mirror of
https://github.com/historicalsource/borderzone
synced 2024-05-19 17:38:46 +03:00
1437 lines
85 KiB
Plaintext
1437 lines
85 KiB
Plaintext
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<ROOM OUTF-1 (LOC ROOMS) (DESC "Outside Fence") (PATH 0) (EAST TO OUTF-2 IF
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FALSE-FLAG ELSE "You crawl along the ground until you reach a point directly south of the
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next guard tower.") (WEST SORRY
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"That would put you directly in front of the border station, and that
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would be suicidal.") (SOUTH PER NOMANS-MOVE) (SE SORRY
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"Given the rate at which the searchlights are turning, it would be suicidal
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to attempt anything other than a direct run at the forest to the south.") (SW
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SORRY "Given the rate at which the searchlights are turning, it would be suicidal
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to attempt anything other than a direct run at the forest to the south.") (
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NORTH PER FENCE-CROSS) (NOMAN <TABLE <TABLE 180 180 0 0> <TABLE 270 225 0 0> <
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TABLE 270 240 0 0> C2>) (ACROSS INF-1) (NS 1) (EW 3) (ACTION OUTF-F) (GPOS 0) (
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FLAGS GVIEWBIT SLVIEWBIT) (GLOBAL SEARCHLIGHTS FENCE FENCE-HOLE FENCE-SIGN
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TOWER GUARDS BORDER-FENCE)>
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<DEFINE-ROUTINE OUTF-F>
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<OBJECT CAR-GUARDS (LOC GLOBAL-OBJECTS) (DESC "men from the car") (SYNONYM MEN
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GUARDS) (FLAGS SEARCHBIT) (SCENARIO 2) (ACTION CAR-GUARDS-F)>
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<DEFINE-ROUTINE CAR-GUARDS-F>
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<OBJECT SCOUT (DESC "guard")>
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<OBJECT GLOBAL-SCOUT (LOC GLOBAL-OBJECTS) (DESC "guard") (SYNONYM GUARD SCOUT)
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(ADJECTIVE LONE SINGLE) (SCENARIO 2) (ACTION GLOBAL-SCOUT-F)>
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<DEFINE-ROUTINE GLOBAL-SCOUT-F>
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<DEFINE-ROUTINE SCOUT-TELL>
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<OBJECT GUARDS (LOC LOCAL-GLOBALS) (DESC "guard") (SYNONYM GUARDS GUARD MEN) (
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ACTION GUARDS-F)>
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<DEFINE-ROUTINE GUARDS-F>
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<DEFINE-ROUTINE FLUSH-WATCHER>
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<DEFINE-ROUTINE FACE-TELL>
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<ROOM INF-1 (LOC ROOMS) (NS 1) (EW 3) (PATH 0) (DESC "Inside Fence") (EAST TO
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INF-2 IF FALSE-FLAG ELSE
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"You crawl along the ground until you reach a point directly south of the
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next guard tower.") (WEST SORRY
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"That would put you directly in front of the border station, and that
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would be suicidal.") (NW SORRY
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"That would put you directly in front of the border station, and that
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would be suicidal.") (SOUTH PER FENCE-CROSS) (NE PER GUARD-MOVE-TWR) (NORTH PER
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GUARD-CATCH) (ACROSS OUTF-1) (ACTION INF-F) (GPOS 0) (FLAGS GVIEWBIT) (GLOBAL
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SEARCHLIGHTS FENCE FENCE-HOLE FENCE-SIGN TOWER GUARDS BORDER-FENCE)>
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<DEFINE-ROUTINE INF-F>
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<DEFINE-ROUTINE FENCE-CROSS>
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<ROOM OUTF-2 (LOC ROOMS) (DESC "Outside Fence") (NS 1) (EW 4) (PATH 0) (NORTH
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PER FENCE-CROSS) (EAST TO OUTF-3 IF FALSE-FLAG ELSE
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"You crawl along the ground until you reach a point directly south of the
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next guard tower.") (WEST TO OUTF-1 IF FALSE-FLAG ELSE
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"You crawl along the ground until you reach a point directly south of the
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next guard tower.") (SOUTH PER NOMANS-MOVE) (SE SORRY
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"Given the rate at which the searchlights are turning, it would be suicidal
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to attempt anything other than a direct run at the forest to the south.") (SW
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SORRY "Given the rate at which the searchlights are turning, it would be suicidal
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to attempt anything other than a direct run at the forest to the south.") (
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NOMAN <TABLE <TABLE 90 135 0 0> <TABLE 180 180 0 0> <TABLE 270 225 0 0> D2>) (
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ACROSS INF-2) (ACTION OUTF-F) (GPOS 90) (FLAGS GVIEWBIT SLVIEWBIT) (GLOBAL
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SEARCHLIGHTS FENCE FENCE-HOLE FENCE-SIGN TOWER GUARDS BORDER-FENCE)>
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<ROOM INF-2 (LOC ROOMS) (NS 1) (EW 4) (PATH 0) (DESC "Inside Fence") (EAST TO
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INF-3 IF FALSE-FLAG ELSE
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"You crawl along the ground until you reach a point directly south of the
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next guard tower.") (WEST TO INF-1 IF FALSE-FLAG ELSE
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"You crawl along the ground until you reach a point directly south of the
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next guard tower.") (NE PER GUARD-CATCH) (NW PER GUARD-CATCH) (NORTH PER
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GUARD-MOVE-TWR) (SOUTH PER FENCE-CROSS) (ACROSS OUTF-2) (ACTION INF-F) (GPOS 90
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) (FLAGS GVIEWBIT) (GLOBAL SEARCHLIGHTS FENCE FENCE-HOLE FENCE-SIGN TOWER
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GUARDS BORDER-FENCE)>
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<ROOM OUTF-3 (LOC ROOMS) (DESC "Outside Fence") (NS 1) (EW 5) (PATH 0) (NORTH
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PER FENCE-CROSS) (EAST SORRY "That would be suicidal.") (WEST TO OUTF-2 IF
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FALSE-FLAG ELSE "You crawl along the ground until you reach a point directly south of the
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next guard tower.") (SOUTH PER NOMANS-MOVE) (SE SORRY
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"Given the rate at which the searchlights are turning, it would be suicidal
|
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to attempt anything other than a direct run at the forest to the south.") (SW
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SORRY "Given the rate at which the searchlights are turning, it would be suicidal
|
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to attempt anything other than a direct run at the forest to the south.") (
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NOMAN <TABLE <TABLE 90 120 0 0> <TABLE 90 135 0 0> <TABLE 180 180 0 0> E2>) (
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ACROSS INF-3) (ACTION OUTF-F) (GPOS 180) (FLAGS GVIEWBIT SLVIEWBIT) (GLOBAL
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SEARCHLIGHTS FENCE FENCE-HOLE FENCE-SIGN TOWER GUARDS BORDER-FENCE)>
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<ROOM INF-3 (LOC ROOMS) (NS 1) (EW 5) (PATH 0) (DESC "Inside Fence") (EAST
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SORRY "That would be suicidal.") (WEST TO INF-2 IF FALSE-FLAG ELSE
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"You crawl along the ground until you reach a point directly south of the
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next guard tower.") (NW PER GUARD-MOVE-TWR) (NORTH PER GUARD-CATCH) (NE SORRY
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"That would be suicidal.") (SOUTH PER FENCE-CROSS) (ACROSS OUTF-3) (ACTION
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INF-F) (GPOS 180) (FLAGS GVIEWBIT) (GLOBAL SEARCHLIGHTS FENCE FENCE-HOLE
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FENCE-SIGN TOWER GUARDS BORDER-FENCE)>
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<OBJECT FENCE-HOLE (LOC LOCAL-GLOBALS) (DESC "hole") (SYNONYM HOLE SLIT CUT
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BREAK) (ACTION FENCE-HOLE-F)>
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<DEFINE-ROUTINE FENCE-HOLE-F>
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<DEFINE-ROUTINE GUARD-CATCH>
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<DEFINE-ROUTINE GUARD-MOVE-TWR>
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<DEFINE-ROUTINE GUARD-MOVE-BDR>
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<DEFINE-ROUTINE GUARD-MOVE-INF>
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<DEFINE-ROUTINE LADDER-CLIMB>
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<DEFINE-ROUTINE LADDER-DESCEND>
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<ROOM TOWER-SOUTH (LOC ROOMS) (NS 1) (EW 4) (GPOS 90) (PATH 0) (DESC
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"Tower, South Side") (LDESC
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"The guard post itself looks both north and south. To the south, one can
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look out over the no-man's-land and toward the forest.
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The machine gun bolted to the floor is a grim reminder of the obstacles you
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have faced so far. To the north, only a few feet beyond reach and about
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five feet below you, lies the border fence.") (NORTH SORRY
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"That would mean jumping off the tower to your death.") (OUT-DIR P?WEST) (WEST
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TO LADDER-TOP IF TOWER-DOOR IS OPEN) (FLAGS GVIEWBIT) (GLOBAL TOWER-DOOR
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BORDER-FENCE FENCE TOWER)>
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<OBJECT GLOBAL-MACHINE-GUN (LOC GLOBAL-OBJECTS) (DESC "machine gun") (SYNONYM
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GUN GUNS MACHINE-GUN) (SCENARIO 2) (ADJECTIVE MACHINE) (ACTION
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GLOBAL-MACHINE-GUN-F)>
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<DEFINE-ROUTINE GLOBAL-MACHINE-GUN-F>
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<OBJECT MACHINE-GUN (LOC TOWER-SOUTH) (DESC "machine gun") (SYNONYM GUN
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MACHINE-GUN) (ADJECTIVE MACHINE) (FLAGS NDESCBIT) (ACTION MACHINE-GUN-F)>
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<DEFINE-ROUTINE MACHINE-GUN-F>
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<DEFINE-ROUTINE TOWER-ENTRY>
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<ROOM LADDER-TOP (LOC ROOMS) (NS 1) (EW 4) (GPOS 90) (PATH 0) (DESC
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"Tower Entrance") (DOWN PER LADDER-DESCEND) (IN-DIR P?EAST) (EAST PER
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TOWER-ENTRY) (FLAGS GVIEWBIT) (GLOBAL LADDER GUARDS TOWER TOWER-DOOR) (ACTION
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LADDER-TOP-F)>
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<DEFINE-ROUTINE LADDER-TOP-F>
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<OBJECT BRACE-POST (LOC LADDER-TOP) (DESC "post") (SYNONYM POST POSTS) (
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ADJECTIVE SW SOUTHWEST) (FLAGS NDESCBIT) (ACTION BRACE-POST-F)>
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<DEFINE-ROUTINE BRACE-POST-F>
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<OBJECT TOWER-DOOR (LOC LOCAL-GLOBALS) (DESC "door") (SYNONYM DOOR) (ADJECTIVE
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TOWER METAL GUARD) (FLAGS NDESCBIT DOORBIT) (ACTION TOWER-DOOR-F)>
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<DEFINE-ROUTINE TOWER-DOOR-F>
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<GLOBAL GUARD-FOOLED <>>
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<DEFINE-ROUTINE I-GUARD-BACK>
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<OBJECT GUARD-LEG (DESC "guard's leg") (SYNONYM GUARD LEG) (ADJECTIVE GUARDS
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GUARD\'S) (FLAGS NDESCBIT) (ACTION GUARD-LEG-F)>
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<DEFINE-ROUTINE GUARD-LEG-F>
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<DEFINE-ROUTINE START-GUARD-CHASE>
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<GLOBAL GUARD-CHASE <>>
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<GLOBAL GUARD-CHASE-TIME <>>
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<OBJECT INJURED-GUARD (DESC "crumpled body") (FDESC
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"The crumpled body of the fallen guard is lying on the ground. Beneath
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him lies his machine gun.") (SYNONYM BODY HEAP GUN MACHINE-GUN) (ADJECTIVE
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INJURED MACHINE CRUMPLED CONTORTED) (ACTION INJURED-GUARD-F)>
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<DEFINE-ROUTINE INJURED-GUARD-F>
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<DEFINE-ROUTINE INT-TIME>
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<DEFINE-ROUTINE I-TOWER>
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<GLOBAL GUARD-WAIT <>>
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<DEFINE-ROUTINE I-CHARGE>
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<DEFINE-ROUTINE I-CATCH>
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<OBJECT BRACE (LOC LADDER-TOP) (DESC "brace") (SYNONYM BRACE) (ADJECTIVE METAL)
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(FLAGS NDESCBIT) (ACTION BRACE-F)>
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<GLOBAL ON-BRACE? <>>
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<DEFINE-ROUTINE BRACE-F>
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<ROOM TWR-2 (LOC ROOMS) (NS 1) (EW 4) (GPOS 90) (PATH 0) (DESC "Center Tower")
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(UP PER LADDER-CLIMB) (SE PER GUARD-CATCH) (SW PER GUARD-CATCH) (NORTH PER
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GUARD-MOVE-BDR) (EAST PER GUARD-CATCH) (WEST PER GUARD-CATCH) (SOUTH PER
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GUARD-MOVE-INF) (NE PER GUARD-CATCH) (NW PER GUARD-CATCH) (GLOBAL LADDER TOWER
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BORDER-FENCE GUARDS) (FLAGS GVIEWBIT) (ACTION TWR-F)>
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<DEFINE-ROUTINE TWR-F>
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<OBJECT BINOCULARS (LOC INSIDE-SHED) (DESC "pair of binoculars") (SYNONYM PAIR
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BINOCULARS GLASSES BINOCS) (FDESC
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"Hanging from a hook near the door is a pair of binoculars.") (ADJECTIVE FIELD)
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(FLAGS TAKEBIT TRANSBIT) (SCENARIO 2) (ACTION BINOCULARS-F)>
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<DEFINE-ROUTINE BINOCULARS-F>
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<DEFINE-ROUTINE AT-NML?>
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<OBJECT EXPLODING-PEN (DESC "pen") (SYNONYM PEN EXPLOSIVE) (ADJECTIVE EXPLODING
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) (FLAGS TAKEBIT OPENBIT CONTBIT SURFACEBIT) (SCENARIO 2) (ACTION
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EXPLODING-PEN-F)>
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<CONSTANT SANITY-2
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"Your sanity is coming into question. Perhaps it is the blood loss.">
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<DEFINE-ROUTINE EXPLODING-PEN-F>
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<GLOBAL BOMB-DUD <>>
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<DEFINE-ROUTINE I-FUSE>
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<GLOBAL TOWER-DESTROYED <>>
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<OBJECT FLAMING-CAR (DESC "burning car") (SYNONYM CAR AUTOMOBILE) (ADJECTIVE
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BURNING FLAMING) (ACTION FLAMING-CAR-F)>
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<DEFINE-ROUTINE FLAMING-CAR-F>
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<GLOBAL GUARDS-IN-CAR <>>
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<DEFINE-ROUTINE DEMOLISH-CAR>
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<DEFINE-ROUTINE CAR-IN-VIEW?>
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<GLOBAL HUT-MAN-DIVERSION <>>
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<DEFINE-ROUTINE I-MAN-BACK>
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<DEFINE-ROUTINE BOMB-TELL>
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<DEFINE-ROUTINE PEN-POOF>
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<GLOBAL EXPLOSION-HEARD "You can hear an explosion in the distance.">
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<GLOBAL FUSE-TIME 0>
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<OBJECT PEN-CAP (LOC EXPLODING-PEN) (DESC "cap") (SYNONYM CAP COVER) (FLAGS
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TAKEBIT) (SCENARIO 2) (ACTION PEN-CAP-F)>
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<DEFINE-ROUTINE PEN-CAP-F>
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<GLOBAL FUSE-ARMED 0>
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<OBJECT TIMER-BUTTON (DESC "timer button") (SYNONYM BUTTON) (ADJECTIVE TIMER
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RED) (FLAGS NDESCBIT) (ACTION TIMER-BUTTON-F)>
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<DEFINE-ROUTINE TIMER-BUTTON-F>
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<OBJECT LADDER (LOC LOCAL-GLOBALS) (DESC "ladder") (SYNONYM LADDER) (ADJECTIVE
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METAL) (ACTION LADDER-F)>
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<DEFINE-ROUTINE LADDER-F>
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<OBJECT POSTS (LOC TWR-2) (DESC "posts") (SYNONYM POSTS) (ADJECTIVE METAL STEEL
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) (FLAGS NDESCBIT) (ACTION POSTS-F)>
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<DEFINE-ROUTINE POSTS-F>
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<OBJECT NW-POST (LOC TWR-2) (DESC "northwest post") (SYNONYM POST) (ADJECTIVE
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NORTHWEST NW) (FLAGS NDESCBIT OPENBIT METALBIT) (ACTION POST-F)>
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<OBJECT NE-POST (LOC TWR-2) (DESC "northeast post") (SYNONYM POST) (ADJECTIVE
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NORTHEAST NE) (FLAGS NDESCBIT OPENBIT METALBIT) (ACTION POST-F)>
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<OBJECT SW-POST (LOC TWR-2) (DESC "southwest post") (SYNONYM POST) (ADJECTIVE
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SOUTHWEST SW) (FLAGS NDESCBIT OPENBIT METALBIT) (ACTION POST-F)>
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<OBJECT SE-POST (LOC TWR-2) (DESC "southeast post") (SYNONYM POST) (ADJECTIVE
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SOUTHEAST SE) (FLAGS NDESCBIT OPENBIT METALBIT) (ACTION POST-F)>
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<DEFINE-ROUTINE POST-F>
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<OBJECT BORDER-FENCE (LOC LOCAL-GLOBALS) (DESC "border fence") (SYNONYM FENCE
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LINK LINKS) (ADJECTIVE CHAIN-LINK CHAIN BORDER IMPENETRABLE TALL) (GENERIC
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GENERIC-FENCE) (FLAGS METALBIT) (ACTION BORDER-FENCE-F)>
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<DEFINE-ROUTINE BORDER-FENCE-F>
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<ROOM BDR-2 (LOC ROOMS) (NS 1) (EW 4) (PATH 0) (GPOS 90) (DESC "Border") (SOUTH
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PER GUARD-MOVE-TWR) (EAST PER GUARD-CATCH) (WEST PER GUARD-CATCH) (NE PER
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GUARD-CATCH) (NW PER GUARD-CATCH) (SE PER GUARD-CATCH) (SW PER GUARD-CATCH) (
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NORTH SORRY "That appears to be the problem at hand.") (FLAGS GVIEWBIT) (GLOBAL
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BORDER-FENCE TOWER GUARDS) (ACTION BDR-F)>
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<DEFINE-ROUTINE BDR-F>
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<OBJECT TOWER (LOC LOCAL-GLOBALS) (DESC "tower") (SYNONYM TOWER TOWERS) (
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ADJECTIVE WATCH GUARD LEFT MIDDLE CENTER RIGHT) (ACTION TOWER-F)>
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<DEFINE-ROUTINE TOWER-F>
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<OBJECT FENCE (LOC LOCAL-GLOBALS) (DESC "first fence") (SYNONYM CHAIN-LINK LINK
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LINKS FENCE) (ADJECTIVE FIRST CHAIN ELECTRIFIED) (GENERIC GENERIC-FENCE) (FLAGS
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METALBIT OPENBIT) (ACTION FENCE-F)>
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<DEFINE-ROUTINE GENERIC-FENCE>
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<OBJECT FENCE-SIGN (LOC LOCAL-GLOBALS) (DESC "warning sign") (SYNONYM SIGN
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SIGNS NOTICE NOTICES) (ADJECTIVE WARNING) (FLAGS READBIT) (ACTION FENCE-SIGN-F)
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>
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<DEFINE-ROUTINE FENCE-SIGN-F>
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<DEFINE-ROUTINE SIGN-READER>
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<DEFINE-ROUTINE FENCE-F>
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<GLOBAL CUT-DETECTED <>>
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<OBJECT RUBBER-GLOVES (DESC "pair of rubber gloves") (SYNONYM PAIR GLOVES) (
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ADJECTIVE RUBBER OLD) (FLAGS TAKEBIT WEARBIT) (SCENARIO 2)>
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<ROOM B2 (EW 2) (NS 2) (LOC ROOMS) (DESC "Border Zone, Station") (PATH 0) (WEST
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TO A2 IF HACK-FLAG ELSE
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"You emerge from the forest into an open area through which runs
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a railroad track oriented north and south. Beyond the tracks, the
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ground rises steeply.") (EAST TO C2 IF HACK-FLAG ELSE
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"You continue through the forest, until you come to the edge of a wide
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clearing to the north - this is the border zone. From atop three guard
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towers standing in a line from east to west, searchlights play across
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the zone, brightly illuminating everything in their path. On either side
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of the towers are tall fences, running parallel to the border, making a
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direct assault all but impossible.") (SE TO C3 IF HACK-FLAG ELSE
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"The blowing snow blinds you for a moment as you walk through the
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forest.") (SW TO A3 IF HACK-FLAG ELSE
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"You emerge from the forest into an open area through which runs
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a railroad track oriented north and south. Beyond the tracks, the
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ground rises steeply.") (SOUTH TO B3 IF HACK-FLAG ELSE
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"A cold gust of wind swirls snow into your face, making it difficult
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to see clearly, but you press on through the forest.") (NORTH SORRY
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"Attempting a run directly at the border station would be tantamount to
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|
surrendering to the authorities and giving up on your mission.") (NE SORRY
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|
"Given the rate at which the searchlights are turning, it would be suicidal
|
|
to attempt anything other than a direct run at the tower to the north.") (NW
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SORRY "Given the rate at which the searchlights are turning, it would be suicidal
|
|
to attempt anything other than a direct run at the tower to the north.") (FLAGS
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|
SLVIEWBIT) (GLOBAL SEARCHLIGHTS GUARDS TOWER FENCE FENCE-SIGN BORDER-FENCE
|
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BORDER-FIELD) (ACTION EDGE-ROOM-F)>
|
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<DEFINE-ROUTINE EDGE-ROOM-F>
|
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<ROOM C2 (EW 3) (NS 2) (LOC ROOMS) (DESC "Border Zone, Left") (PATH 0) (WEST TO
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B2 IF HACK-FLAG ELSE
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"You continue through the forest, until you come to the edge of a wide
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|
clearing to the north - this is the border zone. From atop three guard
|
|
towers standing in a line from east to west, searchlights play across
|
|
the zone, brightly illuminating everything in their path. On either side
|
|
of the towers are tall fences, running parallel to the border, making a
|
|
direct assault all but impossible. Directly across the border zone is
|
|
the border crossing station.") (EAST TO D2 IF HACK-FLAG ELSE
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|
"You continue through the forest, until you come to the edge of a wide
|
|
clearing to the north - this is the border zone. From atop three guard
|
|
towers standing in a line from east to west, searchlights play across
|
|
the zone, brightly illuminating everything in their path. On either side
|
|
of the towers are tall fences, running parallel to the border, making a
|
|
direct assault all but impossible.") (SE TO D3 IF HACK-FLAG ELSE
|
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"A branch falls from a nearby tree, startling you briefly. You
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|
turn back and press on through the forest.") (SW TO B3 IF HACK-FLAG ELSE
|
|
"The blowing snow blinds you for a moment as you walk through the
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|
forest.") (SOUTH TO C3 IF HACK-FLAG ELSE
|
|
"You walk through the forest, breaking branches as you go, and
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|
finally stop after walking about a hundred yards.") (NORTH PER NOMANS-MOVE) (NE
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|
SORRY "Given the rate at which the searchlights are turning, it would be suicidal
|
|
to attempt anything other than a direct run at the tower to the north.") (NW
|
|
SORRY "Given the rate at which the searchlights are turning, it would be suicidal
|
|
to attempt anything other than a direct run at the tower to the north.") (NOMAN
|
|
<TABLE <TABLE 180 180 0 0> <TABLE 225 270 0 0> <TABLE 240 270 0 0> OUTF-1>) (
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FLAGS SLVIEWBIT) (GLOBAL SEARCHLIGHTS GUARDS TOWER FENCE FENCE-SIGN
|
|
BORDER-FENCE BORDER-FIELD) (ACTION EDGE-ROOM-F)>
|
|
<ROOM D2 (EW 4) (NS 2) (LOC ROOMS) (DESC "Border Zone, Center") (PATH 0) (WEST
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|
TO C2 IF HACK-FLAG ELSE
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|
"You continue through the forest, until you come to the edge of a wide
|
|
clearing to the north - this is the border zone. From atop three guard
|
|
towers standing in a line from east to west, searchlights play across
|
|
the zone, brightly illuminating everything in their path. On either side
|
|
of the towers are tall fences, running parallel to the border, making a
|
|
direct assault all but impossible.") (EAST TO E2 IF HACK-FLAG ELSE
|
|
"You continue through the forest, until you come to the edge of a wide
|
|
clearing to the north - this is the border zone. From atop three guard
|
|
towers standing in a line from east to west, searchlights play across
|
|
the zone, brightly illuminating everything in their path. On either side
|
|
of the towers are tall fences, running parallel to the border, making a
|
|
direct assault all but impossible.") (SE TO E3 IF HACK-FLAG ELSE
|
|
"You stumble through a three-foot snowdrift, but get back on your
|
|
feet quickly and proceed through the forest.") (SW TO C3 IF HACK-FLAG ELSE
|
|
"You continue through the forest for a hundred yards, and then
|
|
stop. Snowflakes fall softly around you - nearby, a small animal
|
|
scurries through the brush.") (SOUTH TO D3 IF HACK-FLAG ELSE
|
|
"You walk through the forest, breaking branches as you go, and
|
|
finally stop after walking about a hundred yards.") (NORTH PER NOMANS-MOVE) (NE
|
|
SORRY "Given the rate at which the searchlights are turning, it would be suicidal
|
|
to attempt anything other than a direct run at the tower to the north.") (NW
|
|
SORRY "Given the rate at which the searchlights are turning, it would be suicidal
|
|
to attempt anything other than a direct run at the tower to the north.") (NOMAN
|
|
<TABLE <TABLE 135 90 0 0> <TABLE 180 180 0 0> <TABLE 225 270 0 0> OUTF-2>) (
|
|
FLAGS SLVIEWBIT) (GLOBAL SEARCHLIGHTS GUARDS TOWER FENCE FENCE-SIGN
|
|
BORDER-FENCE BORDER-FIELD) (ACTION EDGE-ROOM-F)>
|
|
<ROOM E2 (EW 5) (NS 2) (LOC ROOMS) (DESC "Border Zone, Right") (PATH 0) (WEST
|
|
TO D2 IF HACK-FLAG ELSE
|
|
"You continue through the forest, until you come to the edge of a wide
|
|
clearing to the north - this is the border zone. From atop three guard
|
|
towers standing in a line from east to west, searchlights play across
|
|
the zone, brightly illuminating everything in their path. On either side
|
|
of the towers are tall fences, running parallel to the border, making a
|
|
direct assault all but impossible.") (EAST SORRY
|
|
"You scramble up a bit, but slide back down. It's just too steep.") (SE TO F3
|
|
IF HACK-FLAG ELSE
|
|
"You walk through the forest, breaking branches as you go, and
|
|
finally stop after walking about a hundred yards.") (SW TO D3 IF HACK-FLAG ELSE
|
|
"You walk through the forest, breaking branches as you go, and
|
|
finally stop after walking about a hundred yards.") (SOUTH TO E3 IF HACK-FLAG
|
|
ELSE "A cold gust of wind swirls snow into your face, making it difficult
|
|
to see clearly, but you press on through the forest.") (NORTH PER NOMANS-MOVE)
|
|
(NE SORRY "Given the rate at which the searchlights are turning, it would be suicidal
|
|
to attempt anything other than a direct run at the tower to the north.") (NW
|
|
SORRY "Given the rate at which the searchlights are turning, it would be suicidal
|
|
to attempt anything other than a direct run at the tower to the north.") (NOMAN
|
|
<TABLE <TABLE 120 90 0 0> <TABLE 135 90 0 0> <TABLE 180 180 0 0> OUTF-3>) (
|
|
FLAGS SLVIEWBIT) (GLOBAL SEARCHLIGHTS GUARDS TOWER FENCE FENCE-SIGN
|
|
BORDER-FENCE BORDER-FIELD) (ACTION EDGE-ROOM-F)>
|
|
<OBJECT BORDER-FIELD (LOC LOCAL-GLOBALS) (DESC "open field") (SYNONYM FIELD
|
|
LAND) (ADJECTIVE OPEN NOMANS NO-MANS) (FLAGS VOWELBIT AN) (ACTION
|
|
BORDER-FIELD-F)>
|
|
<DEFINE-ROUTINE BORDER-FIELD-F>
|
|
<ROOM A2 (EW 1) (NS 2) (LOC ROOMS) (DESC "Border Zone, Tracks") (PATH A3) (WEST
|
|
SORRY "You scramble up a bit, but slide back down. It's just too steep.") (EAST
|
|
TO B2 IF HACK-FLAG ELSE
|
|
"You leave the side of the railroad tracks and head into the forest,
|
|
until you come to the edge of a wide
|
|
clearing to the north - this is the border zone. From atop three guard
|
|
towers standing in a line from east to west, searchlights play across
|
|
the zone, brightly illuminating everything in their path. On either side
|
|
of the towers are tall fences, running parallel to the border, making a
|
|
direct assault all but impossible.") (SE TO B3 IF HACK-FLAG ELSE
|
|
"You leave the side of the railroad tracks and head into the forest.
|
|
The darkness is deeper here, as less moonlight reaches the forest floor.
|
|
The snow crunches under your feet, and you pause after moving a hundred or
|
|
so yards into the forest.") (SW SORRY
|
|
"You scramble up a bit, but slide back down. It's just too steep.") (SOUTH TO
|
|
A3 IF HACK-FLAG ELSE "You continue along the tracks for about a hundred yards."
|
|
) (NORTH SORRY "You'd do as well to surrender.") (NE SORRY
|
|
"You'd do as well to surrender.") (NW SORRY
|
|
"You scramble up a bit, but slide back down. It's just too steep.") (GLOBAL
|
|
SEARCHLIGHTS) (FLAGS TRACKSBIT) (ACTION TRACKS-ROOM-F)>
|
|
<OBJECT TRACKS (LOC GLOBAL-OBJECTS) (DESC "tracks") (SCENARIO 2) (SYNONYM
|
|
TRACKS) (ADJECTIVE RAILROAD) (ACTION TRACKS-F)>
|
|
<DEFINE-ROUTINE TRACKS-F>
|
|
<OBJECT ROAD (LOC GLOBAL-OBJECTS) (DESC "road") (SYNONYM ROAD ROADWAY PAVEMENT)
|
|
(ACTION ROAD-F)>
|
|
<DEFINE-ROUTINE ROAD-F>
|
|
<DEFINE-ROUTINE TRACKS-ROOM-F>
|
|
<GLOBAL FIRST-B8-FLAG T>
|
|
<ROOM A3 (EW 1) (NS 3) (LOC ROOMS) (DESC "Railroad Tracks") (PATH A4) (WEST
|
|
SORRY "You scramble up a bit, but slide back down. It's just too steep.") (EAST
|
|
TO B3 IF HACK-FLAG ELSE
|
|
"You leave the side of the railroad tracks and head into the forest.
|
|
The darkness is deeper here, as less moonlight reaches the forest floor.
|
|
The snow crunches under your feet, and you pause after moving a hundred or
|
|
so yards into the forest.") (SE TO B4 IF HACK-FLAG ELSE
|
|
"You leave the side of the railroad tracks and head into the forest.
|
|
The darkness is deeper here, as less moonlight reaches the forest floor.
|
|
The snow crunches under your feet, and you pause after moving a hundred or
|
|
so yards into the forest.") (SW SORRY
|
|
"You scramble up a bit, but slide back down. It's just too steep.") (SOUTH TO
|
|
A4 IF HACK-FLAG ELSE "You continue along the tracks for about a hundred yards."
|
|
) (NORTH TO A2 IF HACK-FLAG ELSE
|
|
"You continue along the tracks for about a hundred yards.") (NE TO B2 IF
|
|
HACK-FLAG ELSE "You continue through the forest, until you come to the edge of a wide
|
|
clearing to the north - this is the border zone. From atop three guard
|
|
towers standing in a line from east to west, searchlights play across
|
|
the zone, brightly illuminating everything in their path. On either side
|
|
of the towers are tall fences, running parallel to the border, making a
|
|
direct assault all but impossible. Directly across the border zone is
|
|
the border crossing station.") (NW SORRY
|
|
"You scramble up a bit, but slide back down. It's just too steep.") (FLAGS
|
|
TRACKSBIT) (ACTION TRACKS-ROOM-F)>
|
|
<ROOM A4 (EW 1) (NS 4) (LOC ROOMS) (DESC "Railroad Tracks") (PATH A5) (WEST
|
|
SORRY "You scramble up a bit, but slide back down. It's just too steep.") (EAST
|
|
TO B4 IF HACK-FLAG ELSE
|
|
"You leave the side of the railroad tracks and head into the forest.
|
|
The darkness is deeper here, as less moonlight reaches the forest floor.
|
|
The snow crunches under your feet, and you pause after moving a hundred or
|
|
so yards into the forest.") (SE TO B5 IF HACK-FLAG ELSE
|
|
"You leave the side of the railroad tracks and head into the forest.
|
|
The darkness is deeper here, as less moonlight reaches the forest floor.
|
|
The snow crunches under your feet, and you pause after moving a hundred or
|
|
so yards into the forest.") (SW SORRY
|
|
"You scramble up a bit, but slide back down. It's just too steep.") (SOUTH TO
|
|
A5 IF HACK-FLAG ELSE "You continue along the tracks for about a hundred yards."
|
|
) (NORTH TO A3 IF HACK-FLAG ELSE
|
|
"You continue along the tracks for about a hundred yards.") (NE TO B3 IF
|
|
HACK-FLAG ELSE "You leave the side of the railroad tracks and head into the forest.
|
|
The darkness is deeper here, as less moonlight reaches the forest floor.
|
|
The snow crunches under your feet, and you pause after moving a hundred or
|
|
so yards into the forest.") (NW SORRY
|
|
"You scramble up a bit, but slide back down. It's just too steep.") (FLAGS
|
|
TRACKSBIT) (ACTION TRACKS-ROOM-F)>
|
|
<ROOM A5 (EW 1) (NS 5) (LOC ROOMS) (DESC "Railroad Tracks") (PATH A6) (WEST
|
|
SORRY "You scramble up a bit, but slide back down. It's just too steep.") (EAST
|
|
TO B5 IF HACK-FLAG ELSE
|
|
"You leave the side of the railroad tracks and head into the forest.
|
|
The darkness is deeper here, as less moonlight reaches the forest floor.
|
|
The snow crunches under your feet, and you pause after moving a hundred or
|
|
so yards into the forest.") (SE TO B6 IF HACK-FLAG ELSE
|
|
"You leave the side of the railroad tracks and head into the forest.
|
|
The darkness is deeper here, as less moonlight reaches the forest floor.
|
|
The snow crunches under your feet, and you pause after moving a hundred or
|
|
so yards into the forest.") (SW SORRY
|
|
"You scramble up a bit, but slide back down. It's just too steep.") (SOUTH TO
|
|
A6 IF HACK-FLAG ELSE "You continue along the tracks for about a hundred yards."
|
|
) (NORTH TO A4 IF HACK-FLAG ELSE
|
|
"You continue along the tracks for about a hundred yards.") (NE TO B4 IF
|
|
HACK-FLAG ELSE "You leave the side of the railroad tracks and head into the forest.
|
|
The darkness is deeper here, as less moonlight reaches the forest floor.
|
|
The snow crunches under your feet, and you pause after moving a hundred or
|
|
so yards into the forest.") (NW SORRY
|
|
"You scramble up a bit, but slide back down. It's just too steep.") (FLAGS
|
|
TRACKSBIT) (ACTION TRACKS-ROOM-F)>
|
|
<ROOM A6 (EW 1) (NS 6) (LOC ROOMS) (DESC "Railroad Tracks") (PATH A7) (WEST
|
|
SORRY "You scramble up a bit, but slide back down. It's just too steep.") (EAST
|
|
TO B6 IF HACK-FLAG ELSE
|
|
"You leave the side of the railroad tracks and head into the forest.
|
|
The darkness is deeper here, as less moonlight reaches the forest floor.
|
|
The snow crunches under your feet, and you pause after moving a hundred or
|
|
so yards into the forest.") (SE TO B7 IF HACK-FLAG ELSE
|
|
"You leave the side of the railroad tracks and head into the forest.
|
|
The darkness is deeper here, as less moonlight reaches the forest floor.
|
|
The snow crunches under your feet, and you pause after moving a hundred or
|
|
so yards into the forest.") (SW SORRY
|
|
"You scramble up a bit, but slide back down. It's just too steep.") (SOUTH TO
|
|
A7 IF HACK-FLAG ELSE
|
|
"You continue along the tracks for about a hundred yards, reaching a spot
|
|
at which the tracks bend off to the southeast.") (NORTH TO A5 IF HACK-FLAG ELSE
|
|
"You continue along the tracks for about a hundred yards.") (NE TO B5 IF
|
|
HACK-FLAG ELSE "You leave the side of the railroad tracks and head into the forest.
|
|
The darkness is deeper here, as less moonlight reaches the forest floor.
|
|
The snow crunches under your feet, and you pause after moving a hundred or
|
|
so yards into the forest.") (NW SORRY
|
|
"You scramble up a bit, but slide back down. It's just too steep.") (FLAGS
|
|
TRACKSBIT) (ACTION TRACKS-ROOM-F)>
|
|
<ROOM A7 (EW 1) (NS 7) (LOC ROOMS) (DESC "Railroad Tracks") (PATH B8) (WEST
|
|
SORRY "You scramble up a bit, but slide back down. It's just too steep.") (EAST
|
|
TO B7 IF HACK-FLAG ELSE
|
|
"You leave the side of the railroad tracks and head into the forest.
|
|
The darkness is deeper here, as less moonlight reaches the forest floor.
|
|
The snow crunches under your feet, and you pause after moving a hundred or
|
|
so yards into the forest.") (SE TO B8 IF HACK-FLAG ELSE
|
|
"You continue along the tracks for about a hundred yards.") (SW SORRY
|
|
"You scramble up a bit, but slide back down. It's just too steep.") (SOUTH
|
|
SORRY "You scramble up a bit, but slide back down. It's just too steep.") (
|
|
NORTH TO A6 IF HACK-FLAG ELSE
|
|
"You continue along the tracks for about a hundred yards.") (NE TO B6 IF
|
|
HACK-FLAG ELSE "You leave the side of the railroad tracks and head into the forest.
|
|
The darkness is deeper here, as less moonlight reaches the forest floor.
|
|
The snow crunches under your feet, and you pause after moving a hundred or
|
|
so yards into the forest.") (NW SORRY
|
|
"You scramble up a bit, but slide back down. It's just too steep.") (FLAGS
|
|
TRACKSBIT) (ACTION TRACKS-ROOM-F)>
|
|
<ROOM B3 (EW 2) (NS 3) (LOC ROOMS) (DESC "Inside the Forest") (PATH 0) (WEST TO
|
|
A3 IF HACK-FLAG ELSE
|
|
"You emerge from the forest into an open area through which runs
|
|
a railroad track oriented north and south. Beyond the tracks, the
|
|
ground rises steeply.") (EAST TO C3 IF TRUE-FLAG ELSE
|
|
"You move deeper into the forest, until you reach...") (SE TO OUTSIDE-SHED IF
|
|
HACK-FLAG ELSE "A branch falls from a nearby tree, startling you briefly. You
|
|
turn back and press on through the forest, until you stop at
|
|
a small wooden shed.") (SW TO A4 IF HACK-FLAG ELSE
|
|
"You leave the forest and come to some railroad tracks, running
|
|
more-or-less north and south. Behind the tracks, the ground rises
|
|
steeply.") (SOUTH TO B4 IF HACK-FLAG ELSE
|
|
"You stumble through a three-foot snowdrift, but get back on your
|
|
feet quickly and proceed through the forest.") (NORTH TO B2 IF HACK-FLAG ELSE
|
|
"You continue through the forest, until you come to the edge of a wide
|
|
clearing to the north - this is the border zone. From atop three guard
|
|
towers standing in a line from east to west, searchlights play across
|
|
the zone, brightly illuminating everything in their path. On either side
|
|
of the towers are tall fences, running parallel to the border, making a
|
|
direct assault all but impossible. Directly across the border zone is
|
|
the border crossing station.") (NE TO C2 IF HACK-FLAG ELSE
|
|
"You continue through the forest, until you come to the edge of a wide
|
|
clearing to the north - this is the border zone. From atop three guard
|
|
towers standing in a line from east to west, searchlights play across
|
|
the zone, brightly illuminating everything in their path. On either side
|
|
of the towers are tall fences, running parallel to the border, making a
|
|
direct assault all but impossible.") (NW TO A2 IF HACK-FLAG ELSE
|
|
"You leave the forest and come to some railroad tracks, running
|
|
more-or-less north and south. Behind the tracks, the ground rises
|
|
steeply.") (ACTION FOREST-ROOM-F)>
|
|
<DEFINE-ROUTINE FOREST-ROOM-F>
|
|
<ROOM B4 (EW 2) (NS 4) (LOC ROOMS) (DESC "Inside the Forest") (PATH 0) (WEST TO
|
|
A4 IF HACK-FLAG ELSE
|
|
"You emerge from the forest into an open area through which runs
|
|
a railroad track oriented north and south. Beyond the tracks, the
|
|
ground rises steeply.") (EAST TO OUTSIDE-SHED IF HACK-FLAG ELSE
|
|
"A pile of snow falls on your head from a heavily laden branch
|
|
above. You shake it off, and continue through the forest, until
|
|
you reach a small wooden shed.") (SE TO C5 IF HACK-FLAG ELSE
|
|
"You continue through the forest for a hundred yards, and then
|
|
stop. Snowflakes fall softly around you - nearby, a small animal
|
|
scurries through the brush.") (SW TO A5 IF HACK-FLAG ELSE
|
|
"You leave the forest and come to some railroad tracks, running
|
|
more-or-less north and south. Behind the tracks, the ground rises
|
|
steeply.") (SOUTH TO B5 IF HACK-FLAG ELSE
|
|
"You walk through the forest, breaking branches as you go, and
|
|
finally stop after walking about a hundred yards.") (NORTH TO B3 IF HACK-FLAG
|
|
ELSE "You walk through the forest, breaking branches as you go, and
|
|
finally stop after walking about a hundred yards.") (NE TO C3 IF HACK-FLAG ELSE
|
|
"You continue through the forest for a hundred yards, and then
|
|
stop. Snowflakes fall softly around you - nearby, a small animal
|
|
scurries through the brush.") (NW TO A3 IF HACK-FLAG ELSE
|
|
"You leave the forest and come to some railroad tracks, running
|
|
more-or-less north and south. Behind the tracks, the ground rises
|
|
steeply.") (ACTION FOREST-ROOM-F)>
|
|
<ROOM B5 (EW 2) (NS 5) (LOC ROOMS) (DESC "Inside the Forest") (PATH 0) (WEST TO
|
|
A5 IF HACK-FLAG ELSE
|
|
"You emerge from the forest into an open area through which runs
|
|
a railroad track oriented north and south. Beyond the tracks, the
|
|
ground rises steeply.") (EAST TO C5 IF HACK-FLAG ELSE
|
|
"You stumble through a three-foot snowdrift, but get back on your
|
|
feet quickly and proceed through the forest.") (SE TO C6 IF HACK-FLAG ELSE
|
|
"You stumble through a three-foot snowdrift, but get back on your
|
|
feet quickly and proceed through the forest.") (SW TO A6 IF HACK-FLAG ELSE
|
|
"You leave the forest and come to some railroad tracks, running
|
|
more-or-less north and south. Behind the tracks, the ground rises
|
|
steeply.") (SOUTH TO B6 IF HACK-FLAG ELSE
|
|
"You continue through the forest for a hundred yards, and then
|
|
stop. Snowflakes fall softly around you - nearby, a small animal
|
|
scurries through the brush.") (NORTH TO B4 IF HACK-FLAG ELSE
|
|
"A branch falls from a nearby tree, startling you briefly. You
|
|
turn back and press on through the forest.") (NE TO OUTSIDE-SHED IF HACK-FLAG
|
|
ELSE "A branch falls from a nearby tree, startling you briefly. You
|
|
turn back and press on through the forest, until you stop at
|
|
a small wooden shed.") (NW TO A4 IF HACK-FLAG ELSE
|
|
"You leave the forest and come to some railroad tracks, running
|
|
more-or-less north and south. Behind the tracks, the ground rises
|
|
steeply.") (ACTION FOREST-ROOM-F)>
|
|
<ROOM B6 (EW 2) (NS 6) (LOC ROOMS) (DESC "Inside the Forest") (PATH 0) (WEST TO
|
|
A6 IF HACK-FLAG ELSE
|
|
"You emerge from the forest into an open area through which runs
|
|
a railroad track oriented north and south. Beyond the tracks, the
|
|
ground rises steeply.") (EAST TO C6 IF HACK-FLAG ELSE
|
|
"A branch falls from a nearby tree, startling you briefly. You
|
|
turn back and press on through the forest.") (SE TO C7 IF HACK-FLAG ELSE
|
|
"You walk through the forest, breaking branches as you go, and
|
|
finally stop after walking about a hundred yards.") (SW TO A7 IF HACK-FLAG ELSE
|
|
"You leave the forest and come to some railroad tracks, running
|
|
more-or-less north and south. Behind the tracks, the rises steeply.") (SOUTH TO
|
|
B7 IF HACK-FLAG ELSE
|
|
"You walk through the forest, breaking branches as you go, and
|
|
finally stop after walking about a hundred yards.") (NORTH TO B5 IF HACK-FLAG
|
|
ELSE "You continue through the forest for a hundred yards, and then
|
|
stop. Snowflakes fall softly around you - nearby, a small animal
|
|
scurries through the brush.") (NE TO C5 IF HACK-FLAG ELSE
|
|
"A pile of snow falls on your head from a heavily laden branch
|
|
above. You shake it off, and continue through the forest.") (NW TO A5 IF
|
|
HACK-FLAG ELSE "You leave the forest and come to some railroad tracks, running
|
|
more-or-less north and south. Behind the tracks, the ground rises
|
|
steeply.") (ACTION FOREST-ROOM-F)>
|
|
<ROOM B7 (EW 2) (NS 7) (LOC ROOMS) (DESC "Inside the Forest") (PATH 0) (WEST TO
|
|
A7 IF HACK-FLAG ELSE
|
|
"You emerge from the forest into an open area through which runs
|
|
a railroad track oriented north and south. Beyond the tracks, the
|
|
ground rises steeply.") (EAST TO C7 IF HACK-FLAG ELSE
|
|
"You walk through the forest, breaking branches as you go, and
|
|
finally stop after walking about a hundred yards.") (SE TO C8 IF HACK-FLAG ELSE
|
|
"You walk through the forest, breaking branches as you go, and
|
|
finally stop after walking about a hundred yards.") (SW SORRY
|
|
"You'd never make it up the cliff on the other side of the tracks.") (SOUTH TO
|
|
B8 IF HACK-FLAG ELSE
|
|
"You leave the forest and come to some railroad tracks, running
|
|
northwest to southeast. Behind the tracks, to the west and south, the
|
|
ground rises steeply.") (NORTH TO B6 IF HACK-FLAG ELSE
|
|
"You continue through the forest for a hundred yards, and then
|
|
stop. Snowflakes fall softly around you - nearby, a small animal
|
|
scurries through the brush.") (NE TO C6 IF HACK-FLAG ELSE
|
|
"A branch falls from a nearby tree, startling you briefly. You
|
|
turn back and press on through the forest.") (NW TO A6 IF HACK-FLAG ELSE
|
|
"You leave the forest and come to some railroad tracks, running
|
|
more-or-less north and south. Behind the tracks, the ground rises
|
|
steeply.") (ACTION FOREST-ROOM-F)>
|
|
<ROOM B8 (EW 2) (NS 8) (LOC ROOMS) (DESC "Railroad Tracks") (PATH 0) (WEST
|
|
SORRY "You scramble up a bit, but slide back down. It's just too steep.") (EAST
|
|
TO C8 IF HACK-FLAG ELSE
|
|
"You leave the side of the railroad tracks and head into the forest.
|
|
The darkness is deeper here, as less moonlight reaches the forest floor.
|
|
The snow crunches under your feet, and you pause after moving a hundred or
|
|
so yards into the forest.") (SE TO C9 IF HACK-FLAG ELSE
|
|
"You continue along the tracks for about a hundred yards, and come to
|
|
a place where the tracks are met by a roadway, heading off to the northeast.
|
|
Both the tracks and the roadway enter a tunnel to the south.") (SW SORRY
|
|
"You scramble up a bit, but slide back down. It's just too steep.") (SOUTH
|
|
SORRY "You scramble up a bit, but slide back down. It's just too steep.") (
|
|
NORTH TO B7 IF HACK-FLAG ELSE
|
|
"You leave the side of the railroad tracks and head into the forest.
|
|
The darkness is deeper here, as less moonlight reaches the forest floor.
|
|
The snow crunches under your feet, and you pause after moving a hundred or
|
|
so yards into the forest.") (NE TO C7 IF HACK-FLAG ELSE
|
|
"You leave the side of the railroad tracks and head into the forest.
|
|
The darkness is deeper here, as less moonlight reaches the forest floor.
|
|
The snow crunches under your feet, and you pause after moving a hundred or
|
|
so yards into the forest.") (NW TO A7 IF HACK-FLAG ELSE
|
|
"You continue along the tracks for about a hundred yards.") (FLAGS TRACKSBIT) (
|
|
ACTION TRACKS-ROOM-F)>
|
|
<ROOM C3 (EW 3) (NS 3) (LOC ROOMS) (DESC "Inside the Forest") (PATH 0) (WEST TO
|
|
B3 IF HACK-FLAG ELSE
|
|
"The blowing snow blinds you for a moment as you walk through the
|
|
forest.") (EAST TO D3 IF HACK-FLAG ELSE
|
|
"You continue through the forest for a hundred yards, and then
|
|
stop. Snowflakes fall softly around you - nearby, a small animal
|
|
scurries through the brush.") (SE TO D4 IF HACK-FLAG ELSE
|
|
"A cold gust of wind swirls snow into your face, making it difficult
|
|
to see clearly, but you press on through the forest.") (SW TO B4 IF HACK-FLAG
|
|
ELSE "You continue through the forest for a hundred yards, and then
|
|
stop. Snowflakes fall softly around you - nearby, a small animal
|
|
scurries through the brush.") (SOUTH TO OUTSIDE-SHED IF HACK-FLAG ELSE
|
|
"A pile of snow falls on your head from a heavily laden branch
|
|
above. You shake it off, and continue through the forest, until
|
|
you come to a small wooden shed.") (NORTH TO C2 IF HACK-FLAG ELSE
|
|
"You continue through the forest, until you come to the edge of a wide
|
|
clearing to the north - this is the border zone. From atop three guard
|
|
towers standing in a line from east to west, searchlights play across
|
|
the zone, brightly illuminating everything in their path. On either side
|
|
of the towers are tall fences, running parallel to the border, making a
|
|
direct assault all but impossible.") (NE TO D2 IF HACK-FLAG ELSE
|
|
"You continue through the forest, until you come to the edge of a wide
|
|
clearing to the north - this is the border zone. From atop three guard
|
|
towers standing in a line from east to west, searchlights play across
|
|
the zone, brightly illuminating everything in their path. On either side
|
|
of the towers are tall fences, running parallel to the border, making a
|
|
direct assault all but impossible.") (NW TO B2 IF HACK-FLAG ELSE
|
|
"You continue through the forest, until you come to the edge of a wide
|
|
clearing to the north - this is the border zone. From atop three guard
|
|
towers standing in a line from east to west, searchlights play across
|
|
the zone, brightly illuminating everything in their path. On either side
|
|
of the towers are tall fences, running parallel to the border, making a
|
|
direct assault all but impossible. Directly across the border zone is
|
|
the border crossing station.") (ACTION FOREST-ROOM-F)>
|
|
<DEFINE-ROUTINE SHED-MOVE>
|
|
<ROOM OUTSIDE-SHED (EW 3) (NS 4) (LOC ROOMS) (DESC "Outside Shed") (PATH 0) (IN
|
|
PER SHED-MOVE) (SE TO D5 IF HACK-FLAG ELSE
|
|
"The blowing snow blinds you for a moment as you walk through the
|
|
forest and into a clearing. A small hut lies off the east, and
|
|
from the smoke from the chimney, it appears as though somebody's home.") (NE TO
|
|
D3 IF HACK-FLAG ELSE
|
|
"You stumble through a three-foot snowdrift, but get back on your
|
|
feet quickly and proceed through the forest.") (NORTH TO C3 IF HACK-FLAG ELSE
|
|
"A branch falls from a nearby tree, startling you briefly. You
|
|
turn back and press on through the forest.") (NW TO B3 IF HACK-FLAG ELSE
|
|
"A pile of snow falls on your head from a heavily laden branch
|
|
above. You shake it off, and continue through the forest.") (SOUTH TO C5 IF
|
|
HACK-FLAG ELSE "A branch falls from a nearby tree, startling you briefly. You
|
|
turn back and press on through the forest.") (SW TO B5 IF HACK-FLAG ELSE
|
|
"You stumble through a three-foot snowdrift, but get back on your
|
|
feet quickly and proceed through the forest.") (EAST TO D4 IF HACK-FLAG ELSE
|
|
"You stumble through a three-foot snowdrift, but get back on your
|
|
feet quickly and proceed through the forest.") (WEST TO B4 IF HACK-FLAG ELSE
|
|
"A branch falls from a nearby tree, startling you briefly. You
|
|
turn back and press on through the forest.") (GLOBAL SHED-DOOR SHED-WINDOW SHED
|
|
) (ACTION OUTSIDE-SHED-F) (WOODFCN OUTSIDE-SHED-WF)>
|
|
<DEFINE-ROUTINE OUTSIDE-SHED-WF>
|
|
<DEFINE-ROUTINE BOLDTELL>
|
|
<DEFINE-ROUTINE OUTSIDE-SHED-F>
|
|
<OBJECT SHED-DOOR (LOC LOCAL-GLOBALS) (DESC "shed door") (SYNONYM DOOR) (
|
|
ADJECTIVE SHED) (FLAGS DOORBIT)>
|
|
<OBJECT WOOD-PILE (LOC INSIDE-SHED) (DESC "pile of wood") (SYNONYM PILE WOOD
|
|
LOGS LOG) (ADJECTIVE WOOD) (FLAGS NDESCBIT) (ACTION WOOD-PILE-F)>
|
|
<DEFINE-ROUTINE WOOD-PILE-F>
|
|
<OBJECT FAKE-GLOVES (LOC INSIDE-SHED) (DESC "gloves") (SYNONYM GLOVES) (
|
|
ADJECTIVE RUBBER) (FLAGS NDESCBIT) (ACTION FAKE-TOOLS-F)>
|
|
<OBJECT FAKE-HAMMER (LOC INSIDE-SHED) (DESC "hammer") (SYNONYM HAMMER) (
|
|
ADJECTIVE WOOD) (FLAGS NDESCBIT) (ACTION FAKE-TOOLS-F)>
|
|
<OBJECT FAKE-SAW (LOC INSIDE-SHED) (DESC "saw") (SYNONYM WOOD-SAW SAW) (
|
|
ADJECTIVE WOOD) (FLAGS NDESCBIT) (ACTION FAKE-TOOLS-F)>
|
|
<OBJECT FAKE-CUTTERS (LOC INSIDE-SHED) (DESC "bolt cutters") (SYNONYM CUTTER
|
|
BOLT-CUTTER CUTTERS) (ADJECTIVE BOLT) (FLAGS NDESCBIT) (ACTION FAKE-TOOLS-F)>
|
|
<DEFINE-ROUTINE FAKE-TOOLS-F>
|
|
<OBJECT ASSORTED-TOOLS (LOC INSIDE-SHED) (DESC "assorted tools") (SYNONYM TOOLS
|
|
TOOL) (ADJECTIVE ASSORTED) (FLAGS NDESCBIT) (ACTION ASSORTED-TOOLS-F)>
|
|
<DEFINE-ROUTINE ASSORTED-TOOLS-F>
|
|
<OBJECT HAMMER (DESC "hammer") (SYNONYM HAMMER TOOL TOOLS HANDLE) (FLAGS
|
|
TAKEBIT TOOLBIT) (SIZE 10) (SCENARIO 2) (ACTION HAMMER-F)>
|
|
<DEFINE-ROUTINE HAMMER-F>
|
|
<OBJECT WOOD-SAW (DESC "wood saw") (SYNONYM SAW TOOL TOOLS) (ADJECTIVE WOOD) (
|
|
FLAGS TAKEBIT TOOLBIT) (SCENARIO 2) (SIZE 20) (ACTION WOOD-SAW-F)>
|
|
<DEFINE-ROUTINE WOOD-SAW-F>
|
|
<OBJECT BOLT-CUTTER (DESC "bolt-cutter") (SYNONYM CUTTER BOLT-CUTTER CUTTERS
|
|
TOOL TOOLS) (ADJECTIVE BOLT) (FLAGS TAKEBIT TOOLBIT) (SIZE 20) (SCENARIO 2)>
|
|
<OBJECT SHED-WINDOW (LOC LOCAL-GLOBALS) (DESC "shed window") (SYNONYM WINDOW) (
|
|
ADJECTIVE SHED) (ACTION SHED-WINDOW-F)>
|
|
<DEFINE-ROUTINE SHED-WINDOW-F>
|
|
<ROOM INSIDE-SHED (EW 3) (NS 4) (LOC ROOMS) (DESC "Inside Shed") (PATH 0) (OUT
|
|
PER LEAVE-SHED) (GLOBAL SHED-DOOR SHED-WINDOW SHED) (ACTION INSIDE-SHED-F) (
|
|
WOODFCN INSIDE-SHED-WF)>
|
|
<DEFINE-ROUTINE LEAVE-SHED>
|
|
<OBJECT SHED (LOC LOCAL-GLOBALS) (DESC "shed") (SYNONYM SHED WOODSHED BUILDING
|
|
HUT) (ADJECTIVE WOOD) (ACTION SHED-F)>
|
|
<DEFINE-ROUTINE SHED-F>
|
|
<GLOBAL WOOD-RETURNING <>>
|
|
<DEFINE-ROUTINE INSIDE-SHED-WF>
|
|
<DEFINE-ROUTINE INSIDE-SHED-F>
|
|
<ROOM C5 (EW 3) (NS 5) (LOC ROOMS) (DESC "Inside the Forest") (PATH 0) (WEST TO
|
|
B5 IF HACK-FLAG ELSE
|
|
"The blowing snow blinds you for a moment as you walk through the
|
|
forest.") (EAST TO D5 IF HACK-FLAG ELSE
|
|
"The blowing snow blinds you for a moment as you walk through the
|
|
forest and into a clearing. A small hut lies off the east, and
|
|
from the smoke from the chimney, it appears as though somebody's home.") (SE TO
|
|
D6 IF HACK-FLAG ELSE
|
|
"You emerge from the thick forest and come to a roadway running from
|
|
south to east, with a narrow spur leading north.") (SW TO B6 IF HACK-FLAG ELSE
|
|
"The blowing snow blinds you for a moment as you walk through the
|
|
forest.") (SOUTH TO C6 IF HACK-FLAG ELSE
|
|
"You walk through the forest, breaking branches as you go, and
|
|
finally stop after walking about a hundred yards.") (NORTH TO OUTSIDE-SHED IF
|
|
HACK-FLAG ELSE "A pile of snow falls on your head from a heavily laden branch
|
|
above. You shake it off, and continue through the forest, until
|
|
you come to a small wooden shed.") (NE TO D4 IF HACK-FLAG ELSE
|
|
"The blowing snow blinds you for a moment as you walk through the
|
|
forest.") (NW TO B4 IF HACK-FLAG ELSE
|
|
"You stumble through a three-foot snowdrift, but get back on your
|
|
feet quickly and proceed through the forest.") (ACTION FOREST-ROOM-F)>
|
|
<ROOM C6 (EW 3) (NS 6) (LOC ROOMS) (DESC "Inside the Forest") (PATH 0) (WEST TO
|
|
B6 IF HACK-FLAG ELSE
|
|
"A cold gust of wind swirls snow into your face, making it difficult
|
|
to see clearly, but you press on through the forest.") (EAST TO D6 IF HACK-FLAG
|
|
ELSE "You emerge from the thick forest and come to a roadway running from
|
|
south to east, with a narrow spur leading north.") (SE TO D7 IF HACK-FLAG ELSE
|
|
"You emerge from the thick forest and come to a roadway running from
|
|
north to south.") (SW TO B7 IF HACK-FLAG ELSE
|
|
"You continue through the forest for a hundred yards, and then
|
|
stop. Snowflakes fall softly around you - nearby, a small animal
|
|
scurries through the brush.") (SOUTH TO C7 IF HACK-FLAG ELSE
|
|
"You continue through the forest for a hundred yards, and then
|
|
stop. Snowflakes fall softly around you - nearby, a small animal
|
|
scurries through the brush.") (NORTH TO C5 IF HACK-FLAG ELSE
|
|
"You stumble through a three-foot snowdrift, but get back on your
|
|
feet quickly and proceed through the forest.") (NE TO D5 IF HACK-FLAG ELSE
|
|
"The blowing snow blinds you for a moment as you walk through the
|
|
forest and into a clearing. A small hut lies off the east, and
|
|
from the smoke from the chimney, it appears as though somebody's home.") (NW TO
|
|
B5 IF HACK-FLAG ELSE
|
|
"A cold gust of wind swirls snow into your face, making it difficult
|
|
to see clearly, but you press on through the forest.") (ACTION FOREST-ROOM-F)>
|
|
<ROOM C7 (EW 3) (NS 7) (LOC ROOMS) (DESC "Inside the Forest") (PATH 0) (WEST TO
|
|
B7 IF HACK-FLAG ELSE
|
|
"A cold gust of wind swirls snow into your face, making it difficult
|
|
to see clearly, but you press on through the forest.") (EAST TO D7 IF HACK-FLAG
|
|
ELSE "You emerge from the thick forest and come to a roadway running from
|
|
north to south.") (SE TO D8 IF HACK-FLAG ELSE
|
|
"You emerge from the thick forest and come to a roadway running from
|
|
north to southwest.") (SW TO B8 IF HACK-FLAG ELSE
|
|
"You leave the forest and come to some railroad tracks, running
|
|
northwest to southeast. Behind the tracks, to the west and south, the
|
|
ground rises steeply.") (SOUTH TO C8 IF HACK-FLAG ELSE
|
|
"A pile of snow falls on your head from a heavily laden branch
|
|
above. You shake it off, and continue through the forest.") (NORTH TO C6 IF
|
|
HACK-FLAG ELSE "A branch falls from a nearby tree, startling you briefly. You
|
|
turn back and press on through the forest.") (NE TO D6 IF HACK-FLAG ELSE
|
|
"You emerge from the thick forest and come to a roadway running from
|
|
south to east, with a narrow spur leading north.") (NW TO B6 IF HACK-FLAG ELSE
|
|
"You stumble through a three-foot snowdrift, but get back on your
|
|
feet quickly and proceed through the forest.") (ACTION FOREST-ROOM-F)>
|
|
<ROOM C8 (EW 3) (NS 8) (LOC ROOMS) (DESC "Inside the Forest") (PATH 0) (WEST TO
|
|
B8 IF HACK-FLAG ELSE
|
|
"You leave the forest and come to some railroad tracks, running
|
|
northwest to southeast. Behind the tracks, to the west and south, the
|
|
ground rises steeply.") (EAST TO D8 IF HACK-FLAG ELSE
|
|
"You emerge from the thick forest and come to a roadway running from
|
|
north to southwest.") (SE TO D9 IF HACK-FLAG ELSE
|
|
"You cross a roadway and come to the edge of a putrid swamp, which
|
|
runs off to the northeast.") (SW TO B8 IF HACK-FLAG ELSE
|
|
"You leave the forest and come to some railroad tracks, running
|
|
northwest to southeast. Behind the tracks, to the west and south, the
|
|
ground rises steeply.") (SOUTH TO C9 IF HACK-FLAG ELSE
|
|
"You emerge from the forest into an open area through which runs
|
|
a railroad track running to the northwest and a roadway running to the
|
|
northeast. Both lead south into a tunnel.") (NORTH TO C7 IF HACK-FLAG ELSE
|
|
"The blowing snow blinds you for a moment as you walk through the
|
|
forest.") (NE TO D7 IF HACK-FLAG ELSE
|
|
"You emerge from the thick forest and come to a roadway running from
|
|
north to south.") (NW TO B7 IF HACK-FLAG ELSE
|
|
"A cold gust of wind swirls snow into your face, making it difficult
|
|
to see clearly, but you press on through the forest.") (ACTION FOREST-ROOM-F)>
|
|
<ROOM C9 (EW 3) (NS 9) (LOC ROOMS) (DESC "Mouth of Tunnel") (LDESC
|
|
"Both the road and the railroad tracks lead into a dark tunnel to the south.
|
|
If your memory from the train serves, this tunnel is miles long, and without
|
|
interruption. The tracks continue toward the border to the northwest, and
|
|
the road bends to the northeast. A dark forest stretches before you to the
|
|
north.") (PATH 0) (WEST SORRY
|
|
"You scramble up a bit, but slide back down. It's just too steep.") (EAST TO D9
|
|
IF FALSE-FLAG ELSE
|
|
"You continue through the forest, coming finally to the edge of a putrid
|
|
swamp, which winds its way off to the northeast.") (SE TO D9 IF FALSE-FLAG ELSE
|
|
"You continue through the forest, coming finally to the edge of a putrid
|
|
swamp, which winds its way off to the northeast.") (SW SORRY
|
|
"You scramble up a bit, but slide back down. It's just too steep.") (SOUTH
|
|
SORRY "It would take hours to get through the tunnel, and your mission would
|
|
undoubtably fail. You'd best find a way across the border.") (NORTH TO C8 IF
|
|
HACK-FLAG ELSE "You leave the side of the railroad tracks and head into the forest.
|
|
The darkness is deeper here, as less moonlight reaches the forest floor.
|
|
The snow crunches under your feet, and you pause after moving a hundred or
|
|
so yards into the forest.") (NE TO D8) (NW TO B8 IF HACK-FLAG ELSE
|
|
"You continue along the tracks for about a hundred yards.") (FLAGS TRACKSBIT
|
|
ROADBIT)>
|
|
<ROOM D3 (EW 4) (NS 3) (LOC ROOMS) (DESC "Inside the Forest") (PATH 0) (WEST TO
|
|
C3 IF HACK-FLAG ELSE
|
|
"A pile of snow falls on your head from a heavily laden branch
|
|
above. You shake it off, and continue through the forest.") (EAST TO E3 IF
|
|
HACK-FLAG ELSE "A cold gust of wind swirls snow into your face, making it difficult
|
|
to see clearly, but you press on through the forest.") (SE TO E4 IF HACK-FLAG
|
|
ELSE "The blowing snow blinds you for a moment as you walk through the
|
|
forest.") (SW TO OUTSIDE-SHED IF HACK-FLAG ELSE
|
|
"A branch falls from a nearby tree, startling you briefly. You
|
|
turn back and press on through the forest, until you stop at
|
|
a small wooden shed.") (SOUTH TO D4 IF HACK-FLAG ELSE
|
|
"A pile of snow falls on your head from a heavily laden branch
|
|
above. You shake it off, and continue through the forest.") (NORTH TO D2 IF
|
|
HACK-FLAG ELSE "You continue through the forest, until you come to the edge of a wide
|
|
clearing to the north - this is the border zone. From atop three guard
|
|
towers standing in a line from east to west, searchlights play across
|
|
the zone, brightly illuminating everything in their path. On either side
|
|
of the towers are tall fences, running parallel to the border, making a
|
|
direct assault all but impossible.") (NE TO E2 IF HACK-FLAG ELSE
|
|
"You continue through the forest, until you come to the edge of a wide
|
|
clearing to the north - this is the border zone. From atop three guard
|
|
towers standing in a line from east to west, searchlights play across
|
|
the zone, brightly illuminating everything in their path. On either side
|
|
of the towers are tall fences, running parallel to the border, making a
|
|
direct assault all but impossible.") (NW TO C2 IF HACK-FLAG ELSE
|
|
"You continue through the forest, until you come to the edge of a wide
|
|
clearing to the north - this is the border zone. From atop three guard
|
|
towers standing in a line from east to west, searchlights play across
|
|
the zone, brightly illuminating everything in their path. On either side
|
|
of the towers are tall fences, running parallel to the border, making a
|
|
direct assault all but impossible.") (ACTION FOREST-ROOM-F)>
|
|
<ROOM D4 (EW 4) (NS 4) (LOC ROOMS) (DESC "Inside the Forest") (PATH 0) (WEST TO
|
|
OUTSIDE-SHED IF HACK-FLAG ELSE
|
|
"A pile of snow falls on your head from a heavily laden branch
|
|
above. You shake it off, and continue through the forest, until
|
|
you come to a small wooden shed.") (EAST TO E4 IF HACK-FLAG ELSE
|
|
"You walk through the forest, breaking branches as you go, and
|
|
finally stop after walking about a hundred yards.") (SE TO E5 IF HACK-FLAG ELSE
|
|
"You walk through the forest, breaking branches as you go, and
|
|
finally stop after walking about a hundred yards.") (SW TO C5 IF HACK-FLAG ELSE
|
|
"You walk through the forest, breaking branches as you go, and
|
|
finally stop after walking about a hundred yards.") (SOUTH TO NORTH-HUT IF
|
|
HACK-FLAG ELSE "You walk for a short while and come to a large clearing, to the east of
|
|
which lies a small hut. Concerned about the possibility of being seen,
|
|
you head toward a spot on the north side of the hut, where you can
|
|
check the situation out.") (NORTH TO D3 IF HACK-FLAG ELSE
|
|
"A branch falls from a nearby tree, startling you briefly. You
|
|
turn back and press on through the forest.") (NE TO E3 IF HACK-FLAG ELSE
|
|
"You continue through the forest for a hundred yards, and then
|
|
stop. Snowflakes fall softly around you - nearby, a small animal
|
|
scurries through the brush.") (NW TO C3 IF HACK-FLAG ELSE
|
|
"A branch falls from a nearby tree, startling you briefly. You
|
|
turn back and press on through the forest.") (ACTION FOREST-ROOM-F)>
|
|
<ROOM D5 (EW 4) (NS 5) (FLAGS VILLAGEBIT) (LOC ROOMS) (DESC "Clearing") (PATH 0
|
|
) (WEST TO C5 IF HACK-FLAG ELSE
|
|
"You enter the forest, breaking branches as you go, and
|
|
finally stop after walking about a hundred yards.") (EAST TO OUTSIDE-HUT IF
|
|
HACK-FLAG ELSE "A cold gust of wind swirls snow into your face, making it difficult
|
|
to see clearly, but you walk to the front door of the hut.") (SE TO SOUTH-HUT
|
|
IF HACK-FLAG ELSE "You walk around to the south side of the hut.") (SW TO C6 IF
|
|
HACK-FLAG ELSE "The blowing snow blinds you for a moment as you enter the
|
|
forest.") (SOUTH TO ROAD-END IF HACK-FLAG ELSE
|
|
"You continue until you come to the start of a roadway leading south.") (NORTH
|
|
TO D4 IF HACK-FLAG ELSE
|
|
"You enter the forest, breaking branches as you go, and
|
|
finally stop after walking about a hundred yards.") (NE TO NORTH-HUT IF
|
|
HACK-FLAG ELSE "A cold gust of wind swirls snow into your face, making it difficult
|
|
to see clearly, but you press on to the north side of the hut.") (NW TO
|
|
OUTSIDE-SHED IF HACK-FLAG ELSE
|
|
"You stumble through a three-foot snowdrift, but get back on your
|
|
feet quickly and proceed into the forest, stopping as you come upon a
|
|
small wooden shed.") (ACTION D5-F) (WOODFCN D5-WF) (GLOBAL HUT CHIMNEY) (FIRE
|
|
"You continue along until you enter a clearing; to the east, before you,
|
|
lies a burning hut, sending plumes of black smoke and orange flame into
|
|
the sky.")>
|
|
<GLOBAL HUT-BURNING <>>
|
|
<DEFINE-ROUTINE D5-F>
|
|
<OBJECT HUT (LOC LOCAL-GLOBALS) (DESC "hut") (SYNONYM HUT HOUSE HOME BUILDING)
|
|
(ADJECTIVE WOODEN WOOD) (ACTION HUT-F)>
|
|
<OBJECT CHIMNEY (LOC LOCAL-GLOBALS) (DESC "chimney") (SYNONYM CHIMNEY) (ACTION
|
|
CHIMNEY-F)>
|
|
<DEFINE-ROUTINE CHIMNEY-F>
|
|
<DEFINE-ROUTINE HUT-F>
|
|
<GLOBAL HUT-WALKS <PLTABLE OUTSIDE-HUT NORTH-HUT BEHIND-HUT SOUTH-HUT
|
|
OUTSIDE-HUT 0>>
|
|
<DEFINE-ROUTINE LKP>
|
|
<DEFINE-ROUTINE D5-WF>
|
|
<ROOM OUTSIDE-HUT (EW 4) (NS 5) (FLAGS VILLAGEBIT OUTHUTBIT) (PATH 0) (LOC
|
|
ROOMS) (DESC "Outside Hut") (NORTH TO NORTH-HUT IF HACK-FLAG ELSE
|
|
"You stumble through a three-foot snowdrift, but get back on your
|
|
feet quickly and proceed to the north side of the house.") (SOUTH TO ROAD-END
|
|
IF HACK-FLAG ELSE
|
|
"You stumble through a three-foot snowdrift, but get back on your
|
|
feet quickly and proceed to a point at which a road leading south
|
|
through the forest begins.") (NW TO D5 IF HACK-FLAG ELSE
|
|
"You enter the forest, breaking branches as you go, and
|
|
finally stop as you come into a clearing, to the east of which is a small
|
|
hut.") (SW TO ROAD-END IF HACK-FLAG ELSE
|
|
"You stumble through a three-foot snowdrift, but get back on your
|
|
feet quickly and proceed to a point at which a road leading south
|
|
through the forest begins.") (NE TO NORTH-HUT IF HACK-FLAG ELSE
|
|
"You walk around to the north side of the hut.") (SE TO SOUTH-HUT IF HACK-FLAG
|
|
ELSE "A cold gust of wind swirls snow into your face, making it difficult
|
|
to see clearly, but you press on to the south side of the hut.") (EAST TO
|
|
HUT-LIVING IF HUT-FRONT-DOOR IS OPEN) (WEST TO D5 IF HACK-FLAG ELSE
|
|
"The blowing snow blinds you for a moment as you walk into the clearing.") (
|
|
ACTION OUTSIDE-HUT-F) (WOODFCN OUTSIDE-HUT-WF) (GLOBAL HUT CHIMNEY
|
|
HUT-FRONT-DOOR) (FIRE
|
|
"You continue until reaching the front of the blazing hut. The heat is so
|
|
extreme that you can't get within twenty feet of it.")>
|
|
<DEFINE-ROUTINE OUTSIDE-HUT-F>
|
|
<DEFINE-ROUTINE OUTSIDE-HUT-WF>
|
|
<ROOM NORTH-HUT (EW 4) (NS 5) (FLAGS VILLAGEBIT OUTHUTBIT) (PATH 0) (LOC ROOMS)
|
|
(DESC "North Side of Hut") (NE TO E4 IF HACK-FLAG ELSE
|
|
"You walk through the forest, breaking branches as you go, and
|
|
finally stop after walking about a hundred yards.") (SE TO BEHIND-HUT IF
|
|
HACK-FLAG ELSE "You walk around the house to the back; a door here leads into the hut."
|
|
) (EAST TO BEHIND-HUT IF HACK-FLAG ELSE
|
|
"You walk around the house to the back; a door here leads into the hut.") (WEST
|
|
TO D5 IF HACK-FLAG ELSE "You walk around the house and into the clearing.") (NW
|
|
TO D4 IF HACK-FLAG ELSE
|
|
"A pile of snow falls on your head from a heavily laden branch
|
|
above. You shake it off, and continue through the forest.") (SW TO OUTSIDE-HUT
|
|
IF HACK-FLAG ELSE "You walk around to the front of the house.") (NORTH TO D4 IF
|
|
HACK-FLAG ELSE "A branch falls from a nearby tree, startling you briefly. You
|
|
turn back and press on through the forest.") (SOUTH SORRY
|
|
"There's no way into the hut from here.") (ACROSS HUT-LIVING) (ACTION
|
|
NORTH-HUT-F) (GLOBAL HUT-WINDOW HUT CHIMNEY) (FIRE
|
|
"You continue until reaching the north side of a blazing
|
|
hut. With the extreme heat here, you can't get close at all.")>
|
|
<DEFINE-ROUTINE NORTH-HUT-F>
|
|
<DEFINE-ROUTINE CAR-SEQ-TELL>
|
|
<OBJECT HUT-WINDOW (LOC LOCAL-GLOBALS) (DESC "window") (SYNONYM WINDOW) (ACTION
|
|
HUT-WINDOW-F)>
|
|
<DEFINE-ROUTINE HUT-WINDOW-F>
|
|
<ROOM SOUTH-HUT (EW 4) (NS 5) (FLAGS VILLAGEBIT OUTHUTBIT) (PATH 0) (LOC ROOMS)
|
|
(DESC "South Side of Hut") (NE TO BEHIND-HUT IF HACK-FLAG ELSE
|
|
"You walk around the house to the back; the door is closed.") (SE TO E6 IF
|
|
HACK-FLAG ELSE "You reenter the forest and soon come to a roadway running from
|
|
east to west.") (EAST TO BEHIND-HUT IF HACK-FLAG ELSE
|
|
"You walk around the house to the back; the door is closed.") (WEST TO D5 IF
|
|
HACK-FLAG ELSE "You walk around the house and into the clearing.") (SW TO
|
|
ROAD-END IF HACK-FLAG ELSE
|
|
"You stumble through a three-foot snowdrift, but get back on your
|
|
feet quickly and move to a point in the forest at which a small
|
|
road leads south.") (NW TO OUTSIDE-HUT IF HACK-FLAG ELSE
|
|
"You walk around to the front of the house.") (NORTH SORRY
|
|
"There's no way into the hut from here.") (SOUTH TO ROAD-END IF HACK-FLAG ELSE
|
|
"You stumble through a three-foot snowdrift, but get back on your
|
|
feet quickly and move to a point in the forest at which a small
|
|
road leads south.") (ACTION SOUTH-HUT-F) (GLOBAL HUT-WINDOW HUT CHIMNEY) (FIRE
|
|
"You reach the south side of a hut, now completely ablaze. The heat from
|
|
the flames makes it impossible to go any closer.")>
|
|
<DEFINE-ROUTINE SOUTH-HUT-F>
|
|
<ROOM BEHIND-HUT (EW 4) (NS 5) (FLAGS VILLAGEBIT OUTHUTBIT) (PATH 0) (LOC ROOMS
|
|
) (DESC "Behind Hut") (NW TO NORTH-HUT IF HACK-FLAG ELSE
|
|
"You walk around to the north side of the house.") (WEST TO HUT-STORAGE IF
|
|
HUT-BACK-DOOR IS OPEN) (IN-DIR P?WEST) (SW TO SOUTH-HUT IF HACK-FLAG ELSE
|
|
"You walk around to the south side of the house.") (SOUTH TO SOUTH-HUT IF
|
|
HACK-FLAG ELSE "You walk around to the south side of the house.") (SE TO E6 IF
|
|
HACK-FLAG ELSE "You enter the forest, but soon emerge at a roadway running from
|
|
east to west.") (EAST TO E5 IF HACK-FLAG ELSE
|
|
"A cold gust of wind swirls snow into your face, making it difficult
|
|
to see clearly, but you press on into the forest.") (NE TO E4 IF HACK-FLAG ELSE
|
|
"A pile of snow falls on your head from a heavily laden branch
|
|
above. You shake it off, and continue into the forest.") (NORTH TO NORTH-HUT IF
|
|
HACK-FLAG ELSE "You walk around to the north side of the hut.") (GLOBAL
|
|
HUT-BACK-DOOR HUT-WINDOW HUT CHIMNEY) (ACTION BEHIND-HUT-F) (FIRE
|
|
"You continue until you reach the back side of a blazing hut.
|
|
Engulfed as it is in flames, you cannot possibly get closer.")>
|
|
<DEFINE-ROUTINE BEHIND-HUT-F>
|
|
<OBJECT HUT-BACK-DOOR (LOC LOCAL-GLOBALS) (DESC "back door") (SYNONYM DOOR
|
|
HINGES HINGE) (ADJECTIVE BACK) (FLAGS DOORBIT) (ACTION HUT-BACK-DOOR-F)>
|
|
<GLOBAL DOOR-OILED <>>
|
|
<DEFINE-ROUTINE HUT-BACK-DOOR-F>
|
|
<OBJECT HUT-MAN (LOC HUT-LIVING) (DESC "man") (SYNONYM MAN)>
|
|
<OBJECT HUT-FRONT-DOOR (LOC LOCAL-GLOBALS) (DESC "front door") (SYNONYM DOOR) (
|
|
ADJECTIVE FRONT) (FLAGS DOORBIT) (ACTION HUT-FRONT-DOOR-F)>
|
|
<DEFINE-ROUTINE MAN-AT-HOME?>
|
|
<DEFINE-ROUTINE HUT-FRONT-DOOR-F>
|
|
<DEFINE-ROUTINE HUT-STORAGE-EXIT>
|
|
<ROOM HUT-STORAGE (EW 4) (NS 5) (FLAGS VILLAGEBIT HUTBIT) (PATH 0) (LOC ROOMS)
|
|
(DESC "Storage Area") (EAST PER HUT-STORAGE-EXIT) (WEST TO HUT-LIVING) (OUT PER
|
|
HUT-STORAGE-EXIT) (ACTION HUT-STORAGE-F) (WOODFCN HUT-STORAGE-WF) (GLOBAL
|
|
HUT-WINDOW HUT CHIMNEY HUT-BACK-DOOR)>
|
|
<GLOBAL HUT-STORE-FLAG T>
|
|
<DEFINE-ROUTINE HUT-STORAGE-WF>
|
|
<DEFINE-ROUTINE HUT-STORAGE-F>
|
|
<DEFINE-ROUTINE DOOR-TELL>
|
|
<OBJECT HUT-WOOD (LOC HUT-LIVING) (DESC "wood pile") (SYNONYM PILE WOOD) (
|
|
ADJECTIVE WOOD) (FLAGS NDESCBIT) (ACTION HUT-WOOD-F)>
|
|
<GLOBAL HUT-WOOD-ADDED <>>
|
|
<DEFINE-ROUTINE HUT-WOOD-F>
|
|
<ROOM HUT-LIVING (EW 4) (NS 5) (FLAGS VILLAGEBIT HUTBIT) (PATH 0) (LOC ROOMS) (
|
|
DESC "Living Room") (WEST TO OUTSIDE-HUT IF HUT-FRONT-DOOR IS OPEN) (EAST TO
|
|
HUT-STORAGE) (SOUTH TO HUT-BEDROOM) (OUT TO OUTSIDE-HUT IF HUT-FRONT-DOOR IS
|
|
OPEN) (ACTION HUT-LIVING-F) (GLOBAL HUT-WINDOW HUT HUT-FRONT-DOOR) (WOODFCN
|
|
HUT-LIVING-WF)>
|
|
<DEFINE-ROUTINE TAKEABLE?>
|
|
<OBJECT GLOBAL-HUT-MAN (LOC GLOBAL-OBJECTS) (DESC "hut owner") (SYNONYM OWNER
|
|
MAN) (ADJECTIVE HUT) (SCENARIO 2) (ACTION GLOBAL-HUT-MAN-F)>
|
|
<DEFINE-ROUTINE GLOBAL-HUT-MAN-F>
|
|
<DEFINE-ROUTINE HUT-MAN-DESC>
|
|
<DEFINE-ROUTINE HUT-LIVING-WF>
|
|
<DEFINE-ROUTINE OWNER-NOTICES?>
|
|
<DEFINE-ROUTINE MAN-TO-LIVING-ROOM>
|
|
<DEFINE-ROUTINE MAN-CATCHES>
|
|
<CONSTANT HAVE-A-SEAT
|
|
" reaches for a gun which he carries
|
|
under his belt. \"Have a seat,\" he advises, as he calls for the
|
|
authorities on his radio telephone. All you can do is wait until they
|
|
arrive.">
|
|
<DEFINE-ROUTINE HUT-LIVING-F>
|
|
<OBJECT HUT-MAP (LOC HUT-LIVING) (SYNONYM MAP DIAGRAM) (DESC "map") (FLAGS
|
|
READBIT NDESCBIT) (ACTION HUT-MAP-F)>
|
|
<DEFINE-ROUTINE HUT-MAP-F>
|
|
<OBJECT MISC-LIVING (LOC HUT-LIVING) (DESC "living room item") (SYNONYM COUCH
|
|
TABLE CHAIR CHAIRS BULB LIGHTBULB STOVE WOODSTOVE) (ADJECTIVE WOOD LIGHT) (
|
|
FLAGS NDESCBIT) (ACTION MISC-LIVING-F)>
|
|
<DEFINE-ROUTINE MISC-LIVING-F>
|
|
<OBJECT NORMAL-SHOES (DESC "pair of everyday black shoes") (SYNONYM PAIR SHOES)
|
|
(ADJECTIVE EVERYDAY BLACK) (FLAGS WEARBIT TAKEBIT WORNBIT) (SCENARIO 2) (
|
|
GENERIC GENERIC-SHOES) (ACTION SHOES-F) (SPEED 50)>
|
|
<GLOBAL SHOES-WORN 0>
|
|
<OBJECT PARKA (LOC HUT-STORAGE) (DESC "white down parka") (SYNONYM PARKA COAT
|
|
OVERCOAT) (ADJECTIVE WHITE DOWN) (FLAGS WEARBIT TAKEBIT) (SCENARIO 2)>
|
|
<OBJECT OIL-CAN (LOC HUT-STORAGE) (DESC "can of household oil") (SYNONYM CAN
|
|
OIL) (ADJECTIVE HOUSEHOLD OIL) (FLAGS TAKEBIT) (SCENARIO 2) (ACTION OIL-CAN-F)>
|
|
|
|
<DEFINE-ROUTINE OIL-CAN-F>
|
|
<OBJECT WORK-SHOES (LOC HUT-STORAGE) (DESC "pair of work shoes") (SYNONYM PAIR
|
|
SHOES WORKSHOES) (ADJECTIVE WORK HEAVY) (FLAGS WEARBIT TAKEBIT) (SCENARIO 2) (
|
|
ACTION SHOES-F) (GENERIC GENERIC-SHOES) (SPEED 30) (SIZE 15)>
|
|
<DEFINE-ROUTINE GENERIC-SHOES>
|
|
<OBJECT BOOTS (LOC HUT-STORAGE) (DESC "pair of knee-boots") (SYNONYM PAIR BOOTS
|
|
KNEE-BOOTS) (ADJECTIVE KNEE) (FLAGS WEARBIT TAKEBIT) (SCENARIO 2) (ACTION
|
|
SHOES-F) (SPEED 40) (SIZE 10)>
|
|
<OBJECT KNAPSACK (LOC HUT-STORAGE) (DESC "knapsack") (SYNONYM KNAPSACK SACK
|
|
PACK) (ADJECTIVE LARGE) (FLAGS TAKEBIT WEARBIT CONTBIT OPENBIT SEARCHBIT) (
|
|
SCENARIO 2) (CAPACITY 60) (ACTION KNAPSACK-F)>
|
|
<DEFINE-ROUTINE KNAPSACK-F>
|
|
<DEFINE-ROUTINE SHOES-F>
|
|
<ROOM HUT-BEDROOM (EW 4) (NS 5) (FLAGS VILLAGEBIT HUTBIT) (PATH 0) (LOC ROOMS)
|
|
(DESC "Bedroom") (LDESC
|
|
"The bedroom is a shambles, consisting in all of a bed and a chair, over which
|
|
are draped assorted clothes too numerous and jumbled to mention. A small
|
|
window looks south to a snowy landscape.") (NORTH TO HUT-LIVING) (OUT TO
|
|
HUT-LIVING) (GLOBAL HUT-WINDOW HUT)>
|
|
<OBJECT MISC-CLOTHING (LOC HUT-BEDROOM) (DESC "jumbled clothing") (SYNONYM
|
|
CLOTHES CLOTHING) (ADJECTIVE JUMBLED ASSORTED) (FLAGS NDESCBIT) (ACTION
|
|
MISC-CLOTHING-F)>
|
|
<DEFINE-ROUTINE MISC-CLOTHING-F>
|
|
<OBJECT MISC-FURNITURE (LOC HUT-BEDROOM) (DESC "furniture") (SYNONYM BED CHAIR)
|
|
(FLAGS NDESCBIT) (ACTION MISC-FURNITURE-F)>
|
|
<DEFINE-ROUTINE MISC-FURNITURE-F>
|
|
<ROOM ROAD-END (EW 4) (NS 5) (FLAGS VILLAGEBIT) (PATH 0) (LOC ROOMS) (DESC
|
|
"End of the Road") (NORTH TO SOUTH-HUT IF HACK-FLAG ELSE
|
|
"The clearing before you is large and open, and you are concerned about being
|
|
so exposed. Seeing the hut off to the east, you decide to play it safe by
|
|
taking a position just to its south, where you can better gauge the
|
|
situation.") (SOUTH TO D6 IF HACK-FLAG ELSE
|
|
"You continue down the road and come to the junction of a larger road
|
|
running from south to east.") (EAST TO E5 IF FALSE-FLAG ELSE
|
|
"You leave the side of the roadway, bear off slightly to the north to
|
|
avoid a thicket, and reenter the forest. A cold gust of wind chills you
|
|
to the bone.") (WEST TO C5 IF FALSE-FLAG ELSE
|
|
"You leave the side of the roadway and reenter the forest. A cold gust
|
|
of wind chills you to the bone.") (NE TO SOUTH-HUT IF FALSE-FLAG ELSE
|
|
"You walk around to the south side of the hut.") (NW TO C5 IF FALSE-FLAG ELSE
|
|
"You leave the side of the roadway and reenter the forest.") (SE TO E6 IF
|
|
FALSE-FLAG ELSE "You leave the roadway, and reenter the forest. After a few dozen yards,
|
|
you come to a roadway running east and west.") (SW TO C6 IF FALSE-FLAG ELSE
|
|
"You leave the side of the roadway and reenter the forest.") (GLOBAL HUT
|
|
CHIMNEY) (ACTION ROAD-END-F)>
|
|
<DEFINE-ROUTINE ROAD-END-F>
|
|
<ROOM D6 (EW 4) (NS 6) (LOC ROOMS) (DESC "Road Spur") (PATH 0) (WEST TO C6 IF
|
|
HACK-FLAG ELSE "You leave the side of the roadway and enter the forest, proceeding a
|
|
hundred yards before you stop.") (EAST TO E6 IF HACK-FLAG ELSE
|
|
"You continue along the roadway for about a hundred yards, to a point
|
|
where it bends to the northeast.") (SE TO E7 IF HACK-FLAG ELSE
|
|
"You leave the roadway and come to the edge of a dank area at the edge
|
|
of a swamp which runs from northeast to south. Putrid sulphurous vapors
|
|
fill your lungs as you step to the edge of the noisome waters.") (SW TO C7 IF
|
|
HACK-FLAG ELSE "You leave the side of the roadway and enter the forest, proceeding a
|
|
hundred yards before you stop.") (SOUTH TO D7 IF HACK-FLAG ELSE
|
|
"You continue along the roadway for about a hundred yards.") (NORTH TO ROAD-END
|
|
IF HACK-FLAG ELSE
|
|
"You walk onto the spur leading north, and continue until the road ends
|
|
just south of a clearing.") (NE TO E5 IF HACK-FLAG ELSE
|
|
"You leave the side of the roadway and enter the forest, proceeding a
|
|
hundred yards before you stop.") (NW TO C5 IF HACK-FLAG ELSE
|
|
"You leave the side of the roadway and enter the forest, proceeding a
|
|
hundred yards before you stop.") (FLAGS FORESTBIT ROADBIT) (ACTION ROAD-ROOM-F)
|
|
>
|
|
<DEFINE-ROUTINE ROAD-ROOM-F>
|
|
<ROOM D7 (EW 4) (NS 7) (LOC ROOMS) (DESC "On the Roadway") (PATH 0) (WEST TO C7
|
|
IF HACK-FLAG ELSE
|
|
"You leave the side of the roadway and enter the forest, proceeding a
|
|
hundred yards before you stop.") (EAST TO E7 IF HACK-FLAG ELSE
|
|
"You leave the roadway and come to the edge of a dank area at the edge
|
|
of a swamp which runs from northeast to south. Putrid sulphurous vapors
|
|
fill your lungs as you step to the edge of the noisome waters.") (SE TO E8 IF
|
|
HACK-FLAG ELSE "You leave the roadway and come to the edge of a dank area at the edge
|
|
of a swamp. Putrid sulphurous vapors fill your lungs as you step to
|
|
the edge of the noisome waters. The swamp's edge continues to the
|
|
north and southwest.") (SW TO C8 IF HACK-FLAG ELSE
|
|
"You leave the side of the roadway and enter the forest, proceeding a
|
|
hundred yards before you stop.") (SOUTH TO D8 IF HACK-FLAG ELSE
|
|
"You continue along the roadway for about a hundred yards; the road
|
|
continues along here to the southwest.") (NORTH TO D6 IF HACK-FLAG ELSE
|
|
"You walk along the road for a hundred or so yards, snow swirling in your
|
|
face. The road bends to the east here, but a narrow spur continues north.") (NE
|
|
TO E6 IF HACK-FLAG ELSE
|
|
"A brisk wind gives you a deep chill, but you reenter the forest. Soon,
|
|
you rejoint the road which now is running from east to west.") (NW TO C6 IF
|
|
HACK-FLAG ELSE "You leave the side of the roadway and enter the forest, proceeding a
|
|
hundred yards before you stop.") (FLAGS FORESTBIT ROADBIT) (ACTION ROAD-ROOM-F)
|
|
>
|
|
<ROOM D8 (EW 4) (NS 8) (LOC ROOMS) (DESC "On the Roadway") (PATH 0) (WEST TO C8
|
|
IF HACK-FLAG ELSE
|
|
"You leave the side of the roadway and enter the forest, proceeding a
|
|
hundred yards before you stop.") (EAST TO E8 IF HACK-FLAG ELSE
|
|
"You leave the roadway and come to the edge of a dank area at the edge
|
|
of a swamp. Putrid sulphurous vapors fill your lungs as you step to
|
|
the edge of the noisome waters. The swamp's edge continues to the
|
|
north and southwest.") (SE TO E8 IF HACK-FLAG ELSE
|
|
"You leave the roadway and come to the edge of a dank area at the edge
|
|
of a swamp. Putrid sulphurous vapors fill your lungs as you step to
|
|
the edge of the noisome waters. The swamp's edge continues to the
|
|
north and southwest.") (SW TO C9 IF HACK-FLAG ELSE
|
|
"You continue along the road as it heads south toward the mouth of a
|
|
tunnel. The road is joined here by railroad tracks which also lead into the
|
|
tunnel, but bend to the northwest alongside a steep ridge.") (SOUTH TO D9 IF
|
|
HACK-FLAG ELSE "You leave the roadway and come to the edge of a dank area at the edge
|
|
of a swamp, which continues northeast. Putrid sulphurous vapors fill your
|
|
lungs as you step to the edge of the noisome waters.") (NORTH TO D7 IF
|
|
HACK-FLAG ELSE "You continue along the roadway for about a hundred yards.") (NE
|
|
TO E7 IF HACK-FLAG ELSE
|
|
"You leave the roadway and come to the edge of a dank area at the edge
|
|
of a swamp which runs from northeast to south. Putrid sulphurous vapors
|
|
fill your lungs as you step to the edge of the noisome waters.") (NW TO C7 IF
|
|
HACK-FLAG ELSE "You leave the side of the roadway and enter the forest, proceeding a
|
|
hundred yards before you stop.") (FLAGS FORESTBIT ROADBIT) (ACTION ROAD-ROOM-F)
|
|
>
|
|
<ROOM D9 (EW 4) (NS 9) (LOC ROOMS) (DESC "Edge of Swamp") (PATH 0) (WEST TO C9)
|
|
(EAST PER SWAMP-MOVE) (SE PER SWAMP-MOVE) (SW SORRY
|
|
"You can't move any farther in that direction.") (SOUTH SORRY
|
|
"You can't move any farther in that direction.") (NORTH TO D8 IF HACK-FLAG ELSE
|
|
"You leave the side of the swamp and walk onto the nearby roadway,
|
|
running from the north to the southwest.
|
|
The air is already fresher here, and you cannot help but cough a few
|
|
times, as if to purge the foul air all at once.") (NE PER E8-SWAMP) (NW TO C8
|
|
IF HACK-FLAG ELSE
|
|
"You leave the edge of the swamp and enter the forest; it is quite a
|
|
relief for your nose. You take some deep breaths, continue for a
|
|
hundred yards, and stop.") (FLAGS SWAMPBIT) (ACTION SWAMP-ROOM-F)>
|
|
<ROOM E3 (EW 5) (NS 3) (LOC ROOMS) (DESC "Inside the Forest") (PATH 0) (WEST TO
|
|
D3 IF HACK-FLAG ELSE
|
|
"The blowing snow blinds you for a moment as you walk through the
|
|
forest.") (EAST TO F3 IF HACK-FLAG ELSE
|
|
"You walk through the forest, breaking branches as you go, and
|
|
finally stop after walking about a hundred yards.") (SE TO F4 IF HACK-FLAG ELSE
|
|
"You emerge from the thick forest and come to a roadway running from
|
|
northeast to south.") (SW TO D4 IF HACK-FLAG ELSE
|
|
"A branch falls from a nearby tree, startling you briefly. You
|
|
turn back and press on through the forest.") (SOUTH TO E4 IF HACK-FLAG ELSE
|
|
"You walk through the forest, breaking branches as you go, and
|
|
finally stop after walking about a hundred yards.") (NORTH TO E2 IF HACK-FLAG
|
|
ELSE "You continue through the forest, until you come to the edge of a wide
|
|
clearing to the north - this is the border zone. From atop three guard
|
|
towers standing in a line from east to west, searchlights play across
|
|
the zone, brightly illuminating everything in their path. On either side
|
|
of the towers are tall fences, running parallel to the border, making a
|
|
direct assault all but impossible.") (NE SORRY
|
|
"You can't move any farther in that direction.") (NW TO D2 IF HACK-FLAG ELSE
|
|
"You continue through the forest, until you come to the edge of a wide
|
|
clearing to the north - this is the border zone. From atop three guard
|
|
towers standing in a line from east to west, searchlights play across
|
|
the zone, brightly illuminating everything in their path. On either side
|
|
of the towers are tall fences, running parallel to the border, making a
|
|
direct assault all but impossible.") (FLAGS FORESTBIT) (ACTION FOREST-ROOM-F)>
|
|
<ROOM E4 (EW 5) (NS 4) (LOC ROOMS) (DESC "Inside the Forest") (PATH 0) (WEST TO
|
|
D4 IF HACK-FLAG ELSE
|
|
"You walk through the forest, breaking branches as you go, and
|
|
finally stop after walking about a hundred yards.") (EAST TO F4 IF HACK-FLAG
|
|
ELSE "You emerge from the thick forest and come to a roadway running from
|
|
northeast to south.") (SE TO F5 IF HACK-FLAG ELSE
|
|
"You emerge from the thick forest and come to a roadway running from
|
|
north to southwest.") (SW TO NORTH-HUT IF HACK-FLAG ELSE
|
|
"You continue through the forest and come to the north side of
|
|
a small wooden hut. Smoke rises in black swirls from the chimney,
|
|
indicating that it's likely that somebody's home.") (SOUTH TO E5 IF HACK-FLAG
|
|
ELSE "You walk through the forest, breaking branches as you go, and
|
|
finally stop after walking about a hundred yards.") (NORTH TO E3 IF HACK-FLAG
|
|
ELSE "The blowing snow blinds you for a moment as you walk through the
|
|
forest.") (NE TO F3 IF HACK-FLAG ELSE
|
|
"A branch falls from a nearby tree, startling you briefly. You
|
|
turn back and press on through the forest.") (NW TO D3 IF HACK-FLAG ELSE
|
|
"You stumble through a three-foot snowdrift, but get back on your
|
|
feet quickly and proceed through the forest.") (FLAGS FORESTBIT) (ACTION
|
|
FOREST-ROOM-F)>
|
|
<ROOM E5 (EW 5) (NS 5) (LOC ROOMS) (DESC "Inside the Forest") (PATH 0) (WEST TO
|
|
BEHIND-HUT IF HACK-FLAG ELSE
|
|
"A cold gust of wind swirls snow into your face, making it difficult
|
|
to see clearly, but you press on through the forest, finally coming to
|
|
the back door of a small wooden hut. Smoke rises from the chimney above.") (
|
|
EAST TO F5 IF HACK-FLAG ELSE
|
|
"You emerge from the thick forest and come to a roadway running from
|
|
north to southwest.") (SE TO F6 IF HACK-FLAG ELSE
|
|
"You cross a road, leave the forest, and come to the edge of a dank area at
|
|
the edge of a swamp running from northeast to southwest. Putrid sulphurous
|
|
vapors fill your lungs as you step to the edge of the noisome waters.") (SW TO
|
|
D6 IF HACK-FLAG ELSE
|
|
"You emerge from the thick forest and come to a roadway running from
|
|
south to east, with a narrow spur leading north.") (SOUTH TO E6 IF HACK-FLAG
|
|
ELSE "You emerge from the thick forest and come to a roadway running from
|
|
east to west.") (NORTH TO E4 IF HACK-FLAG ELSE
|
|
"A pile of snow falls on your head from a heavily laden branch
|
|
above. You shake it off, and continue through the forest.") (NE TO F4 IF
|
|
HACK-FLAG ELSE "You emerge from the thick forest and come to a roadway running from
|
|
northeast to south.") (NW TO D4 IF HACK-FLAG ELSE
|
|
"You continue through the forest for a hundred yards, and then
|
|
stop. Snowflakes fall softly around you - nearby, a small animal
|
|
scurries through the brush.") (FLAGS FORESTBIT) (ACTION FOREST-ROOM-F)>
|
|
<ROOM E6 (EW 5) (NS 6) (LOC ROOMS) (DESC "On the Roadway") (PATH 0) (WEST TO D6
|
|
IF HACK-FLAG ELSE
|
|
"You continue along the roadway for about a hundred yards, to a point
|
|
where it curves to the left, heading south. A small spur of the road
|
|
leads north.") (EAST TO F6 IF HACK-FLAG ELSE
|
|
"You leave the roadway and come to the edge of a dank area at the edge
|
|
of a swamp running from northeast to southwest. Putrid sulphurous vapors
|
|
fill your lungs as you step to the edge of the noisome waters.") (SE TO F6 IF
|
|
HACK-FLAG ELSE "You leave the roadway and come to the edge of a dank area at the edge
|
|
of a swamp running from northeast to southwest. Putrid sulphurous vapors
|
|
fill your lungs as you step to the edge of the noisome waters.") (SW TO D7 IF
|
|
HACK-FLAG ELSE "You leave the road, walk through the forest, and then come upon the same
|
|
road again, now heading north-south.") (SOUTH TO E7 IF HACK-FLAG ELSE
|
|
"You leave the roadway and come to the edge of a dank area at the edge
|
|
of a swamp which runs from northeast to south. Putrid sulphurous vapors
|
|
fill your lungs as you step to the edge of the noisome waters.") (NORTH TO E5
|
|
IF HACK-FLAG ELSE
|
|
"You leave the side of the roadway and enter the forest, proceeding a
|
|
hundred yards before you stop.") (NE TO F5 IF HACK-FLAG ELSE
|
|
"A brisk wind gives you a deep chill, but you continue along the road
|
|
to the point at which it bends to the north.") (NW TO SOUTH-HUT IF HACK-FLAG
|
|
ELSE "You leave the side of the roadway and enter the forest, proceeding a
|
|
hundred yards before you come to the south side of a small hut. The
|
|
smoke from the chimney indicates that perhaps someone is home.") (FLAGS
|
|
FORESTBIT ROADBIT) (ACTION ROAD-ROOM-F)>
|
|
<ROOM E7 (EW 5) (NS 7) (LOC ROOMS) (DESC "Edge of Swamp") (PATH 0) (WEST TO D7
|
|
IF HACK-FLAG ELSE
|
|
"You leave the side of the swamp and walk onto the nearby roadway,
|
|
which runs from north to south.
|
|
The air is already fresher here, and you cannot help but cough a few
|
|
times, as if to purge the foul air all at once.") (EAST PER SWAMP-MOVE) (SE PER
|
|
SWAMP-MOVE) (SW TO D8 IF HACK-FLAG ELSE
|
|
"You leave the side of the swamp and walk onto the nearby roadway,
|
|
which runs from the north to the southwest.
|
|
The air is already fresher here, and you cannot help but cough a few
|
|
times, as if to purge the foul air all at once.") (SOUTH PER E8-SWAMP) (NORTH
|
|
TO E6 IF HACK-FLAG ELSE
|
|
"You leave the side of the swamp and walk onto the nearby east-west roadway.
|
|
The air is already fresher here, and you cannot help but cough a few
|
|
times, as if to purge the foul air all at once.") (NE PER F6-SWAMP) (NW TO D6
|
|
IF HACK-FLAG ELSE
|
|
"You leave the side of the swamp and walk onto the nearby roadway.
|
|
The air is already fresher here, and you cannot help but cough a few
|
|
times, as if to purge the foul air all at once. The road leads east
|
|
and south, but a narrow spur heads to the north.") (FLAGS SWAMPBIT) (ACTION
|
|
SWAMP-ROOM-F)>
|
|
<DEFINE-ROUTINE G4-SWAMP>
|
|
<DEFINE-ROUTINE E7-SWAMP>
|
|
<DEFINE-ROUTINE E8-SWAMP>
|
|
<DEFINE-ROUTINE D9-SWAMP>
|
|
<DEFINE-ROUTINE G5-SWAMP>
|
|
<DEFINE-ROUTINE F6-SWAMP>
|
|
<DEFINE-ROUTINE SWAMP-MOVE-TELL>
|
|
<DEFINE-ROUTINE SWAMP-ROOM-F>
|
|
<ROOM E8 (EW 5) (NS 8) (LOC ROOMS) (DESC "Edge of Swamp") (PATH 0) (WEST TO D8
|
|
IF HACK-FLAG ELSE
|
|
"You emerge from the thick forest and come to a roadway running from
|
|
north to southwest.") (EAST PER SWAMP-MOVE) (SE PER SWAMP-MOVE) (SW PER
|
|
D9-SWAMP) (SOUTH PER SWAMP-MOVE) (NORTH PER E7-SWAMP) (NE PER SWAMP-MOVE) (NW
|
|
TO D7 IF HACK-FLAG ELSE
|
|
"You emerge from the swamp and come to a roadway running from
|
|
north to south.") (FLAGS SWAMPBIT FORESTBIT) (ACTION SWAMP-ROOM-F)>
|
|
<ROOM F3 (EW 6) (NS 3) (LOC ROOMS) (DESC "Inside the Forest") (PATH 0) (WEST TO
|
|
E3 IF HACK-FLAG ELSE
|
|
"You stumble through a three-foot snowdrift, but get back on your
|
|
feet quickly and proceed through the forest.") (EAST SORRY
|
|
"You'd be caught in a moment.") (SE TO G4 IF HACK-FLAG ELSE
|
|
"You leave the forest, crossing a roadway, and come to the edge of a dank
|
|
area at the edge of a swamp which continues to the south. Putrid sulphurous
|
|
vapors fill your lungs as you step to the edge of the noisome waters.") (SW TO
|
|
E4 IF HACK-FLAG ELSE
|
|
"You walk through the forest, breaking branches as you go, and
|
|
finally stop after walking about a hundred yards.") (SOUTH TO F4 IF HACK-FLAG
|
|
ELSE "You emerge from the thick forest and come to a roadway running from
|
|
northeast to south.") (NORTH SORRY
|
|
"You scramble up a bit, but slide back down. It's just too steep.") (NE SORRY
|
|
"You can't move any farther in that direction.") (NW TO E2 IF HACK-FLAG ELSE
|
|
"You continue through the forest, until you come to the edge of a wide
|
|
clearing to the north - this is the border zone. From atop three guard
|
|
towers standing in a line from east to west, searchlights play across
|
|
the zone, brightly illuminating everything in their path. On either side
|
|
of the towers are tall fences, running parallel to the border, making a
|
|
direct assault all but impossible.") (FLAGS FORESTBIT) (ACTION FOREST-ROOM-F)>
|
|
<ROOM F4 (EW 6) (NS 4) (LOC ROOMS) (DESC "On the Roadway") (PATH 0) (WEST TO E4
|
|
IF HACK-FLAG ELSE
|
|
"You leave the side of the roadway and enter the forest, proceeding a
|
|
hundred yards before you stop.") (EAST TO G4 IF HACK-FLAG ELSE
|
|
"You leave the roadway and come to the edge of a dank area at the edge
|
|
of a swamp which continues to the south. Putrid sulphurous vapors fill your
|
|
lungs as you step to the edge of the noisome waters.") (SE TO G5 IF HACK-FLAG
|
|
ELSE "You leave the roadway and come to the edge of a dank area at the edge
|
|
of a swamp which runs from the north to the southwest. Putrid sulphurous
|
|
vapors fill your lungs as you step to the edge of the noisome waters.") (SW TO
|
|
E5 IF HACK-FLAG ELSE
|
|
"You leave the side of the roadway and enter the forest, proceeding a
|
|
hundred yards before you stop.") (SOUTH TO F5 IF HACK-FLAG ELSE
|
|
"You continue along the roadway for about a hundred yards to a point
|
|
where it bends to the southwest.") (NORTH TO F3 IF HACK-FLAG ELSE
|
|
"You leave the side of the roadway and enter the forest, proceeding a
|
|
hundred yards before you stop.") (NE SORRY
|
|
"You start along the road, until you see a roadblock come into sight; you
|
|
duck back into the forest. It would never work to go that way.") (NW TO E3 IF
|
|
HACK-FLAG ELSE "You leave the side of the roadway and enter the forest, proceeding a
|
|
hundred yards before you stop.") (FLAGS FORESTBIT ROADBIT) (ACTION ROAD-ROOM-F)
|
|
>
|
|
<OBJECT ROADBLOCK (DESC "roadblock") (SYNONYM BLOCK ROADBLOCK) (ADJECTIVE ROAD)
|
|
(LOC GLOBAL-OBJECTS) (SCENARIO 2) (ACTION ROADBLOCK-F)>
|
|
<DEFINE-ROUTINE ROADBLOCK-F>
|
|
<ROOM F5 (EW 6) (NS 5) (LOC ROOMS) (DESC "On the Roadway") (PATH 0) (WEST TO E5
|
|
IF HACK-FLAG ELSE
|
|
"You leave the side of the roadway and enter the forest, proceeding a
|
|
hundred yards before you stop.") (EAST TO G5 IF HACK-FLAG ELSE
|
|
"You leave the roadway and come to the edge of a dank area at the edge
|
|
of a swamp which runs from the north to the southwest. Putrid sulphurous
|
|
vapors fill your lungs as you step to the edge of the noisome waters.") (SE
|
|
SORRY "You can't move any farther in that direction.") (SW TO E6 IF HACK-FLAG
|
|
ELSE "You walk along the road for a hundred or so yards, snow swirling in your
|
|
face. From here, the road continues to the west.") (SOUTH TO F6 IF HACK-FLAG
|
|
ELSE "You leave the roadway and come to the edge of a dank area at the edge
|
|
of a swamp running from northeast to southwest. Putrid sulphurous vapors
|
|
fill your lungs as you step to the edge of the noisome waters.") (NORTH TO F4
|
|
IF HACK-FLAG ELSE
|
|
"You walk along the road for a hundred or so yards, snow swirling in your
|
|
face, until you come to a point where the road bends to the northeast.") (NE TO
|
|
G4 IF HACK-FLAG ELSE
|
|
"You leave the roadway and come to the edge of a dank area at the edge
|
|
of a swamp which continues to the south. Putrid sulphurous vapors fill your
|
|
lungs as you step to the edge of the noisome waters.") (NW TO E4 IF HACK-FLAG
|
|
ELSE "You leave the side of the roadway and enter the forest, proceeding a
|
|
hundred yards before you stop.") (FLAGS FORESTBIT ROADBIT) (ACTION ROAD-ROOM-F)
|
|
>
|
|
<ROOM F6 (EW 6) (NS 6) (LOC ROOMS) (DESC "Edge of Swamp") (PATH 0) (WEST TO E6
|
|
IF HACK-FLAG ELSE
|
|
"You leave the side of the swamp and walk onto the nearby east-west roadway.
|
|
The air is already fresher here, and you cannot help but cough a few
|
|
times, as if to purge the foul air all at once.") (EAST PER SWAMP-MOVE) (SE PER
|
|
SWAMP-MOVE) (SW PER E7-SWAMP) (SOUTH PER SWAMP-MOVE) (NORTH TO F5 IF HACK-FLAG
|
|
ELSE "You leave the side of the swamp and walk onto the nearby roadway,
|
|
which runs from north to southwest here.
|
|
The air is already fresher here, and you cannot help but cough a few
|
|
times, as if to purge the foul air all at once.") (NE PER G5-SWAMP) (NW TO E5
|
|
IF HACK-FLAG ELSE
|
|
"You leave the edge of the swamp and enter the forest; it is quite a
|
|
relief for your nose. You take some deep breaths, continue for a
|
|
hundred yards, and stop.") (FLAGS SWAMPBIT) (ACTION SWAMP-ROOM-F)>
|
|
<ROOM G4 (EW 7) (NS 4) (LOC ROOMS) (DESC "Edge of Swamp") (PATH 0) (WEST TO F4
|
|
IF HACK-FLAG ELSE
|
|
"You leave the side of the swamp and walk onto the nearby roadway,
|
|
which runs from south to northeast.
|
|
The air is already fresher here, and you cannot help but cough a few
|
|
times, as if to purge the foul air all at once.") (EAST PER SWAMP-MOVE) (SE PER
|
|
SWAMP-MOVE) (SW TO F5 IF HACK-FLAG ELSE
|
|
"You leave the side of the swamp and walk onto the nearby roadway,
|
|
which runs from north to southwest here.
|
|
The air is already fresher here, and you cannot help but cough a few
|
|
times, as if to purge the foul air all at once.") (SOUTH PER G5-SWAMP) (NORTH
|
|
SORRY "You start onto the roadway, and find yourself facing a roadblock. Realizing
|
|
that you'd be caught in a moment continuing that way, you return to the edge
|
|
of the swamp.") (NE PER SWAMP-MOVE) (NW TO F3 IF HACK-FLAG ELSE
|
|
"You leave the edge of the swamp and enter the forest; it is quite a
|
|
relief for your nose. You take some deep breaths, continue for a
|
|
hundred yards, and stop.") (FLAGS SWAMPBIT) (ACTION SWAMP-ROOM-F)>
|
|
<ROOM G5 (EW 7) (NS 5) (LOC ROOMS) (DESC "Edge of Swamp") (PATH 0) (WEST TO F5
|
|
IF HACK-FLAG ELSE
|
|
"You leave the side of the swamp and walk onto the nearby roadway,
|
|
which runs from north to southwest here.
|
|
The air is already fresher here, and you cannot help but cough a few
|
|
times, as if to purge the foul air all at once.") (EAST PER SWAMP-MOVE) (SE PER
|
|
SWAMP-MOVE) (SW PER F6-SWAMP) (SOUTH PER SWAMP-MOVE) (NORTH PER G4-SWAMP) (NE
|
|
PER SWAMP-MOVE) (NW TO F4 IF HACK-FLAG ELSE
|
|
"You leave the side of the swamp and walk onto the nearby roadway,
|
|
which runs from south to northeast.
|
|
The air is already fresher here, and you cannot help but cough a few
|
|
times, as if to purge the foul air all at once.") (FLAGS SWAMPBIT) (ACTION
|
|
SWAMP-ROOM-F)>
|
|
<DEFINE-ROUTINE SWAMP-MOVE>
|
|
<OBJECT TRAIN (LOC GLOBAL-OBJECTS) (DESC "train") (SYNONYM TRAIN CHOO-CHOO) (
|
|
ACTION TRAIN-F)>
|
|
<DEFINE-ROUTINE TRAIN-F>
|
|
<OBJECT FOREST (LOC GLOBAL-OBJECTS) (DESC "forest") (SYNONYM FOREST) (SCENARIO
|
|
2) (ACTION FOREST-F)>
|
|
<DEFINE-ROUTINE FOREST-F>
|
|
<OBJECT GLOBAL-HUT (LOC GLOBAL-OBJECTS) (DESC "hut") (SYNONYM HUT) (SCENARIO 2)
|
|
(ACTION GLOBAL-HUT-F)>
|
|
<DEFINE-ROUTINE GLOBAL-HUT-F>
|
|
<OBJECT T-STATION (LOC GLOBAL-OBJECTS) (DESC "border station") (SYNONYM STATION
|
|
) (ADJECTIVE BORDER) (TRANSIENT <PLTABLE A2 B2 C2 D2 E2>) (ACTION T-STATION-F)>
|
|
|
|
<GLOBAL TOO-FAR "You're too far away to do that.">
|
|
<DEFINE-ROUTINE T-STATION-F>
|
|
<OBJECT GLOBAL-TUNNEL (LOC GLOBAL-OBJECTS) (SYNONYM TUNNEL) (DESC "tunnel") (
|
|
SCENARIO 2) (ACTION GLOBAL-TUNNEL-F)>
|
|
<DEFINE-ROUTINE GLOBAL-TUNNEL-F>
|
|
<OBJECT GLOBAL-SNOW (LOC GLOBAL-OBJECTS) (DESC "snow") (SYNONYM SNOW ICE) (
|
|
SCENARIO 2) (ACTION GLOBAL-SNOW-F)>
|
|
<DEFINE-ROUTINE GLOBAL-SNOW-F>
|
|
<OBJECT GLOBAL-TREES (LOC GLOBAL-OBJECTS) (DESC "tree") (SYNONYM TREE TREES) (
|
|
SCENARIO 2) (ACTION GLOBAL-TREES-F)>
|
|
<DEFINE-ROUTINE GLOBAL-TREES-F>
|
|
<OBJECT GLOBAL-BORDER (LOC GLOBAL-OBJECTS) (DESC "border") (SYNONYM BORDER) (
|
|
SCENARIO 2) (ACTION GLOBAL-BORDER-F)>
|
|
<DEFINE-ROUTINE GLOBAL-BORDER-F> |