-ROUTINE STRIP-F>
<OBJECT RAT-ANT (IN BIO-LAB) (DESC "rat-like, ant-like man-sized monster") (
LDESC "A ferocious feral creature, with a hairy shelled body and
a whip-like tail snaps its enormous mandibles at you.") (SYNONYM MONSTER MUTANT
RAT-ANT) (ADJECTIVE RAT-LIKE ANT-LIKE MAN-SIZED) (FLAGS ACTORBIT)>
<OBJECT TROLL (IN BIO-LAB) (DESC "hairy growling biped") (LDESC
"Rushing toward you is an ugly, deformed humanoid, bellowing
in a guttural tongue. It brandishes a piece of lab equipment shaped
somewhat like a battle axe.") (SYNONYM TROLL BIPED MUTANT MONSTER) (ADJECTIVE
HAIRY GROWLING UGLY DEFORMED) (FLAGS ACTORBIT)>
<OBJECT GRUE (IN BIO-LAB) (DESC "lurking fanged creature") (LDESC
"Lurking nearby is a vicious-looking creature with slavering
fangs. Squinting in the light, it eyes you hungrily.") (SYNONYM GRUE CREATURE
MUTANT MONSTER) (ADJECTIVE LURKING SINISTER FANGED VICIOUS HUNGRY SILENT) (
FLAGS ACTORBIT) (ACTION GRUE-F)>
<DEFINE-ROUTINE GRUE-F>
<OBJECT TRIFFID (IN BIO-LAB) (DESC "mobile man-eating plant") (LDESC
"A giant plant, teeming with poisonous tentacles, is shuffling
toward you on three leg-like stalks.") (SYNONYM TRIFFID PLANT MUTANT MONSTER) (
ADJECTIVE MOBILE MAN-EATING GIANT) (FLAGS ACTORBIT)>

1854
comptwo.zap Normal file

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@ -7,10 +7,7 @@ with Complex Two / the Eastern Complex / the Lawanda Compleks."
<ROOM LAWANDA-PLATFORM
(IN ROOMS)
(DESC "Lawanda Platform")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 30
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(C-MOVE <TABLE 0 0 0 30 0 0 0 0 0 0 0 0>)
(NORTH PER SHUTTLE-ENTER-F)
(SOUTH PER SHUTTLE-ENTER-F)
(EAST TO ESCALATOR)
@ -50,10 +47,7 @@ the platform. A faded sign reads \"Shutul Platform -- Lawanda Staashun.\"" CR>)>
(LDESC
"You are in the middle of a long mechanical stairway. It is not running,
and seems to be in disrepair.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN"15 ;"UP" 30
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(C-MOVE <TABLE 0 0 15 30 0 0 0 0 0 0 0 0>)
(UP TO FORK)
(EAST TO FORK)
(DOWN TO LAWANDA-PLATFORM)
@ -68,10 +62,9 @@ and seems to be in disrepair.")
(LDESC
"This is a hallway which forks to the northeast and southeast. To the west
is the top of a long escalator.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN"15 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 25 ;"EAST" 0 ;"NE" 25 ;"NORTH" 0>)
(C-MOVE <TABLE 0 0 15 0
0 0 0 0
25 0 25 0>)
(WEST TO ESCALATOR)
(DOWN TO ESCALATOR)
(NE TO SYSTEMS-CORRIDOR-WEST)
@ -80,7 +73,7 @@ is the top of a long escalator.")
(PSEUDO "ESCALATOR" ESCALATOR-PSEUDO)
(FLAGS FLOYDBIT RLANDBIT ONBIT)>
^L
"He's dead, Jim"
@ -90,10 +83,9 @@ is the top of a long escalator.")
(LDESC
"You have entered a clean, well-lighted place. There are a number of beds,
some complicated looking equipment, and many shelves that are mostly bare.")
(C-MOVE <TABLE
;"OUT"25 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 25 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(C-MOVE <TABLE 25 0 0 0
0 0 0 0
25 0 0 0>)
(SE TO SYSTEMS-CORRIDOR-WEST)
(OUT TO SYSTEMS-CORRIDOR-WEST)
(FLAGS RLANDBIT ONBIT)
@ -218,10 +210,9 @@ it." CR>)>>
"You are in a dimly lit room, filled with strange machines and wide storage
cabinets, all locked. To the south, a narrow stairway leads upward. On the
north wall of the room is a very small doorway.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 30
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(C-MOVE <TABLE 0 0 0 30
0 0 0 0
0 0 0 0>)
(UP TO SYSTEMS-CORRIDOR-WEST)
(SOUTH TO SYSTEMS-CORRIDOR-WEST)
(NORTH "It is a robot-sized doorway -- a bit too small for you.")
@ -305,10 +296,9 @@ interesting inside. Just a shiny fromitz board.\"" CR>)>>
(LDESC
"The corridor bends here, leading east and southwest. A doorway opens
to the northwest, and a narrow stairway leads down to the north.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN"15 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 25 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(C-MOVE <TABLE 0 0 15 0
0 0 25 0
0 0 0 0>)
(NW TO INFIRMARY)
(NORTH TO REPAIR-ROOM)
(DOWN TO REPAIR-ROOM)
@ -323,10 +313,7 @@ to the northwest, and a narrow stairway leads down to the north.")
(LDESC
"This section of hallway has a doorway to the north labelled \"Planateree
Deefens.\" The corridor continues east and west.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(C-MOVE 0)
(NORTH TO PLANETARY-DEFENSE)
(WEST TO SYSTEMS-CORRIDOR-WEST)
(EAST TO SYSTEMS-CORRIDOR-EAST)
@ -339,10 +326,7 @@ Deefens.\" The corridor continues east and west.")
"The hallway ends here with a large doorway leading east, and smaller doorways
to the north and south. The northern doorway is labelled \"Planateree Kors
Kontrool.\" The hallway itself leads west.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(C-MOVE 0)
(WEST TO SYSTEMS-CORRIDOR)
(SOUTH TO LIBRARY-LOBBY)
(NORTH TO PLANETARY-COURSE-CONTROL)
@ -357,16 +341,13 @@ Kontrool.\" The hallway itself leads west.")
intended to heat and ventilate the Lawanda Complex. Oddly, although the
Lawanda Complex is slightly smaller than its counterpart, this plant is much
larger than the one in the Kalamontee Complex. The only exit is westward.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(C-MOVE 0)
(WEST TO SYSTEMS-CORRIDOR-EAST)
(OUT TO SYSTEMS-CORRIDOR-EAST)
(FLAGS FLOYDBIT RLANDBIT ONBIT)
(PSEUDO "EQUIPM" EQUIPMENT-PSEUDO)>
^L
"Planetary systems and repairs"
@ -379,10 +360,7 @@ larger than the one in the Kalamontee Complex. The only exit is westward.")
<ROOM PLANETARY-DEFENSE
(IN ROOMS)
(DESC "Planetary Defense")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(C-MOVE 0)
(SOUTH TO SYSTEMS-CORRIDOR)
(OUT TO SYSTEMS-CORRIDOR)
(FLAGS RLANDBIT FLOYDBIT ONBIT)
@ -534,10 +512,7 @@ shock from the fromitz board." CR>>
<ROOM PLANETARY-COURSE-CONTROL
(IN ROOMS)
(DESC "Course Control")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(C-MOVE 0)
(SOUTH TO SYSTEMS-CORRIDOR-EAST)
(OUT TO SYSTEMS-CORRIDOR-EAST)
(FLAGS FLOYDBIT RLANDBIT ONBIT)
@ -631,7 +606,7 @@ The other light reads \"Kritikul diivurjins frum pland kors.\"">)>
<TELL
"You can't get a grip on the bedistor with that." CR>)>)>>
^L
"The Library"
@ -642,10 +617,7 @@ The other light reads \"Kritikul diivurjins frum pland kors.\"">)>
"This is a carpeted room, thick with dust, with exits to the north and south.
To the west, up a few steps, is a wide doorway. A small booth lies to the
east.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(C-MOVE 0)
(UP TO LIBRARY)
(WEST TO LIBRARY)
(NORTH TO SYSTEMS-CORRIDOR-EAST)
@ -684,10 +656,7 @@ east.")
"This is a tiny room with a large \"3\" painted on the wall. A panel contains
a slot about ten centimeters wide, a brown button labelled \"1\" and a beige
button labelled \"2.\"")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(C-MOVE 0)
(WEST TO LIBRARY-LOBBY)
(OUT TO LIBRARY-LOBBY)
(FLAGS RLANDBIT ONBIT)
@ -700,10 +669,7 @@ button labelled \"2.\"")
(LDESC
"This is a large carpeted room with a desk and many small tables. The sole
exit is down a few steps to the east.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(C-MOVE 0)
(EAST TO LIBRARY-LOBBY)
(OUT TO LIBRARY-LOBBY)
(FLAGS RLANDBIT ONBIT FLOYDBIT)
@ -1307,10 +1273,9 @@ using complicated medical procedures.">
(LDESC
"This is a curving hallway leading east and northwest. There is an opening
to the west.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 25 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(C-MOVE <TABLE 0 0 0 0
25 0 0 0
0 0 0 0>)
(WEST TO SANFAC-F)
(EAST TO PROJECT-CORRIDOR)
(NW TO FORK)
@ -1322,10 +1287,7 @@ to the west.")
(LDESC
"This is another dusty sanitary facility. Unlike the ones near the dorms,
this one is smaller and has no bathing fixtures.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(C-MOVE 0)
(EAST TO PROJECT-CORRIDOR-WEST)
(OUT TO PROJECT-CORRIDOR-WEST)
(FLAGS FLOYDBIT RLANDBIT ONBIT)
@ -1337,10 +1299,7 @@ this one is smaller and has no bathing fixtures.")
(LDESC
"You are at the center of a long east-west hallway. A doorway, labelled
\"PrajKon Awfis\", opens to the south.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(C-MOVE 0)
(EAST TO PROJECT-CORRIDOR-EAST)
(WEST TO PROJECT-CORRIDOR-WEST)
(SOUTH TO PROJCON-OFFICE)
@ -1349,10 +1308,7 @@ this one is smaller and has no bathing fixtures.")
<ROOM PROJCON-OFFICE
(IN ROOMS)
(DESC "ProjCon Office")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(C-MOVE 0)
(NORTH TO PROJECT-CORRIDOR)
(SOUTH TO CRYO-ELEVATOR IF CRYO-ELEVATOR-DOOR IS OPEN
ELSE "You can't go that way.")
@ -1396,10 +1352,7 @@ this before,\" he comments." CR>)>>
<ROOM CRYO-ELEVATOR
(IN ROOMS)
(DESC "Cryo-Elevator")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(C-MOVE 0)
(NORTH PER CRYO-EXIT-F)
(GLOBAL CRYO-ELEVATOR-DOOR)
(FLAGS RLANDBIT ONBIT)
@ -1433,10 +1386,7 @@ to the north which is ">
<ROOM CRYO-ANTEROOM
(IN ROOMS)
(DESC "Cryo-Anteroom")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(C-MOVE 0)
(FLAGS RLANDBIT ONBIT)
(ACTION CRYO-ANTEROOM-F)>
@ -1527,22 +1477,13 @@ moment, a landing party from the S.P.S. Flathead materializes, and takes you
away from the doomed world." CR CR>)>
<FINISH <>>)>)>>
;(OLD HACK ENDING:
"A parchment containing Mike Dornbrook's phone number appears in the trophy
case. A holographic image of the Dungeon Master appears in the air before
you. He is carrying a letter from Chief Inspector Klutz. \"I hope to meet you
in person some day,\" he says.")
<ROOM PROJECT-CORRIDOR-EAST
(IN ROOMS)
(DESC "Project Corridor East")
(LDESC
"The hallway ends here but continues back toward the west. Doorways lead
north, south and east.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(C-MOVE 0)
(NORTH TO LIBRARY-LOBBY)
(SOUTH TO COMPUTER-ROOM)
(WEST TO PROJECT-CORRIDOR)
@ -1556,10 +1497,9 @@ north, south and east.")
"This is the main computer room for the Project. The only sign of activity is
a glowing red light. The exits are north, west, and northeast. To the south
is a small booth.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 25 ;"NORTH" 0>)
(C-MOVE <TABLE 0 0 0 0
0 0 0 0
0 0 25 0>)
(NORTH TO PROJECT-CORRIDOR-EAST)
(WEST TO PROJCON-OFFICE)
(SOUTH TO MINI-BOOTH)
@ -1621,10 +1561,7 @@ The printout ends at this point." CR>
"This is a small room barely large enough for one person. Mounted on the wall
is a small slot, and next to it a keyboard with numeric keys. The exit is to
the north.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(C-MOVE 0)
(NORTH TO COMPUTER-ROOM)
(OUT TO COMPUTER-ROOM)
(FLAGS RLANDBIT ONBIT)
@ -1654,10 +1591,9 @@ the north.")
"This is the heart of the Project's vast laboratory complex. There are exits
to the west and southwest, and heavy metal doors to the northeast and
southeast. A small doorway leads south.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 25 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(C-MOVE <TABLE 0 0 0 0
0 0 25 0
0 0 0 0>)
(WEST TO PROJECT-CORRIDOR-EAST)
(SOUTH TO LAB-STORAGE)
(SW TO COMPUTER-ROOM)
@ -1672,10 +1608,7 @@ southeast. A small doorway leads south.")
(LDESC
"This is a tiny room for the storage of laboratory supplies. The sole exit is
to the north.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(C-MOVE 0)
(NORTH TO MAIN-LAB)
(OUT TO MAIN-LAB)
(FLAGS RLANDBIT FLOYDBIT ONBIT)
@ -1736,14 +1669,6 @@ pocket of the uniform." CR>)>)>)
(FLAGS TAKEBIT READBIT)
(TEXT "The card is embossed \"teliportaashun akses kard.\"")>
;<OBJECT MODULATOR-PIN
(IN LAB-UNIFORM)
(DESC "modulator pin")
(SYNONYM PIN)
(ADJECTIVE DIGGER MODULATOR)
(SIZE 2)
(FLAGS TAKEBIT)>
<OBJECT COMBINATION-PAPER
(IN LAB-UNIFORM)
(DESC "piece of paper")
@ -1765,10 +1690,9 @@ pocket of the uniform." CR>)>)>)
"This is the first half of a sterilization chamber to prevent contamination
of the delicate biological experiments in the Bio Lab which lies beyond. The
door to the west leads to the main lab, and the bio lock continues eastward.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST"10 ;"NE" 0 ;"NORTH" 0>)
(C-MOVE <TABLE 0 0 0 0
0 0 0 0
0 10 0 0>)
(EAST TO BIO-LOCK-EAST)
(WEST TO MAIN-LAB IF BIO-DOOR-WEST IS OPEN)
(FLAGS RLANDBIT ONBIT)
@ -1781,10 +1705,9 @@ door to the west leads to the main lab, and the bio lock continues eastward.")
"The is the second half of the sterilization chamber leading from the main
lab to the Bio Lab. The door to the east, leading to the Bio Lab, has a
window. The bio lock continues to the west.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST"10 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(C-MOVE <TABLE 0 0 0 0
0 10 0 0
0 0 0 0>)
(EAST TO BIO-LAB IF BIO-DOOR-EAST IS OPEN)
(WEST TO BIO-LOCK-WEST)
(FLAGS RLANDBIT ONBIT)
@ -1848,10 +1771,7 @@ you to open the door.">)
"This is the western half of a decontamination chamber to prevent dangerous
radioactive materials from leaving the Radiation Lab which lies to the east.
The door leads west to the main lab.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(C-MOVE 0)
(EAST TO RADIATION-LOCK-EAST)
(WEST TO MAIN-LAB IF RAD-DOOR-WEST IS OPEN)
(FLAGS RLANDBIT ONBIT)
@ -1865,10 +1785,7 @@ The door leads west to the main lab.")
east leads to the Radiation Lab, and the chamber continues westward. A sign
on the wall reads \"WORNEENG! Raadeeaashun suuts must bee worn beeyond xis
point.\"")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(C-MOVE 0)
(EAST TO RADIATION-LAB IF RAD-DOOR-EAST IS OPEN)
(WEST TO RADIATION-LOCK-WEST)
(FLAGS RLANDBIT ONBIT)
@ -2121,10 +2038,7 @@ and you feel a powerful poison begin to work its numbing effects...">>
<ROOM BIO-LAB
(IN ROOMS)
(DESC "Bio Lab")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(C-MOVE 0)
(EAST TO LAB-OFFICE IF OFFICE-DOOR IS OPEN)
(WEST TO BIO-LOCK-EAST IF BIO-DOOR-EAST IS OPEN)
(FLAGS RLANDBIT ONBIT)
@ -2146,6 +2060,7 @@ The lighting is ">
" Some of the experiments seem to be out of control..." CR>)
(<EQUAL? .RARG ,M-END>
<ENABLE <QUEUE I-CHASE-SCENE -1>>
<DISABLE <INT I-SLEEP-WARNINGS>> ;"don't fall asleep in mid-chase"
<COND (,LAB-FLOODED
<TELL
"The air is filled with mist, which is affecting the mutants. They appear
@ -2223,10 +2138,7 @@ radioactive warnings. Many of the canisters are split open. You can see the
Bio Lab through a large crack in the south wall. Sinister-looking forms move
about within the Bio Lab. Although the lights here are off, the room is
suffused with a pale blue glow.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(C-MOVE 0)
(WEST TO RADIATION-LOCK-EAST IF RAD-DOOR-EAST IS OPEN)
(FLAGS RLANDBIT ONBIT)
(GLOBAL TABLES RAD-DOOR-EAST)
@ -2300,10 +2212,7 @@ It seems you have picked up a bad case of radiation poisoning.">)>>
<ROOM LAB-OFFICE
(IN ROOMS)
(DESC "Lab Office")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(C-MOVE 0)
(WEST TO BIO-LAB IF OFFICE-DOOR IS OPEN)
(SOUTH TO AUXILIARY-BOOTH)
(IN TO AUXILIARY-BOOTH)
@ -2465,17 +2374,14 @@ toward the door!" CR>)>>
"This is another small booth. Unlike the Miniaturization Booth, this room
has no slot or keyboard, so presumably it is intended only as a receiving
station. The exit is on the northern side.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(C-MOVE 0)
(NORTH TO LAB-OFFICE)
(OUT TO LAB-OFFICE)
(FLAGS RLANDBIT ONBIT)
(VALUE 4)
(PSEUDO "BOOTH" IN-BOOTH-PSEUDO)>
^L
;"INSIDE THE COMPUTER"
@ -2494,10 +2400,7 @@ station. The exit is on the northern side.")
"You are standing on a square plate of heavy metal. Above your head, parallel
to the plate beneath you, is an identical metal plate. To the east is a wide,
metallic strip.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(C-MOVE 0)
(EAST TO STRIP-NEAR-STATION)
(FLAGS RLANDBIT ONBIT)
(GLOBAL STRIP)
@ -2541,10 +2444,7 @@ room whose distant walls are rushing straight toward you...|">
metal highway. South of here, the filament makes a right angle and heads
straight down, like a cliff overlooking a black void. The filament can be
followed north, however. Station 384 lies westward.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(C-MOVE 0)
(SOUTH "The plunge would probably be fatal.")
(EAST "The plunge would probably be fatal.")
(NORTH TO MIDDLE-OF-STRIP)
@ -2560,10 +2460,7 @@ followed north, however. Station 384 lies westward.")
(LDESC
"You are standing on a section of the strip with a bottomless void stretching
out on both sides. The strip continues to the north and south.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(C-MOVE 0)
(NORTH TO STRIP-NEAR-RELAY)
(SOUTH TO STRIP-NEAR-STATION IF NO-MICROBE ELSE "Not a chance -- unless,
of course, you don't mind walking into the gullet of a hungry microbe.")
@ -2601,10 +2498,7 @@ hungry, and seems intent on having you for lunch." CR CR>)>)>>
<ROOM STRIP-NEAR-RELAY
(IN ROOMS)
(DESC "Strip Near Relay")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(C-MOVE 0)
(NORTH "There is a huge featureless wall there, remember?")
(SOUTH TO MIDDLE-OF-STRIP IF NO-MICROBE ELSE "Not a chance -- unless,
of course, you don't mind walking into the gullet of a hungry microbe.")
@ -2672,7 +2566,7 @@ current size.">)>
(ADJECTIVE BLUE)
(FLAGS NDESCBIT)>
^L
;"Laserium"
@ -2888,16 +2782,6 @@ monster begins to look around for other morsels..." CR>)
<TELL "The battery is now resting in the depression, attached
to the laser." CR>>
;<ROUTINE LASER-CONTENTS ()
<TELL "The laser ">
<COND (<IN? ,OLD-BATTERY ,LASER>
<TELL "contains an " D ,OLD-BATTERY>)
(<IN? ,NEW-BATTERY ,LASER>
<TELL "contains a " D ,NEW-BATTERY>)
(T
<TELL "is empty">)>
<TELL "." CR>>
<GLOBAL WARMTH-FLAG 0>
<GLOBAL LASER-JUST-SHOT <>>
@ -3004,7 +2888,7 @@ With a furious storm of electrical mayhem, Sector 384 comes to life. A
few micro-volts course through the silicon strip on which you stand.
Unfortunately, at your current size, this is enough to barbecue you.">)>>
^L
;"The microbe battle"
@ -3019,7 +2903,8 @@ towering over you.")
(ACTION MICROBE-F)>
<ROUTINE MICROBE-F ()
<COND (<VERB? TELL HELLO TALK>
<COND (<OR <VERB? HELLO TALK>
<EQUAL? ,MICROBE ,WINNER>>
<TELL
"You don't seem to have bridged the vast communication gulf
between yourself and the microbe." CR>
@ -3045,11 +2930,11 @@ the strip. (Whew!)" CR>
<SETG MICROBE-DISPATCHED T>)
(T
<TELL
"The microbe greedily devours the laser, and turns toward you." CR>)
"The microbe greedily devours the laser, and turns toward you." CR>)>)
(T
<TELL
"The microbe ignores the " D ,PRSO ", but does attempt to digest
your arm." CR>)>)>)>>
your arm." CR>)>)>>
<ROUTINE I-MICROBE ()
<COND (<EQUAL? ,MICROBE-HIT T>
@ -3150,7 +3035,7 @@ it. Both the laser and the microbe plummet into the void. (Whew!)" CR>
"The " D ,PRSO " flies over the edge of the strip and disappears into the
void." CR>)>)>>
^L
;"Endgame -- The mutant chase scene"
@ -3201,4 +3086,4 @@ fear of light." CR>)>>
toward you on three leg-like stalks.")
(SYNONYM TRIFFID PLANT MUTANT MONSTER)
(ADJECTIVE MOBILE MAN-EATING GIANT)
(FLAGS ACTORBIT)>
(FLAGS ACTORBIL M

389
globals.zabstr Normal file
View file

@ -0,0 +1,389 @@
<CONSTANT DEFAULT-MOVE 20>
<DIRECTIONS NORTH NE EAST SE SOUTH SW WEST NW UP DOWN IN OUT>
<GLOBAL LOAD-ALLOWED 100 %<> WORD>
<OBJECT GLOBAL-OBJECTS (FLAGS INVISIBLE TOUCHBIT SURFACEBIT TRYTAKEBIT MUNGBIT
MUNGEDBIT SCRAMBLEDBIT WORNBIT OPENBIT SEARCHBIT TRANSBIT WEARBIT)>
<OBJECT LOCAL-GLOBALS (IN GLOBAL-OBJECTS) (SYNONYM ZZMGCK) (VALUE 0) (CONTFCN 0
) (DESCFCN 0) (SIZE 0)>
<OBJECT ROOMS>
<OBJECT INTNUM (IN GLOBAL-OBJECTS) (SYNONYM INTNUM) (DESC "number")>
<OBJECT PSEUDO-OBJECT (DESC "pseudo") (ACTION GO)>
<OBJECT IT (IN GLOBAL-OBJECTS) (SYNONYM IT THAT THIS HIM) (DESC "random object"
) (FLAGS NDESCBIT)>
<OBJECT STAIRS (IN LOCAL-GLOBALS) (SYNONYM STAIRS STEPS GANGWAY STAIRWAY) (DESC
"stairway") (FLAGS NDESCBIT CLIMBBIT)>
<OBJECT GROUND (IN GLOBAL-OBJECTS) (SYNONYM GROUND EARTH FLOOR DECK) (DESC
"floor") (FLAGS NDESCBIT) (ACTION GROUND-F)>
<DEFINE-ROUTINE GROUND-F>
<OBJECT WINDOW (IN LOCAL-GLOBALS) (DESC "window") (SYNONYM WINDOW PORT VIEWPORT
) (ADJECTIVE VIEW) (FLAGS NDESCBIT) (ACTION WINDOW-F)>
<DEFINE-ROUTINE WINDOW-F>
<OBJECT CLIFF (IN LOCAL-GLOBALS) (DESC "cliff") (SYNONYM CLIFF) (FLAGS NDESCBIT
) (ACTION CLIFF-F)>
<DEFINE-ROUTINE CLIFF-F>
<OBJECT OCEAN (IN LOCAL-GLOBALS) (DESC "ocean") (SYNONYM OCEAN) (ADJECTIVE
ENDLESS) (FLAGS VOWELBIT NDESCBIT) (ACTION OCEAN-F)>
<DEFINE-ROUTINE OCEAN-F>
<OBJECT TABLES (IN LOCAL-GLOBALS) (DESC "table") (SYNONYM TABLE TABLES) (FLAGS
NDESCBIT) (ADJECTIVE ROUND CONFERENCE SMALL WIDE LONG) (ACTION TABLES-F)>
<DEFINE-ROUTINE TABLES-F>
<OBJECT SHELVES (IN LOCAL-GLOBALS) (SYNONYM SHELF SHELVES) (DESC "shelf") (
FLAGS NDESCBIT) (ACTION SHELVES-F)>
<DEFINE-ROUTINE SHELVES-F>
<OBJECT LIGHTS (IN LOCAL-GLOBALS) (SYNONYM LIGHT LIGHTS) (ADJECTIVE RED DAZZLI
GLOWIN BLINKI WARNIN BRIGHT COLORE FLASHI) (DESC "light") (FLAGS NDESCBIT) (
ACTION LIGHTS-F)>
<DEFINE-ROUTINE LIGHTS-F>
<OBJECT GLOBAL-DOORWAY (IN GLOBAL-OBJECTS) (SYNONYM DOORWA PORTAL OPENIN) (
ADJECTIVE NORTH SOUTH EAST WEST NE SE NW SW) (DESC "doorway") (FLAGS NDESCBIT)
(ACTION GLOBAL-DOORWAY-F)>
<DEFINE-ROUTINE GLOBAL-DOORWAY-F>
<DEFINE-ROUTINE USE-DIRECTIONS>
<DEFINE-ROUTINE NO-CLOSE>
<OBJECT CONTROLS (IN LOCAL-GLOBALS) (SYNONYM CONTRO PANEL DIALS GAUGES) (
ADJECTIVE CONTRO COMPLEX) (DESC "set of controls") (FLAGS NDESCBIT) (ACTION
CONTROLS-F)>
<DEFINE-ROUTINE CONTROLS-F>
<OBJECT GLOBAL-GAMES (IN GLOBAL-OBJECTS) (DESC "game") (SYNONYM BOCCI CHESS
HIDER- HUCKA-) (FLAGS NDESCBIT) (ACTION GLOBAL-GAMES-F)>
<DEFINE-ROUTINE GLOBAL-GAMES-F>
<OBJECT HANDS (IN GLOBAL-OBJECTS) (SYNONYM PAIR HANDS) (ADJECTIVE BARE) (DESC
"pair of hands") (FLAGS NDESCBIT) (ACTION HANDS-F)>
<DEFINE-ROUTINE HANDS-F>
<OBJECT SLEEP (IN GLOBAL-OBJECTS) (DESC "sacred act of sleeping") (SYNONYM
SLEEP) (FLAGS NDESCBIT) (ACTION SLEEP-F)>
<DEFINE-ROUTINE SLEEP-F>
<OBJECT ADVENTURER (IN DECK-NINE) (SYNONYM ADMIRA SMITHE SPAM EGGS) (ADJECTIVE
ORANGE OPENER) (DESC "player") (FLAGS NDESCBIT INVISIBLE)>
<OBJECT ME (IN GLOBAL-OBJECTS) (SYNONYM ME MYSELF SELF WE) (DESC "you") (FLAGS
ACTORBIT) (ACTION CRETIN-F)>
<DEFINE-ROUTINE CRETIN-F>
<DEFINE-ROUTINE DDESC>
<DEFINE-ROUTINE ALREADY-OPEN>
<DEFINE-ROUTINE IS-CLOSED>
<DEFINE-ROUTINE V-THROUGH>
<DEFINE-ROUTINE FIND-IN>
<OBJECT NOT-HERE-OBJECT (DESC "such thing") (ACTION NOT-HERE-OBJECT-F)>
<DEFINE-ROUTINE NOT-HERE-OBJECT-F>
<DEFINE-ROUTINE FIND-NOT-HERE>
<DEFINE-ROUTINE NOT-HERE-PRINT>
<ROOM BRIG (IN ROOMS) (DESC "Brig") (LDESC
"You are in the Feinstein's brig. Graffiti cover
the walls. The cell door to the south is locked.") (C-MOVE <TABLE 0 0 0 0 0 0 0
0 0 0 0 0>) (SOUTH "The cell door is locked.") (FLAGS RLANDBIT ONBIT) (PSEUDO
"GRAFFITI" GRAFFITI-PSEUDO "DOOR" DOOR-PSEUDO)>
<ROOM DECK-NINE (IN ROOMS) (DESC "Deck Nine") (C-MOVE <TABLE 0 0 0 0 0 15 0 0 0
15 0 0>) (EAST TO REACTOR-LOBBY IF CORRIDOR-DOOR IS OPEN) (WEST TO ESCAPE-POD
IF POD-DOOR IS OPEN) (IN TO ESCAPE-POD IF POD-DOOR IS OPEN) (UP TO GANGWAY IF
GANGWAY-DOOR IS OPEN) (FLAGS RLANDBIT ONBIT) (GLOBAL POD-DOOR CORRIDOR-DOOR
GANGWAY-DOOR STAIRS GLOBAL-POD) (PSEUDO "TRANSL" TRANSLATOR-PSEUDO "SLIME"
SLIME-PSEUDO) (ACTION DECK-NINE-F)>
<DEFINE-ROUTINE DECK-NINE-F>
<OBJECT SCRUB-BRUSH (IN ADVENTURER) (DESC
"Patrol-issue self-contained multi-purpose scrub brush") (SYNONYM BRUSH SCRUBB
SCRUBR) (ADJECTIVE SCRUB PATROL SELF-CONTAINED MULTI) (FLAGS TAKEBIT) (SIZE 10)
>
<OBJECT CHRONOMETER (IN ADVENTURER) (DESC "chronometer") (SYNONYM CHRONOMETER
WRISTWATCH WATCH) (ADJECTIVE WRIST) (SIZE 10) (FLAGS MUNGBIT TAKEBIT WEARBIT
WORNBIT) (ACTION CHRONOMETER-F)>
<DEFINE-ROUTINE CHRONOMETER-F>
<DEFINE-ROUTINE TELL-TIME>
<GLOBAL MUNGED-TIME 0 %<> WORD>
<OBJECT ID-CARD (IN PATROL-UNIFORM) (DESC "ID card") (SYNONYM CARD CARDS) (
ADJECTIVE PATROL ID IDENTIFICATION) (FLAGS VOWELBIT TAKEBIT READBIT) (SIZE 3) (
TEXT "\"STELLAR PATROL|
Special Assignment Task Force|
ID Number: 6172-531-541\"")>
<OBJECT PATROL-UNIFORM (IN ADVENTURER) (DESC "Patrol uniform") (LDESC
"A slightly wrinkled Patrol uniform is lying here.") (SYNONYM UNIFORM POCKET
SUIT) (ADJECTIVE PATROL WRINKLED) (FLAGS TAKEBIT WORNBIT WEARBIT CONTBIT
SEARCHBIT OPENBIT) (CAPACITY 10) (ACTION PATROL-UNIFORM-F)>
<DEFINE-ROUTINE PATROL-UNIFORM-F>
<ROOM REACTOR-LOBBY (IN ROOMS) (DESC "Reactor Lobby") (LDESC
"The corridor widens here as it nears the main drive area. To starboard is
the Ion Reactor that powers the vessel, and aft of here is the Auxiliary
Control Room. The corridor continues to port.") (C-MOVE <TABLE 0 0 0 0 0 15 0 0
0 0 0 0>) (WEST TO DECK-NINE IF CORRIDOR-DOOR IS OPEN) (SOUTH
"Ensign Blather pushes you roughly back toward your post.") (EAST
"Ensign Blather blocks your way, snarling angrily.") (FLAGS RLANDBIT ONBIT) (
GLOBAL CORRIDOR-DOOR)>
<ROOM GANGWAY (IN ROOMS) (DESC "Gangway") (LDESC
"This is a steep metal gangway connecting Deck Eight, above, and Deck
Nine, below.") (C-MOVE <TABLE 0 0 10 0 0 0 0 0 0 0 0 0>) (UP TO DECK-EIGHT) (
DOWN TO DECK-NINE IF GANGWAY-DOOR IS OPEN) (FLAGS RLANDBIT ONBIT) (GLOBAL
GANGWAY-DOOR STAIRS) (ACTION GANGWAY-F)>
<DEFINE-ROUTINE GANGWAY-F>
<ROOM DECK-EIGHT (IN ROOMS) (DESC "Deck Eight") (LDESC
"This is a featureless corridor leading port and starboard. A gangway leads
down, and to fore is the Hyperspatial Jump Machinery Room.") (C-MOVE <TABLE 0 0
10 0 0 0 0 0 0 0 0 0>) (DOWN TO GANGWAY) (EAST
"Blather throws you to the deck and makes you do 20 push-ups.") (WEST
"Blather throws you to the deck and makes you do 20 push-ups.") (NORTH
"Blather blocks your path, growling about extra galley duty.") (FLAGS RLANDBIT
ONBIT) (GLOBAL STAIRS)>
<GLOBAL BLATHER-LEAVE 0 %<> WORD>
<GLOBAL BRIGS-UP 0 %<> WORD>
<DEFINE-ROUTINE I-BLATHER>
<OBJECT BLATHER (DESC "Ensign First Class") (LDESC
"Ensign First Class Blather is standing before you, furiously scribbling
demerits onto an oversized clipboard.") (SYNONYM ENSIGN BLATHER) (ADJECTIVE
ENSIGN FIRST CLASS) (SIZE 150) (FLAGS VOWELBIT ACTORBIT) (ACTION BLATHER-F)>
<DEFINE-ROUTINE BLATHER-F>
<OBJECT AMBASSADOR (DESC "alien ambassador") (LDESC
"A high-ranking ambassador from a newly-contacted alien race is standing
here on three of his legs, and watching you with seven of his eyes.") (SYNONYM
AMBASSADOR) (ADJECTIVE VERY IMPORTANT ALIEN HIGH-RANKING HIGH RANKING) (SIZE
150) (FLAGS VOWELBIT ACTORBIT) (ACTION AMBASSADOR-F)>
<OBJECT CELERY (DESC "piece of celery") (SYNONYM CELERY PIECE STALK) (FLAGS
NDESCBIT FOODBIT) (ACTION CELERY-F)>
<DEFINE-ROUTINE CELERY-F>
<GLOBAL AMBASSADOR-LEAVE 0 %<> WORD>
<DEFINE-ROUTINE I-AMBASSADOR>
<OBJECT BROCHURE (DESC "brochure") (LDESC
"Unfortunately, one of those stupid Blow'k-bibben-Gordo brochures is here.") (
SYNONYM BROCHURE PAMPHLET LEAFLET) (FLAGS ACIDBIT TAKEBIT READBIT) (SIZE 4) (
TEXT "\"The leading export of Blow'k-bibben-Gordo is the adventure game|
|
*** PLANETFALL ***|
|
written by S. Eric Meretzky.|
Buy one today. Better yet, buy a thousand.\"")>
<GLOBAL AMBASSADOR-QUOTES <PLTABLE
"introduces himself as Br'gun-te'elkner-ipg'nun."
"asks if you are performing some sort of religious ceremony."
"inquires whether you are interested in a game of Bocci."
"recites a plea for coexistence between your races."
"asks where Admiral Smithers can be found."
"remarks that all humans look alike to him." "offers you a bit of celery."> %<>
WORD>
<DEFINE-ROUTINE AMBASSADOR-F>
<ROOM ESCAPE-POD (IN ROOMS) (DESC "Escape Pod") (C-MOVE <TABLE 0 0 0 0 0 0 0 0
0 0 0 0>) (EAST PER POD-EXIT-F) (OUT PER POD-EXIT-F) (UP PER POD-EXIT-F) (FLAGS
RLANDBIT ONBIT) (VALUE 3) (GLOBAL POD-DOOR CONTROLS LIGHTS GLOBAL-POD WINDOW) (
ACTION ESCAPE-POD-F)>
<OBJECT GLOBAL-POD (IN LOCAL-GLOBALS) (DESC "escape pod") (SYNONYM POD) (
ADJECTIVE EMERGENCY ESCAPE PRIMARY) (FLAGS VOWELBIT VEHBIT NDESCBIT) (ACTION
GLOBAL-POD-F)>
<DEFINE-ROUTINE GLOBAL-POD-F>
<DEFINE-ROUTINE POD-EXIT-F>
<OBJECT SAFETY-WEB (IN ESCAPE-POD) (DESC "safety web") (SYNONYM MASS WEB
WEBBING NET) (ADJECTIVE SAFETY) (FLAGS CLIMBBIT VEHBIT NDESCBIT) (ACTION
SAFETY-WEB-F)>
<DEFINE-ROUTINE SAFETY-WEB-F>
<OBJECT TOWEL (DESC "towel") (SYNONYM TOWEL) (SIZE 10) (FLAGS READBIT TAKEBIT)
(TEXT "\"S.P.S. FEINSTEIN|
Escape Pod #42|
Don't Panic!\"") (ACTION TOWEL-F)>
<DEFINE-ROUTINE TOWEL-F>
<OBJECT FOOD-KIT (DESC "survival kit") (SYNONYM PROVISIONS KIT) (ADJECTIVE
SURVIVAL EMERGENCY) (SIZE 10) (CAPACITY 25) (FLAGS TAKEBIT CONTBIT SEARCHBIT) (
ACTION FOOD-KIT-F)>
<DEFINE-ROUTINE FOOD-KIT-F>
<OBJECT RED-GOO (IN FOOD-KIT) (DESC "blob of red goo") (SYNONYM GOO BLOB FOOD
PIE) (ADJECTIVE RED CHERRY) (FLAGS ACIDBIT FOODBIT) (ACTION GOO-F)>
<OBJECT BROWN-GOO (IN FOOD-KIT) (DESC "blob of brown goo") (SYNONYM GOO BLOB
FOOD STEW) (ADJECTIVE BROWN BEEF) (FLAGS ACIDBIT FOODBIT) (ACTION GOO-F)>
<OBJECT GREEN-GOO (IN FOOD-KIT) (DESC "blob of green goo") (SYNONYM GOO BLOB
FOOD BEANS) (ADJECTIVE GREEN LIMA) (FLAGS ACIDBIT FOODBIT) (ACTION GOO-F)>
<DEFINE-ROUTINE GOO-F>
<DEFINE-ROUTINE ESCAPE-POD-F>
<OBJECT POD-DOOR (IN LOCAL-GLOBALS) (DESC "escape pod bulkhead") (SYNONYM DOOR
BULKHEAD) (ADJECTIVE EMERGENCY ESCAPE POD) (FLAGS VOWELBIT DOORBIT NDESCBIT) (
ACTION POD-DOOR-F)>
<DEFINE-ROUTINE POD-DOOR-F>
<OBJECT CORRIDOR-DOOR (IN LOCAL-GLOBALS) (DESC "wide bulkhead") (SYNONYM DOOR
BULKHEAD) (ADJECTIVE EMERGENCY WIDE) (FLAGS INVISIBLE DOORBIT OPENBIT NDESCBIT)
(ACTION GANGWAY-DOOR-F)>
<OBJECT GANGWAY-DOOR (IN LOCAL-GLOBALS) (DESC "narrow bulkhead") (SYNONYM DOOR
BULKHEAD) (ADJECTIVE EMERGENCY NARROW) (FLAGS INVISIBLE DOORBIT OPENBIT
NDESCBIT) (ACTION GANGWAY-DOOR-F)>
<DEFINE-ROUTINE GANGWAY-DOOR-F>
<GLOBAL BLOWUP-COUNTER 0 %<> WORD>
<DEFINE-ROUTINE I-BLOWUP-FEINSTEIN>
<GLOBAL TRIP-COUNTER 0 %<> WORD>
<DEFINE-ROUTINE I-POD-TRIP>
<GLOBAL SINK-COUNTER 0 %<> WORD>
<DEFINE-ROUTINE I-SINK-POD>
<OBJECT SLOT (IN LOCAL-GLOBALS) (DESC "slot") (SYNONYM SLOT) (ADJECTIVE SMALL)
(FLAGS NDESCBIT) (ACTION SLOT-F)>
<DEFINE-ROUTINE SLOT-F>
<GLOBAL ELEVATOR-ENABLED "A recorded voice chimes \"Elevator enabled.\"" %<>
WORD>
<GLOBAL WRONG-CARD
"A sign flashes \"Inkorekt awtharazaashun kard...akses deeniid.\"" %<> WORD>
<GLOBAL CARD-REVEALED <> %<> WORD>
<DEFINE-ROUTINE FLOYD-REVEAL-CARD-F>
<DEFINE-ROUTINE I-KITCHEN-DOOR-CLOSES>
<OBJECT TELEPORTATION-BUTTON-1 (IN LOCAL-GLOBALS) (DESC "brown button") (
SYNONYM BUTTON) (ADJECTIVE BROWN FIRST) (FLAGS NDESCBIT) (ACTION
TELEPORTATION-BUTTON-1-F)>
<OBJECT TELEPORTATION-BUTTON-2 (IN LOCAL-GLOBALS) (DESC "beige button") (
SYNONYM BUTTON) (ADJECTIVE BEIGE SECOND) (FLAGS NDESCBIT) (ACTION
TELEPORTATION-BUTTON-2-F)>
<OBJECT TELEPORTATION-BUTTON-3 (IN LOCAL-GLOBALS) (DESC "tan button") (SYNONYM
BUTTON) (ADJECTIVE TAN THIRD) (FLAGS NDESCBIT) (ACTION TELEPORTATION-BUTTON-3-F
)>
<GLOBAL TELEPORTATION-ON <> %<> WORD>
<DEFINE-ROUTINE TELEPORT>
<DEFINE-ROUTINE TELEPORTATION-BUTTON-1-F>
<DEFINE-ROUTINE TELEPORTATION-BUTTON-2-F>
<DEFINE-ROUTINE TELEPORTATION-BUTTON-3-F>
<DEFINE-ROUTINE I-TURNOFF-TELEPORTATION>
<OBJECT GLOBAL-SHUTTLE (IN LOCAL-GLOBALS) (DESC "shuttle car") (SYNONYM CAR
SHUTTL) (ADJECTIVE SHUTTL) (FLAGS NDESCBIT) (ACTION GLOBAL-SHUTTLE-F)>
<DEFINE-ROUTINE GLOBAL-SHUTTLE-F>
<ROOM SHUTTLE-CAR-ALFIE (IN ROOMS) (DESC "Shuttle Car Alfie") (C-MOVE <TABLE 0
0 0 0 0 0 0 0 0 0 0 0>) (NORTH PER SHUTTLE-EXIT-F) (EAST TO ALFIE-CONTROL-EAST)
(WEST TO ALFIE-CONTROL-WEST) (FLAGS RLANDBIT ONBIT) (GLOBAL GLOBAL-SHUTTLE
SHUTTLE-DOOR) (ACTION SHUTTLE-CAR-F)>
<ROOM ALFIE-CONTROL-EAST (IN ROOMS) (DESC "Alfie Control East") (C-MOVE <TABLE
0 0 0 0 0 0 0 0 0 0 0 0>) (WEST TO SHUTTLE-CAR-ALFIE IF SHUTTLE-DOOR IS OPEN) (
FLAGS RLANDBIT ONBIT) (GLOBAL SLOT WINDOW LEVER SHUTTLE-DOOR GLOBAL-SHUTTLE) (
ACTION CONTROL-CABIN-F)>
<ROOM ALFIE-CONTROL-WEST (IN ROOMS) (DESC "Alfie Control West") (C-MOVE <TABLE
0 0 0 0 0 0 0 0 0 0 0 0>) (EAST TO SHUTTLE-CAR-ALFIE IF SHUTTLE-DOOR IS OPEN) (
FLAGS RLANDBIT ONBIT) (GLOBAL SLOT LEVER WINDOW SHUTTLE-DOOR GLOBAL-SHUTTLE) (
ACTION CONTROL-CABIN-F)>
<OBJECT LEVER (IN LOCAL-GLOBALS) (DESC "lever") (SYNONYM LEVER) (FLAGS NDESCBIT
) (ACTION LEVER-F)>
<OBJECT SHUTTLE-DOOR (IN LOCAL-GLOBALS) (DESC "door") (SYNONYM DOOR) (FLAGS
DOORBIT OPENBIT INVISIBLE) (ACTION SHUTTLE-DOOR-F)>
<DEFINE-ROUTINE SHUTTLE-CAR-F>
<ROOM SHUTTLE-CAR-BETTY (IN ROOMS) (DESC "Shuttle Car Betty") (C-MOVE <TABLE 0
0 0 0 0 0 0 0 0 0 0 0>) (SOUTH PER SHUTTLE-EXIT-F) (EAST TO BETTY-CONTROL-EAST)
(WEST TO BETTY-CONTROL-WEST) (FLAGS RLANDBIT ONBIT) (GLOBAL GLOBAL-SHUTTLE
SHUTTLE-DOOR) (ACTION SHUTTLE-CAR-F)>
<ROOM BETTY-CONTROL-EAST (IN ROOMS) (DESC "Betty Control East") (C-MOVE <TABLE
0 0 0 0 0 0 0 0 0 0 0 0>) (WEST TO SHUTTLE-CAR-BETTY IF SHUTTLE-DOOR IS OPEN) (
FLAGS RLANDBIT ONBIT) (GLOBAL GLOBAL-SHUTTLE SLOT WINDOW LEVER SHUTTLE-DOOR) (
ACTION CONTROL-CABIN-F)>
<ROOM BETTY-CONTROL-WEST (IN ROOMS) (DESC "Betty Control West") (C-MOVE <TABLE
0 0 0 0 0 0 0 0 0 0 0 0>) (EAST TO SHUTTLE-CAR-BETTY IF SHUTTLE-DOOR IS OPEN) (
FLAGS RLANDBIT ONBIT) (GLOBAL GLOBAL-SHUTTLE SLOT LEVER WINDOW SHUTTLE-DOOR) (
ACTION CONTROL-CABIN-F)>
<DEFINE-ROUTINE CONTROL-CABIN-F>
<DEFINE-ROUTINE DESCRIBE-VIEW>
<DEFINE-ROUTINE SHUTTLE-DOOR-F>
<DEFINE-ROUTINE SHUTTLE-ENTER-F>
<GLOBAL CANT-GO "You can't go that way." %<> WORD>
<DEFINE-ROUTINE SHUTTLE-EXIT-F>
<GLOBAL ALFIE-AT-KALAMONTEE T %<> WORD>
<GLOBAL BETTY-AT-KALAMONTEE <> %<> WORD>
<GLOBAL SHUTTLE-MOVING <> %<> WORD>
<GLOBAL SHUTTLE-ON <> %<> WORD>
<GLOBAL SHUTTLE-VELOCITY 0 %<> WORD>
<GLOBAL SHUTTLE-COUNTER 0 %<> WORD>
<DEFINE-ROUTINE SHUTTLE-ACTIVATE>
<GLOBAL SHUTTLE-RECORDING-1
"A recorded voice says \"Shuttle controls are already activated.\"" %<> WORD>
<GLOBAL SHUTTLE-RECORDING-2
"A recorded voice says \"Use other control cabin. Control activation
overridden.\"" %<> WORD>
<GLOBAL SHUTTLE-RECORDING-3
"A recording of a deep male voice says \"Shuttle controls activated.\"" %<>
WORD>
<GLOBAL SHUTTLE-RECORDING-4
"A recorded voice says \"Shuttle controls are not currently activated.\"" %<>
WORD>
<DEFINE-ROUTINE I-TURNOFF-SHUTTLE>
<GLOBAL LEVER-SETTING 0 %<> WORD>
<DEFINE-ROUTINE LEVER-F>
<DEFINE-ROUTINE I-SHUTTLE>
<DEFINE-ROUTINE DESCRIBE-SHUTTLE-TRIP>
<GLOBAL ALFIE-BROKEN <> %<> WORD>
<GLOBAL BETTY-BROKEN <> %<> WORD>
<DEFINE-ROUTINE DESCRIBE-SHUTTLE-ARRIVE>
<GLOBAL SIGN-PASS
"You pass a sign, surrounded by blinking red lights, which says " %<> WORD>
<GLOBAL SLEEPY-LEVEL 0 %<> WORD>
<DEFINE-ROUTINE I-SLEEP-WARNINGS>
<OBJECT BED (IN LOCAL-GLOBALS) (DESC "bed") (SYNONYM BUNK BED) (ADJECTIVE MULTI
TIERED BUNK) (FLAGS NDESCBIT CLIMBBIT VEHBIT) (ACTION BED-F)>
<DEFINE-ROUTINE BED-F>
<DEFINE-ROUTINE I-FALL-ASLEEP>
<DEFINE-ROUTINE DREAMING>
<GLOBAL DREAMS <PLTABLE
"...You find yourself on the bridge of the Feinstein. Ensign Blather is here,
as well as Admiral Smithers. You are diligently scrubbing the control panel.
Blather keeps yelling at you to scrub harder. Suddenly you hit the ship's
self-destruct switch! Smithers and Blather howl at you as the ship begins
exploding! You try to run, but your feet seem to be fused to the deck..."
"...You gulp down the last of your Ramosian Fire Nectar and ask the
andro-waiter for another pitcher. This pub makes the finest Nectar on
all of Ramos Two, and you and your shipmates are having a pretty rowdy
time. Through the windows of the pub you can see a mighty, ancient castle,
shining in the light of the three Ramosian moons. The Fire Nectar spreads
through your blood and you begin to feel drowsy..."
"...Strangely, you wake to find yourself back home on Gallium. Even more
strangely, you are only eight years old again. You are playing with your
pet sponge-cat, Swanzo, on the edge of the pond in your backyard. Mom is
hanging orange towels on the clothesline. Suddenly the school bully jumps
out from behind a bush, grabs you, and pushes your head under the water.
You try to scream, but cannot. You feel your life draining away..."
"...Your vision slowly returns. You are on a wooded cliff overlooking
a waterfall. A rainbow spans the falls. Blather stands above you, bellowing
that the ground is filthy -- scrub harder! You throw your brush at Blather,
but it passes thru him as though he were a ghost, and sails over the cliff.
Blather leaps after the valuable piece of Patrol property, and both plummet
into the void..."
"...At last, the Feinstein has arrived at the historic Nebulon system. It's
been five months since the last shore leave, and you're anxious for
Planetfall. You and some other Ensigns Seventh Class enter the shuttle for
surfaceside. Suddenly, you're alone on the shuttle, and it's tumbling out of
control! It lands in the ocean and begins sinking! You try to clamber out,
but you are stuck in a giant spider web. A giant spider crawls closer and
closer..."> %<> WORD>
<DEFINE-ROUTINE WAKING-UP>
<DEFINE-ROUTINE RESET-TIME>
<GLOBAL HUNGER-LEVEL 0 %<> WORD>
<DEFINE-ROUTINE I-HUNGER-WARNINGS>
<GLOBAL NOT-HUNGRY "Thanks, but you're not hungry." %<> WORD>
<GLOBAL SICKNESS-LEVEL 0 %<> WORD>
<GLOBAL SICKNESS-WARNING-FLAG <> %<> WORD>
<DEFINE-ROUTINE I-SICKNESS-WARNINGS>
<DEFINE-ROUTINE TRANSLATOR-PSEUDO>
<DEFINE-ROUTINE SLIME-PSEUDO>
<DEFINE-ROUTINE LIKE-SLIME>
<DEFINE-ROUTINE GRAFFITI-PSEUDO>
<DEFINE-ROUTINE DOOR-PSEUDO>
<DEFINE-ROUTINE WALKWAY-PSEUDO>
<DEFINE-ROUTINE BENCH-PSEUDO>
<DEFINE-ROUTINE CATWALK-PSEUDO>
<DEFINE-ROUTINE EQUIPMENT-PSEUDO>
<DEFINE-ROUTINE MONITORS-PSEUDO>
<DEFINE-ROUTINE MURAL-PSEUDO>
<DEFINE-ROUTINE LOGO-PSEUDO>
<DEFINE-ROUTINE KEYBOARD-PSEUDO>
<DEFINE-ROUTINE CRACK-PSEUDO>
<DEFINE-ROUTINE VOID-PSEUDO>
<DEFINE-ROUTINE SPOUT-PSEUDO>
<DEFINE-ROUTINE TOILET-PSEUDO>
<DEFINE-ROUTINE GAMES-PSEUDO>
<DEFINE-ROUTINE TAPES-PSEUDO>
<DEFINE-ROUTINE PARTITION-PSEUDO>
<DEFINE-ROUTINE CUBBYHOLE-PSEUDO>
<DEFINE-ROUTINE MAPS-PSEUDO>
<DEFINE-ROUTINE DEVICES-PSEUDO>
<DEFINE-ROUTINE CABLES-PSEUDO>
<DEFINE-ROUTINE STRUCTURE-PSEUDO>
<DEFINE-ROUTINE BUTTON-PSEUDO>
<DEFINE-ROUTINE CARPET-PSEUDO>
<DEFINE-ROUTINE CABINETS-PSEUDO>
<DEFINE-ROUTINE PLATE-PSEUDO>
<DEFINE-ROUTINE ESCALATOR-PSEUDO>
<DEFINE-ROUTINE REACTOR-BUTTON-PSEUDO>
<DEFINE-ROUTINE SUPPLIES-PSEUDO>
<DEFINE-ROUTINE DESK-PSEUDO>
<DEFINE-ROUTINE CRYO-BUTTON-PSEUDO>
<DEFINE-ROUTINE CASTLE-PSEUDO>
<DEFINE-ROUTINE CHEM-SPOUT-PSEUDO>
<DEFINE-ROUTINE CLEFT-PSEUDO>
<DEFINE-ROUTINE RUBBLE-PSEUDO>
<DEFINE-ROUTINE PLAQUE-PSEUDO>
<DEFINE-ROUTINE FENCE-PSEUDO>
<DEFINE-ROUTINE LOCK-PSEUDO>
<DEFINE-ROUTINE DIAGRAM-PSEUDO>
<DEFINE-ROUTINE ENUNCIATOR-PSEUDO>
<DEFINE-ROUTINE NEAR-BOOTH-PSEUDO>
<DEFINE-ROUTINE IN-BOOTH-PSEUDO>

1993
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@ -25,7 +25,7 @@ contains the opening sequence which occurs prior to planetfall."
(CONTFCN 0)
(DESCFCN 0)
(SIZE 0)
(PSEUDO "FOO")>
;(PSEUDO "FOO")>
;"Yes, this synonym for LOCAL-GLOBALS needs to exist... sigh"
@ -360,11 +360,6 @@ gotten 300 demerits." CR>)
<TELL "That's difficult unless your eyes are prehensile."
CR>)>>
;<GLOBAL DUMMY
<PLTABLE "Look around."
"You think it isn't?"
"I think you've already done that.">>
<ROUTINE DDESC (DOOR)
<COND (<FSET? .DOOR ,OPENBIT>
<TELL "open">)
@ -386,19 +381,11 @@ gotten 300 demerits." CR>)
"You hit your head against the " D ,PRSO " as you attempt this feat." CR>)
(.OBJ
<TELL "You can't do that!" CR>)
(<IN? ,PRSO ,WINNER>
(<IN? ,PRSO ,ADVENTURER>
<TELL "That would involve quite a contortion!" CR>)
(T
<TELL <PICK-ONE ,YUKS> CR>)>>
;<ROUTINE ROOM? (OBJ "AUX" NOBJ)
<REPEAT ()
<SET NOBJ <LOC .OBJ>>
<COND (<NOT .NOBJ> <RFALSE>)
(<==? .NOBJ ,WINNER> <RFALSE>)
(<==? .NOBJ ,ROOMS> <RETURN .OBJ>)>
<SET OBJ .NOBJ>>>
<ROUTINE FIND-IN (WHERE WHAT "AUX" W)
<SET W <FIRST? .WHERE>>
<COND (<NOT .W> <RFALSE>)>
@ -406,13 +393,6 @@ gotten 300 demerits." CR>)
<COND (<FSET? .W .WHAT> <RETURN .W>)
(<NOT <SET W <NEXT? .W>>> <RETURN <>>)>>>
;<ROUTINE FIND-ROOM (X)
<REPEAT ()
<COND (<NOT .X> ;"this can't happen, of course"
<RETURN ,ROOMS>)
(<IN? .X ,ROOMS> <RETURN .X>)>
<SET X <LOC .X>>>>
;"Stuff added for the NOT-HERE object"
<OBJECT NOT-HERE-OBJECT
@ -492,7 +472,7 @@ gotten 300 demerits." CR>)
(T
<BUFFER-PRINT <GET ,P-ITBL ,P-NC2> <GET ,P-ITBL ,P-NC2L> <>>)>>
^L
;"Begin-game stuff aboard the Feinstein"
@ -691,22 +671,7 @@ down, and to fore is the Hyperspatial Jump Machinery Room.")
(WEST "Blather throws you to the deck and makes you do 20 push-ups.")
(NORTH "Blather blocks your path, growling about extra galley duty.")
(FLAGS RLANDBIT ONBIT)
(GLOBAL STAIRS)>
;<OBJECT MEASLE
(DESC "Lt. Measle")
(LDESC
"The Feinstein's record officer, Lieutenant Measle, is here.")
(SYNONYM MEASLE OFFICER)
(ADJECTIVE LT LIEUTENANT RECORD)
(FLAGS ACTORBIT)
(ACTION MEASLE-F)>
;<ROUTINE MEASLE-F ()
<COND (<VERB? ATTACK KICK>
<TELL "Lt. Measle summons Ensign Blather, who throws
you in the brig." CR>
<GOTO ,BRIG>)>>
(GLOBAL STAIRS)>
<GLOBAL BLATHER-LEAVE 0>
@ -775,7 +740,8 @@ demerits onto an oversized clipboard.")
(ACTION BLATHER-F)>
<ROUTINE BLATHER-F ()
<COND (<VERB? TALK TELL HELLO>
<COND (<OR <VERB? TALK HELLO>
<EQUAL? ,BLATHER ,WINNER>>
<TELL
"Blather shouts \"Speak when you're spoken to, Ensign Seventh Class!\" He
breaks three pencil points in a frenzied rush to give you more demerits." CR>
@ -893,7 +859,8 @@ Buy one today. Better yet, buy a thousand.\"")>
"offers you a bit of celery.">>
<ROUTINE AMBASSADOR-F ()
<COND (<VERB? TALK TELL HELLO>
<COND (<OR <VERB? TALK HELLO>
<EQUAL? ,AMBASSADOR ,WINNER>>
<TELL
"The ambassador taps his translator, and then touches his center knee to his
left ear (the Blow'k-bibben-Gordoan equivalent of shrugging)." CR>
@ -1208,13 +1175,13 @@ away. Bursts of light dot its hull. Suddenly, a huge explosion blows the
Feinstein into tiny pieces, sending the escape pod tumbling away! " CR>
<ENABLE <QUEUE I-POD-TRIP -1>>
<DISABLE <INT I-BLOWUP-FEINSTEIN>>
<COND (<AND <NOT <IN? ,WINNER ,SAFETY-WEB>>
<COND (<AND <NOT <IN? ,ADVENTURER ,SAFETY-WEB>>
<PROB 20>>
<JIGS-UP
"|
You are thrown against the bulkhead, head first. It seems that getting in
the safety webbing would have been a good idea.">)
(<NOT <IN? ,WINNER ,SAFETY-WEB>>
(<NOT <IN? ,ADVENTURER ,SAFETY-WEB>>
<TELL CR
"You are thrown against the bulkhead, bruising a few limbs. The safety
webbing might have offered a bit more protection." CR>)>)>)
@ -1340,7 +1307,7 @@ to be surrounded by sheer cliffs rising from the water, and is topped by
a wide plateau. The plateau seems to be covered by a sprawling complex
of buildings." CR>)
(<EQUAL? ,TRIP-COUNTER 11>
<COND (<IN? ,WINNER ,SAFETY-WEB>
<COND (<IN? ,ADVENTURER ,SAFETY-WEB>
<MOVE ,FOOD-KIT ,HERE>
<MOVE ,TOWEL ,HERE>
<TELL CR
@ -1384,7 +1351,7 @@ for you. Perhaps you should have left the pod a bit sooner.">)
"|
The pod splits open, and water pours in.">)>)>>
^L
"The next bunch of stuff is for the cards, slots, and associated junk."
<OBJECT SLOT
@ -1510,7 +1477,7 @@ nothing. He scratches his head and looks confused." CR>)>)>>
<COND (<EQUAL? ,HERE ,MESS-HALL>
<TELL CR
"The kitchen door slides quietly closed." CR>)>)>>
^L
;"teleportation stuff"
@ -1573,7 +1540,7 @@ nothing. He scratches his head and looks confused." CR>)>)>>
<COND (<EQUAL? ,HERE ,BOOTH-1 ,BOOTH-2 ,BOOTH-3>
<TELL CR "The ready light goes dark." CR>)>>
^L
;"shuttle system"
@ -2050,7 +2017,7 @@ condition to care.">)>
<GLOBAL SIGN-PASS
"You pass a sign, surrounded by blinking red lights, which says ">
^L
"To sleep, perchance to dream..."
@ -2319,7 +2286,7 @@ sleeping on the floor,\" he says." CR>)>)>>
<JIGS-UP
"Unfortunately, you don't seem to have survived the night.">)>>
^L
"Feed me!"
@ -2352,7 +2319,7 @@ You collapse from extreme thirst and hunger.">)>>
<GLOBAL NOT-HUNGRY "Thanks, but you're not hungry.">
^L
"Sickness and disease"

52
misc.zabstr Normal file
View file

@ -0,0 +1,52 @@
<SETG C-ENABLED? 0>
<SETG C-ENABLED 1>
<SETG C-DISABLED 0>
<DEFMAC VERB? ("TUPLE" ATMS "AUX" (O ()) (L ())) <REPEAT () <COND (<EMPTY? .
ATMS> <RETURN <COND (<LENGTH? .O 1> <NTH .O 1>) (ELSE <FORM OR !.O>)>>)> <
REPEAT () <COND (<EMPTY? .ATMS> <RETURN>)> <SET ATM <NTH .ATMS 1>> <SET L (<
FORM GVAL <PARSE <STRING "V?" <SPNAME .ATM>>>> !.L)> <SET ATMS <REST .ATMS>> <
COND (<==? <LENGTH .L> 3> <RETURN>)>> <SET O (<FORM EQUAL? ',PRSA !.L> !.O)> <
SET L ()>>>
<DEFMAC RFATAL () '<PROG () <PUSH 2> <RSTACK>>>
<DEFMAC PROB ('BASE?) <FORM NOT <FORM L? .BASE? '<RANDOM 100>>>>
<DEFINE-ROUTINE PICK-ONE>
<DEFMAC ENABLE ('INT) <FORM PUT .INT ,C-ENABLED? 1>>
<DEFMAC DISABLE ('INT) <FORM PUT .INT ,C-ENABLED? 0>>
<DEFMAC OPENABLE? ('OBJ) <FORM OR <FORM FSET? .OBJ ',DOORBIT> <FORM FSET? .OBJ
',CONTBIT>>>
<DEFMAC ABS ('NUM) <FORM COND (<FORM L? .NUM 0> <FORM - 0 .NUM>) (T .NUM)>>
<GLOBAL P-WON <> %<> WORD>
<CONSTANT M-FATAL 2>
<CONSTANT M-HANDLED 1>
<CONSTANT M-NOT-HANDLED <>>
<CONSTANT M-BEG 1>
<CONSTANT M-END 6>
<CONSTANT M-OBJECT <>>
<CONSTANT M-ENTER 2>
<CONSTANT M-LOOK 3>
<CONSTANT M-FLASH 4>
<CONSTANT M-OBJDESC 5>
<DEFINE-ROUTINE GO>
<DEFINE-ROUTINE I-RANDOM-INTERRUPTS>
<DEFINE-ROUTINE MAIN-LOOP>
<DEFINE-ROUTINE TIMELESS-VERB?>
<GLOBAL L-PRSA <> %<> WORD>
<GLOBAL L-PRSO <> %<> WORD>
<GLOBAL L-PRSI <> %<> WORD>
<DEFINE-ROUTINE PERFORM>
<DEFINE-ROUTINE META-LOC>
<CONSTANT C-TABLELEN 240>
<GLOBAL C-TABLE <ITABLE NONE 120> %<> WORD>
<GLOBAL C-DEMONS 300 %<> WORD>
<GLOBAL C-INTS 240 %<> WORD>
<GLOBAL C-ELAPSED 7 %<> WORD>
<CONSTANT C-ELAPSED-DEFAULT 7>
<CONSTANT C-INTLEN 6>
<CONSTANT C-ENABLED? 0>
<CONSTANT C-TICK 1>
<CONSTANT C-RTN 2>
<DEFINE-ROUTINE QUEUE>
<DEFINE-ROUTINE INT>
<DEFINE-ROUTINE CLOCKER>
<DEFINE-ROUTINE NULL-F>

366
misc.zap Normal file
View file

@ -0,0 +1,366 @@
.FUNCT PICK-ONE,FROB
GET FROB,0
RANDOM STACK
GET FROB,STACK
RSTACK
.FUNCT GO
START::
?FCN: PUTB P-LEXV,0,59
CALL QUEUE,I-BLATHER,-1
PUT STACK,0,1
CALL QUEUE,I-AMBASSADOR,-1
PUT STACK,0,1
CALL QUEUE,I-RANDOM-INTERRUPTS,1
PUT STACK,0,1
CALL QUEUE,I-SLEEP-WARNINGS,3600
PUT STACK,0,1
CALL QUEUE,I-HUNGER-WARNINGS,2000
PUT STACK,0,1
CALL QUEUE,I-SICKNESS-WARNINGS,1000
PUT STACK,0,1
SET 'SPOUT-PLACED,GROUND
GETB 0,56
ZERO? STACK \?CCL3
RANDOM 180
ADD 4450,STACK >INTERNAL-MOVES
JUMP ?CND1
?CCL3: SET 'INTERNAL-MOVES,4540
?CND1: SET 'MOVES,INTERNAL-MOVES
SET 'LIT,TRUE-VALUE
SET 'WINNER,ADVENTURER
SET 'HERE,DECK-NINE
SET 'P-IT-LOC,DECK-NINE
SET 'P-IT-OBJECT,POD-DOOR
FSET? HERE,TOUCHBIT /?CND4
CALL V-VERSION
CRLF
PRINTI "Another routine day of drudgery aboard the Stellar Patrol Ship Feinstein. This morning's assignment for a certain lowly Ensign Seventh Class: scrubbing the filthy metal deck at the port end of Level Nine. With your Patrol-issue self-contained multi-purpose all-weather scrub brush you shine the floor with a diligence born of the knowledge that at any moment dreaded Ensign First Class Blather, the bane of your shipboard existence, could appear."
CRLF
CRLF
?CND4: CALL V-LOOK
CALL MAIN-LOOP
JUMP ?FCN
.FUNCT I-RANDOM-INTERRUPTS
RANDOM 90
ADD STACK,240
CALL QUEUE,I-BLOWUP-FEINSTEIN,STACK
PUT STACK,0,1
CALL COMM-SETUP
RANDOM 1000 >NUMBER-NEEDED
RETURN NUMBER-NEEDED
.FUNCT MAIN-LOOP,ICNT,OCNT,NUM,CNT,OBJ,TBL,V,PTBL,OBJ1,TMP,?TMP1
?PRG1: SET 'C-ELAPSED,C-ELAPSED-DEFAULT
SET 'CNT,0
SET 'OBJ,FALSE-VALUE
SET 'PTBL,TRUE-VALUE
CALL PARSER >P-WON
ZERO? P-WON /?CCL5
GET P-PRSI,P-MATCHLEN >ICNT
GET P-PRSO,P-MATCHLEN >OCNT
ZERO? P-IT-OBJECT /?CND6
CALL ACCESSIBLE?,P-IT-OBJECT
ZERO? STACK /?CND6
SET 'TMP,FALSE-VALUE
?PRG10: IGRTR? 'CNT,ICNT /?REP11
GET P-PRSI,CNT
EQUAL? STACK,IT \?PRG10
PUT P-PRSI,CNT,P-IT-OBJECT
SET 'TMP,TRUE-VALUE
?REP11: ZERO? TMP \?CND17
SET 'CNT,0
?PRG19: IGRTR? 'CNT,OCNT /?CND17
GET P-PRSO,CNT
EQUAL? STACK,IT \?PRG19
PUT P-PRSO,CNT,P-IT-OBJECT
?CND17: SET 'CNT,0
?CND6: ZERO? OCNT \?CCL28
SET 'NUM,OCNT
JUMP ?CND26
?CCL28: GRTR? OCNT,1 \?CCL30
SET 'TBL,P-PRSO
ZERO? ICNT \?CCL33
SET 'OBJ,FALSE-VALUE
JUMP ?CND31
?CCL33: GET P-PRSI,1 >OBJ
?CND31: SET 'NUM,OCNT
JUMP ?CND26
?CCL30: GRTR? ICNT,1 \?CCL35
SET 'PTBL,FALSE-VALUE
SET 'TBL,P-PRSI
GET P-PRSO,1 >OBJ
SET 'NUM,ICNT
JUMP ?CND26
?CCL35: SET 'NUM,1
?CND26: ZERO? OBJ \?CND36
EQUAL? ICNT,1 \?CND36
GET P-PRSI,1 >OBJ
?CND36: EQUAL? PRSA,V?WALK \?CCL42
CALL PERFORM,PRSA,PRSO >V
JUMP ?CND40
?CCL42: ZERO? NUM \?CCL44
GETB P-SYNTAX,P-SBITS
BAND STACK,P-SONUMS
ZERO? STACK \?CCL47
CALL PERFORM,PRSA >V
SET 'PRSO,FALSE-VALUE
JUMP ?CND40
?CCL47: PRINTI "There isn't anything to "
GET P-ITBL,P-VERBN >TMP
ZERO? P-OFLAG \?CTR49
ZERO? P-MERGED /?CCL50
?CTR49: GET TMP,0
PRINTB STACK
JUMP ?CND48
?CCL50: GETB TMP,2 >?TMP1
GETB TMP,3
CALL WORD-PRINT,?TMP1,STACK
?CND48: PRINTC 33
CRLF
SET 'V,FALSE-VALUE
JUMP ?CND40
?CCL44: SET 'TMP,0
SET 'ICNT,FALSE-VALUE
?PRG53: IGRTR? 'CNT,NUM \?CCL57
GRTR? TMP,0 \?CCL60
PRINTI "The "
EQUAL? TMP,NUM /?CND61
PRINTI "other "
?CND61: PRINTI "object"
EQUAL? TMP,1 /?CND63
PRINTC 115
?CND63: PRINTI " that you mentioned "
EQUAL? TMP,1 /?CCL67
PRINTI "are"
JUMP ?CND65
?CCL67: PRINTI "is"
?CND65: PRINTI "n't here."
CRLF
JUMP ?CND40
?CCL60: ZERO? ICNT \?CND40
PRINTI "There's nothing there."
CRLF
JUMP ?CND40
?CCL57: ZERO? PTBL /?CCL71
GET P-PRSO,CNT >OBJ1
JUMP ?CND69
?CCL71: GET P-PRSI,CNT >OBJ1
?CND69: ZERO? PTBL /?CCL74
SET 'PRSO,OBJ1
JUMP ?CND72
?CCL74: SET 'PRSO,OBJ
?CND72: ZERO? PTBL /?CCL77
SET 'PRSI,OBJ
JUMP ?CND75
?CCL77: SET 'PRSI,OBJ1
?CND75: GRTR? NUM,1 /?CCL79
GET P-ITBL,P-NC1
GET STACK,0
EQUAL? STACK,W?ALL \?CND78
?CCL79: EQUAL? OBJ1,NOT-HERE-OBJECT \?CCL84
INC 'TMP
JUMP ?PRG53
?CCL84: EQUAL? PRSA,V?TAKE \?CCL86
ZERO? PRSI /?CCL86
GET P-ITBL,P-NC1
GET STACK,0
EQUAL? STACK,W?ALL \?CCL86
IN? PRSO,PRSI \?PRG53
?CCL86: EQUAL? P-GETFLAGS,P-ALL \?CCL92
EQUAL? PRSA,V?TAKE \?CCL92
LOC OBJ1
EQUAL? STACK,WINNER,HERE \?PRG53
?CCL92: EQUAL? OBJ1,IT \?CCL98
PRINTD P-IT-OBJECT
JUMP ?CND96
?CCL98: PRINTD OBJ1
?CND96: PRINTI ": "
?CND78: SET 'ICNT,TRUE-VALUE
CALL PERFORM,PRSA,PRSO,PRSI >V
EQUAL? V,M-FATAL \?PRG53
?CND40: EQUAL? V,M-FATAL /?CND101
LOC WINNER
GETP STACK,P?ACTION
CALL STACK,M-END >V
?CND101: EQUAL? PRSA,V?AGAIN /?CND103
SET 'L-PRSA,PRSA
SET 'L-PRSO,PRSO
SET 'L-PRSI,PRSI
?CND103: CALL INT,I-POD-TRIP
GET STACK,C-ENABLED?
ZERO? STACK /?CCL107
SET 'C-ELAPSED,54
JUMP ?CND105
?CCL107: GRTR? SHUTTLE-VELOCITY,0 \?CCL109
DIV 600,SHUTTLE-VELOCITY >C-ELAPSED
JUMP ?CND105
?CCL109: EQUAL? PRSA,V?TELL /?CTR110
CALL TIMELESS-VERB?,PRSA
ZERO? STACK /?CCL111
?CTR110: SET 'C-ELAPSED,0
JUMP ?CND105
?CCL111: EQUAL? PRSA,V?AGAIN \?CND105
CALL TIMELESS-VERB?,L-PRSA
ZERO? STACK /?CND105
SET 'C-ELAPSED,0
?CND105: ADD INTERNAL-MOVES,C-ELAPSED >INTERNAL-MOVES
EQUAL? V,M-FATAL \?CND3
SET 'P-CONT,FALSE-VALUE
JUMP ?CND3
?CCL5: SET 'P-CONT,FALSE-VALUE
?CND3: IN? CHRONOMETER,ADVENTURER /?CCL121
SET 'MOVES,0
JUMP ?CND119
?CCL121: FSET? CHRONOMETER,MUNGEDBIT \?CCL123
SET 'MOVES,MUNGED-TIME
JUMP ?CND119
?CCL123: SET 'MOVES,INTERNAL-MOVES
?CND119: ZERO? P-WON /?PRG1
ZERO? C-ELAPSED /?PRG1
CALL CLOCKER >V
JUMP ?PRG1
.FUNCT TIMELESS-VERB?,VRB
EQUAL? VRB,V?BRIEF,V?SUPER-BRIEF,V?VERBOSE /TRUE
EQUAL? VRB,V?SAVE,V?RESTORE,V?SCORE /TRUE
EQUAL? VRB,V?SCRIPT,V?UNSCRIPT,V?TIME /TRUE
EQUAL? VRB,V?QUIT,V?RESTART,V?VERSION /TRUE
EQUAL? VRB,V?$RANDOM,V?$RECORD,V?$UNRECORD /TRUE
EQUAL? VRB,V?$COMMAND /TRUE
RFALSE
.FUNCT PERFORM,A,O=0,I=0,V,OA,OO,OI
SET 'OA,PRSA
SET 'OO,PRSO
SET 'OI,PRSI
EQUAL? IT,I,O \?CND1
PRINTI "I don't see what you are referring to."
CRLF
SET 'P-IT-OBJECT,FALSE-VALUE
RETURN 2
?CND1: SET 'PRSA,A
SET 'PRSO,O
ZERO? PRSO /?CND5
EQUAL? PRSA,V?WALK /?CND5
SET 'P-IT-OBJECT,PRSO
SET 'P-IT-LOC,HERE
?CND5: SET 'PRSI,I
EQUAL? NOT-HERE-OBJECT,PRSO,PRSI \?CCL11
CALL NOT-HERE-OBJECT-F >V
ZERO? V /?CCL11
SET 'P-WON,FALSE-VALUE
JUMP ?CND9
?CCL11: SET 'O,PRSO
ZERO? O /?CCL15
SET 'I,PRSI
ZERO? I /?CCL15
CALL NULL-F
ZERO? STACK /?CCL15
PRINTI "[in case last clause changed PRSx]"
JUMP ?CND9
?CCL15: GETP WINNER,P?ACTION
CALL STACK >V
ZERO? V \?CND9
LOC WINNER
GETP STACK,P?ACTION
CALL STACK,M-BEG >V
ZERO? V \?CND9
GET PREACTIONS,A
CALL STACK >V
ZERO? V \?CND9
ZERO? I /?CCL26
GETP I,P?ACTION
CALL STACK >V
ZERO? V \?CND9
?CCL26: ZERO? O /?CCL30
EQUAL? A,V?WALK /?CCL30
GETP O,P?ACTION
CALL STACK >V
ZERO? V \?CND9
?CCL30: GET ACTIONS,A
CALL STACK >V
ZERO? V /?CND9
?CND9: SET 'PRSA,OA
SET 'PRSO,OO
SET 'PRSI,OI
RETURN V
.FUNCT META-LOC,OBJ
?PRG1: ZERO? OBJ /FALSE
IN? OBJ,GLOBAL-OBJECTS \?CND3
RETURN GLOBAL-OBJECTS
?CND3: IN? OBJ,ROOMS \?CCL9
RETURN OBJ
?CCL9: LOC OBJ >OBJ
JUMP ?PRG1
.FUNCT QUEUE,RTN,TICK,CINT
CALL INT,RTN >CINT
PUT CINT,C-TICK,TICK
RETURN CINT
.FUNCT INT,RTN,DEMON=0,E,C,INT
ADD C-TABLE,C-TABLELEN >E
ADD C-TABLE,C-INTS >C
?PRG1: EQUAL? C,E \?CCL5
SUB C-INTS,C-INTLEN >C-INTS
ZERO? DEMON /?PEN6
SUB C-DEMONS,C-INTLEN >C-DEMONS
?PEN6: ADD C-TABLE,C-INTS >INT
PUT INT,C-RTN,RTN
RETURN INT
?CCL5: GET C,C-RTN
EQUAL? STACK,RTN \?CND3
RETURN C
?CND3: ADD C,C-INTLEN >C
JUMP ?PRG1
.FUNCT CLOCKER,C,E,TICK,FLG=0
ZERO? P-WON /?CCL3
PUSH C-INTS
JUMP ?CND1
?CCL3: PUSH C-DEMONS
?CND1: ADD C-TABLE,STACK >C
ADD C-TABLE,C-TABLELEN >E
?PRG4: EQUAL? C,E \?CCL8
RETURN FLG
?CCL8: GET C,C-ENABLED?
ZERO? STACK /?CND6
GET C,C-TICK >TICK
ZERO? TICK /?CND6
EQUAL? TICK,-1 \?CCL13
GET C,C-RTN
CALL STACK
ZERO? STACK /?CND6
SET 'FLG,TRUE-VALUE
JUMP ?CND6
?CCL13: SUB TICK,C-ELAPSED >TICK
PUT C,C-TICK,TICK
GRTR? TICK,1 /?CND6
PUT C,C-TICK,0
GET C,C-RTN
CALL STACK
ZERO? STACK /?CND6
SET 'FLG,TRUE-VALUE
?CND6: ADD C,C-INTLEN >C
JUMP ?PRG4
.FUNCT NULL-F,A1,A2
RFALSE
.ENDI

View file

@ -1,74 +1,12 @@
"MISC for PLANETFALL
(c) Copyright 1983 Infocom, Inc. All Rights Reserved."
^L
"old MACROS file"
<SETG C-ENABLED? 0>
<SETG C-ENABLED 1>
<SETG C-DISABLED 0>
;<COND (<NOT <GASSIGNED? XTELLEN>> <SETG XTELLEN 15>)>
;<DEFINE XSTR (STR "AUX" (L ,XTELLEN))
<COND (<AND <NOT <GASSIGNED? PREDGEN>>
<TYPE? .STR STRING>
<NOT <LENGTH? .STR .L>>>
<STRING <SUBSTRUC .STR 0 <- .L 3>> "...">)
(T .STR)>>
;<DEFINE XTELL ("CALL" F "AUX" (L ,XTELLEN)) ;"use %<XTELL ...> for <TELL ...>"
<COND (<NOT <GASSIGNED? PREDGEN>>
<MAPR <>
<FUNCTION (FF "AUX" (A <1 .FF>))
<COND (<AND <TYPE? .A STRING>
<NOT <LENGTH? .A .L>>>
<1 .FF <STRING <SUBSTRUC .A 0 <- .L 3>>
"...">>)>>
.F>)>
<1 .F TELL>>
<DEFMAC TELL ("ARGS" A)
<FORM PROG ()
!<MAPF ,LIST
<FUNCTION ("AUX" E P O)
<COND (<EMPTY? .A> <MAPSTOP>)
(<SET E <NTH .A 1>>
<SET A <REST .A>>)>
<COND (<TYPE? .E ATOM>
<COND (<OR <=? <SET P <SPNAME .E>>
"CRLF">
<=? .P "CR">>
<MAPRET '<CRLF>>)
(<EMPTY? .A>
<ERROR INDICATOR-AT-END? .E>)
(ELSE
<SET O <NTH .A 1>>
<SET A <REST .A>>
<COND (<OR <=? <SET P <SPNAME .E>>
"DESC">
<=? .P "D">
<=? .P "OBJ">
<=? .P "O">>
<MAPRET <FORM PRINTD .O>>)
(<OR <=? .P "NUM">
<=? .P "N">>
<MAPRET <FORM PRINTN .O>>)
(<OR <=? .P "CHAR">
<=? .P "CHR">
<=? .P "C">>
<MAPRET <FORM PRINTC .O>>)
(ELSE
<MAPRET
<FORM PRINT
<FORM GETP .O .E>>>)>)>)
(<TYPE? .E STRING>
<MAPRET <FORM PRINTI .E>>)
(<TYPE? .E FORM>
<MAPRET <FORM PRINT .E>>)
(ELSE <ERROR UNKNOWN-TYPE .E>)>>>>>
<DEFMAC VERB? ("TUPLE" ATMS "AUX" (O ()) (L ()))
<REPEAT ()
<COND (<EMPTY? .ATMS>
@ -91,9 +29,6 @@
<DEFMAC PROB ('BASE?)
<FORM NOT <FORM L? .BASE? '<RANDOM 100>>>>
;<ROUTINE ZPROB (BASE)
<G? .BASE <RANDOM 300>>>
<ROUTINE PICK-ONE (FROB)
<GET .FROB <RANDOM <GET .FROB 0>>>>
@ -109,7 +44,7 @@
<FORM COND (<FORM L? .NUM 0> <FORM - 0 .NUM>)
(T .NUM)>>
^L
"old MAIN or VERMONT file"
@ -146,7 +81,11 @@
<ENABLE <QUEUE I-SICKNESS-WARNINGS 1000>>
;"set up and go"
<SETG SPOUT-PLACED ,GROUND>
<SETG INTERNAL-MOVES <+ 4450 <RANDOM 180>>>
;"following COND avoids random-before-first-read message in ZIP20"
<COND (<EQUAL? <GETB 0 56> 0>
<SETG INTERNAL-MOVES <+ 4450 <RANDOM 180>>>)
(T
<SETG INTERNAL-MOVES 4540>)>
<SETG MOVES ,INTERNAL-MOVES>
<SETG LIT T>
<SETG WINNER ,ADVENTURER>
@ -332,11 +271,9 @@ Class Blather, the bane of your shipboard existence, could appear." CR CR>)>
(T
<RFALSE>)>>
<GLOBAL L-PRSA <>>
<GLOBAL L-PRSO <>>
<GLOBAL L-PRSI <>>
<GLOBAL L-PRSA <>>
<GLOBAL L-PRSO <>>
<GLOBAL L-PRSI <>>
%<COND (<GASSIGNED? PREDGEN>
@ -471,7 +408,7 @@ Class Blather, the bane of your shipboard existence, could appear." CR CR>)>
(ELSE
<SET OBJ <LOC .OBJ>>)>>>
^L
"old CLOCK file"
@ -498,10 +435,6 @@ Class Blather, the bane of your shipboard existence, could appear." CR CR>)>
<CONSTANT C-RTN 2>
;<ROUTINE DEMON (RTN TICK "AUX" CINT)
<PUT <SET CINT <INT .RTN T>> ,C-TICK .TICK>
.CINT>
<ROUTINE QUEUE (RTN TICK "AUX" CINT)
<PUT <SET CINT <INT .RTN>> ,C-TICK .TICK>
.CINT>

139
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@ -0,0 +1,139 @@
<SETG SIBREAKS ".,\"">
<GLOBAL PRSA 0 %<> WORD>
<GLOBAL PRSI 0 %<> WORD>
<GLOBAL PRSO 0 %<> WORD>
<GLOBAL P-ADVERB <> %<> WORD>
<GLOBAL P-ADJECTIVE <> %<> WORD>
<GLOBAL P-SPACE 1 %<> WORD>
<GLOBAL P-TABLE 0 %<> WORD>
<GLOBAL P-ONEOBJ 0 %<> WORD>
<GLOBAL P-SYNTAX 0 %<> WORD>
<GLOBAL P-CCSRC 0 %<> WORD>
<GLOBAL P-LEN 0 %<> WORD>
<GLOBAL P-DIR 0 %<> WORD>
<GLOBAL HERE 0 %<> WORD>
<GLOBAL WINNER 0 %<> WORD>
<GLOBAL P-LEXV <ITABLE BYTE 120> %<> WORD>
<GLOBAL P-INBUF <ITABLE BYTE 80> %<> WORD>
<GLOBAL P-CONT <> %<> WORD>
<GLOBAL P-IT-OBJECT <> %<> WORD>
<GLOBAL P-IT-LOC <> %<> WORD>
<GLOBAL LAST-PSEUDO-LOC <> %<> WORD>
<GLOBAL P-OFLAG <> %<> WORD>
<GLOBAL P-MERGED <> %<> WORD>
<GLOBAL P-ACLAUSE <> %<> WORD>
<GLOBAL P-ANAM <> %<> WORD>
<GLOBAL P-AADJ <> %<> WORD>
<CONSTANT P-PHRLEN 3>
<CONSTANT P-ORPHLEN 7>
<CONSTANT P-RTLEN 3>
<CONSTANT P-LEXWORDS 1>
<CONSTANT P-LEXSTART 1>
<CONSTANT P-LEXELEN 2>
<CONSTANT P-WORDLEN 4>
<CONSTANT P-PSOFF 4>
<CONSTANT P-P1OFF 5>
<CONSTANT P-P1BITS 3>
<CONSTANT P-ITBLLEN 9>
<GLOBAL P-ITBL <TABLE 0 0 0 0 0 0 0 0 0 0> %<> WORD>
<GLOBAL P-OTBL <TABLE 0 0 0 0 0 0 0 0 0 0> %<> WORD>
<GLOBAL P-VTBL <TABLE 0 0 0 0> %<> WORD>
<GLOBAL P-NCN 0 %<> WORD>
<CONSTANT P-VERB 0>
<CONSTANT P-VERBN 1>
<CONSTANT P-PREP1 2>
<CONSTANT P-PREP1N 3>
<CONSTANT P-PREP2 4>
<CONSTANT P-PREP2N 5>
<CONSTANT P-NC1 6>
<CONSTANT P-NC1L 7>
<CONSTANT P-NC2 8>
<CONSTANT P-NC2L 9>
<GLOBAL QUOTE-FLAG <> %<> WORD>
<DEFINE-ROUTINE PARSER>
<GLOBAL P-WALK-DIR <> %<> WORD>
<DEFINE-ROUTINE WT?>
<DEFINE-ROUTINE CLAUSE>
<DEFINE-ROUTINE NUMBER?>
<GLOBAL P-NUMBER 0 %<> WORD>
<DEFINE-ROUTINE ORPHAN-MERGE>
<DEFINE-ROUTINE ACLAUSE-WIN>
<DEFINE-ROUTINE WORD-PRINT>
<DEFINE-ROUTINE UNKNOWN-WORD>
<DEFINE-ROUTINE CANT-USE>
<GLOBAL P-SLOCBITS 0 %<> WORD>
<CONSTANT P-SYNLEN 8>
<CONSTANT P-SBITS 0>
<CONSTANT P-SPREP1 1>
<CONSTANT P-SPREP2 2>
<CONSTANT P-SFWIM1 3>
<CONSTANT P-SFWIM2 4>
<CONSTANT P-SLOC1 5>
<CONSTANT P-SLOC2 6>
<CONSTANT P-SACTION 7>
<CONSTANT P-SONUMS 3>
<DEFINE-ROUTINE SYNTAX-CHECK>
<DEFINE-ROUTINE CANT-ORPHAN>
<DEFINE-ROUTINE ORPHAN>
<DEFINE-ROUTINE CLAUSE-PRINT>
<DEFINE-ROUTINE BUFFER-PRINT>
<DEFINE-ROUTINE CAPITALIZE>
<DEFINE-ROUTINE PREP-PRINT>
<DEFINE-ROUTINE CLAUSE-COPY>
<DEFINE-ROUTINE CLAUSE-ADD>
<DEFINE-ROUTINE PREP-FIND>
<DEFINE-ROUTINE SYNTAX-FOUND>
<GLOBAL P-GWIMBIT 0 %<> WORD>
<DEFINE-ROUTINE GWIM>
<DEFINE-ROUTINE SNARF-OBJECTS>
<DEFINE-ROUTINE BUT-MERGE>
<GLOBAL P-NAM <> %<> WORD>
<GLOBAL P-ADJ <> %<> WORD>
<GLOBAL P-ADJN <> %<> WORD>
<GLOBAL P-PRSO <ITABLE NONE 50> %<> WORD>
<GLOBAL P-PRSI <ITABLE NONE 50> %<> WORD>
<GLOBAL P-BUTS <ITABLE NONE 50> %<> WORD>
<GLOBAL P-MERGE <ITABLE NONE 50> %<> WORD>
<GLOBAL P-OCLAUSE <ITABLE NONE 50> %<> WORD>
<GLOBAL P-MATCHLEN 0 %<> WORD>
<GLOBAL P-GETFLAGS 0 %<> WORD>
<CONSTANT P-ALL 1>
<CONSTANT P-ONE 2>
<CONSTANT P-INHIBIT 4>
<GLOBAL P-CSPTR <> %<> WORD>
<GLOBAL P-CEPTR <> %<> WORD>
<GLOBAL P-AND <> %<> WORD>
<DEFINE-ROUTINE SNARFEM>
<DEFINE-ROUTINE ADJ-CHECK>
<CONSTANT SH 128>
<CONSTANT SC 64>
<CONSTANT SIR 32>
<CONSTANT SOG 16>
<CONSTANT STAKE 8>
<CONSTANT SMANY 4>
<CONSTANT SHAVE 2>
<DEFINE-ROUTINE GET-OBJECT>
<DEFINE-ROUTINE MOBY-FIND>
<GLOBAL P-MOBY-FOUND <> %<> WORD>
<GLOBAL P-XNAM <> %<> WORD>
<GLOBAL P-XADJ <> %<> WORD>
<GLOBAL P-XADJN <> %<> WORD>
<DEFINE-ROUTINE WHICH-PRINT>
<DEFINE-ROUTINE GLOBAL-CHECK>
<DEFINE-ROUTINE DO-SL>
<CONSTANT P-SRCBOT 2>
<CONSTANT P-SRCTOP 0>
<CONSTANT P-SRCALL 1>
<DEFINE-ROUTINE SEARCH-LIST>
<DEFINE-ROUTINE OBJ-FOUND>
<DEFINE-ROUTINE TAKE-CHECK>
<DEFINE-ROUTINE ITAKE-CHECK>
<DEFINE-ROUTINE HERE?>
<DEFINE-ROUTINE HELD?>
<DEFINE-ROUTINE MANY-CHECK>
<DEFINE-ROUTINE ZMEMQ>
<DEFINE-ROUTINE ZMEMQB>
<DEFINE-ROUTINE LIT?>
<DEFINE-ROUTINE PRSO-PRINT>
<DEFINE-ROUTINE THIS-IT?>

1331
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@ -7,8 +7,6 @@ begin with 'P-'. Local variables are not restricted in any way."
<SETG SIBREAKS ".,\"">
;<GLOBAL GWIM-DISABLE <>>
<GLOBAL PRSA 0>
<GLOBAL PRSI 0>
@ -241,7 +239,7 @@ begin with 'P-'. Local variables are not restricted in any way."
<EQUAL? .WORD ,W?BOTH>
<WT? .WORD ,PS?ADJECTIVE>
<WT? .WORD ,PS?OBJECT>>
<SET VAL 0>>>
;<SET VAL 0>>>
<COND (<AND <G? ,P-LEN 0>
<==? <GET ,P-LEXV
<+ .PTR ,P-LEXELEN>>
@ -309,6 +307,7 @@ or creatures." CR>
<ROUTINE WT? (PTR BIT "OPTIONAL" (B1 5) "AUX" (OFFST ,P-P1OFF) TYP)
<COND (<BTST <SET TYP <GETB .PTR ,P-PSOFF>> .BIT>
<COND (<G? .B1 4> <RTRUE>)
(<EQUAL? .BIT ,PS?OBJECT> 1)
(T
<SET TYP <BAND .TYP ,P-P1BITS>>
<COND (<NOT <==? .TYP .B1>> <SET OFFST <+ .OFFST 1>>)>
@ -1235,15 +1234,6 @@ or creatures." CR>
(T
<BUFFER-PRINT .PTR <GET ,P-ITBL ,P-NC1L> <>>)>>
;<ROUTINE PRSI-PRINT ("AUX" PTR)
<COND (<OR ,P-MERGED
<==? <GET <SET PTR <GET ,P-ITBL ,P-NC2>> 0> ,W?IT>>
<TELL " " D ,PRSO>)
(T
<BUFFER-PRINT .PTR <GET ,P-ITBL ,P-NC2L> <>>)>>
;"former CRUFTY.ZIL routine, re-written by SWG"
<ROUTINE THIS-IT? (OBJ TBL "AUX" SYNS)
<COND (<FSET? .OBJ ,INVISIBLE> <RFALSE>)
(<AND ,P-NAM

BIN
planetfall.beta Normal file

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@ -0,0 +1,22 @@
<ROUTINE CLOCKER ("AUX" C E TICK (FLG <>))
;<SETG ELAPSED-MOVES <+ ,ELAPSED-MOVES 1>>
;<COND (,DEBUG-ON
<TELL "[Elapsed time: " N ,C-ELAPSED "]" CR>)>
;<COND (,CLOCK-WAIT <SETG CLOCK-WAIT <>> <RFALSE>)>
<SET C <REST ,C-TABLE <COND (,P-WON ,C-INTS) (T ,C-DEMONS)>>>
<SET E <REST ,C-TABLE ,C-TABLELEN>>
<REPEAT ()
<COND (<==? .C .E> <RETURN .FLG>)
(<NOT <0? <GET .C ,C-ENABLED?>>>
<SET TICK <GET .C ,C-TICK>>
<COND (<0? .TICK>)
(<==? .TICK -1>
<COND (<APPLY <GET .C ,C-RTN>>
<SET FLG T>)>)
(T
<PUT .C ,C-TICK <SET TICK <- .TICK ,C-ELAPSED>>>
<COND (<NOT <G? .TICK 1>>
<PUT .C ,C-TICK 0>
<COND (<APPLY <GET .C ,C-RTN>>
<SET FLG T>)>)>)>)>
<SET C <REST .C ,C-INTLEN>>>>

22
planetfall.errors Normal file
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@ -0,0 +1,22 @@
Assembling PLANETFALL.ZAP.3 on Sunday, May 1, 1988 13:37:01
Release: 39
64 Inserting PLANETFALLFREQ.XZAP.1 (648 bytes)
712 Inserting PLANETFALLDAT.ZAP.3 (21209 bytes)
21921 Inserting PLANETFALLPUR.ZAP.2 (184 bytes)
22105 Inserting MISC.ZAP.4 (1675 bytes)
23780 Inserting GLOBALS.ZAP.3 (18243 bytes)
42023 Inserting PARSER.ZAP.3 (5401 bytes)
47424 Inserting VERBS.ZAP.3 (10683 bytes)
58107 Inserting COMPONE.ZAP.3 (15047 bytes)
73154 Inserting COMPTWO.ZAP.3 (15446 bytes)
88600 Inserting PLANETFALLSTR.ZAP.3 (20682 bytes)
255 objects.
231 globals.
668 word vocabulary.
109282 bytes (107K).
21921 bytes of preload.
14284 bytes of impure.
Outputting symbol tables

732
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@ -0,0 +1,732 @@
Combined ZIL Compiler Ver 2.0 (MIM)
-----------------------------------
Incremental compilation disabled, because top-level ZIL file changed.
Input file: SS:<PLANETFALL>PLANETFALL.ZIL.36
[ZIP instructions]
Loading SS:<PLANETFALL>SYNTAX.ZIL.213 and compiling it.
Loading SS:<PLANETFALL>MISC.ZIL.66 and compiling it.
Compiling routine: PICK-ONE
Compiling routine: GO
Compiling routine: I-RANDOM-INTERRUPTS
Compiling routine: MAIN-LOOP
Compiling routine: TIMELESS-VERB?
Compiling routine: PERFORM
Compiling routine: META-LOC
Compiling routine: QUEUE
Compiling routine: INT
Compiling routine: CLOCKER
Compiling routine: NULL-F
Abstracting SS:<PLANETFALL>MISC.
Loading SS:<PLANETFALL>GLOBALS.ZIL.748 and compiling it.
Compiling routine: GROUND-F
Compiling routine: WINDOW-F
Compiling routine: CLIFF-F
Compiling routine: OCEAN-F
Compiling routine: TABLES-F
Compiling routine: SHELVES-F
Compiling routine: LIGHTS-F
Compiling routine: GLOBAL-DOORWAY-F
Compiling routine: USE-DIRECTIONS
Compiling routine: NO-CLOSE
Compiling routine: CONTROLS-F
Compiling routine: GLOBAL-GAMES-F
Compiling routine: HANDS-F
Compiling routine: SLEEP-F
Compiling routine: CRETIN-F
Compiling routine: DDESC
Compiling routine: ALREADY-OPEN
Compiling routine: IS-CLOSED
Compiling routine: V-THROUGH
Compiling routine: FIND-IN
Compiling routine: NOT-HERE-OBJECT-F
Compiling routine: FIND-NOT-HERE
Compiling routine: NOT-HERE-PRINT
Compiling routine: DECK-NINE-F
Compiling routine: CHRONOMETER-F
Compiling routine: TELL-TIME
Compiling routine: PATROL-UNIFORM-F
Compiling routine: GANGWAY-F
Compiling routine: I-BLATHER
Compiling routine: BLATHER-F
Compiling routine: CELERY-F
Compiling routine: I-AMBASSADOR
Compiling routine: AMBASSADOR-F
Compiling routine: GLOBAL-POD-F
Compiling routine: POD-EXIT-F
Compiling routine: SAFETY-WEB-F
Compiling routine: TOWEL-F
Compiling routine: FOOD-KIT-F
Compiling routine: GOO-F
Compiling routine: ESCAPE-POD-F
Compiling routine: POD-DOOR-F
Compiling routine: GANGWAY-DOOR-F
Compiling routine: I-BLOWUP-FEINSTEIN
Compiling routine: I-POD-TRIP
Compiling routine: I-SINK-POD
Compiling routine: SLOT-F
Compiling routine: FLOYD-REVEAL-CARD-F
Compiling routine: I-KITCHEN-DOOR-CLOSES
Compiling routine: TELEPORT
Compiling routine: TELEPORTATION-BUTTON-1-F
Compiling routine: TELEPORTATION-BUTTON-2-F
Compiling routine: TELEPORTATION-BUTTON-3-F
Compiling routine: I-TURNOFF-TELEPORTATION
Compiling routine: GLOBAL-SHUTTLE-F
Compiling routine: SHUTTLE-CAR-F
Compiling routine: CONTROL-CABIN-F
Compiling routine: DESCRIBE-VIEW
Compiling routine: SHUTTLE-DOOR-F
Compiling routine: SHUTTLE-ENTER-F
Compiling routine: SHUTTLE-EXIT-F
Compiling routine: SHUTTLE-ACTIVATE
Compiling routine: I-TURNOFF-SHUTTLE
Compiling routine: LEVER-F
Compiling routine: I-SHUTTLE
Compiling routine: DESCRIBE-SHUTTLE-TRIP
Compiling routine: DESCRIBE-SHUTTLE-ARRIVE
Compiling routine: I-SLEEP-WARNINGS
Compiling routine: BED-F
Compiling routine: I-FALL-ASLEEP
Compiling routine: DREAMING
Compiling routine: WAKING-UP
Compiling routine: RESET-TIME
Compiling routine: I-HUNGER-WARNINGS
Compiling routine: I-SICKNESS-WARNINGS
Compiling routine: TRANSLATOR-PSEUDO
Compiling routine: SLIME-PSEUDO
Compiling routine: LIKE-SLIME
Compiling routine: GRAFFITI-PSEUDO
Compiling routine: DOOR-PSEUDO
Compiling routine: WALKWAY-PSEUDO
Compiling routine: BENCH-PSEUDO
Compiling routine: CATWALK-PSEUDO
Compiling routine: EQUIPMENT-PSEUDO
Compiling routine: MONITORS-PSEUDO
Compiling routine: MURAL-PSEUDO
Compiling routine: LOGO-PSEUDO
Compiling routine: KEYBOARD-PSEUDO
Compiling routine: CRACK-PSEUDO
Compiling routine: VOID-PSEUDO
Compiling routine: SPOUT-PSEUDO
Compiling routine: TOILET-PSEUDO
Compiling routine: GAMES-PSEUDO
Compiling routine: TAPES-PSEUDO
Compiling routine: PARTITION-PSEUDO
Compiling routine: CUBBYHOLE-PSEUDO
Compiling routine: MAPS-PSEUDO
Compiling routine: DEVICES-PSEUDO
Compiling routine: CABLES-PSEUDO
Compiling routine: STRUCTURE-PSEUDO
Compiling routine: BUTTON-PSEUDO
Compiling routine: CARPET-PSEUDO
Compiling routine: CABINETS-PSEUDO
Compiling routine: PLATE-PSEUDO
Compiling routine: ESCALATOR-PSEUDO
Compiling routine: REACTOR-BUTTON-PSEUDO
Compiling routine: SUPPLIES-PSEUDO
Compiling routine: DESK-PSEUDO
Compiling routine: CRYO-BUTTON-PSEUDO
Compiling routine: CASTLE-PSEUDO
Compiling routine: CHEM-SPOUT-PSEUDO
Compiling routine: CLEFT-PSEUDO
Compiling routine: RUBBLE-PSEUDO
Compiling routine: PLAQUE-PSEUDO
Compiling routine: FENCE-PSEUDO
Compiling routine: LOCK-PSEUDO
Compiling routine: DIAGRAM-PSEUDO
Compiling routine: ENUNCIATOR-PSEUDO
Compiling routine: NEAR-BOOTH-PSEUDO
Compiling routine: IN-BOOTH-PSEUDO
Abstracting SS:<PLANETFALL>GLOBALS.
Loading SS:<PLANETFALL>PARSER.ZIL.103 and compiling it.
Compiling routine: PARSER
Compiling routine: WT?
Compiling routine: CLAUSE
Compiling routine: NUMBER?
Compiling routine: ORPHAN-MERGE
Compiling routine: ACLAUSE-WIN
Compiling routine: WORD-PRINT
Compiling routine: UNKNOWN-WORD
Compiling routine: CANT-USE
Compiling routine: SYNTAX-CHECK
Compiling routine: CANT-ORPHAN
Compiling routine: ORPHAN
Compiling routine: CLAUSE-PRINT
Compiling routine: BUFFER-PRINT
Compiling routine: CAPITALIZE
Compiling routine: PREP-PRINT
Compiling routine: CLAUSE-COPY
Compiling routine: CLAUSE-ADD
Compiling routine: PREP-FIND
Compiling routine: SYNTAX-FOUND
Compiling routine: GWIM
Compiling routine: SNARF-OBJECTS
Compiling routine: BUT-MERGE
Compiling routine: SNARFEM
Compiling routine: ADJ-CHECK
Compiling routine: GET-OBJECT
Compiling routine: MOBY-FIND
Compiling routine: WHICH-PRINT
Compiling routine: GLOBAL-CHECK
Compiling routine: DO-SL
Compiling routine: SEARCH-LIST
Compiling routine: OBJ-FOUND
Compiling routine: TAKE-CHECK
Compiling routine: ITAKE-CHECK
Compiling routine: HERE?
Compiling routine: HELD?
Compiling routine: MANY-CHECK
Compiling routine: ZMEMQ
Compiling routine: ZMEMQB
Compiling routine: LIT?
Compiling routine: PRSO-PRINT
Compiling routine: THIS-IT?
Abstracting SS:<PLANETFALL>PARSER.
Loading SS:<PLANETFALL>VERBS.ZIL.518 and compiling it.
Compiling routine: V-VERBOSE
Compiling routine: V-BRIEF
Compiling routine: V-SUPER-BRIEF
Compiling routine: V-LOOK
Compiling routine: V-LOOK-CRETIN
Compiling routine: V-FIRST-LOOK
Compiling routine: PRE-EXAMINE
Compiling routine: V-EXAMINE
Compiling routine: DESCRIBE-ROOM
Compiling routine: DESCRIBE-OBJECTS
Compiling routine: DESCRIBE-OBJECT
Compiling routine: PRINT-CONT
Compiling routine: FIRSTER
Compiling routine: SCORE-OBJ
Compiling routine: V-SCORE
Compiling routine: FINISH
Compiling routine: V-QUIT
Compiling routine: YES?
Compiling routine: V-VERSION
Compiling routine: V-AGAIN
** Warning: Possible bad 1st arg to PERFORM: ,L-PRSA!
Compiling routine: JIGS-UP
Compiling routine: V-RESTORE
Compiling routine: V-SAVE
Compiling routine: V-RESTART
Compiling routine: V-WALK-AROUND
Compiling routine: V-WALK-TO
Compiling routine: V-WALK
Compiling routine: V-INVENTORY
Compiling routine: PRE-TAKE
Compiling routine: V-TAKE
Compiling routine: TRYTAKE
Compiling routine: ITAKE
Compiling routine: PRE-PUT
Compiling routine: V-PUT
Compiling routine: V-SLIDE
Compiling routine: PRE-GIVE
Compiling routine: PRE-SGIVE
Compiling routine: V-GIVE
Compiling routine: V-SGIVE
Compiling routine: V-DROP
Compiling routine: V-THROW
Compiling routine: IDROP
Compiling routine: V-OPEN
Compiling routine: V-OPEN-WITH
Compiling routine: PRINT-CONTENTS
Compiling routine: V-CLOSE
Compiling routine: CCOUNT
Compiling routine: WEIGHT
Compiling routine: V-SCRIPT
Compiling routine: V-UNSCRIPT
Compiling routine: PRE-MOVE
Compiling routine: V-MOVE
Compiling routine: V-LAMP-ON
Compiling routine: V-LAMP-OFF
Compiling routine: V-WAIT
Compiling routine: PRE-BOARD
Compiling routine: V-BOARD
Compiling routine: V-DISEMBARK
Compiling routine: OWN-FEET
Compiling routine: V-STAND
Compiling routine: GOTO
Compiling routine: V-EAT
Compiling routine: V-EAT-FROM
Compiling routine: V-CURSE
Compiling routine: V-LISTEN
Compiling routine: V-FOLLOW
Compiling routine: V-LEAP
Compiling routine: V-SKIP
Compiling routine: V-LEAVE
Compiling routine: V-HELLO
Compiling routine: V-HELP
Compiling routine: PRE-READ
Compiling routine: V-READ
Compiling routine: V-LOOK-UNDER
Compiling routine: V-LOOK-BEHIND
Compiling routine: V-LOOK-INSIDE
Compiling routine: SEE-INSIDE?
Compiling routine: V-LOOK-DOWN
Compiling routine: V-TURN
Compiling routine: V-LOCK
Compiling routine: V-UNLOCK
Compiling routine: V-ATTACK
Compiling routine: V-KICK
Compiling routine: V-WAVE
Compiling routine: V-RUB
Compiling routine: V-PUSH
Compiling routine: NO-BUTTON
Compiling routine: V-PUSH-UP
Compiling routine: V-PUSH-DOWN
Compiling routine: V-PULL
Compiling routine: V-MUNG
Compiling routine: HACK-HACK
Compiling routine: WORD-TYPE
Compiling routine: V-KNOCK
Compiling routine: V-YELL
Compiling routine: BATTERY-FALLS
Compiling routine: V-SHAKE
Compiling routine: V-SHAKE-WITH
Compiling routine: V-SMELL
Compiling routine: GLOBAL-IN?
Compiling routine: V-SWIM
Compiling routine: V-SWIM-DIR
Compiling routine: V-SWIM-UP
Compiling routine: V-ALARM
Compiling routine: V-ZORK
Compiling routine: V-SIT
Compiling routine: V-SIT-DOWN
Compiling routine: V-GO-UP
Compiling routine: V-CLIMB-ON
Compiling routine: V-CLIMB-FOO
Compiling routine: V-CLIMB-UP
Compiling routine: V-CLIMB-DOWN
Compiling routine: PRE-PUT-UNDER
Compiling routine: V-PUT-UNDER
Compiling routine: V-ENTER
Compiling routine: V-EXIT
Compiling routine: V-SEARCH
Compiling routine: V-FIND
Compiling routine: V-TELL
Compiling routine: V-ASK-FOR
Compiling routine: V-SAY
Compiling routine: V-TALK
Compiling routine: V-ANSWER
Compiling routine: V-REPLY
Compiling routine: V-KISS
Compiling routine: V-RAPE
Compiling routine: V-DIAGNOSE
Compiling routine: V-WEAR
Compiling routine: V-REMOVE
Compiling routine: V-TAKE-OFF
Compiling routine: V-STEP-ON
Compiling routine: V-PUT-ON
Compiling routine: V-NO
Compiling routine: V-YES
Compiling routine: V-MAYBE
Compiling routine: V-POINT
Compiling routine: V-SET
Compiling routine: V-$VERIFY
Compiling routine: V-$COMMAND
Compiling routine: V-$RANDOM
Compiling routine: V-$RECORD
Compiling routine: V-$UNRECORD
Compiling routine: V-STAND-ON
Compiling routine: V-REACH
Compiling routine: V-REACH-FOR
Compiling routine: DO-WALK
Compiling routine: V-FLUSH
Compiling routine: V-FLY
Compiling routine: V-SMILE
Compiling routine: V-SALUTE
Compiling routine: V-ATTRACT
Compiling routine: V-ZATTRACT
Compiling routine: V-SPAN
Compiling routine: NUMBERS-ONLY
Compiling routine: V-TYPE
Compiling routine: PRE-SZAP
Compiling routine: PRE-ZAP
Compiling routine: V-ZAP
Compiling routine: V-SZAP
Compiling routine: V-SCRUB
Compiling routine: V-POUR
Compiling routine: V-EMPTY
Compiling routine: V-THROW-OFF
Compiling routine: V-SLEEP
Compiling routine: V-FIX-IT
Compiling routine: V-OIL
Compiling routine: V-SHOW
Compiling routine: V-INSERT
Compiling routine: V-TASTE
Compiling routine: V-ZESCAPE
Compiling routine: V-TIME
Compiling routine: V-PLAY
Compiling routine: V-PLAY-WITH
Compiling routine: V-SCOLD
Compiling routine: ROB
Compiling routine: THIS-IS-IT
Compiling routine: ACCESSIBLE?
Compiling routine: VISIBLE?
Compiling routine: A-AN
Compiling routine: ALREADY
Compiling routine: NOT-HOLDING
Compiling routine: TAKE-IT-OFF
Compiling routine: ANYMORE
Compiling routine: FIXED-FONT-ON
Compiling routine: FIXED-FONT-OFF
Abstracting SS:<PLANETFALL>VERBS.
Loading SS:<PLANETFALL>COMPONE.ZIL.733 and compiling it.
Compiling routine: UNDERWATER-F
Compiling routine: CRAG-F
Compiling routine: BALCONY-F
Compiling routine: WINDING-STAIR-F
Compiling routine: COURTYARD-F
Compiling routine: WATER-LEVEL-F
Compiling routine: REC-AREA-F
Compiling routine: CONFERENCE-ROOM-F
Compiling routine: COMBINATION-DIAL-F
Compiling routine: CONFERENCE-DOOR-F
Compiling routine: MESS-CORRIDOR-F
Compiling routine: STORAGE-WEST-DOOR-F
Compiling routine: PADLOCK-F
Compiling routine: CAN-F
Compiling routine: LADDER-F
Compiling routine: MESS-HALL-F
Compiling routine: KITCHEN-DOOR-F
Compiling routine: DISPENSER-F
Compiling routine: HIGH-PROTEIN-F
Compiling routine: WORTHLESS-ACTION
Compiling routine: LONG-HALL-F
Compiling routine: ADMIN-CORRIDOR-S-F
Compiling routine: CREVICE-F
Compiling routine: KEY-F
Compiling routine: ADMIN-CORRIDOR-F
Compiling routine: ADMIN-CORRIDOR-N-F
Compiling routine: LADDER-EXIT-F
Compiling routine: RIFT-F
Compiling routine: SYSTEMS-MONITORS-F
Compiling routine: DESCRIBE-MONITORS
Compiling routine: DESK-F
Compiling routine: OIL-CAN-F
Compiling routine: CARTON-F
Compiling routine: CRACKED-BOARD-F
Compiling routine: GOOD-BEDISTOR-F
Compiling routine: REACTOR-ELEVATOR-DOOR-F
Compiling routine: I-REACTOR-DOOR-CLOSE
Compiling routine: FLASK-F
Compiling routine: MAGNET-F
Compiling routine: I-MAGNET
Compiling routine: MACHINE-SHOP-F
Compiling routine: CHEMICAL-DISPENSER-F
Compiling routine: CHEM-BUTTON-F
Compiling routine: FLOYD-F
Compiling routine: FLOYDS-FAMOUS-DOOR-ROUTINE
Compiling routine: FLUSH
Compiling routine: FLOYD-INTO-LAB
Compiling routine: FLOYD-NOT-HAVE
Compiling routine: FLOYD-COMES-ALIVE
Compiling routine: I-FLOYD
Compiling routine: CALL-ME-FLOYD
Compiling routine: KLUDGE
Compiling routine: DEAD-FLOYD-F
Compiling routine: ELEVATOR-LOBBY-F
Compiling routine: UPPER-ELEVATOR-F
Compiling routine: LOWER-ELEVATOR-F
Compiling routine: ELEVATOR-ENTER-F
Compiling routine: ELEVATOR-EXIT-F
Compiling routine: UPPER-ELEVATOR-DOOR-F
Compiling routine: LOWER-ELEVATOR-DOOR-F
Compiling routine: DOOR-CLOSED
Compiling routine: BLUE-ELEVATOR-BUTTON-F
Compiling routine: RED-ELEVATOR-BUTTON-F
Compiling routine: I-UPPER-ELEVATOR-ARRIVE
Compiling routine: I-LOWER-ELEVATOR-ARRIVE
Compiling routine: ELEVATOR-BUTTON-F
Compiling routine: I-TURNOFF-UPPER-ELEVATOR
Compiling routine: I-TURNOFF-LOWER-ELEVATOR
Compiling routine: I-UPPER-ELEVATOR-TRIP
Compiling routine: I-LOWER-ELEVATOR-TRIP
Compiling routine: ELEVATOR-DOOR-OPENS
Compiling routine: HELICOPTER-OBJECT-F
Compiling routine: COMM-ROOM-F
Compiling routine: I-UNENTER
Compiling routine: PLAYBACK-BUTTON-F
Compiling routine: RANDOMIZE-ORDER
Compiling routine: CHEMICAL-FLUID-F
Compiling routine: CUBE-SEEMS
Compiling routine: CHEMICAL-POURS
Compiling routine: STRIP-DISSOLVES
Compiling routine: SHUTDOWN
Compiling routine: COMM-SETUP
Compiling routine: OTHER-ELEVATOR-ENTER-F
Compiling routine: KALAMONTEE-PLATFORM-F
Abstracting SS:<PLANETFALL>COMPONE.
Loading SS:<PLANETFALL>COMPTWO.ZIL.732 and compiling it.
Compiling routine: LAWANDA-PLATFORM-F
Compiling routine: INFIRMARY-F
Compiling routine: RED-SPOOL-F
Compiling routine: MEDICINE-F
Compiling routine: ROBOT-HOLE-F
Compiling routine: FLOYD-THROUGH-HOLE
Compiling routine: GOOD-BOARD-F
Compiling routine: PLANETARY-DEFENSE-F
Compiling routine: ACCESS-PANEL-F
Compiling routine: FRIED-BOARD-F
Compiling routine: BOARD-F
Compiling routine: EXAMINE-BOARD
Compiling routine: PUT-BOARD
Compiling routine: BOARD-SHOCK
Compiling routine: PLANETARY-COURSE-CONTROL-F
Compiling routine: CUBE-F
Compiling routine: BAD-BEDISTOR-F
Compiling routine: GREEN-SPOOL-F
Compiling routine: TERMINAL-F
Compiling routine: LIBRARY-TYPE
Compiling routine: SPOOL-READER-F
Compiling routine: PROJCON-OFFICE-F
Compiling routine: CRYO-ELEVATOR-F
Compiling routine: CRYO-EXIT-F
Compiling routine: I-CRYO-ELEVATOR-ARRIVE
Compiling routine: CRYO-ANTEROOM-F
Compiling routine: COMPUTER-ACTION
Compiling routine: PRINT-OUT-F
Compiling routine: MINI-CARD-F
Compiling routine: LAB-UNIFORM-F
Compiling routine: COMBINATION-PAPER-F
Compiling routine: BIO-LOCK-EAST-F
Compiling routine: I-CLEAR-FLOYD-PEER
Compiling routine: BIO-DOOR-EAST-F
Compiling routine: I-BIO-EAST-CLOSES
Compiling routine: BIO-DOOR-WEST-F
Compiling routine: I-BIO-WEST-CLOSES
Compiling routine: RAD-DOOR-EAST-F
Compiling routine: RAD-DOOR-WEST-F
Compiling routine: I-FLOYD-FORAY
Compiling routine: MONSTER-DEATH
Compiling routine: BIO-LAB-F
Compiling routine: I-CHASE-SCENE
Compiling routine: RADIATION-LAB-F
Compiling routine: I-NUKED-BLUE
Compiling routine: LAMP-F
Compiling routine: LAB-OFFICE-F
Compiling routine: LAB-DESK-F
Compiling routine: LIGHT-BUTTON-F
Compiling routine: DARK-BUTTON-F
Compiling routine: FUNGICIDE-BUTTON-F
Compiling routine: I-UNFLOOD
Compiling routine: I-TURNOFF-MINI
Compiling routine: STATION-384-F
Compiling routine: I-ANNOUNCEMENT
Compiling routine: MIDDLE-OF-STRIP-F
Compiling routine: STRIP-NEAR-RELAY-F
Compiling routine: RELAY-EXIT-F
Compiling routine: RELAY-F
Compiling routine: LASER-DIAL-F
Compiling routine: ZAP-COUNT
Compiling routine: LASER-F
Compiling routine: ALREADY-BATTERY
Compiling routine: BATTERY-NOW
Compiling routine: I-WARMTH
Compiling routine: LASER-FEELS
Compiling routine: LASER-COOLS
Compiling routine: BEAM-COLOR
Compiling routine: SHOOT-SPECK
Compiling routine: I-FRY
Compiling routine: MICROBE-F
Compiling routine: I-MICROBE
Compiling routine: SHOOT-MICROBE
Compiling routine: STRIP-F
Compiling routine: GRUE-F
Abstracting SS:<PLANETFALL>COMPTWO.
Warnings: 1
** Note: OBJECT has no properties: ROOMS
** Note: OBJECT has no properties: GLOBAL-OBJECTS
Vocabulary: 668
Prepositions: 18
ACROSS AROUND BEHIND FOR IN OFF OUT TO UP
AGAINST AT DOWN FROM NEAR ON OVER UNDER WITH
Real globals: 224
11-TEXT FLOYD-SPOKE P-INBUF
12-TEXT FLOYD-WAITING P-IT-LOC
13-TEXT FLOYDISMS P-IT-OBJECT
21-TEXT FORAY-COUNTER P-ITBL
22-TEXT FUMBLE-NUMBER P-LEN
23-TEXT FUMBLE-PROB P-LEXV
31-TEXT GEOGRAPHY-MENU P-MATCHLEN
32-TEXT GREEN-TEXT P-MERGE
33-TEXT HELLOS P-MERGED
34-TEXT HISTORY-MENU P-MOBY-FOUND
35-TEXT HO-HUM P-NAM
41-TEXT HOLE-TRIP-FLAG P-NCN
42-TEXT HUNGER-LEVEL P-NUMBER
43-TEXT INDENTS P-OCLAUSE
51-TEXT INTERLOGIC-MENU P-OFLAG
52-TEXT INTERNAL-MOVES P-ONEOBJ
53-TEXT ITS-CRACKED P-OTBL
61-TEXT JUST-ENTERED P-PRSI
62-TEXT L-PRSA P-PRSO
63-TEXT L-PRSI P-SLOCBITS
ACCESS-PANEL-FULL L-PRSO P-SPACE
ACHILLES-FLAG LAB-FLOODED P-SYNTAX
ALFIE-AT-KALAMONTEE LAB-LIGHTS-ON P-TABLE
ALFIE-BROKEN LADDER-EXTENDED P-VTBL
AMBASSADOR-LEAVE LADDER-FLAG P-WALK-DIR
AMBASSADOR-QUOTES LASER-JUST-SHOT P-WON
BEAM-MISSES LASER-SCORE-FLAG P-XADJ
BEEN-HERE LASER-SETTING P-XADJN
BETTY-AT-KALAMONTEE LAST-CHASE-ROOM P-XNAM
BETTY-BROKEN LAST-PSEUDO-LOC PADLOCK-REMOVED
BLATHER-LEAVE LAWANDA-PLATFORM-FLAG PROJECT-MENU
BLOWUP-COUNTER LAZARUS-FLAG PRSA
BOARD-REPORTED LEVER-SETTING PRSI
BOTH-DOORS LIT PRSO
BRIGS-UP LOAD-ALLOWED QUOTE-FLAG
C-DEMONS LOW-END RED-TEXT
C-ELAPSED LOWER-ELEVATOR-ON SCREEN-CLEARS
C-INTS LOWER-ELEVATOR-UP SCREEN-TEXT
C-TABLE MAIN-MENU SECOND-TO-LAST-ROOM
CANT-GO MARKSMANSHIP-COUNTER SHUTTLE-COUNTER
CARD-REVEALED MENU-LEVEL SHUTTLE-MOVING
CARD-STOLEN MICROBE-COUNTER SHUTTLE-ON
CHEMICAL-FLAG MICROBE-DISPATCHED SHUTTLE-RECORDING-1
CHEMICAL-REQUIRED MICROBE-HIT SHUTTLE-RECORDING-2
COLOR-LTBL MICROBE-STRIKES SHUTTLE-RECORDING-3
COMM-FIXED MINI-ACTIVATED SHUTTLE-RECORDING-4
COMM-SHUTDOWN MONSTER-CLOSES SHUTTLE-VELOCITY
COMPUTER-FIXED MONSTER-ENTRANCES SICKNESS-LEVEL
COMPUTER-FLAG MORE-INFO SICKNESS-WARNING-FLAG
COPR-NOTICE MUNGED-TIME SIGN-PASS
COURSE-CONTROL-FIXED MURAL-FLAG SINK-COUNTER
CRYO-MOVE-FLAG NEW-SHOTS SLEEPY-LEVEL
CRYO-SCORE-FLAG NO-MEANING SOME-INFO
CULTURE-MENU NO-MICROBE SPECK-HIT
DAY NOT-HUNGRY SPOOL-FITS
DEFENSE-FIXED NUKED-COUNTER SPOOL-TEXT
DIAL-NUMBER NUMBER-NEEDED SPOUT-PLACED
DOOR-CLOSES OLD-SHOTS STEPS-TO-GO
DOOR-OPENS ORDER-LTBL SUPER-BRIEF
DREAMS P-AADJ TECHNOLOGY-MENU
DROWN P-ACLAUSE TELEPORTATION-ON
ELEVATOR-ENABLED P-ADJ TEXT-APPEARS
ELEVATOR-IN-TRANSIT P-ADJECTIVE TRIP-COUNTER
ELEVATOR-LIGHT-OFF P-ADJN UNIFORM-OPENED
ELEVATOR-STARTS P-ADVERB UPPER-ELEVATOR-ON
EXTRA-MOVE-FLAG P-ANAM UPPER-ELEVATOR-UP
FAINT-SOUND P-AND VERBOSE
FAMILIAR-WRENCHING P-BUTS WAITING-COUNTER
FLOYD-FOLLOW P-CCSRC WARMTH-FLAG
FLOYD-FORAYED P-CEPTR WHEEEEE
FLOYD-GAVE-UP P-CONT WINNER
FLOYD-INTRODUCED P-CSPTR WINNER-ATTACKED
FLOYD-PEERED P-DIR WRONG-CARD
FLOYD-REACTIVATED P-GETFLAGS YUKS
FLOYD-SCORE-FLAG P-GWIMBIT
Objects: 255
ACCESS-PANEL GLOBAL-GAMES PROJECT-CORRIDOR
ACHILLES GLOBAL-OBJECTS PROJECT-CORRIDOR-EAST
ADMIN-CORRIDOR GLOBAL-POD PROJECT-CORRIDOR-WEST
ADMIN-CORRIDOR-N GLOBAL-SHUTTLE PSEUDO-OBJECT
ADMIN-CORRIDOR-S GOOD-BEDISTOR RAD-DOOR-EAST
ADVENTURER GOOD-BOARD RAD-DOOR-WEST
ALFIE-CONTROL-EAST GRAY-BUTTON RADIATION-LAB
ALFIE-CONTROL-WEST GREEN-BUTTON RADIATION-LOCK-EAST
AMBASSADOR GREEN-GOO RADIATION-LOCK-WEST
AUXILIARY-BOOTH GREEN-SPOOL RAT-ANT
BAD-BEDISTOR GROUND REACTOR-ACCESS-STAIRS
BALCONY GRUE REACTOR-CONTROL
BED HANDS REACTOR-ELEVATOR
BETTY-CONTROL-EAST HELICOPTER REACTOR-ELEVATOR-DOOR
BETTY-CONTROL-WEST HELICOPTER-OBJECT REACTOR-LOBBY
BIO-DOOR-EAST HELIPAD REC-AREA
BIO-DOOR-WEST HIGH-PROTEIN REC-CORRIDOR
BIO-LAB ID-CARD RECEIVE-CONSOLE
BIO-LOCK-EAST INFIRMARY RED-BUTTON
BIO-LOCK-WEST INTNUM RED-ELEVATOR-BUTTON
BLACK-BUTTON IT RED-GOO
BLATHER KALAMONTEE-PLATFORM RED-SPOOL
BLUE-BUTTON KEY RELAY
BLUE-ELEVATOR-BUTTON KITCHEN REPAIR-ROOM
BOOTH-1 KITCHEN-CARD RIFT
BOOTH-2 KITCHEN-DOOR ROBOT-HOLE
BOOTH-3 LAB-DESK ROBOT-SHOP
BRIG LAB-OFFICE ROOMS
BROCHURE LAB-STORAGE ROUND-WHITE-BUTTON
BROWN-BUTTON LAB-UNIFORM SAFETY-WEB
BROWN-GOO LADDER SANFAC-A
BROWN-SPOOL LAMP SANFAC-B
CAN LARGE-DESK SANFAC-C
CANTEEN LARGE-OFFICE SANFAC-D
CARTON LASER SANFAC-E
CELERY LASER-DIAL SANFAC-F
CHEMICAL-DISPENSER LAWANDA-PLATFORM SCRUB-BRUSH
CHEMICAL-FLUID LAZARUS-PART SECOND-BOARD
CHRONOMETER LEVER SEND-CONSOLE
CLIFF LIBRARY SHELVES
COMBINATION-DIAL LIBRARY-LOBBY SHUTTLE-CAR-ALFIE
COMBINATION-PAPER LIGHT-BUTTON SHUTTLE-CAR-BETTY
COMM-ROOM LIGHTS SHUTTLE-CARD
COMM-SCREEN LOCAL-GLOBALS SHUTTLE-DOOR
COMPUTER-ROOM LOWER-ELEVATOR SLEEP
CONFERENCE-DOOR LOWER-ELEVATOR-CARD SLOT
CONFERENCE-ROOM LOWER-ELEVATOR-DOOR SMALL-DESK
CONTROLS MACHINE-SHOP SMALL-OFFICE
CORRIDOR-DOOR MAGNET SPECK
CORRIDOR-JUNCTION MAIN-LAB SPOOL-READER
COURTYARD ME SQUARE-WHITE-BUTTON
CRACKED-BOARD MECH-CORRIDOR STAIRS
CRAG MECH-CORRIDOR-N STATION-384
CREVICE MECH-CORRIDOR-S STORAGE-EAST
CRYO-ANTEROOM MEDICINE STORAGE-WEST
CRYO-ELEVATOR MEDICINE-BOTTLE STORAGE-WEST-DOOR
CRYO-ELEVATOR-DOOR MEGAFUSE-B STRIP
CUBE MEGAFUSE-K STRIP-NEAR-RELAY
DARK-BUTTON MEMO STRIP-NEAR-STATION
DEAD-FLOYD MESS-CORRIDOR SYSTEMS-CORRIDOR
DECK-EIGHT MESS-HALL SYSTEMS-CORRIDOR-EAST
DECK-NINE MICROBE SYSTEMS-CORRIDOR-WEST
DISPENSER MIDDLE-OF-STRIP SYSTEMS-MONITORS
DORM-A MINI-BOOTH TABLES
DORM-B MINI-CARD TELEPORTATION-BUTTON-1
DORM-C NEW-BATTERY TELEPORTATION-BUTTON-2
DORM-CORRIDOR NOT-HERE-OBJECT TELEPORTATION-BUTTON-3
DORM-D OBSERVATION-DECK TELEPORTATION-CARD
ELEVATOR-BUTTON OCEAN TERMINAL
ELEVATOR-LOBBY OFFICE-DOOR THIRD-BOARD
ESCALATOR OIL-CAN TOOL-ROOM
ESCAPE-POD OLD-BATTERY TOWEL
FIRST-BOARD PADLOCK TOWER-CORE
FLASK PATROL-UNIFORM TRANSPORTATION-SUPPLY
FLOYD PHYSICAL-PLANT TRIFFID
FOOD-KIT PHYSICAL-PLANT-TWO TROLL
FORK PLAIN-HALL UNDERWATER
FOURTH-BOARD PLAN-ROOM UPPER-ELEVATOR
FRIED-BOARD PLANETARY-COURSE-CONTROL UPPER-ELEVATOR-CARD
FUNGICIDE-BUTTON PLANETARY-DEFENSE UPPER-ELEVATOR-DOOR
FUNNEL-HOLE PLAYBACK-BUTTON WAITING-AREA
GANGWAY PLIERS WEST-WING
GANGWAY-DOOR POD-DOOR WINDING-STAIR
GAS-MASK PRINT-OUT WINDOW
GLOBAL-DOORWAY PROJCON-OFFICE YELLOW-BUTTON
Properties: 26
P?ACTION P?DESCFCN P?IN P?OUT P?SW P?WEST
P?ADJECTIVE P?DOWN P?LDESC P?PSEUDO P?SYNONYM
P?C-MOVE P?EAST P?NE P?SE P?TEXT
P?CAPACITY P?FDESC P?NORTH P?SIZE P?UP
P?CONTFCN P?GLOBAL P?NW P?SOUTH P?VALUE
Flags: 30
ACIDBIT FOODBIT ONBIT SCRAMBLEDBIT TRANSBIT
ACTORBIT INVISIBLE OPENBIT SEARCHBIT TRYTAKEBIT
CLIMBBIT LIGHTBIT READBIT SURFACEBIT VEHBIT
CONTBIT MUNGBIT RLANDBIT TAKEBIT VOWELBIT
DOORBIT MUNGEDBIT RMUNGBIT TOOLBIT WEARBIT
FLOYDBIT NDESCBIT RWATERBIT TOUCHBIT WORNBIT

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; Low core locations
%ZVERSION:: .BYTE 0
.BYTE FLAGS
%ZORKID:: ZORKID
%ENDLOD:: ENDLOD
%START:: START
%VOCAB:: VOCAB
%OBJECT:: OBJECT
%GLOBAL:: GLOBAL
%PURBOT:: IMPURE
%FLAGS:: .WORD 64
%SERIAL:: .WORD 0
%SERI1:: .WORD 0
%SERI2:: .WORD 0
%FWORDS:: WORDS
%PLENTH:: .WORD 0
%PCHKSM:: .WORD 0
%INTWRD:: .WORD 0
%SCRWRD:: .WORD 0
.WORD 0
.WORD 0
.WORD 0
.WORD 0
.WORD 0
.WORD 0
.WORD 0
.WORD 0
.WORD 0
.WORD 0
.WORD 0
.WORD 0
.WORD 0
.WORD 0
.WORD 0
.INSERT "SS:<PLANETFALL>PLANETFALLFREQ" ;Frequent word table
.INSERT "SS:<PLANETFALL>PLANETFALLDAT" ; Data file
.INSERT "SS:<PLANETFALL>PLANETFALLPUR"
.INSERT "SS:<PLANETFALL>MISC"
.INSERT "SS:<PLANETFALL>GLOBALS"
.INSERT "SS:<PLANETFALL>PARSER"
.INSERT "SS:<PLANETFALL>VERBS"
.INSERT "SS:<PLANETFALL>COMPONE"
.INSERT "SS:<PLANETFALL>COMPTWO"
.INSERT "SS:<PLANETFALL>PLANETFALLSTR"
.END

View file

@ -2,35 +2,29 @@
PLANETFALL
(c) COPYRIGHT 1983 INFOCOM INC. ALL RIGHTS RESERVED"
<GC 0 T 5>
<BLOAT 90000 0 0 3500 0 0 0 0 0 512>
<VERSION ZIP>
<FREQUENT-WORDS?>
<SET REDEFINE T>
<SETG NEW-VOC? T> ;"allows words to be adj/noun/verb all at once!"
<OR <GASSIGNED? ZILCH>
<SETG WBREAKS <STRING !\" !\= !,WBREAKS>>>
<DEFINE IFILE (STR "OPTIONAL" (FLOAD? <>) "AUX" (TIM <TIME>))
<DEFINE IFILE (STR "OPTIONAL" (FLOAD? T) "AUX" (TIM <TIME>))
<INSERT-FILE .STR .FLOAD?>>
<PRINC "Planetfall
">
<COND (<GASSIGNED? PREDGEN>
<ID 0>)>
<IFILE "SYNTAX" T>
<ENDLOAD>
<IFILE "MISC" T>
<IFILE "GLOBALS" T>
<IFILE "PARSER" T>
<IFILE "VERBS" T>
<IFILE "COMPONE" T>
<IFILE "COMPTWO" T>
<IFILE "SYNTAX">
<IFILE "MISC">
<IFILE "GLOBALS">
<IFILE "PARSER">
<IFILE "VERBS">
<IFILE "COMPONE">
<IFILE "COMPTWO">
<PROPDEF SIZE 5>
<PROPDEF CAPACITY 0>
<PROPDEF VALUE 0>
<IMAGE 7><IMAGE 7><IMAGE 7>

Binary file not shown.

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.FSTR FSTR?1,"the " ;1968 985
.FSTR FSTR?2,"The " ;1167 390
.FSTR FSTR?3,"and " ;812 407
.FSTR FSTR?4,", " ;776 777
.FSTR FSTR?5,"You " ;726 243
.FSTR FSTR?6,". " ;647 648
.FSTR FSTR?7,"you " ;470 236
.FSTR FSTR?8,"Floyd " ;420 85
.FSTR FSTR?9,"is " ;415 416
.FSTR FSTR?10,"to " ;378 379
.FSTR FSTR?11,"with " ;375 126
.FSTR FSTR?12,"of " ;373 374
.FSTR FSTR?13,"your " ;336 113
.FSTR FSTR?14,"This " ;304 77
.FSTR FSTR?15,"from " ;270 91
.FSTR FSTR?16,"can't " ;255 52
.FSTR FSTR?17,"labelled " ;245 36
.FSTR FSTR?18,"into " ;228 77
.FSTR FSTR?19,"that " ;225 76
.FSTR FSTR?20,"are " ;220 111
.FSTR FSTR?21,"small " ;188 48
.FSTR FSTR?22,"door " ;180 61
.FSTR FSTR?23,"in " ;175 176
.FSTR FSTR?24,"have " ;174 59
.FSTR FSTR?25,"It " ;166 84
.FSTR FSTR?26,"already " ;162 28
.FSTR FSTR?27,"You're " ;161 24
.FSTR FSTR?28,"which " ;160 41
.FSTR FSTR?29,"room " ;144 49
.FSTR FSTR?30,"about " ;144 37
.FSTR FSTR?31,"control " ;144 25
.FSTR FSTR?32,"through " ;138 24
.FSTR FSTR?33,"some " ;135 46
.FSTR FSTR?34,"There " ;135 28
.FSTR FSTR?35,"Blather " ;133 20
.FSTR FSTR?36,"shuttle " ;132 23
.FSTR FSTR?37,"Ensign " ;132 23
.FSTR FSTR?38,"for " ;130 66
.FSTR FSTR?39,"large " ;128 33
.FSTR FSTR?40,"elevator " ;119 18
.FSTR FSTR?41,"doesn't " ;119 18
.FSTR FSTR?42,"corridor " ;119 18
.FSTR FSTR?43,"button" ;116 30
.FSTR FSTR?44,"A " ;114 115
.FSTR FSTR?45,"you're " ;114 20
.FSTR FSTR?46,"seems " ;112 29
.FSTR FSTR?47,"closed" ;108 28
.FSTR FSTR?48,"on " ;107 108
.FSTR FSTR?49,"It's " ;105 22
.FSTR FSTR?50,"currently " ;104 14
.FSTR FSTR?51,"There's " ;104 14
.FSTR FSTR?52,"Floyd" ;100 26
.FSTR FSTR?53,"don't " ;100 21
.FSTR FSTR?54,"this " ;99 34
.FSTR FSTR?55,"ambassador " ;99 12
.FSTR FSTR?56,"but " ;98 50
.FSTR FSTR?57,"probably " ;98 15
.FSTR FSTR?58,"one " ;96 49
.FSTR FSTR?59,"his " ;96 49
.FSTR FSTR?60,"against " ;96 17
.FSTR FSTR?61,"Unfortunately" ;96 9
.FSTR FSTR?62,"toward " ;95 20
.FSTR FSTR?63,"north " ;88 23
.FSTR FSTR?64,"has " ;84 43
.FSTR FSTR?65,"would " ;84 22
.FSTR FSTR?66,"looks " ;84 22
.FSTR FSTR?67,"microbe " ;84 15
.FSTR FSTR?68,"slightly " ;84 13
.FSTR FSTR?69,"computer " ;84 13
.FSTR FSTR?70,"can " ;82 42
.FSTR FSTR?71,"see " ;80 41
.FSTR FSTR?72,"screen " ;80 17
.FSTR FSTR?73,"filled " ;80 17
.FSTR FSTR?74,"featureless " ;80 9
.FSTR FSTR?75,"at " ;78 79
.FSTR FSTR?76,"like " ;78 27
.FSTR FSTR?77,"be " ;77 78
.FSTR FSTR?78,"Nothing " ;77 12
.FSTR FSTR?79,"now " ;76 39
.FSTR FSTR?80,"voice " ;76 20
.FSTR FSTR?81,"panel " ;76 20
.FSTR FSTR?82,"says " ;75 26
.FSTR FSTR?83,"around " ;75 16
.FSTR FSTR?84,"feel " ;72 25
.FSTR FSTR?85,"metal " ;72 19
.FSTR FSTR?86,"nothing " ;72 13
.FSTR FSTR?87,"fromitz " ;72 13
.FSTR FSTR?88,"another " ;72 13
.FSTR FSTR?89,"continues " ;72 10
.FSTR FSTR?90,"it " ;71 72
.FSTR FSTR?91,"begins " ;70 15
.FSTR FSTR?92,"yourself " ;70 11
.FSTR FSTR?93,"recorded " ;70 11
.FSTR FSTR?94,"contains " ;70 11
.FSTR FSTR?95,"out " ;68 35
.FSTR FSTR?96,"not " ;68 35
;word frequency table of 96 most common words
WORDS:: .TABLE
FSTR?1
FSTR?2
FSTR?3
FSTR?4
FSTR?5
FSTR?6
FSTR?7
FSTR?8
FSTR?9
FSTR?10
FSTR?11
FSTR?12
FSTR?13
FSTR?14
FSTR?15
FSTR?16
FSTR?17
FSTR?18
FSTR?19
FSTR?20
FSTR?21
FSTR?22
FSTR?23
FSTR?24
FSTR?25
FSTR?26
FSTR?27
FSTR?28
FSTR?29
FSTR?30
FSTR?31
FSTR?32
FSTR?33
FSTR?34
FSTR?35
FSTR?36
FSTR?37
FSTR?38
FSTR?39
FSTR?40
FSTR?41
FSTR?42
FSTR?43
FSTR?44
FSTR?45
FSTR?46
FSTR?47
FSTR?48
FSTR?49
FSTR?50
FSTR?51
FSTR?52
FSTR?53
FSTR?54
FSTR?55
FSTR?56
FSTR?57
FSTR?58
FSTR?59
FSTR?60
FSTR?61
FSTR?62
FSTR?63
FSTR?64
FSTR?65
FSTR?66
FSTR?67
FSTR?68
FSTR?69
FSTR?70
FSTR?71
FSTR?72
FSTR?73
FSTR?74
FSTR?75
FSTR?76
FSTR?77
FSTR?78
FSTR?79
FSTR?80
FSTR?81
FSTR?82
FSTR?83
FSTR?84
FSTR?85
FSTR?86
FSTR?87
FSTR?88
FSTR?89
FSTR?90
FSTR?91
FSTR?92
FSTR?93
FSTR?94
FSTR?95
FSTR?96
.ENDT
.ENDI

156
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; PURE TABLES ARE DEFINED HERE
PURTBL::
PT?103::
T?AMBASSADOR-QUOTES:: .TABLE
7
STR?21
STR?22
STR?23
STR?24
STR?25
STR?26
STR?27
.ENDT
PT?203::
T?DREAMS:: .TABLE
5
STR?47
STR?48
STR?49
STR?50
STR?51
.ENDT
PT?105::
T?INDENTS:: .TABLE
STR?64
STR?65
STR?66
STR?67
STR?68
STR?69
.ENDT
PT?205::
T?HELLOS:: .TABLE
3
STR?76
STR?77
STR?78
.ENDT
PT?305::
T?WHEEEEE:: .TABLE
3
STR?79
STR?80
STR?81
.ENDT
PT?405::
T?HO-HUM:: .TABLE
3
STR?90
STR?91
STR?92
.ENDT
PT?505::
T?YUKS:: .TABLE
6
STR?94
STR?95
STR?96
STR?97
STR?98
STR?99
.ENDT
PT?106::
T?COLOR-LTBL:: .TABLE
9
STR?144
STR?145
STR?146
STR?147
STR?148
STR?149
STR?150
STR?151
STR?151
.ENDT
PT?206::
T?FLOYDISMS:: .TABLE
20
STR?155
STR?156
STR?157
STR?158
STR?159
STR?160
STR?161
STR?162
STR?163
STR?164
STR?165
STR?166
STR?167
STR?168
STR?169
STR?170
STR?171
STR?172
STR?173
STR?174
.ENDT
PT?107::
T?MONSTER-ENTRANCES:: .TABLE
4
STR?274
STR?275
STR?276
STR?277
.ENDT
PT?207::
T?BEAM-MISSES:: .TABLE
3
STR?305
STR?306
STR?307
.ENDT
PT?307::
T?WINNER-ATTACKED:: .TABLE
4
STR?312
STR?313
STR?314
STR?315
.ENDT
PT?407::
T?MONSTER-CLOSES:: .TABLE
3
STR?316
STR?317
STR?318
.ENDT
PT?507::
T?MICROBE-STRIKES:: .TABLE
3
STR?319
STR?320
STR?321
.ENDT
PURTND::
.ENDI

399
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; STRINGS ARE DEFINED HERE
STRBEG::
.GSTR STR?64,""
.GSTR STR?91," has no effect."
.GSTR STR?102,"You have reached a cleft in the cliff wall where the island rises from the water. The edge of the cleft displays recently exposed rock where it collapsed under the weight of the escape pod. About two meters below, turbulent waters swirl against sharp rocks. A small structure clings to the face of the cliff about eight meters above you. Even an out-of-shape Ensign Seventh Class could probably climb up to it."
.GSTR STR?125,"You have just located a serious bug."
.GSTR STR?126,"You have entered a small office of some sort. A small desk faces the main doorway which lies to the east. Another exit leads west."
.GSTR STR?147,"yellow"
.GSTR STR?183,"""Tuu enee ship uv xe Sekund Galaktik Yuunyun: Planitwiid plaag haz struk entiir popyuulaashun. Tiim iz kritikul. Eemurjensee asistins reekwestid. <reepeet mesij>"""
.GSTR STR?192,"You have entered a clean, well-lighted place. There are a number of beds, some complicated looking equipment, and many shelves that are mostly bare."
.GSTR STR?224,"""Xe aancint lejindz saa xat ships frum xe Sekund Yuunyun wuns fild ar skiis and wil wun daa kum agen. Madern siientists, huu wuns dismist suc lejindz and felt xat liif eevolvd heer on Resida, now feel xat ar planit wuz reelee setuld bii men uv xe Sekund Yuunyun."""
.GSTR STR?234,"""Xe priimeree Planateree Sistumz ar Kors Kuntrool (foor maantaaneeng an iideel kliimit), Deefens (foor destroieeng pootenshulee daanjuris meeteeoorz), and xe reesintlee adid Prajekt Kuntrool (foor monitureeng proogres uv Xe Prajekt)."""
.GSTR STR?236,"""Xe furst undursee habutats wur oopind in 2992, and tuudaa, neerlee tuu senshureez laatur, abowt 9 pursent uv Residaz popyuulaashun livz in wun uv xe twentee sprawleeng undursee siteez."""
.GSTR STR?238,"""Xe oorijin uv Xe Dizeez haz bin linkt tuu xe Sentur foor Advanst Kriioojenik Reesurc, wic wuz kondukteeng reesurc intuu waaz uv ekstendeeng xe Kriioojenik peereeid indefinitlee. Alxoo xis reesurc wuz aa sukses, sumhow Xe Dizeez wuz reeleest and beegan spredeeng."""
.GSTR STR?239,"""Xe tuu kompleksiz wur establisht on xe twin peek platooz uv Kalamontee and Lawanda. Xeez lookaashunz wur coozin beekawz xaar hiit wud maak transpoortaashun and komyuunikaashunz eezeeur, and soo xat xe vast reeakturz and kriioojeniks caamburz kud bee kunstruktid in xe mowntinz beeloo."""
.GSTR STR?241,"""Xe Zoork triloojee, an adventshur klasik, taaks plaas in aa deeliitful but daanjuris undurgrownd seteeng."""
.GSTR STR?249,"""Xe jestaashun peereeid uv Xe Dizeez, folooweeng ekspoozur, vaareez treemenduslee frum pursin tuu pursin, raanjeeng frum wun daa tuu sevrul rootaashunz. Wuns xe furst simptumz ar shoon, dex alwaaz okurz in aat tuu ten daaz.
Xe priimeree simptum iz aa hii feevur. Xe sekunderee simptum iz aa sharp inkrees in xe amownt uv sleep needid eec niit.""
The rest of the information is about symptoms which can be detected only by using complicated medical procedures."
.GSTR STR?285,"You hear the faint sound of a relay clicking."
.GSTR STR?2,"Brilliant idea!"
.GSTR STR?18,"Oops. Looks like Blow'k-Bibben-Gordoan metabolism is not compatible with our own. You die of all sorts of convulsions."
.GSTR STR?22,"asks if you are performing some sort of religious ceremony."
.GSTR STR?25,"asks where Admiral Smithers can be found."
.GSTR STR?160,"cranes his neck to see what you are doing"
.GSTR STR?162,"asks if you want to play Hucka-Bucka-Beanstalk"
.GSTR STR?63,"Oh, no! You have walked into the slavering fangs of a lurking grue!"
.GSTR STR?75,"Oh, no! Something (a grue?) slithered into the room and devoured you!"
.GSTR STR?88,"Pulling the "
.GSTR STR?283,"Mutated monsters from the Bio Lab pour into the office. You are devoured."
.GSTR STR?66," "
.GSTR STR?136,"On the floor beneath the shelves sits a small cardboard box."
.GSTR STR?173,"yawns and looks bored"
.GSTR STR?197,"At the bottom of the bottle is a small quantity of medicine."
.GSTR STR?211,"On the table is a computer terminal."
.GSTR STR?244,"On the desk is a machine with a screen and a small circular opening. It seems to be turned off."
.GSTR STR?259,"Hanging on a rack is a pale blue lab uniform. Sewn onto its pocket is a non-descript logo."
.GSTR STR?36,"A sign flashes ""Inkorekt awtharazaashun kard...akses deeniid."""
.GSTR STR?74,"off"
.GSTR STR?137,"Kerzap!! You should know better than to touch an active bedistor!"
.GSTR STR?168,"frets about the possibility of his batteries failing"
.GSTR STR?284,"""Memoo tuu awl lab pursunel: Duu tuu xe daanjuris naatshur uv xe biioo eksperiments, an eemurjensee sistum haz bin instawld. Xis sistum wud flud xe entiir Biioo Lab wic aa dedlee fungasiid. Propur preecawshunz shud bee taakin if xis sistum iz evur yuuzd."""
.GSTR STR?306,"A near miss!"
.GSTR STR?144,"red"
.GSTR STR?227,"""Menee volyuumz on xe deevelupmint uv Residan lituracur ar on fiil in xe liibreree. Alsoo, kopeez uv awl graat wurks uv riiteeng, sum daateeng bak tuu xe mixikul daaz uv xe Sekund Yuunyun, ar lookaatid heer."""
.GSTR STR?247," Some information appears on the screen."
.GSTR STR?228,"""Histoorikul studeez and reeproodukshunz uv Residan art ar avaalibul heer foor awl xree maajur peereeids uv art deevelupmint: xe Primitiv peereeid, xe Renasans peereeid uv xe urlee poost-Hiiaatus, and xe moost reesint peereeid uv videeoo and laazur art."""
.GSTR STR?145,"blue"
.GSTR STR?175,"You'll have to use the elevator controls."
.GSTR STR?269,"The biological nightmares reach you. Gripping coils wrap around your limbs as powerful teeth begin tearing at your flesh. Something bites your leg, and you feel a powerful poison begin to work its numbing effects..."
.GSTR STR?298,"slightly warm now"
.GSTR STR?304,"slightly warm"
.GSTR STR?305,"The beam just misses the speck!"
.GSTR STR?320,"The beam slices through the microbe's skin! A tremendous shudder passes through the microbe, but the wound quickly seals itself."
.GSTR STR?5,"The cell door is locked."
.GSTR STR?8,"The corridor widens here as it nears the main drive area. To starboard is the Ion Reactor that powers the vessel, and aft of here is the Auxiliary Control Room. The corridor continues to port."
.GSTR STR?11,"This is a steep metal gangway connecting Deck Eight, above, and Deck Nine, below."
.GSTR STR?12,"This is a featureless corridor leading port and starboard. A gangway leads down, and to fore is the Hyperspatial Jump Machinery Room."
.GSTR STR?43,"You pass a sign, surrounded by blinking red lights, which says "
.GSTR STR?81,"Wheeeeeee!!!"
.GSTR STR?99,"What a concept!"
.GSTR STR?103,"This was once the west wing of the castle, but the walls are now mostly rubble, allowing a view of the cliff and ocean below. Rubble blocks all exits save one, eastward to the courtyard."
.GSTR STR?105,"This is a featureless hall leading north and south. Although the hallway is old and dusty, the construction is of a much more modern style than the castle to the south. A similar hall branches off to the northeast."
.GSTR STR?106,"This is a tiny room with a large ""1"" painted on the wall. A panel contains a slot about ten centimeters wide, a beige button labelled ""2"" and a tan button labelled ""3."""
.GSTR STR?107,"This is a wide, east-west hallway. Portals lead north and south, and another corridor branches southwest."
.GSTR STR?108,"This is a very long room lined with multi-tiered bunks. Flimsy partitions between the tiers may have provided a modicum of privacy. These spartan living quarters could have once housed many hundreds, but it seems quite deserted now. There are openings at the north and south ends of the room."
.GSTR STR?109,"This must be the sanitary facility for the adjacent dormitory. The fixtures are dry and dusty, the room dead and deserted. You marvel at how little the millenia and cultural gulfs have changed toilet bowl design. The only exit is north."
.GSTR STR?110,"This must be the sanitary facility for the adjacent dormitory. The fixtures are dry and dusty, the room dead and deserted. You marvel at how little the millenia and cultural gulfs have changed toilet bowl design. The only exit is south."
.GSTR STR?111,"This is a small room obviously intended as a storage area."
.GSTR STR?116,"This is a wide, east-west hallway with openings to the north and south. To the east, the corridor stretches off into the distance. That section of the hallway is lined with a motorized walkway (no longer running) that was probably intended to transport people or cargo down that tremendously long hall."
.GSTR STR?117,"This is the food production and dispensary area for the dining hall to the north. Of particular interest is a machine near the door. You should probably examine it more closely."
.GSTR STR?120,"This section of hallway seems to have suffered some minor structural damage. The walls are cracked, and a jagged crevice crosses the floor. An opening leads east and the corridor heads north and south."
.GSTR STR?124,"This is a small room whose far wall is covered with many small cubbyholes, all empty. The left wall is covered with an enormous map, labelled ""Kalamontee Kompleks"", showing two installations connected by a long hallway. Near the upper part of this map is a red arrow saying ""Yuu ar heer."" The right wall is covered with a similar map, labelled ""Lawanda Kompleks"", showing two installations, one apparently buried deep underground."
.GSTR STR?127,"The card is embossed ""kitcin akses kard."""
.GSTR STR?128,"The card is embossed ""upur elivaatur akses kard."""
.GSTR STR?129,"The card is embossed ""shutul akses kard."""
.GSTR STR?130,"The card is embossed ""loowur elivaatur akses kard."""
.GSTR STR?131,"This is a large, plush office. The far wall is one large picture window, scratched but unbroken, offering a view of this installation and the ocean beyond. In front of the window is a wide wooden desk. The only exit is east."
.GSTR STR?133,"The corridor ends here with doorways to the southwest, south, and southeast."
.GSTR STR?138,"This is a huge, dim room with exits in the northeast and southeast corners. The room is criss-crossed with catwalks and is filled with heavy equipment presumably intended to heat and ventilate this complex. Hardly any of the equipment is still operating."
.GSTR STR?139,"This room contains many dials and gauges for controlling a massive planetary power reactor which, according to a diagram on the wall, must be buried far below this very complex. The exit is to the west. To the east is a metal door, and next to it, a button. A dark stairway winds downward."
.GSTR STR?140,"This is an elevator with a door to the west, currently open. A control panel contains an Up button, a Down button, and a small slot."
.GSTR STR?141,"This is apparently a storage room for tools. Exits lead northeast and east."
.GSTR STR?152,"This room, with exits west and northwest, is filled with robot-like devices of every conceivable description, all in various states of disassembly."
.GSTR STR?178,"This is a tiny room with a large ""2"" painted on the wall. A panel contains a slot about ten centimeters wide, a brown button labelled ""1"" and a tan button labelled ""3."""
.GSTR STR?179,"This is a small, circular room. A sliding door leads north, and a spiral staircase heads upwards. Other exits lie to the northeast and southwest."
.GSTR STR?182,"This is a large vehicle with a lot of cargo space. A complex control panel is closed and locked. Everything is covered with a thick layer of rust. Through the windows of the vehicle you can see a wide Helipad, and beyond that, endless ocean far below. Several doors lead out to the Helipad."
.GSTR STR?187,"The chemical drips all over the silicon strip, which immediately begins to dissolve. As it does so, you plunge into the void below."
.GSTR STR?188,"This is a balcony girdling the tower. The view is breathtaking; the tower must be half a kilometer tall. From here it is clear that you are on an island. The dormitory section of the complex is visible on the other side of the island, and the rest of the complex sprawls out directly below. In the distance, about 20 kilometers to the east, you can spot another island similar to this one. The only exit is a doorway leading northeast."
.GSTR STR?189,"This is a concrete platform sparsely furnished with benches. The platform continues to the east, and to the south is a metal door."
.GSTR STR?191,"This is a hallway which forks to the northeast and southeast. To the west is the top of a long escalator."
.GSTR STR?201,"The corridor bends here, leading east and southwest. A doorway opens to the northwest, and a narrow stairway leads down to the north."
.GSTR STR?202,"This section of hallway has a doorway to the north labelled ""Planateree Deefens."" The corridor continues east and west."
.GSTR STR?204,"This is an enormous room full of environmental control equipment presumably intended to heat and ventilate the Lawanda Complex. Oddly, although the Lawanda Complex is slightly smaller than its counterpart, this plant is much larger than the one in the Kalamontee Complex. The only exit is westward."
.GSTR STR?205,"This is a carpeted room, thick with dust, with exits to the north and south. To the west, up a few steps, is a wide doorway. A small booth lies to the east."
.GSTR STR?208,"This is a tiny room with a large ""3"" painted on the wall. A panel contains a slot about ten centimeters wide, a brown button labelled ""1"" and a beige button labelled ""2."""
.GSTR STR?209,"This is a large carpeted room with a desk and many small tables. The sole exit is down a few steps to the east."
.GSTR STR?226,"""Wixin xe last fiiv senshureez, xe riiz uv xe Nuu Teknakrasee haz reeturnd sivilizaashun tuu xe levul ataand beefoor xe Hiiaatus. Sooshul histooreeunz xink xat wen xe Dizeez struk, ar raas had aceevd aa levul uv sufistikaashun eekwal tuu xe pree-Hiiaatus."""
.GSTR STR?250,"This is a curving hallway leading east and northwest. There is an opening to the west."
.GSTR STR?251,"This is another dusty sanitary facility. Unlike the ones near the dorms, this one is smaller and has no bathing fixtures."
.GSTR STR?254,"This is the main computer room for the Project. The only sign of activity is a glowing red light. The exits are north, west, and northeast. To the south is a small booth."
.GSTR STR?255,"This is a small room barely large enough for one person. Mounted on the wall is a small slot, and next to it a keyboard with numeric keys. The exit is to the north."
.GSTR STR?256,"The card is embossed ""minitcurizaashun akses kard."""
.GSTR STR?257,"This is the heart of the Project's vast laboratory complex. There are exits to the west and southwest, and heavy metal doors to the northeast and southeast. A small doorway leads south."
.GSTR STR?258,"This is a tiny room for the storage of laboratory supplies. The sole exit is to the north."
.GSTR STR?260,"The card is embossed ""teliportaashun akses kard."""
.GSTR STR?261,"This is the first half of a sterilization chamber to prevent contamination of the delicate biological experiments in the Bio Lab which lies beyond. The door to the west leads to the main lab, and the bio lock continues eastward."
.GSTR STR?263,"This is the western half of a decontamination chamber to prevent dangerous radioactive materials from leaving the Radiation Lab which lies to the east. The door leads west to the main lab."
.GSTR STR?264,"This is the eastern half of the decontamination chamber. The door to the east leads to the Radiation Lab, and the chamber continues westward. A sign on the wall reads ""WORNEENG! Raadeeaashun suuts must bee worn beeyond xis point."""
.GSTR STR?270," Unfortunately, you don't seem to be that hardy."
.GSTR STR?278,"This room is filled with unfathomable equipment and large canisters bearing radioactive warnings. Many of the canisters are split open. You can see the Bio Lab through a large crack in the south wall. Sinister-looking forms move about within the Bio Lab. Although the lights here are off, the room is suffused with a pale blue glow."
.GSTR STR?286,"This is another small booth. Unlike the Miniaturization Booth, this room has no slot or keyboard, so presumably it is intended only as a receiving station. The exit is on the northern side."
.GSTR STR?299,"somewhat warm now"
.GSTR STR?303,"somewhat warm"
.GSTR STR?324,"Lurking nearby is a vicious-looking creature with slavering fangs. Squinting in the light, it eyes you hungrily."
.GSTR STR?95,"A valiant attempt."
.GSTR STR?218," 0. Maan Menyuu
1. Raashul Orijinz
2. Graat Hiiaatus
3. Riiz uv xe Nuu Teknakrasee"
.GSTR STR?219," 0. Maan Menyuu
1. Lituracur
2. Art
3. Muusik"
.GSTR STR?220," 0. Maan Menyuu
1. Medisin
2. Agrikultcur
3. Tranzportaashun
4. Roobotiks
5. Planateree Sistumz"
.GSTR STR?221," 0. Maan Menyuu
1. Planit Landmasiz
2. Undursee Reejunz
3. Spaas Kolooneez"
.GSTR STR?222," 0. Maan Menyuu
1. Orijinz uv xe Dizeez
2. Xe Instalaashunz
3. Prajekt Kuntrool
"
.GSTR STR?223," 0. Maan Menyuu
1. Zoork
2. Dedliin and Witnis
3. Starkros and Suspendid"
.GSTR STR?267,"The door opens."
.GSTR STR?268,"The door closes."
.GSTR STR?30,"
You are thrown against the bulkhead, head first. It seems that getting in the safety webbing would have been a good idea."
.GSTR STR?47,"...You find yourself on the bridge of the Feinstein. Ensign Blather is here, as well as Admiral Smithers. You are diligently scrubbing the control panel. Blather keeps yelling at you to scrub harder. Suddenly you hit the ship's self-destruct switch! Smithers and Blather howl at you as the ship begins exploding! You try to run, but your feet seem to be fused to the deck..."
.GSTR STR?48,"...You gulp down the last of your Ramosian Fire Nectar and ask the andro-waiter for another pitcher. This pub makes the finest Nectar on all of Ramos Two, and you and your shipmates are having a pretty rowdy time. Through the windows of the pub you can see a mighty, ancient castle, shining in the light of the three Ramosian moons. The Fire Nectar spreads through your blood and you begin to feel drowsy..."
.GSTR STR?50,"...Your vision slowly returns. You are on a wooded cliff overlooking a waterfall. A rainbow spans the falls. Blather stands above you, bellowing that the ground is filthy -- scrub harder! You throw your brush at Blather, but it passes thru him as though he were a ghost, and sails over the cliff. Blather leaps after the valuable piece of Patrol property, and both plummet into the void..."
.GSTR STR?53,"
You collapse from extreme thirst and hunger."
.GSTR STR?55,"
You finally succumb to the ravages of your illness and collapse."
.GSTR STR?177,"The elevator door slides shut. After a moment, you feel a sensation of vertical movement."
.GSTR STR?217," 1. Histooree
2. Kulcur
3. Teknolojee
4. Jeeografee
5. Xe Prajekt
6. Inturlajik Gaamz"
.GSTR STR?266,"A very bored-sounding recorded voice explains that, in order to prevent contamination, both lock doors cannot be open simultaneously."
.GSTR STR?273,"
You stupidly run right into the jaws of the pursuing mutants."
.GSTR STR?1,"You slice yourself to ribbons on the broken windows and then plummet into the swirling ocean below. Very clever."
.GSTR STR?78,"Goodbye."
.GSTR STR?237,"""Alxoo setulmints hav bin establisht on Fristin, and on sevrul uv xe muunz uv xe gas jiiunt Blustin, xe vast majooritee uv of-woorldurz liv in xe spaas kolooneez establisht at Residaz troojin points."""
.GSTR STR?315,"Two protoplasm-filled blobs sneak toward you from the left. You jump to the side and almost fall off the strip into the void below!"
.GSTR STR?20,"""The leading export of Blow'k-bibben-Gordo is the adventure game
*** PLANETFALL ***
written by S. Eric Meretzky.
Buy one today. Better yet, buy a thousand."""
.GSTR STR?28,"""S.P.S. FEINSTEIN
Escape Pod #42
Don't Panic!"""
.GSTR STR?33,"
Between the swirling waters and the increasing pressure, it's curtains for you. Perhaps you should have left the pod a bit sooner."
.GSTR STR?157,"lowers his voice and tells you the latest rumors about Dr. Fizpick"
.GSTR STR?243,"""Starkros iz Infookamz miind-bendeeng siiens-fikshun adventshur. Suspendid iz aa kriioojenik siiens-fikshun niitmaar."""
.GSTR STR?274,"The growling humanoid is charging straight at you, waving his axe-like implement!"
.GSTR STR?300,"very warm now"
.GSTR STR?302,"very warm"
.GSTR STR?163,"examines himself for signs of rust"
.GSTR STR?203,"The hallway ends here with a large doorway leading east, and smaller doorways to the north and south. The northern doorway is labelled ""Planateree Kors Kontrool."" The hallway itself leads west."
.GSTR STR?225,"""Wexur oor not xe lejindz uv xe Sekund Yuunyun ar truu, arkeeoloojists ar surtin xat aa peereeid uv hii teknoolojikul and sooshul deevelupmint egzistid xowzindz uv yeerz agoo, but foor sum reezin sivilizaashun slid intuu aa dark aaj lasteeng senshureez."""
.GSTR STR?253,"The hallway ends here but continues back toward the west. Doorways lead north, south and east."
.GSTR STR?7,"A slightly wrinkled Patrol uniform is lying here."
.GSTR STR?104,"Certain death."
.GSTR STR?262,"The is the second half of the sterilization chamber leading from the main lab to the Bio Lab. The door to the east, leading to the Bio Lab, has a window. The bio lock continues to the west."
.GSTR STR?313,"A slimy pseudopod brushes against your shoulder. You twist away in the nick of time."
.GSTR STR?56,"tastes"
.GSTR STR?85,"Pushing the "
.GSTR STR?86,"Pushing up the "
.GSTR STR?87,"Pushing down the "
.GSTR STR?92," is as worthwhile as cleaning a Grotch cage."
.GSTR STR?135,"One dusty shelf, otherwise bare, holds a small oil can."
.GSTR STR?174,"produces a crayon from one of his compartments and scrawls his name on the wall"
.GSTR STR?79,"You've spent too much time among the Leaping Loon-toads of Leonia."
.GSTR STR?184,"Mmmmm....that tasted just like delicious poisonous chemicals!"
.GSTR STR?265,"Opening the door reveals a Bio-Lab full of horrible mutations. You stare at them, frozen with horror. Growling with hunger and delight, the mutations march into the bio-lock and devour you."
.GSTR STR?309,"A hungry microbe blocks your way, its cilia waving and its pseudopods towering over you."
.GSTR STR?29,"
An enormous explosion tears the walls of the ship apart. If only you had made it to an escape pod..."
.GSTR STR?54,"Thanks, but you're not hungry."
.GSTR STR?80,"Having fun?"
.GSTR STR?149,"brown"
.GSTR STR?170,"relates some fond memories about his robotic friend Lazarus"
.GSTR STR?271,"The mutants attack you and rip you to shreds within seconds."
.GSTR STR?277,"The mobile plant whips its poisonous tentacles against your ankles!"
.GSTR STR?316,"The microbe slithers closer. The cilia around its gullet glisten with mucus, giving the impression that the microbe is salivating."
.GSTR STR?317,"The microbe flows toward you. It towers above you, its cilia waving madly in your face."
.GSTR STR?318,"The monster wriggles nearer. It is now so close that you can make out details in the protoplasm beneath its translucent skin."
.GSTR STR?319,"The microbe's outer membrane sizzles a bit, and some protoplasm oozes out. The microbe recoils momentarily, but quickly recovers."
.GSTR STR?321,"The monster rears back for a moment, but almost as soon as the beam goes off, it advances again."
.GSTR STR?166,"notices a mouse scurrying by and tries to hide behind you"
.GSTR STR?231,"""Durt farmeeng iz awl but obsooleet, wix moost fuud kumeeng frum xe hiidrooponiks kompleksiz oor xe undurwatur aljee farmz."""
.GSTR STR?13,"Blather throws you to the deck and makes you do 20 push-ups."
.GSTR STR?14,"Blather blocks your path, growling about extra galley duty."
.GSTR STR?16,"Blather removes several of your appendages and internal organs."
.GSTR STR?153,"Only one robot, about four feet high, looks even remotely close to being in working order."
.GSTR STR?297,"The odds and ends on the shelves include a small round object, which closer inspection reveals to be a fresh laser battery."
.GSTR STR?301,"quite hot"
.GSTR STR?19,"Unfortunately, one of those stupid Blow'k-bibben-Gordo brochures is here."
.GSTR STR?52,"Unfortunately, you don't seem to have survived the night."
.GSTR STR?71,"closed"
.GSTR STR?143,"On an upper shelf is a metal bar, curved into a U-shape."
.GSTR STR?185,"Unfortunately, those two liquids seem to react quite violently with each other. The resulting exothermic reaction might have been interesting to watch from a distance of, say, several hundred feet."
.GSTR STR?290,"The plunge would probably be fatal."
.GSTR STR?307,"A good shot, but just a little wide of the target."
.GSTR STR?70,"open"
.GSTR STR?123,"Here is another sanitary facility. Like the others, it is dusty and non-functional."
.GSTR STR?82,"Kicking the "
.GSTR STR?279,"
It seems you have picked up a bad case of radiation poisoning."
.GSTR STR?312,"A pseudopod extends toward you. You jump back just in time to avoid being engulfed."
.GSTR STR?314,"A pseudopod shoots out toward your head! Ducking quickly, you save your life."
.GSTR STR?6,"""STELLAR PATROL
Special Assignment Task Force
ID Number: 6172-531-541"""
.GSTR STR?21,"introduces himself as Br'gun-te'elkner-ipg'nun."
.GSTR STR?35,"A recorded voice chimes ""Elevator enabled."""
.GSTR STR?38,"A recorded voice says ""Shuttle controls are already activated."""
.GSTR STR?39,"A recorded voice says ""Use other control cabin. Control activation overridden."""
.GSTR STR?40,"A recording of a deep male voice says ""Shuttle controls activated."""
.GSTR STR?41,"A recorded voice says ""Shuttle controls are not currently activated."""
.GSTR STR?42,"The shuttle car hurtles past the platforms and rams into the wall at the far end of the station. The shuttle car is destroyed, but you're in no condition to care."
.GSTR STR?90," isn't notably helpful."
.GSTR STR?101,"A mighty undertow drags you across some underwater obstructions."
.GSTR STR?114,"A heavy-duty extendable ladder is leaning against the rear wall."
.GSTR STR?155,"paces impatiently"
.GSTR STR?176,"A recording says ""Elevator no longer enabled."""
.GSTR STR?194,"The spool is labelled ""Simptumz uv Xe Dizeez."""
.GSTR STR?207,"The spool is labelled ""Helikoptur Opuraateeng Manyuuwul."""
.GSTR STR?213,"The screen clears and a different menu appears:
"
.GSTR STR?214,"The screen clears and some text appears:
"
.GSTR STR?233,"""Untoold senshureez agoo, entiir teemz uv roobots wur reekwiird tuu purfoorm eevin xe simplist tasks...wun roobot wud handul viszuuwul funkshunz, wun roobot wud handul awditooree funkshunz, and soo foorx. Now, xanks tuu advansis in mineeatshurizaashun, xeez tasks kan bee purfoormd bii singul roobots, suc az xe multiipurpis B-19 seereez."""
.GSTR STR?246,"The spool fits neatly into the opening."
.GSTR STR?281,"The spool is labelled ""Instrukshunz foor Reepaareeng Reepaar Roobots."""
.GSTR STR?17,"A high-ranking ambassador from a newly-contacted alien race is standing here on three of his legs, and watching you with seven of his eyes."
.GSTR STR?112,"There is a large tin can, labelled ""Spam and Egz,"" sitting here."
.GSTR STR?115,"There is a large aluminum ladder here."
.GSTR STR?118,"Although the room is quite barren, an octagonally-shaped canteen is sitting on one of the benches."
.GSTR STR?212,"The terminal feeps, and a message briefly appears on the screen explaining that typing that character has no meaning at the moment."
.GSTR STR?242,"""Dedliin iz xe furst graat misturee uv xe kumpyuutur aaj, and Witnis iz its wurxee suksesur."""
.GSTR STR?245,"There is a microfilm reader on one of the tables."
.GSTR STR?248,"""Oonlee peepul wix propur traaneeng shud piilot xe helikopturz. Reekwiird ekwipmint inkluudz aa Helikoptur Akses Kard and aa Kuntrool Panul Kee. Xeez kan bee obtaand frum Tranzportaashun Stoorij.""
The rest is all very technical."
.GSTR STR?282,"There is a powerful portable lamp here, currently off."
.GSTR STR?294,"There is a huge featureless wall there, remember?"
.GSTR STR?296,"There is a worn-out laser battery here."
.GSTR STR?275,"A pair of slavering fangs removes part of your clothing!"
.GSTR STR?142,"Sitting on the floor below the lowest shelf is a large glass flask."
.GSTR STR?210,"Sitting on a wide table is a machine of sorts, consisting of a video screen and a keyboard. It is currently turned off."
.GSTR STR?235,"""Sins xe staabulizaashun uv xe oorbit uv Resida, preesiislee 47.79 pursent uv xe planits surfis iz land. Xe land iz diviidid intuu tuu priimeree landmasiz, Andoor and Fruulik, plus siks lesur landmasiz. Xe gloobul kapitul, Pilandoor, iz on xe eesturn koost uv Andoor."""
.GSTR STR?280,"Sitting on a long table is a small brown spool."
.GSTR STR?83,"Waving the "
.GSTR STR?167,"sings an ancient ballad, totally out of key"
.GSTR STR?181,"A fence keeps you away from the edge, where you would probably be swept over the brink by the high winds."
.GSTR STR?293,"Do you have a penchant for bottomless voids?"
.GSTR STR?73,"on"
.GSTR STR?76,"Hello."
.GSTR STR?77,"Nice weather we're having."
.GSTR STR?169,"reminisces about his friend Lazarus, a medical robot"
.GSTR STR?44,"
Suddenly, in the middle of the night, a wave of water washes over you. Before you can quite get your bearings, you drown."
.GSTR STR?45,"
Suddenly, in the middle of the night, you awake as several ferocious beasts (could they be grues?) surround and attack you. Perhaps you should have found a slightly safer place to sleep."
.GSTR STR?308,"
With a furious storm of electrical mayhem, Sector 384 comes to life. A few micro-volts course through the silicon strip on which you stand. Unfortunately, at your current size, this is enough to barbecue you."
.GSTR STR?61,"So, that's what it's like to have twenty million volts run through your body!"
.GSTR STR?84,"Fiddling with the "
.GSTR STR?89,"Trying to destroy the "
.GSTR STR?119,"A north-south corridor intersects the main corridor here. To the west, the main corridor extends as far as you can see; a non-working walkway from that direction ends here. To the east, the corridor widens into a well-lit area."
.GSTR STR?172,"tells you about the time he helped someone sharpen a pencil"
.GSTR STR?232,"""Planateree travul iz noormulee priivit skuutur foor shoort hops, and aarbus foor longur trips. Spaas travul haz reesintlee bin revooluushuniizd bii xe invenshun uv nuukleeur-fyuuld enjinz."""
.GSTR STR?322,"A ferocious feral creature, with a hairy shelled body and a whip-like tail snaps its enormous mandibles at you."
.GSTR STR?323,"Rushing toward you is an ugly, deformed humanoid, bellowing in a guttural tongue. It brandishes a piece of lab equipment shaped somewhat like a battle axe."
.GSTR STR?3,"If you insist.... Poof, you're dead!"
.GSTR STR?98,"An interesting idea..."
.GSTR STR?132,"Entrances to rooms lie to the east and west from this north-south hall."
.GSTR STR?276,"Needle-sharp mandibles nip at your arms!"
.GSTR STR?9,"Ensign Blather pushes you roughly back toward your post."
.GSTR STR?10,"Ensign Blather blocks your way, snarling angrily."
.GSTR STR?15,"Ensign First Class Blather is standing before you, furiously scribbling demerits onto an oversized clipboard."
.GSTR STR?59,"smells"
.GSTR STR?93,"Ooops! You seem to have transported yourself into an active sector of the computer. You are fried by powerful electric currents."
.GSTR STR?62,"Stunning. After days of surviving on a hostile, plague-ridden planet, solving several of Infocom's toughest puzzles, and coming within one move of completing Planetfall, you blow it all in one amazingly dumb input.
The doors close and the elevator rises quickly to the top of the shaft. The doors open, and the mutants, which were waiting impatiently in the ProjCon Office for just such an occurence, happily saunter in and begin munching."
.GSTR STR?151,"clear"
.GSTR STR?161,"rubs his head affectionately against your shoulder"
.GSTR STR?215,"
""Foor moor deetaald infoormaashun on xis tapik, konsult xe liibrereein foor xe aproopreeit spuulz. Tiip zeeroo tuu goo tuu aa hiiyur levul."""
.GSTR STR?23,"inquires whether you are interested in a game of Bocci."
.GSTR STR?240,"""Faaz Wun: xe kunstrukshun uv xe Kalamontee and Lawanda Kompleksiz. Faaz Tuu: mass kriioojenik freezeeng uv Residan popyuulaashun. Faaz Xree: siimultaaneeus monitureeng uv kriioojeniks wiil awtoomaatid reesurc iz konduktid bii inkrediblee soofistikaatid kumpyuuturiizd fasiliteez. Faaz Foor: reeviivul and inokyuulaashun uv xe popyuulaashun."""
.GSTR STR?292,"Not a chance -- unless, of course, you don't mind walking into the gullet of a hungry microbe."
.GSTR STR?94,"Fat chance."
.GSTR STR?97,"Not bloody likely."
.GSTR STR?113,"On a small shelf is a large, unopened tin can. It has a plain white label which reads ""Spam and Egz."""
.GSTR STR?154,"Your former companion, Floyd, is lying on the ground in a pool of oil."
.GSTR STR?159,"chants the death scene from ""Carmen"""
.GSTR STR?171,"whistles tunelessly"
.GSTR STR?195,"On a low shelf is a translucent bottle with a small white label."
.GSTR STR?199,"It is a robot-sized doorway -- a bit too small for you."
.GSTR STR?24,"recites a plea for coexistence between your races."
.GSTR STR?146,"green"
.GSTR STR?165,"wanders restlessly around the room"
.GSTR STR?272,"
Dozens of hungry eyes fix on you as the mutations surround you and begin feasting."
.GSTR STR?325,"A giant plant, teeming with poisonous tentacles, is shuffling toward you on three leg-like stalks."
.GSTR STR?31,"
The ship rocks from the force of multiple explosions. The lights go out, and you feel a sudden drop in pressure accompanied by a loud hissing. Too bad you weren't in the escape pod..."
.GSTR STR?32,"
The pod, whose automated controls were unfortunately designed by computer scientists, lands with a good deal of force. Your body sails across the pod until it is stopped by one of the sharper corners of the control panel."
.GSTR STR?34,"
The pod splits open, and water pours in."
.GSTR STR?65," "
.GSTR STR?186,"Have you always had this desire to see melting flesh?"
.GSTR STR?311,"
The microbe wraps several pseudopods around you and shoves you into its mucus-covered gullet. Digestive juices begin their work. The experience is not pleasant."
.GSTR STR?4,"You are in the Feinstein's brig. Graffiti cover the walls. The cell door to the south is locked."
.GSTR STR?58,"looks"
.GSTR STR?67," "
.GSTR STR?68," "
.GSTR STR?69," "
.GSTR STR?100,"You are momentarily disoriented as you enter the turbulent waters. Currents buffet you against the sharp rocks of an underwater cliff. A dim light filters down from above."
.GSTR STR?134,"A small room for storage. The exit is to the west."
.GSTR STR?158,"recalls the time he bruised his knee"
.GSTR STR?180,"You are at the center of a wide, flat area atop the tower. A fence prevents you from approaching the perimeter, so your view is limited to cloud-filled sky. A large vehicle, severely weathered and topped with rotor blades, lies nearby. A spiral staircase leads down into the tower."
.GSTR STR?190,"You are in the middle of a long mechanical stairway. It is not running, and seems to be in disrepair."
.GSTR STR?198,"You are in a dimly lit room, filled with strange machines and wide storage cabinets, all locked. To the south, a narrow stairway leads upward. On the north wall of the room is a very small doorway."
.GSTR STR?252,"You are at the center of a long east-west hallway. A doorway, labelled ""PrajKon Awfis"", opens to the south."
.GSTR STR?287,"You are standing on a square plate of heavy metal. Above your head, parallel to the plate beneath you, is an identical metal plate. To the east is a wide, metallic strip."
.GSTR STR?289,"You are standing on a silicon filament, which looks to you like a wide metal highway. South of here, the filament makes a right angle and heads straight down, like a cliff overlooking a black void. The filament can be followed north, however. Station 384 lies westward."
.GSTR STR?291,"You are standing on a section of the strip with a bottomless void stretching out on both sides. The strip continues to the north and south."
.GSTR STR?295,"A small device, labelled ""Akmee Portabul Laazur"", is resting on one of the lower shelves."
.GSTR STR?27,"offers you a bit of celery."
.GSTR STR?37,"You can't go that way."
.GSTR STR?46,"You climb into the bed. It is soft and comfortable. After a few moments, a previously unseen panel opens, and a diagnostic robot comes wheeling out. It is very rusty and sways unsteadily, bumping into several pieces of infirmary equipment as it crosses the room. As the robot straps you to the bed, you notice some smoke curling from its cracks. Beeping happily, the robot injects you with all 347 serums and medicines it carries. The last thing you notice before you pass out is the robot preparing to saw your legs off."
.GSTR STR?96,"You can't be serious."
.GSTR STR?196,"""Dizeez supreshun medisin -- eksperimentul"""
.GSTR STR?206,"You catch a glimpse of a small object nestled among the dust."
.GSTR STR?229,"""Reekoordeengz uv awl impoortint kompoozishunz uv xe last fiiv hundrid yeerz ar lookaatid in xe liibrereez data banks."""
.GSTR STR?60,"Plummet."
.GSTR STR?26,"remarks that all humans look alike to him."
.GSTR STR?230,"""Awl maajur dizeezuz hav bin kyuuribul foor oovur aa senshuree. Xe deevelupmint uv kriioojeniks now alowz dokturz tuu put paashints in staasis until aa kyuur iz fownd. Avurij Residan liif ekspektinsee iz now 147 revooluushunz."""
.GSTR STR?310," The microbe, whipped into a rabid frenzy by the waves of heat from the pulsing laser, literally lunges at it. You jump back and, losing your balance, fall over the edge of the strip. The microbe, writhing madly, hurls itself after its prey. You and the microbe both plunge into the void below."
.GSTR STR?51,"...At last, the Feinstein has arrived at the historic Nebulon system. It's been five months since the last shore leave, and you're anxious for Planetfall. You and some other Ensigns Seventh Class enter the shuttle for surfaceside. Suddenly, you're alone on the shuttle, and it's tumbling out of control! It lands in the ocean and begins sinking! You try to clamber out, but you are stuck in a giant spider web. A giant spider crawls closer and closer..."
.GSTR STR?72," a transcript of interaction with PLANETFALL.
PLANETFALL is a registered trademark of Infocom, Inc.
Copyright (c) 1983 Infocom, Inc. All rights reserved.
"
.GSTR STR?121,"Lying at the bottom of a narrow crevice is a shiny object."
.GSTR STR?148,"gray"
.GSTR STR?193,"Lying on one of the beds is a small red spool."
.GSTR STR?200,"Lying face down at the bottom of the stairs is a motionless robot. It appears to be damaged beyond repair."
.GSTR STR?288,"You feel the familiar wrenching of your innards, and find yourself in a vast room whose distant walls are rushing straight toward you...
"
.GSTR STR?49,"...Strangely, you wake to find yourself back home on Gallium. Even more strangely, you are only eight years old again. You are playing with your pet sponge-cat, Swanzo, on the edge of the pond in your backyard. Mom is hanging orange towels on the clothesline. Suddenly the school bully jumps out from behind a bush, grabs you, and pushes your head under the water. You try to scream, but cannot. You feel your life draining away..."
.GSTR STR?57,"feels"
.GSTR STR?122,"You get a brief (but much closer) view of the sharp and nasty rocks at the bottom of the rift."
.GSTR STR?150,"black"
.GSTR STR?156,"absent-mindedly recites the first six hundred digits of pi"
.GSTR STR?164,"absent-mindedly oils one of his joints"
.GSTR STR?216,"""Yuu hav reect xe loowist levul uv xe liibreree indeks. Pleez tiip zeeroo tuu goo tuu aa hiiyur levul. If yuu reekwiir asistins, kawl xe liibrereein."""
.ENDI

36
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"PLANETFALL for
PLANETFALL
(c) COPYRIGHT 1983 INFOCOM INC. ALL RIGHTS RESERVED"
<GC 0 T 5>
<BLOAT 90000 0 0 3500 0 0 0 0 0 512>
<SET REDEFINE T>
<OR <GASSIGNED? ZILCH>
<SETG WBREAKS <STRING !\" !\= !,WBREAKS>>>
<DEFINE IFILE (STR "OPTIONAL" (FLOAD? <>) "AUX" (TIM <TIME>))
<INSERT-FILE .STR .FLOAD?>>
<PRINC "Planetfall
">
<COND (<GASSIGNED? PREDGEN>
<ID 0>)>
<IFILE "SYNTAX" T>
<ENDLOAD>
<IFILE "MISC" T>
<IFILE "GLOBALS" T>
<IFILE "PARSER" T>
<IFILE "VERBS" T>
<IFILE "COMPONE" T>
<IFILE "COMPTWO" T>
<PROPDEF SIZE 5>
<PROPDEF CAPACITY 0>
<PROPDEF VALUE 0>
<IMAGE 7><IMAGE 7><IMAGE 7>

2
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.ENDI

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@ -140,7 +140,7 @@
<SYNTAX FIRE OBJECT WITH OBJECT (HELD) = V-SZAP PRE-SZAP>
<SYNTAX FIRE OBJECT = V-ZAP PRE-ZAP>
<SYNTAX FIRE AT OBJECT = V-ZAP PRE-ZAP>
<SYNTAX FIRE OBJECT (HELD) AT OBJECT = V-ZAP>
<SYNTAX FIRE OBJECT (HELD) AT OBJECT = V-ZAP PRE-ZAP>
<SYNONYM FIRE ZAP BLAST SHOOT BURN>
<SYNTAX FOLLOW OBJECT (FIND ACTORBIT) = V-FOLLOW>
@ -458,7 +458,7 @@
<SYNTAX SCOLD OBJECT (FIND ACTORBIT) = V-SCOLD>
^L
;"debugging and game-testing features"

225
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<GLOBAL VERBOSE <> %<> WORD>
<GLOBAL SUPER-BRIEF <> %<> WORD>
<DEFINE-ROUTINE V-VERBOSE>
<DEFINE-ROUTINE V-BRIEF>
<DEFINE-ROUTINE V-SUPER-BRIEF>
<DEFINE-ROUTINE V-LOOK>
<DEFINE-ROUTINE V-LOOK-CRETIN>
<DEFINE-ROUTINE V-FIRST-LOOK>
<DEFINE-ROUTINE PRE-EXAMINE>
<DEFINE-ROUTINE V-EXAMINE>
<GLOBAL LIT <> %<> WORD>
<DEFINE-ROUTINE DESCRIBE-ROOM>
<DEFINE-ROUTINE DESCRIBE-OBJECTS>
<DEFINE-ROUTINE DESCRIBE-OBJECT>
<DEFINE-ROUTINE PRINT-CONT>
<DEFINE-ROUTINE FIRSTER>
<GLOBAL INTERNAL-MOVES 0 %<> WORD>
<GLOBAL SCORE 0 %<> WORD>
<GLOBAL DAY 1 %<> WORD>
<DEFINE-ROUTINE SCORE-OBJ>
<DEFINE-ROUTINE V-SCORE>
<DEFINE-ROUTINE FINISH>
<DEFINE-ROUTINE V-QUIT>
<DEFINE-ROUTINE YES?>
<DEFINE-ROUTINE V-VERSION>
<DEFINE-ROUTINE V-AGAIN>
<DEFINE-ROUTINE JIGS-UP>
<DEFINE-ROUTINE V-RESTORE>
<DEFINE-ROUTINE V-SAVE>
<DEFINE-ROUTINE V-RESTART>
<CONSTANT REXIT 0>
<CONSTANT UEXIT 1>
<CONSTANT NEXIT 2>
<CONSTANT FEXIT 3>
<CONSTANT CEXIT 4>
<CONSTANT DEXIT 5>
<CONSTANT NEXITSTR 0>
<CONSTANT FEXITFCN 0>
<CONSTANT CEXITFLAG 1>
<CONSTANT CEXITSTR 1>
<CONSTANT DEXITOBJ 1>
<CONSTANT DEXITSTR 1>
<DEFINE-ROUTINE V-WALK-AROUND>
<DEFINE-ROUTINE V-WALK-TO>
<DEFINE-ROUTINE V-WALK>
<DEFINE-ROUTINE V-INVENTORY>
<GLOBAL INDENTS <PTABLE "" " " " " " " " " " "> %<>
WORD>
<DEFINE-ROUTINE PRE-TAKE>
<DEFINE-ROUTINE V-TAKE>
<GLOBAL FUMBLE-NUMBER 7 %<> WORD>
<GLOBAL FUMBLE-PROB 8 %<> WORD>
<DEFINE-ROUTINE TRYTAKE>
<DEFINE-ROUTINE ITAKE>
<DEFINE-ROUTINE PRE-PUT>
<DEFINE-ROUTINE V-PUT>
<DEFINE-ROUTINE V-SLIDE>
<DEFINE-ROUTINE PRE-GIVE>
<DEFINE-ROUTINE PRE-SGIVE>
<DEFINE-ROUTINE V-GIVE>
<DEFINE-ROUTINE V-SGIVE>
<DEFINE-ROUTINE V-DROP>
<DEFINE-ROUTINE V-THROW>
<DEFINE-ROUTINE IDROP>
<DEFINE-ROUTINE V-OPEN>
<DEFINE-ROUTINE V-OPEN-WITH>
<DEFINE-ROUTINE PRINT-CONTENTS>
<DEFINE-ROUTINE V-CLOSE>
<DEFINE-ROUTINE CCOUNT>
<DEFINE-ROUTINE WEIGHT>
<GLOBAL COPR-NOTICE
" a transcript of interaction with PLANETFALL.|
PLANETFALL is a registered trademark of Infocom, Inc.|
Copyright (c) 1983 Infocom, Inc. All rights reserved.|" %<> WORD>
<DEFINE-ROUTINE V-SCRIPT>
<DEFINE-ROUTINE V-UNSCRIPT>
<DEFINE-ROUTINE PRE-MOVE>
<DEFINE-ROUTINE V-MOVE>
<DEFINE-ROUTINE V-LAMP-ON>
<DEFINE-ROUTINE V-LAMP-OFF>
<DEFINE-ROUTINE V-WAIT>
<DEFINE-ROUTINE PRE-BOARD>
<DEFINE-ROUTINE V-BOARD>
<DEFINE-ROUTINE V-DISEMBARK>
<DEFINE-ROUTINE OWN-FEET>
<DEFINE-ROUTINE V-STAND>
<DEFINE-ROUTINE GOTO>
<DEFINE-ROUTINE V-EAT>
<DEFINE-ROUTINE V-EAT-FROM>
<DEFINE-ROUTINE V-CURSE>
<DEFINE-ROUTINE V-LISTEN>
<DEFINE-ROUTINE V-FOLLOW>
<DEFINE-ROUTINE V-LEAP>
<DEFINE-ROUTINE V-SKIP>
<DEFINE-ROUTINE V-LEAVE>
<DEFINE-ROUTINE V-HELLO>
<GLOBAL HELLOS <PLTABLE "Hello." "Nice weather we're having." "Goodbye."> %<>
WORD>
<DEFINE-ROUTINE V-HELP>
<GLOBAL WHEEEEE <PLTABLE
"You've spent too much time among the Leaping Loon-toads of Leonia."
"Having fun?" "Wheeeeeee!!!"> %<> WORD>
<DEFINE-ROUTINE PRE-READ>
<DEFINE-ROUTINE V-READ>
<DEFINE-ROUTINE V-LOOK-UNDER>
<DEFINE-ROUTINE V-LOOK-BEHIND>
<DEFINE-ROUTINE V-LOOK-INSIDE>
<DEFINE-ROUTINE SEE-INSIDE?>
<DEFINE-ROUTINE V-LOOK-DOWN>
<DEFINE-ROUTINE V-TURN>
<DEFINE-ROUTINE V-LOCK>
<DEFINE-ROUTINE V-UNLOCK>
<DEFINE-ROUTINE V-ATTACK>
<DEFINE-ROUTINE V-KICK>
<DEFINE-ROUTINE V-WAVE>
<DEFINE-ROUTINE V-RUB>
<DEFINE-ROUTINE V-PUSH>
<DEFINE-ROUTINE NO-BUTTON>
<DEFINE-ROUTINE V-PUSH-UP>
<DEFINE-ROUTINE V-PUSH-DOWN>
<DEFINE-ROUTINE V-PULL>
<DEFINE-ROUTINE V-MUNG>
<DEFINE-ROUTINE HACK-HACK>
<GLOBAL HO-HUM <PLTABLE " isn't notably helpful." " has no effect."
" is as worthwhile as cleaning a Grotch cage."> %<> WORD>
<DEFINE-ROUTINE WORD-TYPE>
<DEFINE-ROUTINE V-KNOCK>
<DEFINE-ROUTINE V-YELL>
<DEFINE-ROUTINE BATTERY-FALLS>
<DEFINE-ROUTINE V-SHAKE>
<DEFINE-ROUTINE V-SHAKE-WITH>
<DEFINE-ROUTINE V-SMELL>
<DEFINE-ROUTINE GLOBAL-IN?>
<DEFINE-ROUTINE V-SWIM>
<DEFINE-ROUTINE V-SWIM-DIR>
<DEFINE-ROUTINE V-SWIM-UP>
<DEFINE-ROUTINE V-ALARM>
<DEFINE-ROUTINE V-ZORK>
<DEFINE-ROUTINE V-SIT>
<DEFINE-ROUTINE V-SIT-DOWN>
<DEFINE-ROUTINE V-GO-UP>
<DEFINE-ROUTINE V-CLIMB-ON>
<DEFINE-ROUTINE V-CLIMB-FOO>
<DEFINE-ROUTINE V-CLIMB-UP>
<DEFINE-ROUTINE V-CLIMB-DOWN>
<DEFINE-ROUTINE PRE-PUT-UNDER>
<DEFINE-ROUTINE V-PUT-UNDER>
<DEFINE-ROUTINE V-ENTER>
<DEFINE-ROUTINE V-EXIT>
<DEFINE-ROUTINE V-SEARCH>
<DEFINE-ROUTINE V-FIND>
<DEFINE-ROUTINE V-TELL>
<DEFINE-ROUTINE V-ASK-FOR>
<DEFINE-ROUTINE V-SAY>
<DEFINE-ROUTINE V-TALK>
<DEFINE-ROUTINE V-ANSWER>
<DEFINE-ROUTINE V-REPLY>
<DEFINE-ROUTINE V-KISS>
<DEFINE-ROUTINE V-RAPE>
<DEFINE-ROUTINE V-DIAGNOSE>
<DEFINE-ROUTINE V-WEAR>
<DEFINE-ROUTINE V-REMOVE>
<DEFINE-ROUTINE V-TAKE-OFF>
<DEFINE-ROUTINE V-STEP-ON>
<DEFINE-ROUTINE V-PUT-ON>
<DEFINE-ROUTINE V-NO>
<DEFINE-ROUTINE V-YES>
<DEFINE-ROUTINE V-MAYBE>
<DEFINE-ROUTINE V-POINT>
<DEFINE-ROUTINE V-SET>
<DEFINE-ROUTINE V-$VERIFY>
<CONSTANT SERIAL 0>
<DEFINE-ROUTINE V-$COMMAND>
<DEFINE-ROUTINE V-$RANDOM>
<CONSTANT D-RECORD-ON 4>
<CONSTANT D-RECORD-OFF -4>
<DEFINE-ROUTINE V-$RECORD>
<DEFINE-ROUTINE V-$UNRECORD>
<DEFINE-ROUTINE V-STAND-ON>
<DEFINE-ROUTINE V-REACH>
<DEFINE-ROUTINE V-REACH-FOR>
<DEFINE-ROUTINE DO-WALK>
<DEFINE-ROUTINE V-FLUSH>
<DEFINE-ROUTINE V-FLY>
<DEFINE-ROUTINE V-SMILE>
<DEFINE-ROUTINE V-SALUTE>
<DEFINE-ROUTINE V-ATTRACT>
<DEFINE-ROUTINE V-ZATTRACT>
<DEFINE-ROUTINE V-SPAN>
<DEFINE-ROUTINE NUMBERS-ONLY>
<DEFINE-ROUTINE V-TYPE>
<DEFINE-ROUTINE PRE-SZAP>
<DEFINE-ROUTINE PRE-ZAP>
<DEFINE-ROUTINE V-ZAP>
<DEFINE-ROUTINE V-SZAP>
<DEFINE-ROUTINE V-SCRUB>
<DEFINE-ROUTINE V-POUR>
<DEFINE-ROUTINE V-EMPTY>
<DEFINE-ROUTINE V-THROW-OFF>
<DEFINE-ROUTINE V-SLEEP>
<DEFINE-ROUTINE V-FIX-IT>
<DEFINE-ROUTINE V-OIL>
<DEFINE-ROUTINE V-SHOW>
<DEFINE-ROUTINE V-INSERT>
<DEFINE-ROUTINE V-TASTE>
<DEFINE-ROUTINE V-ZESCAPE>
<DEFINE-ROUTINE V-TIME>
<DEFINE-ROUTINE V-PLAY>
<DEFINE-ROUTINE V-PLAY-WITH>
<DEFINE-ROUTINE V-SCOLD>
<DEFINE-ROUTINE ROB>
<GLOBAL YUKS <PLTABLE "Fat chance." "A valiant attempt."
"You can't be serious." "Not bloody likely." "An interesting idea..."
"What a concept!"> %<> WORD>
<DEFINE-ROUTINE THIS-IS-IT>
<DEFINE-ROUTINE ACCESSIBLE?>
<DEFINE-ROUTINE VISIBLE?>
<DEFINE-ROUTINE A-AN>
<DEFINE-ROUTINE ALREADY>
<DEFINE-ROUTINE NOT-HOLDING>
<DEFINE-ROUTINE TAKE-IT-OFF>
<DEFINE-ROUTINE ANYMORE>
<DEFINE-ROUTINE FIXED-FONT-ON>
<DEFINE-ROUTINE FIXED-FONT-OFF>

2280
verbs.zap Normal file

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@ -77,11 +77,11 @@ to look AT that object, please say so." CR>>
<SET V? T>)>
<COND (<IN? ,HERE ,ROOMS>
<TELL D ,HERE>
<COND (<FSET? <LOC ,WINNER> ,VEHBIT>
<TELL ", in the " D <LOC ,WINNER>>)>
<COND (<FSET? <LOC ,ADVENTURER> ,VEHBIT>
<TELL ", in the " D <LOC ,ADVENTURER>>)>
<CRLF>)>
<COND (<OR .LOOK? <NOT ,SUPER-BRIEF>>
<SET AV <LOC ,WINNER>>
<SET AV <LOC ,ADVENTURER>>
;<COND (<FSET? .AV ,VEHBIT>
<TELL "(You are in the " D .AV ".)" CR>)>
<COND (<AND .V? <APPLY <GETP ,HERE ,P?ACTION> ,M-LOOK>>
@ -132,7 +132,7 @@ long description (fdesc or ldesc), otherwise will print short."
<TELL D .OBJ>
<COND (<FSET? .OBJ ,WORNBIT> <TELL " (being worn)">)>)>
<COND (<AND <0? .LEVEL>
<SET AV <LOC ,WINNER>>
<SET AV <LOC ,ADVENTURER>>
<FSET? .AV ,VEHBIT>>
<TELL " (outside the " D .AV ")">)>
<CRLF>
@ -143,13 +143,13 @@ long description (fdesc or ldesc), otherwise will print short."
"AUX" Y 1ST? AV STR (PV? <>) (INV? <>))
<COND (<NOT <SET Y <FIRST? .OBJ>>>
<RTRUE>)>
<COND (<AND <SET AV <LOC ,WINNER>>
<COND (<AND <SET AV <LOC ,ADVENTURER>>
<FSET? .AV ,VEHBIT>>
T)
(T
<SET AV <>>)>
<SET 1ST? T>
<COND (<EQUAL? ,WINNER .OBJ <LOC .OBJ>>
<COND (<EQUAL? ,ADVENTURER .OBJ <LOC .OBJ>>
<SET INV? T>)
(T
<REPEAT ()
@ -190,7 +190,7 @@ long description (fdesc or ldesc), otherwise will print short."
<SET Y <NEXT? .Y>>>>
<ROUTINE FIRSTER (OBJ LEVEL)
<COND (<EQUAL? .OBJ ,WINNER>
<COND (<EQUAL? .OBJ ,ADVENTURER>
<TELL "You are carrying:" CR>)
(<NOT <IN? .OBJ ,ROOMS>>
<COND (<G? .LEVEL 0>
@ -314,7 +314,7 @@ Copyright (c) 1983 by Infocom, Inc. All rights reserved.|
;<COND (<NOT <EQUAL? <BAND <GETB 0 1> 8> 0>>
<TELL "Licensed to Tandy Corporation.|">)>
<TELL
"PLANETFALL is a trademark of Infocom, Inc.|
"PLANETFALL is a registered trademark of Infocom, Inc.|
Release ">
<PRINTN <BAND <GET 0 1> *3777*>>
<TELL " / Serial number ">
@ -419,20 +419,6 @@ dangerous now?\"" CR CR>)>
<ROUTINE V-WALK-AROUND ()
<USE-DIRECTIONS>>
;<ROUTINE GO-NEXT (TBL "AUX" VAL)
<COND (<SET VAL <LKP ,HERE .TBL>>
<GOTO .VAL>)>>
;<ROUTINE LKP (ITM TBL "AUX" (CNT 0) (LEN <GET .TBL 0>))
<REPEAT ()
<COND (<G? <SET CNT <+ .CNT 1>> .LEN>
<RFALSE>)
(<EQUAL? <GET .TBL .CNT> .ITM>
<COND (<EQUAL? .CNT .LEN>
<RFALSE>)
(T
<RETURN <GET .TBL <+ .CNT 1>>>)>)>>>
<ROUTINE V-WALK-TO ()
<COND (<OR <IN? ,PRSO ,HERE>
<GLOBAL-IN? ,PRSO ,HERE>>
@ -445,8 +431,9 @@ dangerous now?\"" CR CR>)>
<PERFORM ,V?WALK-TO ,PRSO>
<RTRUE>)
(<SET PT <GETPT ,HERE ,PRSO>>
<SET TEMP-ELAPSED <GET <GETP ,HERE ,P?C-MOVE>
<- ,PRSO ,LOW-DIRECTION>>>
<COND (<SET TEMP-ELAPSED <GETP ,HERE ,P?C-MOVE>>
<SET TEMP-ELAPSED <GET .TEMP-ELAPSED
<- ,PRSO ,LOW-DIRECTION>>>)>
<COND (<EQUAL? .TEMP-ELAPSED 0>
<SET TEMP-ELAPSED ,DEFAULT-MOVE>)>
<COND (<EQUAL? <SET PTS <PTSIZE .PT>> ,UEXIT>
@ -530,7 +517,7 @@ dangerous now?\"" CR CR>)>
(T
<SETG PRSI <>>
<RFALSE>)>)
(<EQUAL? ,PRSO <LOC ,WINNER>>
(<EQUAL? ,PRSO <LOC ,ADVENTURER>>
<TELL "You are in it, asteroid-brain!" CR>)>>
<ROUTINE V-TAKE ()
@ -547,8 +534,7 @@ dangerous now?\"" CR CR>)>
(<AND <FSET? ,PRSO ,TRYTAKEBIT>
<GETP ,PRSO ,P?ACTION>>
<PERFORM ,V?TAKE ,PRSO>
<RTRUE>
<IN? ,PRSO ,WINNER>)
<RTRUE>)
(T
<ITAKE>)>>
@ -557,14 +543,15 @@ dangerous now?\"" CR CR>)>
<COND (.VB
<TELL <PICK-ONE ,YUKS> CR>)>
<RFALSE>)
(<AND <NOT <IN? <LOC ,PRSO> ,WINNER>>
<G? <+ <WEIGHT ,PRSO> <WEIGHT ,WINNER>> ,LOAD-ALLOWED>>
(<AND <NOT <IN? <LOC ,PRSO> ,ADVENTURER>>
<G? <+ <WEIGHT ,PRSO> <WEIGHT ,ADVENTURER>>
,LOAD-ALLOWED>>
<COND (.VB
<TELL "Your load is too heavy." CR>)>
<RFATAL>)
(<AND <G? <SET CNT <CCOUNT ,WINNER>> ,FUMBLE-NUMBER>
(<AND <G? <SET CNT <CCOUNT ,ADVENTURER>> ,FUMBLE-NUMBER>
<PROB <* .CNT ,FUMBLE-PROB>>>
<SET OBJ <FIRST? ,WINNER>>
<SET OBJ <FIRST? ,ADVENTURER>>
<REPEAT ()
<COND (<FSET? .OBJ ,WORNBIT>
<SET OBJ <NEXT? .OBJ>>)
@ -786,7 +773,7 @@ the place and then evaporates." CR>)>
<GLOBAL COPR-NOTICE
" a transcript of interaction with PLANETFALL.|
PLANETFALL is a trademark of Infocom, Inc.|
PLANETFALL is a registered trademark of Infocom, Inc.|
Copyright (c) 1983 Infocom, Inc. All rights reserved.|">
<ROUTINE V-SCRIPT ()
@ -854,7 +841,7 @@ looking up at you." CR CR>)>
;<SETG CLOCK-WAIT T>>
<ROUTINE PRE-BOARD ("AUX" AV)
<SET AV <LOC ,WINNER>>
<SET AV <LOC ,ADVENTURER>>
<COND (<EQUAL? ,PRSO ,GROUND ,GLOBAL-SHUTTLE>
<RFALSE>)
(<FSET? ,PRSO ,VEHBIT>
@ -870,7 +857,7 @@ looking up at you." CR CR>)>
<ROUTINE V-BOARD ("AUX" AV)
<TELL "You are now in the " D ,PRSO "." CR>
<MOVE ,WINNER ,PRSO>
<MOVE ,ADVENTURER ,PRSO>
<APPLY <GETP ,PRSO ,P?ACTION> ,M-ENTER>
<RTRUE>>
@ -890,19 +877,19 @@ looking up at you." CR CR>)>
<RTRUE>)
(T
<DO-WALK ,P?OUT>)>)
(<NOT <EQUAL? <LOC ,WINNER> ,PRSO>>
(<NOT <EQUAL? <LOC ,ADVENTURER> ,PRSO>>
<TELL "You're not in that!" CR>
<RFATAL>)
(T
<OWN-FEET>)>>
<ROUTINE OWN-FEET ()
<MOVE ,WINNER ,HERE>
<MOVE ,ADVENTURER ,HERE>
<TELL "You're on your own feet again." CR>>
<ROUTINE V-STAND ()
<COND (<FSET? <LOC ,WINNER> ,VEHBIT>
<PERFORM ,V?DISEMBARK <LOC ,WINNER>>
<COND (<FSET? <LOC ,ADVENTURER> ,VEHBIT>
<PERFORM ,V?DISEMBARK <LOC ,ADVENTURER>>
<RTRUE>)
(T
<TELL "You are already standing, I think." CR>)>>
@ -1171,22 +1158,12 @@ Hint Booklet using the order form in your game package." CR>>
<A-AN>
<TELL D ,PRSO "?" CR>)>>
;<ROUTINE V-FROBOZZ ()
<TELL "FROBOZZCO is a multi-planetary corporation." CR>>
<ROUTINE V-YELL ()
<TELL "Aarrrrggggggghhhhhhhh!" CR>>
<ROUTINE BATTERY-FALLS ()
<TELL "The battery falls out." CR>>
;<ROUTINE PRE-SHAKE ()
<COND (<OR <HELD? ,PRSO>
<EQUAL? ,PRSO ,HANDS>>
<RFALSE>)
(T
<NOT-HOLDING>)>>
<ROUTINE V-SHAKE ("AUX" X)
<COND (<AND <NOT <HELD? ,PRSO>>
<NOT <EQUAL? ,PRSO ,HANDS>>>
@ -1254,9 +1231,6 @@ Hint Booklet using the order form in your game package." CR>>
<COND (<SET TEE <GETPT .OBJ2 ,P?GLOBAL>>
<ZMEMQB .OBJ1 .TEE <- <PTSIZE .TEE> 1>>)>>
;<ROUTINE HERE?? (OBJ)
<OR <IN? .OBJ ,HERE> <GLOBAL-IN? .OBJ ,HERE>>>
<ROUTINE V-SWIM ()
<COND (<EQUAL? ,HERE ,UNDERWATER>
<TELL
@ -1283,12 +1257,6 @@ Hint Booklet using the order form in your game package." CR>>
<ROUTINE V-ZORK ()
<TELL "Gesundheit!" CR>>
;<ROUTINE V-COMMAND ()
<COND (<FSET? ,PRSO ,ACTORBIT>
<TELL "The " D ,PRSO " pays no attention." CR>)
(ELSE
<TELL "You cannot talk to that!" CR>)>>
<ROUTINE V-SIT ()
<COND (<EQUAL? ,HERE ,ESCAPE-POD>
<TELL "(in the web)" CR>
@ -1370,7 +1338,7 @@ Hint Booklet using the order form in your game package." CR>>
<TELL "You're around here somewhere..." CR>)
(<EQUAL? .L ,GLOBAL-OBJECTS>
<TELL "You find it." CR>)
(<IN? ,PRSO ,WINNER>
(<IN? ,PRSO ,ADVENTURER>
<TELL "You have it." CR>)
(<OR <IN? ,PRSO ,HERE>
<EQUAL? ,PRSO ,PSEUDO-OBJECT>>
@ -1452,15 +1420,6 @@ D ,PRSO "? Dr. Quarnsboggle, the Feinstein's psychiatrist, would ">
<SETG QUOTE-FLAG <>>
<RTRUE>>
;<ROUTINE V-IS-IN ()
<COND (<IN? ,PRSO ,PRSI>
<TELL "Yes, it is ">
<COND (<FSET? ,PRSI ,SURFACEBIT>
<TELL "on">)
(T <TELL "in">)>
<TELL " the " D ,PRSI "." CR>)
(T <TELL "No, it isn't." CR>)>>
<ROUTINE V-KISS ()
<TELL "I'd sooner kiss a pile of Antarian swamp mold." CR>>
@ -1524,7 +1483,8 @@ D ,PRSO "? Dr. Quarnsboggle, the Feinstein's psychiatrist, would ">
<ROUTINE V-TAKE-OFF ()
<COND (<FSET? ,PRSO ,VEHBIT>
<V-DISEMBARK>)
<PERFORM ,V?DISEMBARK ,PRSO>
<RTRUE>)
(<FSET? ,PRSO ,WORNBIT>
<TELL "You are no longer wearing the " D ,PRSO "." CR>
<SETG C-ELAPSED 18>
@ -1876,7 +1836,7 @@ We control the disk drives..." CR>)>>
<RTRUE>)
(T
<SET N <NEXT? .X>>
<MOVE .X ,WHERE>
<MOVE .X .WHERE>
<SET X .N>)>>>
;<ROUTINE V-CRAG ()