mirror of
https://github.com/historicalsource/cutthroats
synced 2024-04-29 23:49:25 +03:00
Final Revision
This commit is contained in:
parent
47fbe00ae6
commit
6af9d8816e
67
a3.zil
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67
a3.zil
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@ -0,0 +1,67 @@
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"
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TOA #2
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(c) Copyright 1984 Infocom, Inc. All Rights Reserved.
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"
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<GC-MON <>>
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;<COND (<GASSIGNED? ZILCH> <GC 0 T>)
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(T <GC 0 T 5>)>
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<GC 0 T 5>
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<BLOAT 90000 0 0 3500 0 0 0 0 0 512>
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;<SETG SHORT-STRINGS 2>
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<SET REDEFINE T>
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;<GLOBAL BIGFIX 10000>
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<OR <GASSIGNED? ZILCH>
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<SETG WBREAKS <STRING !\" !\= !,WBREAKS>>>
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<DEFINE IFILE (STR "OPTIONAL" (FLOAD? <>) "AUX" (TIM <TIME>))
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<INSERT-FILE .STR .FLOAD?>>
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<PRINC "CUTTHROATS: Frobozz Magic Adventure Fiction
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">
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<COND (<GASSIGNED? PREDGEN>
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<ID 0>)>
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<IFILE "MACROS" T>
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<IFILE "GLOBALS" T>
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<PROPDEF SIZE 5>
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<PROPDEF CAPACITY 0>
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;<PROPDEF VALUE 0>
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<IFILE "SYNTAX" T>
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<ENDLOAD>
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<IFILE "CLOCK" T>
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<IFILE "MAIN" T>
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<IFILE "PARSER" T>
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<IFILE "VERBS" T>
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;"Jerry: Add your files here, as with GOAL"
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<IFILE "GOAL" T>
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<IFILE "ISLAND" T>
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<IFILE "BOAT" T>
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<IFILE "WRECKS" T>
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<IFILE "PEOPLE" T>
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<IFILE "EVENTS" T>
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;<COND (<NOT <GASSIGNED? PREDGEN>>
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<CLOSE!- ,XTELLCHAN>)>
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<PRINC "
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Formerly SCUM: Interlogic Adventure Fiction
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Get ready!">
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1
boat.zil
1
boat.zil
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@ -1237,6 +1237,7 @@ after its last trawling expedition." ,SPARE-PARTS-STR CR>)>>
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<PERFORM ,V?EXAMINE ,DRILL>
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<RTRUE>)
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(<AND <VERB? OPEN>
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<PRSO? ,DRILL>
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<IN? ,BATTERY ,DRILL>
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<==? <GETP ,HERE ,P?LINE> ,UNDERWATER-LINE-C>
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<NOT <AIRTIGHT-ROOM?>>>
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67
cutthroats.zil
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67
cutthroats.zil
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@ -0,0 +1,67 @@
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"
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TOA #2
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(c) Copyright 1984 Infocom, Inc. All Rights Reserved.
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"
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<GC-MON <>>
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;<COND (<GASSIGNED? ZILCH> <GC 0 T>)
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(T <GC 0 T 5>)>
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<GC 0 T 5>
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<BLOAT 90000 0 0 3500 0 0 0 0 0 512>
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;<SETG SHORT-STRINGS 2>
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<SET REDEFINE T>
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;<GLOBAL BIGFIX 10000>
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<OR <GASSIGNED? ZILCH>
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<SETG WBREAKS <STRING !\" !\= !,WBREAKS>>>
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<DEFINE IFILE (STR "OPTIONAL" (FLOAD? <>) "AUX" (TIM <TIME>))
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<INSERT-FILE .STR .FLOAD?>>
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<PRINC "CUTTHROATS: Frobozz Magic Adventure Fiction
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">
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<COND (<GASSIGNED? PREDGEN>
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<ID 0>)>
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<IFILE "MACROS" T>
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<IFILE "GLOBALS" T>
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<PROPDEF SIZE 5>
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<PROPDEF CAPACITY 0>
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;<PROPDEF VALUE 0>
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<IFILE "SYNTAX" T>
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<ENDLOAD>
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<IFILE "CLOCK" T>
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<IFILE "MAIN" T>
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<IFILE "PARSER" T>
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<IFILE "VERBS" T>
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;"Jerry: Add your files here, as with GOAL"
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<IFILE "GOAL" T>
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<IFILE "ISLAND" T>
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<IFILE "BOAT" T>
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<IFILE "WRECKS" T>
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<IFILE "PEOPLE" T>
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<IFILE "EVENTS" T>
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;<COND (<NOT <GASSIGNED? PREDGEN>>
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<CLOSE!- ,XTELLCHAN>)>
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<PRINC "
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Formerly SCUM: Interlogic Adventure Fiction
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Get ready!">
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46
events.zap
46
events.zap
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@ -78,12 +78,12 @@
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?CND1: EQUAL? HERE,FERRY-LANDING \?ELS21
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PRINTI "The ferry arrives. Some passengers get off and others get on."
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ZERO? WEASEL-HERE? /?ELS26
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CALL TELL-FERRY-KLUDGE,STR?430
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CALL TELL-FERRY-KLUDGE,STR?431
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JUMP ?CND24
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?ELS26: IN? WEASEL,FERRY-LANDING \?CND24
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CALL QUEUED?,I-TRAITOR-MEETING
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ZERO? STACK \?CND24
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CALL TELL-FERRY-KLUDGE,STR?431
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CALL TELL-FERRY-KLUDGE,STR?432
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IN? ENVELOPE,PLAYER \?CND24
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CRLF
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CALL WEASEL-BEATS-YOU
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@ -255,7 +255,7 @@
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?ELS14: GRTR? SM-CTR,1 \?ELS16
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IN? MCGINTY,WINDING-ROAD-1 /?THN19
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IN? MCGINTY,WINDING-ROAD-2 \?ELS16
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?THN19: CALL JIGS-UP,STR?434
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?THN19: CALL JIGS-UP,STR?435
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RSTACK
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?ELS16: LESS? SM-CTR,2 \?ELS22
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IN? WEASEL,WINDING-ROAD-1 \?ELS27
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@ -344,24 +344,24 @@ He turns to the others. ""We'll meet in "
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LESS? TM-CTR,6 \?CND1
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INC 'TM-CTR
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?CND1: IN? MCGINTY,POINT-LOOKOUT \?ELS15
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CALL JIGS-UP,STR?435
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CALL JIGS-UP,STR?436
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RSTACK
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?ELS15: IN? MCGINTY,OCEAN-ROAD-3 \?ELS17
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CALL IN-MOTION?,MCGINTY
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ZERO? STACK \?ELS17
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CALL JIGS-UP,STR?436
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CALL JIGS-UP,STR?437
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RSTACK
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?ELS17: EQUAL? TM-CTR,1 \?ELS21
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SET 'QCONTEXT,JOHNNY
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SET 'QCONTEXT-ROOM,HERE
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PRINTR "Johnny turns toward you. ""Well? Did you bring the money?"""
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?ELS21: GRTR? BLOOD-ALCOHOL,10 \?ELS25
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CALL JIGS-UP,STR?437
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CALL JIGS-UP,STR?438
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RSTACK
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?ELS25: EQUAL? TM-CTR,4 \?ELS27
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PRINTR "Johnny glares at you as if you were a sea slug."
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?ELS27: EQUAL? TM-CTR,5 \?ELS31
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CALL JIGS-UP,STR?438
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CALL JIGS-UP,STR?439
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RSTACK
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?ELS31: EQUAL? TM-CTR,6 \?ELS33
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SET 'TM-CTR,7
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@ -382,7 +382,7 @@ He turns to the others. ""We'll meet in "
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PRINTR " more than 200 feet deep?"""
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?ELS33: EQUAL? TM-CTR,7 \?ELS37
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GRTR? PRESENT-TIME,675 \?CND38
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CALL JIGS-UP,STR?439
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CALL JIGS-UP,STR?440
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?CND38: SET 'QCONTEXT,JOHNNY
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SET 'QCONTEXT-ROOM,HERE
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PRINTR "Johnny looks impatient. ""Don't confuse things. A yes or no will do."""
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@ -576,7 +576,7 @@ He tells the "
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?CND17: CALL INT,I-TRAITOR-MEETING
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PUT STACK,0,0
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IN? PLAYER,FERRY-LANDING \FALSE
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CALL TELL-CORNER,FERRY-HERE,STR?440
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CALL TELL-CORNER,FERRY-HERE,STR?441
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RSTACK
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?ELS16: MOVE ID-CARD,MCGINTY
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IN? FERRY,FERRY-LANDING \?CND27
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@ -585,7 +585,7 @@ He tells the "
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?CND27: CALL INT,I-TRAITOR-MEETING
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PUT STACK,0,0
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IN? PLAYER,FERRY-LANDING \FALSE
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CALL TELL-CORNER,FERRY-HERE,STR?441
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CALL TELL-CORNER,FERRY-HERE,STR?442
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RSTACK
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?ELS11: MOVE ID-CARD,WEASEL
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SET 'MCGINTY-MEETS-WEASEL,FALSE-VALUE
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@ -708,7 +708,7 @@ He tells the "
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GETP STACK,P?LINE
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EQUAL? STACK,BOAT \?ELS15
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CALL TELL-COMES-UP,WEASEL
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CALL JIGS-UP,STR?442
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CALL JIGS-UP,STR?443
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JUMP ?CND9
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?ELS15: IN? ENVELOPE,JOHNNY \?CND9
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LOC WEASEL
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@ -721,7 +721,7 @@ He tells the "
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EQUAL? LATITUDE-SET,20 \?CND18
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EQUAL? LONGITUDE-SET,25 \?CND18
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CALL TELL-COMES-UP,JOHNNY
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CALL JIGS-UP,STR?443
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CALL JIGS-UP,STR?444
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?CND18: CALL META-LOC,PLAYER
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EQUAL? STACK,MM-GALLEY,NW-GALLEY \?CND23
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PRINTI "Pete announces that the stew is ready."
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@ -742,7 +742,7 @@ He tells the "
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PRINTI " to watch the shoreline recede."
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LOC PLAYER
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IN? DECK-CHAIR,STACK \?CND41
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CALL TELL-FERRY-KLUDGE,STR?444
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CALL TELL-FERRY-KLUDGE,STR?445
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?CND41: PRINTI " As the boat leaves the wharf, y"
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JUMP ?CND36
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?ELS38: PRINTI "The boat begins to move through the waves. Y"
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@ -816,7 +816,7 @@ He tells the "
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JUMP ?CND97
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?ELS107: CALL OCEAN-BOTTOM-FCN >OCEAN-BOTTOM
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ZERO? OCEAN-BOTTOM \?CND97
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CALL JIGS-UP,STR?445
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CALL JIGS-UP,STR?446
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?CND97: SET 'HOW-TIRED,1
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LESS? HOW-HUNGRY,2 \?CND112
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SET 'HOW-HUNGRY,1
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@ -907,7 +907,7 @@ He tells the "
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GRTR? LONGITUDE-SET,55 /?THN6
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LESS? LATITUDE-SET,5 /?THN6
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GRTR? LATITUDE-SET,45 \?ELS5
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?THN6: CALL JIGS-UP,STR?446
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?THN6: CALL JIGS-UP,STR?447
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RSTACK
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?ELS5: GRTR? LATITUDE-SET,17 /?ELS9
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CALL LE?,2,-5,-11
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@ -1111,7 +1111,7 @@ He tells the "
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?ELS13: EQUAL? HOW-THIRSTY,3 \?ELS17
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CALL QUEUE,I-THIRST,15
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PUT STACK,0,1
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CALL TELL-YOUD-BETTER,STR?447
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CALL TELL-YOUD-BETTER,STR?448
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RFALSE
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?ELS17: GRTR? HOW-THIRSTY,3 \FALSE
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CALL QUEUE,I-THIRST,4
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@ -1163,7 +1163,7 @@ He tells the "
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LOC SQUID >L
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CALL META-LOC,PLAYER
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EQUAL? STACK,L \?ELS5
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CALL JIGS-UP,STR?448
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CALL JIGS-UP,STR?449
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RSTACK
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?ELS5: CALL INT,I-SQUID
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PUT STACK,0,0
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@ -1197,7 +1197,7 @@ He tells the "
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PRINTI "A shark"
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JUMP ?CND30
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?ELS36: PRINTI "Something"
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?CND30: CALL JIGS-UP,STR?449
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?CND30: CALL JIGS-UP,STR?450
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RSTACK
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?ELS7: MOVE SHARK,UNDERWATER
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CALL QUEUE,I-SHARK,-1
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|
@ -1233,7 +1233,7 @@ He tells the "
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CALL GLOBAL-IN?,FALLEN-BUNK,HERE
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ZERO? STACK /?ELS37
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EQUAL? HERE,WRECK-8 \?ELS42
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CALL JIGS-UP,STR?450
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CALL JIGS-UP,STR?451
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RSTACK
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?ELS42: SET 'BUNKS-MOVED,FALSE-VALUE
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SET 'P-IT-OBJECT,FALLEN-BUNK
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|
@ -1243,7 +1243,7 @@ He tells the "
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EQUAL? HERE,UNDERWATER \?ELS48
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?THN49: SET 'BUNKS-MOVED,FALSE-VALUE
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RFALSE
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?ELS48: CALL JIGS-UP,STR?451
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?ELS48: CALL JIGS-UP,STR?452
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RSTACK
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|
@ -1342,7 +1342,7 @@ He tells the "
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DIV STACK,44
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SUB AIR-LEFT,STACK >AIR-LEFT
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LESS? AIR-LEFT,1 \?ELS12
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CALL JIGS-UP,STR?452
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CALL JIGS-UP,STR?453
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RSTACK
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?ELS12: LESS? AIR-LEFT,15 \FALSE
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PRINTI "Your air supply is dangerously low."
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|
@ -1364,7 +1364,7 @@ He tells the "
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.FUNCT I-LAST-GASP
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GETP HERE,P?LINE
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EQUAL? STACK,UNDERWATER-LINE-C \?ELS5
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CALL JIGS-UP,STR?453
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CALL JIGS-UP,STR?454
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RSTACK
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?ELS5: CALL QUEUE,I-LAST-GASP,1
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PUT STACK,0,0
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|
@ -1386,7 +1386,7 @@ He tells the "
|
|||
.FUNCT I-ENDIT
|
||||
GETP HERE,P?LINE
|
||||
LESS? STACK,UNDERWATER-LINE-C \FALSE
|
||||
CALL JIGS-UP,STR?454
|
||||
CALL JIGS-UP,STR?455
|
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RSTACK
|
||||
|
||||
.ENDI
|
||||
|
|
1
main.zil
1
main.zil
|
@ -32,6 +32,7 @@
|
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<CONSTANT M-NAME 8>
|
||||
|
||||
<ROUTINE GO ()
|
||||
<PUTB ,P-LEXV 0 59>
|
||||
;"put interrupts on clock chain"
|
||||
<ENABLE <QUEUE I-UNWOUND 20>>
|
||||
<ENABLE <QUEUE I-BUSINESS-HOURS 60>>
|
||||
|
|
140
parser.zap
140
parser.zap
|
@ -173,6 +173,7 @@
|
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SET 'PRSA,V?WALK
|
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SET 'PRSO,DIR
|
||||
SET 'P-WALK-DIR,DIR
|
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SET 'P-OFLAG,FALSE-VALUE
|
||||
RETURN TRUE-VALUE
|
||||
?CND151: ZERO? P-OFLAG /?CND155
|
||||
CALL ORPHAN-MERGE
|
||||
|
@ -372,95 +373,106 @@
|
|||
.FUNCT ORPHAN-MERGE,CNT=-1,TEMP,VERB,BEG,END,ADJ=0,WRD,?TMP1
|
||||
SET 'P-OFLAG,FALSE-VALUE
|
||||
GET P-ITBL,P-VERBN
|
||||
GET STACK,0
|
||||
CALL WT?,STACK,PS?ADJECTIVE,P1?ADJECTIVE
|
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ZERO? STACK /?CND1
|
||||
GET STACK,0 >WRD
|
||||
CALL WT?,WRD,PS?ADJECTIVE,P1?ADJECTIVE
|
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ZERO? STACK /?ELS3
|
||||
SET 'ADJ,TRUE-VALUE
|
||||
?CND1: GET P-ITBL,P-VERB >VERB
|
||||
ZERO? VERB /?ELS6
|
||||
ZERO? ADJ \?ELS6
|
||||
GET P-OTBL,P-VERB
|
||||
EQUAL? VERB,STACK \FALSE
|
||||
?ELS6: EQUAL? P-NCN,2 /FALSE
|
||||
GET P-OTBL,P-NC1
|
||||
EQUAL? STACK,1 \?ELS12
|
||||
GET P-ITBL,P-PREP1 >TEMP
|
||||
GET P-OTBL,P-PREP1
|
||||
EQUAL? TEMP,STACK /?THN16
|
||||
ZERO? TEMP \FALSE
|
||||
?THN16: ZERO? ADJ /?ELS20
|
||||
ADD P-LEXV,2
|
||||
PUT P-OTBL,P-NC1,STACK
|
||||
ADD P-LEXV,6
|
||||
PUT P-OTBL,P-NC1L,STACK
|
||||
JUMP ?CND4
|
||||
?ELS20: GET P-ITBL,P-NC1
|
||||
PUT P-OTBL,P-NC1,STACK
|
||||
GET P-ITBL,P-NC1L
|
||||
PUT P-OTBL,P-NC1L,STACK
|
||||
JUMP ?CND4
|
||||
?ELS12: GET P-OTBL,P-NC2
|
||||
EQUAL? STACK,1 \?ELS27
|
||||
GET P-ITBL,P-PREP1 >TEMP
|
||||
GET P-OTBL,P-PREP2
|
||||
EQUAL? TEMP,STACK /?THN31
|
||||
ZERO? TEMP \FALSE
|
||||
?THN31: ZERO? ADJ /?CND33
|
||||
JUMP ?CND1
|
||||
?ELS3: CALL WT?,WRD,PS?OBJECT,P1?OBJECT
|
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ZERO? STACK /?CND1
|
||||
ZERO? P-NCN \?CND1
|
||||
PUT P-ITBL,P-VERB,0
|
||||
PUT P-ITBL,P-VERBN,0
|
||||
ADD P-LEXV,2
|
||||
PUT P-ITBL,P-NC1,STACK
|
||||
ADD P-LEXV,6
|
||||
PUT P-ITBL,P-NC1L,STACK
|
||||
?CND33: GET P-ITBL,P-NC1
|
||||
SET 'P-NCN,1
|
||||
?CND1: GET P-ITBL,P-VERB >VERB
|
||||
ZERO? VERB /?ELS10
|
||||
ZERO? ADJ \?ELS10
|
||||
GET P-OTBL,P-VERB
|
||||
EQUAL? VERB,STACK \FALSE
|
||||
?ELS10: EQUAL? P-NCN,2 /FALSE
|
||||
GET P-OTBL,P-NC1
|
||||
EQUAL? STACK,1 \?ELS16
|
||||
GET P-ITBL,P-PREP1 >TEMP
|
||||
GET P-OTBL,P-PREP1
|
||||
EQUAL? TEMP,STACK /?THN20
|
||||
ZERO? TEMP \FALSE
|
||||
?THN20: ZERO? ADJ /?ELS24
|
||||
ADD P-LEXV,2
|
||||
PUT P-OTBL,P-NC1,STACK
|
||||
ADD P-LEXV,6
|
||||
PUT P-OTBL,P-NC1L,STACK
|
||||
JUMP ?CND8
|
||||
?ELS24: GET P-ITBL,P-NC1
|
||||
PUT P-OTBL,P-NC1,STACK
|
||||
GET P-ITBL,P-NC1L
|
||||
PUT P-OTBL,P-NC1L,STACK
|
||||
JUMP ?CND8
|
||||
?ELS16: GET P-OTBL,P-NC2
|
||||
EQUAL? STACK,1 \?ELS31
|
||||
GET P-ITBL,P-PREP1 >TEMP
|
||||
GET P-OTBL,P-PREP2
|
||||
EQUAL? TEMP,STACK /?THN35
|
||||
ZERO? TEMP \FALSE
|
||||
?THN35: ZERO? ADJ /?CND37
|
||||
ADD P-LEXV,2
|
||||
PUT P-ITBL,P-NC1,STACK
|
||||
ADD P-LEXV,6
|
||||
PUT P-ITBL,P-NC1L,STACK
|
||||
?CND37: GET P-ITBL,P-NC1
|
||||
PUT P-OTBL,P-NC2,STACK
|
||||
GET P-ITBL,P-NC1L
|
||||
PUT P-OTBL,P-NC2L,STACK
|
||||
SET 'P-NCN,2
|
||||
JUMP ?CND4
|
||||
?ELS27: ZERO? P-ACLAUSE /?CND4
|
||||
EQUAL? P-NCN,1 /?ELS44
|
||||
ZERO? ADJ \?ELS44
|
||||
JUMP ?CND8
|
||||
?ELS31: ZERO? P-ACLAUSE /?CND8
|
||||
EQUAL? P-NCN,1 /?ELS48
|
||||
ZERO? ADJ \?ELS48
|
||||
SET 'P-ACLAUSE,FALSE-VALUE
|
||||
RFALSE
|
||||
?ELS44: GET P-ITBL,P-NC1 >BEG
|
||||
ZERO? ADJ /?CND49
|
||||
?ELS48: GET P-ITBL,P-NC1 >BEG
|
||||
ZERO? ADJ /?CND53
|
||||
ADD P-LEXV,2 >BEG
|
||||
SET 'ADJ,FALSE-VALUE
|
||||
?CND49: GET P-ITBL,P-NC1L >END
|
||||
?PRG53: GET BEG,0 >WRD
|
||||
EQUAL? BEG,END \?ELS57
|
||||
ZERO? ADJ /?ELS60
|
||||
?CND53: GET P-ITBL,P-NC1L >END
|
||||
?PRG57: GET BEG,0 >WRD
|
||||
EQUAL? BEG,END \?ELS61
|
||||
ZERO? ADJ /?ELS64
|
||||
CALL ACLAUSE-WIN,ADJ
|
||||
JUMP ?CND42
|
||||
?ELS60: SET 'P-ACLAUSE,FALSE-VALUE
|
||||
JUMP ?CND46
|
||||
?ELS64: SET 'P-ACLAUSE,FALSE-VALUE
|
||||
RFALSE
|
||||
?ELS57: ZERO? ADJ \?ELS65
|
||||
?ELS61: ZERO? ADJ \?ELS69
|
||||
GETB WRD,P-PSOFF
|
||||
BTST STACK,PS?ADJECTIVE /?THN68
|
||||
EQUAL? WRD,W?ALL,W?ONE \?ELS65
|
||||
?THN68: SET 'ADJ,WRD
|
||||
JUMP ?CND55
|
||||
?ELS65: GETB WRD,P-PSOFF
|
||||
BTST STACK,PS?OBJECT /?THN72
|
||||
EQUAL? WRD,W?ONE \?CND55
|
||||
?THN72: EQUAL? WRD,P-ANAM,W?ONE \FALSE
|
||||
BTST STACK,PS?ADJECTIVE /?THN72
|
||||
EQUAL? WRD,W?ALL,W?ONE \?ELS69
|
||||
?THN72: SET 'ADJ,WRD
|
||||
JUMP ?CND59
|
||||
?ELS69: GETB WRD,P-PSOFF
|
||||
BTST STACK,PS?OBJECT /?THN76
|
||||
EQUAL? WRD,W?ONE \?CND59
|
||||
?THN76: EQUAL? WRD,P-ANAM,W?ONE \FALSE
|
||||
CALL ACLAUSE-WIN,ADJ
|
||||
JUMP ?CND42
|
||||
?CND55: ADD BEG,P-WORDLEN >BEG
|
||||
ZERO? END \?PRG53
|
||||
JUMP ?CND46
|
||||
?CND59: ADD BEG,P-WORDLEN >BEG
|
||||
ZERO? END \?PRG57
|
||||
SET 'END,BEG
|
||||
SET 'P-NCN,1
|
||||
SUB BEG,4
|
||||
PUT P-ITBL,P-NC1,STACK
|
||||
PUT P-ITBL,P-NC1L,BEG
|
||||
JUMP ?PRG53
|
||||
?CND42:
|
||||
?CND4:
|
||||
?PRG82: IGRTR? 'CNT,P-ITBLLEN \?ELS86
|
||||
JUMP ?PRG57
|
||||
?CND46:
|
||||
?CND8:
|
||||
?PRG86: IGRTR? 'CNT,P-ITBLLEN \?ELS90
|
||||
SET 'P-MERGED,TRUE-VALUE
|
||||
RTRUE
|
||||
?ELS86: GET P-OTBL,CNT
|
||||
?ELS90: GET P-OTBL,CNT
|
||||
PUT P-ITBL,CNT,STACK
|
||||
JUMP ?PRG82
|
||||
JUMP ?PRG86
|
||||
|
||||
|
||||
.FUNCT ACLAUSE-WIN,ADJ
|
||||
|
|
15
parser.zil
15
parser.zil
|
@ -172,7 +172,6 @@ Copyright (C) 1984 Infocom, Inc. All rights reserved."
|
|||
<SETG QUOTE-FLAG <>>
|
||||
<COND (<NOT <FSET? <LOC ,WINNER> ,VEHBIT>>
|
||||
<SETG HERE <LOC ,WINNER>>)>
|
||||
<PUTB ,P-LEXV 0 59>
|
||||
<COND (<NOT ,SUPER-BRIEF> <CRLF>)>
|
||||
<TELL ">">
|
||||
<READ ,P-INBUF ,P-LEXV>)>
|
||||
|
@ -314,6 +313,7 @@ important questions that you can't ask directly.)" CR>
|
|||
<SETG PRSA ,V?WALK>
|
||||
<SETG PRSO .DIR>
|
||||
<SETG P-WALK-DIR .DIR>
|
||||
<SETG P-OFLAG <>>
|
||||
<RETURN T>)>
|
||||
<COND (,P-OFLAG <ORPHAN-MERGE>)>
|
||||
<COND (<==? <GET ,P-ITBL ,P-VERB> 0>
|
||||
|
@ -472,8 +472,16 @@ important questions that you can't ask directly.)" CR>
|
|||
|
||||
<ROUTINE ORPHAN-MERGE ("AUX" (CNT -1) TEMP VERB BEG END (ADJ <>) WRD)
|
||||
<SETG P-OFLAG <>>
|
||||
<COND (<WT? <GET <GET ,P-ITBL ,P-VERBN> 0> ,PS?ADJECTIVE ,P1?ADJECTIVE>
|
||||
<SET ADJ T>)>
|
||||
<COND (<WT? <SET WRD <GET <GET ,P-ITBL ,P-VERBN> 0>>
|
||||
,PS?ADJECTIVE ,P1?ADJECTIVE>
|
||||
<SET ADJ T>)
|
||||
(<AND <WT? .WRD ,PS?OBJECT ,P1?OBJECT>
|
||||
<EQUAL? ,P-NCN 0>>
|
||||
<PUT ,P-ITBL ,P-VERB 0>
|
||||
<PUT ,P-ITBL ,P-VERBN 0>
|
||||
<PUT ,P-ITBL ,P-NC1 <REST ,P-LEXV 2>>
|
||||
<PUT ,P-ITBL ,P-NC1L <REST ,P-LEXV 6>>
|
||||
<SETG P-NCN 1>)>
|
||||
<COND (<AND <NOT <0? <SET VERB <GET ,P-ITBL ,P-VERB>>>>
|
||||
<NOT .ADJ>
|
||||
<NOT <==? .VERB <GET ,P-OTBL ,P-VERB>>>>
|
||||
|
@ -1139,6 +1147,7 @@ important questions that you can't ask directly.)" CR>
|
|||
<RFALSE>)>)
|
||||
(<AND <0? .LEN> .GCHECK>
|
||||
<COND (.VRB
|
||||
<SETG P-SLOCBITS .XBITS>
|
||||
<COND (,LIT
|
||||
;"Changed 6/10/83 - MARC"
|
||||
<OBJ-FOUND ,NOT-HERE-OBJECT .TBL>
|
||||
|
|
40
people.zap
40
people.zap
|
@ -48,7 +48,7 @@
|
|||
CALL TELL-EYES-NARROW
|
||||
JUMP ?CND51
|
||||
?ELS53: EQUAL? PFLAG,2 \?CND51
|
||||
CALL TELL-TAKE-PASS,STR?403
|
||||
CALL TELL-TAKE-PASS,STR?404
|
||||
?CND51: CRLF
|
||||
RTRUE
|
||||
?ELS3: EQUAL? RARG,M-CONT \?CND1
|
||||
|
@ -105,7 +105,7 @@
|
|||
EQUAL? PRSI,SAMPLE-TREASURE,GLOBAL-TREASURE \?CND132
|
||||
CALL TRAITOR-TIME?
|
||||
ZERO? STACK /?ELS142
|
||||
CALL JIGS-UP,STR?404
|
||||
CALL JIGS-UP,STR?405
|
||||
RTRUE
|
||||
?ELS142: ZERO? MCGINTY-KNOWS /?ELS144
|
||||
PRINTR """Thanks, but I already know about it."""
|
||||
|
@ -133,7 +133,7 @@
|
|||
CALL INT,I-SHOVE-OFF
|
||||
PUT STACK,0,0
|
||||
PRINTR " ""Excuse me,"" he says. ""I have business to attend to."""
|
||||
?ELS152: CALL JIGS-UP,STR?405
|
||||
?ELS152: CALL JIGS-UP,STR?406
|
||||
RTRUE
|
||||
?ELS134: EQUAL? PRSA,V?SHOW \?ELS174
|
||||
EQUAL? PRSO,BOOK,NOTE \?ELS174
|
||||
|
@ -259,11 +259,11 @@
|
|||
?ELS5: EQUAL? GARG,G-REACHED \?ELS15
|
||||
EQUAL? L,MCGINTY-HQ \?ELS20
|
||||
IN? PLAYER,L \?ELS23
|
||||
CALL JIGS-UP,STR?406
|
||||
CALL JIGS-UP,STR?407
|
||||
JUMP ?CND21
|
||||
?ELS23: IN? PLAYER,WHARF-ROAD-2 \?ELS25
|
||||
EQUAL? LAST-PLAYER-LOC,MCGINTY-HQ \?ELS25
|
||||
CALL JIGS-UP,STR?407
|
||||
CALL JIGS-UP,STR?408
|
||||
JUMP ?CND21
|
||||
?ELS25: IN? ID-CARD,MCGINTY \?ELS29
|
||||
MOVE ID-CARD,ENVELOPE
|
||||
|
@ -330,7 +330,7 @@
|
|||
IN? MCGINTY,STACK \?ELS85
|
||||
CALL MCGINTY-WILL-FOLLOW
|
||||
MOVE PASSBOOK,MCGINTY
|
||||
CALL TELL-TAKE-PASS,STR?408
|
||||
CALL TELL-TAKE-PASS,STR?409
|
||||
CRLF
|
||||
RTRUE
|
||||
?ELS85: SET 'MCGINTY-MEETS-WEASEL,TRUE-VALUE
|
||||
|
@ -390,7 +390,7 @@
|
|||
CALL DPRINT,MCGINTY
|
||||
PRINTR " yanks it back, then tenderly clamps it between his teeth."
|
||||
?ELS5: EQUAL? PRSA,V?LAMP-ON \?ELS9
|
||||
CALL TELL-ALREADY,STR?410
|
||||
CALL TELL-ALREADY,STR?411
|
||||
RSTACK
|
||||
?ELS9: EQUAL? PRSA,V?SMELL \FALSE
|
||||
PRINTR "The cigar smells like a burning tire."
|
||||
|
@ -588,7 +588,7 @@
|
|||
JUMP ?CND252
|
||||
?ELS254: IN? WEASEL,HERE \?ELS259
|
||||
PRINTI "He's my pal."""
|
||||
CALL TELL-FERRY-KLUDGE,STR?412
|
||||
CALL TELL-FERRY-KLUDGE,STR?413
|
||||
JUMP ?CND252
|
||||
?ELS259: PRINTI "I wouldn't trust him farther than I could throw a whale! But he's a great one-man crew."""
|
||||
?CND252: CRLF
|
||||
|
@ -668,7 +668,7 @@
|
|||
|
||||
|
||||
.FUNCT TELL-ALREADY-SHOWN
|
||||
CALL TELL-YOU-ALREADY,STR?413,TRUE-VALUE,FALSE-VALUE
|
||||
CALL TELL-YOU-ALREADY,STR?414,TRUE-VALUE,FALSE-VALUE
|
||||
RSTACK
|
||||
|
||||
|
||||
|
@ -1101,7 +1101,7 @@
|
|||
?ELS87: EQUAL? PRSA,V?UNTIE \?ELS91
|
||||
ZERO? WEASEL-APPREHENDED /?ELS91
|
||||
EQUAL? HERE,MM-LOUNGE,NW-LOUNGE \?ELS91
|
||||
CALL JIGS-UP,STR?417
|
||||
CALL JIGS-UP,STR?418
|
||||
JUMP ?CND81
|
||||
?ELS91: EQUAL? PRSA,V?SEARCH \?ELS95
|
||||
ZERO? WEASEL-APPREHENDED /?ELS98
|
||||
|
@ -1110,7 +1110,7 @@
|
|||
PRINTR "You take back your passbook."
|
||||
?ELS102: PRINTR "Despite his writhing, you search him fruitlessly."
|
||||
?ELS98: ZERO? WEASEL-PISSED /?ELS110
|
||||
CALL JIGS-UP,STR?418
|
||||
CALL JIGS-UP,STR?419
|
||||
RTRUE
|
||||
?ELS110: SET 'WEASEL-PISSED,TRUE-VALUE
|
||||
PRINTR "The Weasel shrinks back and says, ""Hey, don't you trust me? I don't gotta take this from you!"""
|
||||
|
@ -1389,9 +1389,9 @@
|
|||
CALL META-LOC,PLAYER
|
||||
EQUAL? L,STACK \FALSE
|
||||
EQUAL? L,ID-CARD \?ELS19
|
||||
CALL TELL-WEASEL-PICKUP,STR?419
|
||||
CALL TELL-WEASEL-PICKUP,STR?420
|
||||
RSTACK
|
||||
?ELS19: CALL TELL-WEASEL-PICKUP,STR?420
|
||||
?ELS19: CALL TELL-WEASEL-PICKUP,STR?421
|
||||
RSTACK
|
||||
|
||||
|
||||
|
@ -1456,14 +1456,14 @@
|
|||
JUMP ?CND1
|
||||
?ELS3: CALL ESTABLISH-GOAL,WEASEL,SHANTY
|
||||
?CND1: PUT WGT,GOAL-ENABLE,FALSE-VALUE
|
||||
SET 'BEDROOM-MESSAGE,STR?421
|
||||
SET 'BEDROOM-MESSAGE,STR?422
|
||||
RETURN BEDROOM-MESSAGE
|
||||
|
||||
|
||||
.FUNCT WEASEL-BEATS-YOU
|
||||
ZERO? WEASEL-APPREHENDED \FALSE
|
||||
CALL TELL-COMES-UP,WEASEL
|
||||
CALL JIGS-UP,STR?422
|
||||
CALL JIGS-UP,STR?423
|
||||
RSTACK
|
||||
|
||||
|
||||
|
@ -1519,7 +1519,7 @@
|
|||
?CND50: SET 'WATCH-SCORE,SET-HR
|
||||
SET 'WATCH-MOVES,SET-MIN
|
||||
SET 'SET-MIN,60
|
||||
CALL TELL-NOW,WATCH,STR?424,FALSE-VALUE
|
||||
CALL TELL-NOW,WATCH,STR?425,FALSE-VALUE
|
||||
CALL WATCH-TIME
|
||||
PRINTR "."
|
||||
|
||||
|
@ -1693,7 +1693,7 @@
|
|||
CALL NO-TOKENS,HERE
|
||||
RTRUE
|
||||
?ELS89: EQUAL? PRSA,V?SEARCH \?ELS93
|
||||
CALL TELL-YOU-CANT,STR?426,FALSE-VALUE
|
||||
CALL TELL-YOU-CANT,STR?427,FALSE-VALUE
|
||||
IN? BAR,HERE \?ELS96
|
||||
CALL DPRINT,BAR
|
||||
JUMP ?CND94
|
||||
|
@ -1796,7 +1796,7 @@
|
|||
GRTR? COST,0 \?ELS280
|
||||
PRINTR """You want it, you buy it."""
|
||||
?ELS280: LESS? COST,0 \FALSE
|
||||
CALL TELL-YOU-ALREADY,STR?427,TRUE-VALUE
|
||||
CALL TELL-YOU-ALREADY,STR?428,TRUE-VALUE
|
||||
RTRUE
|
||||
?ELS273: EQUAL? HERE,OUTFITTERS-HQ \?ELS286
|
||||
EQUAL? PRSI,SPEAR-CARRIER \?ELS286
|
||||
|
@ -1844,7 +1844,7 @@
|
|||
PRINTR """One glass to a customer."""
|
||||
?ELS354: MOVE DRINKING-WATER,TABLE-OBJECT
|
||||
FCLEAR DRINKING-WATER,NDESCBIT
|
||||
PUTP DRINKING-WATER,P?SDESC,STR?428
|
||||
PUTP DRINKING-WATER,P?SDESC,STR?429
|
||||
PRINTR "The bartender puts a glass of water on the table."
|
||||
?ELS343: EQUAL? PRSA,V?ASK-ABOUT,V?ASK-FOR \FALSE
|
||||
EQUAL? PRSI,FOOD \?ELS367
|
||||
|
@ -1859,7 +1859,7 @@
|
|||
|
||||
|
||||
.FUNCT TELL-NOT-HERE-TALK
|
||||
CALL TELL-YOU-CANT,STR?429
|
||||
CALL TELL-YOU-CANT,STR?430
|
||||
RSTACK
|
||||
|
||||
|
||||
|
|
654
revisions.mss
Normal file
654
revisions.mss
Normal file
|
@ -0,0 +1,654 @@
|
|||
@MAKE [TEXT]
|
||||
@STYLE [SPACING 2,JUSTIFICATION NO]
|
||||
@TITLE [TOA2 Design Notes]
|
||||
@TabSet [4,8,12,16,20]
|
||||
@pageheading [draft]
|
||||
@MAJORHEADING [** Fourth Design 10/20/83 **]
|
||||
|
||||
@section [Introduction]
|
||||
|
||||
The game will be TIME oriented. The story takes advantage of the clock, with
|
||||
characters saying something like "Meet me at the Red Boar Inn at 7:15.
|
||||
Don't be late or we'll leave you behind." The MC will have a watch
|
||||
which is what will be displayed on the status line. A nice side-effect should
|
||||
be the ability to "synchonize watches". One of the characters will
|
||||
suggest it, and the MC will the get to RESET WATCH TO HH:MM. The status
|
||||
line would be updated accordingly. The story cannot operate off of
|
||||
@u(this) clock -- it must have its own internal clock as well as the
|
||||
clock displayed on the status line. Night and day, hunger and thirst,
|
||||
other characters' movements, etc., can be done independently of what the
|
||||
MC's watch (STATUS LINE) says.
|
||||
|
||||
The brief description of the story is as follows: The MC has a
|
||||
reputation for being a "square-shooter" and "great diver (like Mike
|
||||
Nelson)" and is roped into a plot to salvage a sunken pirate ship off
|
||||
the coast. Successfully doing so will mean the player wins.
|
||||
|
||||
There will be a number of wrecks (up to 7, all of which would be coded
|
||||
as table entries), though only one of which contains the treasure for
|
||||
that particular game. This method of determining which wreck is worth
|
||||
investigating, and then determing what equipment will be needed, will be
|
||||
described later, and comprises a large portion of the player's
|
||||
early experience. The computer should generate the ship to be explored at
|
||||
random, giving replay value. The actual sunken ship will be a series of
|
||||
interconnected rooms, with LDESCS being supplied by offsetting into a
|
||||
table of LDESCS.
|
||||
|
||||
@section [Settings]
|
||||
|
||||
@Subsection [Seaport Island]
|
||||
The game starts on the Seaport Island, and the first goal of the player
|
||||
should be getting off the island with the tools and information he needs
|
||||
to successfully excavate one of the wrecks.
|
||||
|
||||
@begin [enumerate]
|
||||
|
||||
The Red Boar Inn -- This is where the MC lives. He has a small but
|
||||
nicely furnished room which he rents by the month. The room overlooks
|
||||
the port and has marine charts, manuals on diving, etc. All of his
|
||||
personal belongings are here. This location is actually 3 rooms -- the
|
||||
entrance/downstairs; the upstairs hallway; and the MC's bedroom.
|
||||
|
||||
The Shanty -- The Shanty is a local pub/tavern where sailors and
|
||||
adventurers like to hang about. There are tables and a bar, and they
|
||||
owner/bartender serves both food and drink. The MC is well known to all
|
||||
of the locals who hang about. It's a dark but firendly place, with
|
||||
parrots walking along the bar, insulting customers. One of the parrots
|
||||
wears an eyepatch.
|
||||
|
||||
Outfitters, Int'l -- This place is a store which has all the naval
|
||||
stores necessary for a successful expedition. The owner knows the MC.
|
||||
The MC will be responsible for purchasing all the supplies necessary for
|
||||
the expedition. Stores purchased will depend upon the type of
|
||||
expedition selected by the computer.
|
||||
|
||||
Warehouse -- The warehouse is normally locked, and houses some of the
|
||||
equipment for Outfitters Int'l. The MC has no access to this building
|
||||
by normal means.
|
||||
|
||||
Wharf -- The wharf area is near The Shanty and Outfitters, Int'l. There
|
||||
are several boats and docks, but is not a good place to go walking about
|
||||
in the evening.
|
||||
|
||||
McGinty Salvage -- A growing concern whose primary function is to
|
||||
salvage old wrecks. The MC and his compatriots will go into competition
|
||||
with them.
|
||||
|
||||
Roads --
|
||||
@begin [enumerate]
|
||||
|
||||
The Wharf Road runs along the northern edge of the island and gives
|
||||
access to the wharf and docks.
|
||||
|
||||
The Ocean Road runs along the eastern edge of the island. To the far
|
||||
southeast corner is Point Lookout, a small but high cliff giving a far
|
||||
and wide view of the sea.
|
||||
|
||||
The Shore Road goes along the southern edge of the island and ends at
|
||||
the ferry boat landing. It is here that all visitors arrive and leave.
|
||||
|
||||
The Winding Road travels along the north and heads west, ending at a
|
||||
lighthouse. Its southern edge is bordered by impenatrable swamp/marsh.
|
||||
|
||||
@end [enumerate]
|
||||
|
||||
Ocean -- This is technically a room, though it is there only as a
|
||||
border.
|
||||
|
||||
Marsh -- A multi-room, like the ocean, from which there is no escape.
|
||||
Many rooms enter, but there are no exits.
|
||||
|
||||
Field -- Behind the shops and buildings, west of the Ocean Road, is a
|
||||
large, innocuous field, not worth entering, refered to only in
|
||||
description.
|
||||
|
||||
Ships -- There are two ships, each of which has a different capability,
|
||||
each of which will be described later.
|
||||
|
||||
Mariners' Trust -- A bank, located on the south shore of the Island,
|
||||
which contains all of the MC's life savings.
|
||||
|
||||
@end [enumerate]
|
||||
|
||||
@subsection [The Seagoing Vessels]
|
||||
|
||||
There are two vessels from which the player may choose.
|
||||
|
||||
@begin [enumerate]
|
||||
|
||||
The Night Wind (THE TRAWLER) -- The trawler is a sturdy fishing boat,
|
||||
designed to weather high seas. It is a sturdy, steady, and rather fast
|
||||
boat, though not really designed to do deep-sea salvaging.
|
||||
|
||||
The Mary Margaret (SALVAGE VESSEL) -- This boat is well outfitted, and a
|
||||
very seaworthy salvage boat. The problems it presents is that it is
|
||||
expensive, and it is slow on the water. It is also most frequently used
|
||||
by McGinty, and so not always available. It is owned by Outfitters
|
||||
Int'l.
|
||||
|
||||
@end [enumerate]
|
||||
|
||||
Each ship will have three upper sections -- forward, midships, and aft
|
||||
-- while below decks there should be cabins, a galley, pantry, head,
|
||||
etc.
|
||||
|
||||
The Night Wind should be used on those wrecks at greater than N fathoms.
|
||||
Otherwise, the Trawler should do. The information relating to each
|
||||
ship's capabilities will be included in the game package.
|
||||
|
||||
One of the ships should have an air compressor, the kind usually used in
|
||||
filling scuba tanks.
|
||||
|
||||
@subsection [Sunken Ships]
|
||||
|
||||
The actual number of sunken ships needs to be determined, and will be a
|
||||
function of the rest of the design. The wreck itself can be 20 or so
|
||||
rooms. If there are 7 wrecks, that would mean that 7 X 20 = 140 LDESCS
|
||||
in a total of 20 tables for descriptions. All exit information would be
|
||||
the same. I humbly suggest intially building the code to handle any
|
||||
number of wrecks, with the starting implementation handling 3.
|
||||
|
||||
As the player is walking about through the murky waters, he can enter
|
||||
the hull and find his way up and down ladders, in and through
|
||||
passageways, etc. Potential dangers here would be sharks, having his
|
||||
lifeline of his air hose cut by a falling timber, a slamming trapdoor,
|
||||
etc. His pressurized suit could be torn on a nail. He will have to
|
||||
successfully deduce what the metal detector he finds on board does, and
|
||||
how to use it. (See OBJECTS) By using the detector properly, he will be
|
||||
able to locate the chest within the wreck.
|
||||
|
||||
The information on where the ships are located, at what depth, and a
|
||||
chart of what the vessel may have originally been carrying will be
|
||||
provided in the game package.
|
||||
|
||||
@section [Characters]
|
||||
|
||||
MC, the main character/player will not be fully drawn here. This
|
||||
section deals with all secondary characters -- their personalities,
|
||||
motivations, physical characteristics and goals.
|
||||
|
||||
@subsection [McGinty]
|
||||
|
||||
McGinty is the owner of McGinty Salvage. He is a small, nervous man,
|
||||
thin and always on the move. He is balding, with thin strings of black
|
||||
hair swept across his scalp. His lips are large and pouting, and
|
||||
invariably clamped around cigars which seem too large for his face. He
|
||||
has a hooked nose that, when viewed head-on, almost seems to diasppear
|
||||
it is so thin.
|
||||
|
||||
He abhors physical violence, being easily out-muscled. If there's a
|
||||
deal around, McGinty either knows about it already or is soon to find
|
||||
out. There isn't a deal on the Island he doesn't have something to do
|
||||
with. Business is his life, and making money is all he cares about. He
|
||||
would be a retired, wealthy man if it weren't for his fear of other
|
||||
people. This fear manifests itself as mistrust and apprehension --
|
||||
partly as a result of his diminutive stature.
|
||||
|
||||
He hears of the deal which our MC will cut with the others and tries to
|
||||
weasel his way in. He may succeed in doing so if the Salvager is
|
||||
needed, since that boat belongs to his company. He is not to be
|
||||
trusted, though, as his primary loyalty is to himself and then to money.
|
||||
|
||||
@subsection [Pete the Rat]
|
||||
|
||||
Pete the rat wears an eye patch and got his name from one of the long,
|
||||
far-east voyages he shipped out on. It seems that food was running low
|
||||
and, as the ship's cook, he did what he had to to supply the crew with
|
||||
fresh meat. Needless to say, when the crew found out, they insisted he
|
||||
be left at the nearest port, which the Captain was happy to do.
|
||||
|
||||
Pete the Rat is well-intentioned, though not the brightest of sailors.
|
||||
He is well-experienced in the ways of the sea. He talks slowly, as if
|
||||
trying to remember the words one at a time, dredging them up from his
|
||||
long term memory in a painful series of associations.
|
||||
|
||||
He's had some trouble getting another berth in which he functions as a
|
||||
cook, but our MC should not fear him. The mistakes Pete made in the
|
||||
past were simply that -- mistakes from which he has learned. Pete is
|
||||
tall and lanky, moves slowly at a shuffling gait, wears black
|
||||
turtlenecks and jeans even in the dead heat of summer. The reason for
|
||||
his dress code is simple: they are the only clothes he owns. If you
|
||||
plan to stand next to him, be sure you are not downwind.
|
||||
|
||||
@subsection [The Weasel]
|
||||
|
||||
The Weasel is a short, wirey guy with darting eyes and thin lips. He
|
||||
rarely talks, except to nod his head and say "Got it, chief." He takes
|
||||
orders and will do anything -- @u(anything) -- for money. Whoever pays
|
||||
him, owns him.
|
||||
|
||||
He aspires to little more in life than to survive and retire to the Old
|
||||
Mariners' Home in Secaucus, N.J. He isn't the brightest creature on the
|
||||
planet, but he is quick to pick up new ideas and mesh them with his
|
||||
slightly-twisted view of how the Universe works. He picks his teeth
|
||||
with a knife, and God only knows where that knife has been.
|
||||
|
||||
The Weasel has a tatoo on his upper arm which says "Mother?" leading
|
||||
everyone to wonder whether he really ever had one.
|
||||
|
||||
@subsection [Johnny Red]
|
||||
|
||||
Johnny Red, whose real name is unknown to everyone on the Island, has
|
||||
crewed for just about every Captain who sailed the seas. His name was
|
||||
derived from his flame-red hair and beard, both of which he has in
|
||||
enough quantity to make several dozen toupes. He wears flannel shirts,
|
||||
with the top several buttons unbuttoned to expose a mat-like carpet of
|
||||
curly red hair on his chest. With his shirt sleeves rolled up, he looks
|
||||
like something you left in your refrigerator for 30 weeks growing red
|
||||
hair-mold.
|
||||
|
||||
Johnny has a barrel chest and weighs in at 300 even. To say he was
|
||||
large would be to say a sequoia is just another tree. He is strong,
|
||||
reliable, and oddly non-violent, though you would never know that
|
||||
looking at him.
|
||||
|
||||
@section [Play]
|
||||
|
||||
What follows are some sample scenarios/plots based on best win, followed
|
||||
by complications, problems and puzzles.
|
||||
|
||||
@subsection [The Best Plot]
|
||||
|
||||
The story starts with the MC in his room. There is a note which has
|
||||
been slipped under his door, inviting him to meet with the secondary
|
||||
characters at The Shanty at a set time.
|
||||
|
||||
The MC will be invited to join in on the salvage hunt by the secondary
|
||||
characters at The Shanty. He will be shown a small piece of treasure
|
||||
found by Johnny.
|
||||
|
||||
The Weasel shows up between 10 and 15 minutes late to the meeting in the
|
||||
tavern OR he doesn't show up at all (see Complications -- General).
|
||||
|
||||
If he agrees to throw in his lot with the secondary characters, he will
|
||||
have to get to Mariners' Trust and withdraw his money from his savings
|
||||
account. He will need his passbook to do this, and his passbook is in
|
||||
his room. He will have to meet Johnny Red at Point Lookout at a
|
||||
prearranged time with the money. Johnny Red, carrying the others'
|
||||
money, will then accompany the MC to Outfitters Int'l.
|
||||
|
||||
Once at Outfitters Int'l, the MC will then purchase the supplies
|
||||
necessary for a successful salvage expedition. Red will have the list
|
||||
from the cook, Pete, and other things which they will need. The MC
|
||||
tells the man at Outfitters Int'l to deliver the things to the boat
|
||||
(whichever one the MC decides would be best for this voyage) and then
|
||||
returns to The Shanty to meet up with the others.
|
||||
|
||||
From here, all of the crew go to the boat. The course is plotted and
|
||||
the crew takes care of getting the boat to where it needs to be. They
|
||||
drop anchor and set up for the dive.
|
||||
|
||||
The MC, the underwater expert, then goes overboard and walks on the
|
||||
ocean floor to find the wreck. Once there, he successfully locates the
|
||||
chest of treasure, hooks it up for hoisting, and returns to the ship.
|
||||
The treasure is hauled up and all live happily ever after.
|
||||
|
||||
@subsection [Complications -- General]
|
||||
|
||||
If the player fails to lock the door into the MC's room after he leaves,
|
||||
the room can be ransacked. If the passbook was left inside, it will be
|
||||
gone, stolen by The Weasel. This means that The Weasel, normally late
|
||||
for the meeting at the bar, may not show up at all if he has
|
||||
successfully stolen the passbook.
|
||||
|
||||
@subsection [Complications -- McGinty]
|
||||
|
||||
After the initial meeting in The Shanty, Johnny Red tells them all that there
|
||||
is no good reason to tell anyone else what they are planning, and that
|
||||
all further discussions should be held in private. Red suggests the
|
||||
Lighthouse out on Winding Road. They agree to meet there one-half hour
|
||||
from now (or at a specific time). If anyone is late, they'd better have
|
||||
a good excuse.
|
||||
|
||||
The others leave, letting the MC do what he will for the time he has.
|
||||
Part of this time will be in finding the Lighthouse. Part of the time
|
||||
will also be eaten up by McGinty, who will demand to know what is going
|
||||
on, where the MC is off to, who he was talking to, what they were
|
||||
talking about, etc. If the MC should let anything slip, then McGinty
|
||||
will beat them all to the punch, making the entire trip futile. On
|
||||
setting out, while at sea, the will see McGinty's ship coming back into
|
||||
port. This will also prevent them from using the Salvager.
|
||||
|
||||
If he does not satisfy McGinty's questions and sets out directly for the
|
||||
Lighthouse, McGinty will follow him in the shadows. Once the MC meets
|
||||
the secondary characters, McGinty will be seen and The Weasel will stick
|
||||
a knife between the MC's ribs, calling him a traitor.
|
||||
|
||||
@subsection [Complications -- Mariners' Trust]
|
||||
|
||||
Without his passbook, the MC will be prevented from getting his money.
|
||||
His passbook is in his room. He may have to return there and get the
|
||||
passbook before the second meeting. (His passbook, however, may have
|
||||
been stolen). He will have the time to do this, but it is something
|
||||
some players may easily overlook.
|
||||
|
||||
There is the potential here for a double-cross (though I'm not sure it's
|
||||
worthwhile). The Weasel could be standing outside and attempt to steal
|
||||
the money from the MC. This would certainly be in character for The
|
||||
Weasel, seeing easy and quick money.
|
||||
|
||||
McGinty could also be at the bank and decide to follow the MC to he
|
||||
second meeting.
|
||||
|
||||
@subsection [Complications -- Second Metting]
|
||||
|
||||
Once the plans have been made at the Lighthouse, the second meeting is
|
||||
arranged, that to occur at 6:00 pm between the MC and Johnny Red at
|
||||
Point Lookout. Both are to have their money.
|
||||
|
||||
If the MC does not show up at all, or if he shows up late (with or
|
||||
without the money) Red's body is found with bullet holes in it,
|
||||
McGinty's ship is gone, and the police arrest the MC in town. The gun
|
||||
was found in his room.
|
||||
|
||||
If the MC shows up without the money, Red tells him they will go on
|
||||
without him and the game ends.
|
||||
|
||||
If the MC shows up more than 5 minutes early, McGinty will appear there,
|
||||
preventing Red from arriving, thus blowing then entire affair, ending in
|
||||
a lose.
|
||||
|
||||
@subsection [Complications -- Outfitting]
|
||||
|
||||
Two kinds of complications can occur at Outfitters Int'l:
|
||||
|
||||
@begin [enumerate]
|
||||
|
||||
Buying the wrong supplies.
|
||||
|
||||
Buying the supplies in front of McGinty.
|
||||
|
||||
@end [enumerate]
|
||||
|
||||
If the MC purchases the wrong supplies, the expedition will utimately
|
||||
fail. If the MC continues to purchase supplies after McGinty walks in,
|
||||
McGinty will get wise and beat them all to the punch. It will be
|
||||
necessary for the MC to instruct McGinty to leave or to get Red to
|
||||
physically remove McGinty.
|
||||
|
||||
@subsection [Complications -- The Wrong Boat]
|
||||
|
||||
Taking the wrong boat will ultimately lead to a lose. The exact
|
||||
methods, reasons and complications are as yet unknown.
|
||||
|
||||
@subsection [Puzzles]
|
||||
|
||||
There is the "mysterious black-box" problem, where the black-box is
|
||||
actually a metal detector or some strange origin. This could be useful
|
||||
in locating the treasure in the wreck.
|
||||
|
||||
@subsection [Objects]
|
||||
|
||||
Bed in MC's room.
|
||||
|
||||
A note which was slipped under his door.
|
||||
|
||||
A door under which the note was slipped.
|
||||
|
||||
A Passbook for his savings & loan account.
|
||||
|
||||
A Ditty bag (shades of TOA1's knapsack!)
|
||||
|
||||
A scuba tank, wet suit, mask and flippers.
|
||||
|
||||
Characters:
|
||||
@begin [enumerate]
|
||||
McGinty
|
||||
|
||||
Johnny Red
|
||||
|
||||
Pete the Rat
|
||||
|
||||
The Weasel
|
||||
|
||||
The Parrot
|
||||
|
||||
The bartender/waiter/outfitter/bank teller
|
||||
@end [enumerate]
|
||||
|
||||
A table around which the characters can sit in the bar/tavern.
|
||||
|
||||
A chair in which the player can sit.
|
||||
|
||||
An envelope of money which the player will get at the bank.
|
||||
|
||||
A key to the MC's room.
|
||||
|
||||
The Ocean Map will have to be provided with the game package, but should
|
||||
be included as an object (as the cube was in TOA1) to tell them to look
|
||||
in their game package.
|
||||
|
||||
A wrist watch, which the player should be wearing. It should be
|
||||
possible to break the watch, and not breaking the watch should be the
|
||||
goal in one interaction between the player & the environment.
|
||||
|
||||
A strand of red hair. This will be described as simply a strand of
|
||||
hair. If the player picks it up and examines it, it will described as
|
||||
being red hair. This strand of hair will appear in a place where Johnny
|
||||
Red shouldn't have been, but was, thus giving the player a much needed
|
||||
clue as to what is going on.
|
||||
|
||||
Shipboard Objects:
|
||||
@begin [enumerate]
|
||||
A Navigational beacon finder black-box frobbie, used to find out where
|
||||
you are by using LORAN. This will be aboard only one of the boats.
|
||||
|
||||
Bunks
|
||||
|
||||
Chart table
|
||||
|
||||
Small Machine: The metal detector will be found onboard the Mary
|
||||
Margaret and will work as follows. There will be a (label) on the small
|
||||
machine, though the letters should be so well-worn as to render the
|
||||
label useless. There will be an off/on switch and a compartment inside
|
||||
it for batteries. By switching it on with a live battery, it will make
|
||||
a ticking sound when brought near metal. This will require some objects
|
||||
to have a METAL bit. Proximity is going to present a bit of a problem.
|
||||
|
||||
Label (on the small machine)
|
||||
|
||||
Off/On switch (on the small machine)
|
||||
|
||||
Batteries (for the small machine)
|
||||
|
||||
@end [enumerate]
|
||||
|
||||
@section [Package Elements]
|
||||
|
||||
@subsection [Tides]
|
||||
Included in the game package should be a tidal chart, good for the week
|
||||
of this game. Since the game play takes about three days, it is
|
||||
important that the chart give low and high tides.
|
||||
|
||||
Sailing without the tidal chart may prove to be disasterous.
|
||||
|
||||
@subsection [Ocean Map]
|
||||
This map should be an ocean "chart" with various depth soundings, marker
|
||||
bouys, latitude and longitude markings, etc. It should also indicate
|
||||
where the various wrecks are located.
|
||||
|
||||
@SECTION [Sequence of Events]
|
||||
What follows is a rough guess as to where everyone is at any specified
|
||||
time. When they move from one place to another on their own, it will be
|
||||
marked with an asterik within parens, like so: (*).
|
||||
|
||||
(*) @u(NOTE: The Ferry Boat leaves the Island every 2nd hour, starting
|
||||
at 8:00 AM and arrives every second hour starting at 9:00 AM. Normal
|
||||
ferry service stops at 6:00 PM.)
|
||||
|
||||
@subsection [Day 1: Tuesday, November 7th]
|
||||
8:00 AM
|
||||
@begin [enumerate]
|
||||
Main Character is in bed. The note has already been slipped under his door.
|
||||
The note is signed by Johnny Red.
|
||||
|
||||
McGinty is in his office in McGinty Salvage.
|
||||
|
||||
The others are sitting in The Shanty, having their morning grog.
|
||||
@end [enumerate]
|
||||
|
||||
8:15 AM -- The Weasel's Move
|
||||
@begin [enumerate]
|
||||
(*) The Weasel makes for MC's room. If he is there, he says "Hi, how
|
||||
'bout comin' down to the Shanty for a talk." If MC is not there, he
|
||||
tries to open the door. If locked, he returns to the Shanty. If not
|
||||
locked, he enters the room and searches for the passbook.
|
||||
@end [enumerate]
|
||||
|
||||
8:20 - 8:25 AM
|
||||
@begin [enumerate]
|
||||
(*) The Weasel makes for either the Shanty or the Mariner's Trust.
|
||||
@end [enumerate]
|
||||
|
||||
8:30 AM -- Time for the meeting
|
||||
@begin [enumerate]
|
||||
If the MC is present...
|
||||
|
||||
And if The Weasel is present... The skecthes of a deal is made and
|
||||
accepted by the MC. If the the MC shows no interest he dies of old age
|
||||
in an old sailor's home (<JIGS-UP "">)
|
||||
|
||||
A meeting is set up by the lighthouse, where the plans can be discussed
|
||||
in utmost privacy. The Shanty is not the place to be discussing private
|
||||
plans. They agree to meet at the Lighthouse at 9:30, at which point all
|
||||
will be made clearer.
|
||||
|
||||
If The Weasel is not present... NO MENTION OF A DEAL is made. Johnny
|
||||
insists on waiting for The Weasel to show. If The Weasel shows up by
|
||||
8:45 then after he explains he was ducking McGinty's tail, they shoot
|
||||
the idea of a deal to the MC. (If The Weasel doesn't show by 8:45, it can be
|
||||
assumed he has found the MC's bankbook and is making his way to the
|
||||
bank.)
|
||||
|
||||
If the MC is not present...
|
||||
|
||||
(*) They wait until 9:00 for him to show up. At which point, they go to the
|
||||
outfitters, get a ship, then sail off. <JIGS-UP "The ship sailed
|
||||
without you.">
|
||||
@end [enumerate]
|
||||
|
||||
8:45 AM -- McGinty's trip
|
||||
@begin [enumerate]
|
||||
(*) McGinty leaves his office and heads for the Outfitters Intl. He
|
||||
needs some supplies for a trip he's planning and so wants to go over a
|
||||
list he has with the man behind the counter (a spear-carrier at best).
|
||||
@end [enumerate]
|
||||
|
||||
9:00 AM
|
||||
@begin [enumerate]
|
||||
(*) All secondary characters leave the bar and head for the lighthouse
|
||||
one at a time, spacing their exits in three minute intervals.
|
||||
|
||||
They leave in the following order:
|
||||
|
||||
(*) The weasel
|
||||
|
||||
(*) Pete the rat
|
||||
|
||||
(*) Johnny Red
|
||||
|
||||
(*) McGinty leave Outfitter's Intl and waits outside The Shanty,
|
||||
checking it out.
|
||||
@end [enumerate]
|
||||
|
||||
9:15 -- McGinty makes a move
|
||||
|
||||
@begin [enumerate]
|
||||
McGinty is hanging around outside The Shanty. He will wait here until
|
||||
9:15 at which time he will head back to his office.
|
||||
|
||||
IF the MC leaves The Shanty before 9:15 then McGinty will follow him.
|
||||
|
||||
(*) 9:16 -- McGinty heads back to his office if MC has not yet left The
|
||||
Shanty.
|
||||
@end [enumerate]
|
||||
|
||||
9:30 - 9:45 -- The Lighthouse Meeting
|
||||
@begin [enumerate]
|
||||
The characters will wait until the MC shows up OR until 9:45, whichever
|
||||
comes first. If he shows later than 9:45 he may see them walking along,
|
||||
heading back to the shanty, the bank, etc. as described in their later
|
||||
actions.
|
||||
|
||||
(*) IF McGinty follows him there, the crowd begins to walk back to The
|
||||
Shanty, afraid the MC has double-crossed them.
|
||||
|
||||
IF the MC arrives before 9:45... All of the characters, with the
|
||||
exception of McGinty, will be there. Here, the plan is laid out in
|
||||
greater detail. Johnny Red will captain the boat. The Weasel will be
|
||||
an all-around deckhand. Pete the Rat will be the cook. The MC will be
|
||||
the diver, since he has the equipment and the experience (see OBJECTS).
|
||||
|
||||
A second meeting is set up for 10:45 AM, to take place at Lookout Point.
|
||||
Johnny Red and the MC are to meet there and then go to Outfitters Int'l
|
||||
with the money. All have put in their life savings on this venture, and
|
||||
the MC is expected to do the same.
|
||||
|
||||
Pete the Rat mentions that the tide is in between 4 and 5 PM, and if
|
||||
they plan to get things in gear, they had better plan on leaving then.
|
||||
|
||||
The characters then leave this area one by one, at three minute intervals, in the following order:
|
||||
@begin [enumerate]
|
||||
(*) Johnny Red (going to the Outfitters).
|
||||
|
||||
(*) Pete the Rat (going to The Shanty).
|
||||
|
||||
(*) The Weasel (going to the Shanty).
|
||||
@end [enumerate]
|
||||
@end [enumerate]
|
||||
|
||||
10:45 -- Second Meeting (Lookout Point)
|
||||
@begin [enumerate]
|
||||
Johnny Red will wait here until 11:00 AM.
|
||||
|
||||
(*) IF the MC does not show by 11:00... Johnny Red will go back to The
|
||||
Shanty and a <JIGS-UP "The ship sailed without you"> will occur.
|
||||
|
||||
(*) IF the MC shows up before 11:00... AND IF he has the money, they
|
||||
will both walk to Outfitter's Int'l. (Actually, Johnny Red, after seeing
|
||||
the MC's green, will walk to the Outfitters, expecting the MC to walk
|
||||
along with him. It is the MC's decision as to whether or not to
|
||||
accompany Johnny Red.)
|
||||
|
||||
(*) IF the MC shows up before 11:00... AND IF he DOES NOT have the
|
||||
money, Johnny Red will be forced to push the MC off the cliff to silence
|
||||
him. <JIGS-UP>.
|
||||
@END [ENUMERATE]
|
||||
|
||||
11:10 - 11:45 (or so) -- At the Outfitters...
|
||||
|
||||
We can assume, at this point, that the meeting at the Lookout Point took
|
||||
place between the MC and Johnny.
|
||||
|
||||
@begin [enumerate]
|
||||
The MC and Johnny Red buy provisions for their trip and rent one of the
|
||||
seagoing vessels. (Deciding which boat to rent will be placed on the
|
||||
shoulders of the MC.) Johnny will hang around for awhile, telling the
|
||||
ship's store what he needs in the way of provisions.
|
||||
|
||||
(*) Johnny will leave the store at between 11:45 and Noon. He is
|
||||
heading for luncheon at (you guessed it) The Shanty.
|
||||
@end [enumerate]
|
||||
|
||||
MC NOTE: The MC will be expected to get his equipment to the proper dock
|
||||
before 4:00, so it can be loaded aboard the proper vessel. The other
|
||||
characters will not wait for him, and there is a high probability that if he
|
||||
leaves his things unattended, they will be stolen.
|
||||
|
||||
3:10 - 3:30 -- The Weasel Attempts Another Nasty...
|
||||
@begin [enumerate]
|
||||
(*) From wherever The Wease is now, at 3:10, he starts down to the dock
|
||||
where they will be sailing from. His arrival there will be anywhere
|
||||
around 3:15 to 3:30. This will enable him to check out the docks for
|
||||
anything which is purloinable.
|
||||
|
||||
(*) IF he finds something worth stealing (eg: MC's possessions)... The
|
||||
Wease takes what he can handle, assuming no one else is around, and
|
||||
makes his way up to the Outfitters to pawn it.
|
||||
|
||||
(*) IF the MC asks him to keep an eye on his things... The wease still
|
||||
steals what he can and hocks it. He then goes to the Ferry Landing to
|
||||
get the hell out of there. (The Wease is not the brightest nor is he
|
||||
the most relizble of creatures known to modern man, ergo, his actions
|
||||
are within character.)
|
||||
@END [ENUMERATE]
|
40
shipwrecks.mss
Normal file
40
shipwrecks.mss
Normal file
|
@ -0,0 +1,40 @@
|
|||
@MAKE [TEXT]
|
||||
@STYLE [SPACING 2,JUSTIFICATION NO]
|
||||
@TITLE [NIGHTDIVER OLD BOOK]
|
||||
@TabSet [4,8,12,16,20]
|
||||
@pageheading [draft]
|
||||
@MAJORHEADING [Major Undiscovered Shipwrecks]
|
||||
|
||||
@subheading [Background]
|
||||
|
||||
There have been seven major shipwrecks in the area which have not yet
|
||||
been discovered. What little information the Department of Ancient
|
||||
Wrecks has been able to compile may be inaccurate. Due to the
|
||||
underfunding of our department, we have been unable to confirm the
|
||||
physical existence of all of these wrecks, but from what we can tell,
|
||||
most of the fatual information on them is correct.
|
||||
|
||||
@subheading [The Ships]
|
||||
|
||||
The S.S. Fubleo -- This ship was originally launched in 1672, a spanish
|
||||
galleon of new design. It made two journeys to the new world,
|
||||
transporting a cargo rich in jewels and gold. According to the data, the
|
||||
ship rests at 300 fathoms.
|
||||
|
||||
The USS Eisenstadt -- Named after the notorious pirate Jimbo Eisenstadt,
|
||||
this sturdy, steel-framed ship foundered in a gale. Its cargo was
|
||||
primarily arms and munitions, but the captain of the ship, Bill Bose,
|
||||
was later suspected of smuggling ivory. Nothing was every proven
|
||||
regarding his pirate tendencies. The ship is resting at 200 fathoms.
|
||||
|
||||
The Gloria McCorkle -- Named after the famous ballet dancer of the
|
||||
1700's, the Gloria McCorkle was a merchant ship which struck a coral
|
||||
reef sometime around 1807. She was believed to be carrying rare silks
|
||||
and gold ingots, and is assumed to be resting at 150 fathoms
|
||||
|
||||
The Black Flag -- Captain Willie Shortbread, a notorious buccaneer, was
|
||||
blown clear out of the water when an English gunship caught up with him.
|
||||
The cargo he was carrying was known to be diverse, but according to
|
||||
records, the last two ships he plundered were carrying chests filled
|
||||
with jewels of all descriptions. The Black Flag is assumed to rest in
|
||||
about 100 fathoms of water.
|
35
toa.errors
Normal file
35
toa.errors
Normal file
|
@ -0,0 +1,35 @@
|
|||
Assembling TOA.XZAP.1
|
||||
Release: 25
|
||||
|
||||
64 Inserting TOAFREQ.XZAP.1 ( 634 bytes)
|
||||
698 Inserting TOADAT.ZAP.2 (20211 bytes)
|
||||
20909 Inserting MACROS.ZAP.2 ( 79 bytes)
|
||||
20988 Inserting GLOBALS.ZAP.2 ( 6861 bytes)
|
||||
27849 Inserting SYNTAX.ZAP.2 ( 0 bytes)
|
||||
27849 Inserting CLOCK.ZAP.2 ( 316 bytes)
|
||||
28165 Inserting MAIN.ZAP.2 ( 2751 bytes)
|
||||
30916 Inserting PARSER.ZAP.2 ( 6165 bytes)
|
||||
37081 Inserting VERBS.ZAP.2 (15552 bytes)
|
||||
52633 Inserting GOAL.ZAP.2 ( 2130 bytes)
|
||||
54763 Inserting ISLAND.ZAP.2 ( 9139 bytes)
|
||||
63902 Inserting BOAT.ZAP.2 ( 5419 bytes)
|
||||
69321 Inserting WRECKS.ZAP.2 ( 8789 bytes)
|
||||
78110 Inserting PEOPLE.ZAP.2 (12336 bytes)
|
||||
90446 Inserting EVENTS.ZAP.2 ( 8695 bytes)
|
||||
99141 Inserting TOASTR.ZAP.2 (13397 bytes)
|
||||
|
||||
Symbols unused:
|
||||
SERIAL
|
||||
PRE-WHAT
|
||||
PRE-LOOK-ON
|
||||
PRE-LOOK-IN
|
||||
PRE-DROP
|
||||
VPRINT
|
||||
|
||||
20157 bytes of preload.
|
||||
|
||||
112538 bytes (110K).
|
||||
27546 bytes too large for one-disk game on ATARI.
|
||||
223 objects.
|
||||
212 globals.
|
||||
|
1
toa.serial
Normal file
1
toa.serial
Normal file
|
@ -0,0 +1 @@
|
|||
2
|
502
toa2.txt
Normal file
502
toa2.txt
Normal file
|
@ -0,0 +1,502 @@
|
|||
@MAKE [TEXT]
|
||||
@STYLE [SPACING 2,JUSTIFICATION NO]
|
||||
@TITLE [TOA2 Design Notes]
|
||||
@TabSet [4,8,12,16,20]
|
||||
@pageheading [draft]
|
||||
@MAJORHEADING [** Second Design **]
|
||||
|
||||
@section [Introduction]
|
||||
|
||||
TOA 2, in its raw concept, will not be a strict puzzle, as Zork 1 is,
|
||||
nor will it be as straight a story as Deadline. There will be
|
||||
characters with whom the player will interact, and certain "correct"
|
||||
things the player will be required to do in order to complete the game.
|
||||
The game will utilize some unique methods to increase the game's
|
||||
replayability.
|
||||
|
||||
Time windows in which certain events occur will make TOA2 like a
|
||||
story. The player will also need to elicit the help of other characters
|
||||
to successfully complete the game.
|
||||
|
||||
The game will be TIME- rather than MOVE-oriented. A clock should be
|
||||
included. The story actually takes advantage of the clock, with the
|
||||
characters saying something like "Meet me at the Red Boar Inn at 7:15.
|
||||
Don't be late or we'll leave you behind." The MC will have a watch
|
||||
which will be displayed on the status line. A nice side-effect should
|
||||
be the ability to "synchonize watches". One of the characters will
|
||||
suggest it, and the MC will the get to RESET WATCH TO HH:MM. The status
|
||||
line would be updated accordingly. The story cannot operate off of
|
||||
@u(this) clock -- it must have its own internal clock as well as the
|
||||
clock displayed on the status line. Night and day, hunger and thirst,
|
||||
other characters' movements, etc., can be done independently of what the
|
||||
MC's watch (STATUS LINE) says.
|
||||
|
||||
The brief description of the story is as follows: The MC has a
|
||||
reputation for being a "square-shooter" and is roped into a plot to
|
||||
salvage a sunken pirate ship off the coast. Successfully doing so will
|
||||
mean the player wins.
|
||||
|
||||
There will be a number of wrecks (up to 7, all of which would be coded
|
||||
as table entries), though only one of which contains the treasure for
|
||||
that particular game. This method of determining which wreck is worth
|
||||
investigating, and then determing what equipment will be needed, will be
|
||||
described later, and comprises a large portion of the player's
|
||||
early experience. The computer should generate the ship to be explored at
|
||||
random, giving replay value. The actual sunken ship will be a series of
|
||||
interconnected rooms, with LDESCS being supplied by offsetting into a
|
||||
table of LDESCS.
|
||||
|
||||
@section [Settings]
|
||||
|
||||
@Subsection [Seaport Island]
|
||||
The game starts on the Seaport Island, and the first goal of the player
|
||||
should be getting off the island with the tools and information he needs
|
||||
to successfully excavate one of the wrecks.
|
||||
|
||||
@begin [enumerate]
|
||||
|
||||
The Red Boar Inn -- This is where the MC lives. He has a small but
|
||||
nicely furnished room which he rents by the month. The room overlooks
|
||||
the port and has marine charts, manuals on diving, etc. All of his
|
||||
personal belongings are here. This location is actually 3 rooms -- the
|
||||
entrance/downstairs; the upstairs hallway; and the MC's bedroom.
|
||||
|
||||
The Shanty -- The Shanty is a local pub/tavern where sailors and
|
||||
adventurers like to hang about. There are tables and a bar, and they
|
||||
owner/bartender serves both food and drink. The MC is well known to all
|
||||
of the locals who hang about. It's a dark but firendly place, with
|
||||
parrots walking along the bar, insulting customers. One of the parrots
|
||||
wears an eyepatch.
|
||||
|
||||
Outfitters, Int'l -- This place is a store which has all the naval
|
||||
stores necessary for a successful expedition. The owner knows the MC.
|
||||
The MC will be responsible for purchasing all the supplies necessary for
|
||||
the expedition. Stores purchased will depend upon the type of
|
||||
expedition selected by the computer.
|
||||
|
||||
Warehouse -- The warehouse is normally locked, and houses some of the
|
||||
equipment for Outfitters Int'l. The MC has no access to this building
|
||||
by normal means.
|
||||
|
||||
Wharf -- The wharf area is near The Shanty and Outfitters, Int'l. There
|
||||
are several boats and docks, but is not a good place to go walking about
|
||||
in the evening.
|
||||
|
||||
McGinty Salvage -- A growing concern whose primary function is to
|
||||
salvage old wrecks. The MC and his compatriots will go into competition
|
||||
with them.
|
||||
|
||||
Roads --
|
||||
@begin [enumerate]
|
||||
|
||||
The Wharf Road runs along the northern edge of the island and gives
|
||||
access to the wharf and docks.
|
||||
|
||||
The Ocean Road runs along the eastern edge of the island. To the far
|
||||
southeast corner is Point Lookout, a small but high cliff giving a far
|
||||
and wide view of the sea.
|
||||
|
||||
The Shore Road goes along the southern edge of the island and ends at
|
||||
the ferry boat landing. It is here that all visitors arrive and leave.
|
||||
|
||||
The Winding Road travels along the north and heads west, ending at a
|
||||
lighthouse. Its southern edge is bordered by impenatrable swamp/marsh.
|
||||
|
||||
@end [enumerate]
|
||||
|
||||
Ocean -- This is technically a room, though it is there only as a
|
||||
border.
|
||||
|
||||
Marsh -- A multi-room, like the ocean, from which there is no escape.
|
||||
Many rooms enter, but there are no exits.
|
||||
|
||||
Field -- Behind the shops and buildings, west of the Ocean Road, is a
|
||||
large, innocuous field, not worth entering, refered to only in
|
||||
description.
|
||||
|
||||
Ships -- There are two ships, each of which has a different capability,
|
||||
each of which will be described later.
|
||||
|
||||
Mariners' Trust -- A bank, located on the south shore of the Island,
|
||||
which contains all of the MC's life savings.
|
||||
|
||||
@end [enumerate]
|
||||
|
||||
@subsection [The Seagoing Vessels]
|
||||
|
||||
There are two vessels from which the player may choose.
|
||||
|
||||
@begin [enumerate]
|
||||
|
||||
The Night Wind (THE TRAWLER) -- The trawler is a sturdy fishing boat,
|
||||
designed to weather high seas. It is a sturdy, steady, and rather fast
|
||||
boat, though not really designed to do deep-sea salvaging.
|
||||
|
||||
The Mary Margaret (SALVAGE VESSEL) -- This boat is well outfitted, and a
|
||||
very seaworthy salvage boat. The problems it presents is that it is
|
||||
expensive, and it is slow on the water. It is also most frequently used
|
||||
by McGinty, and so not always available. It is owned by Outfitters
|
||||
Int'l.
|
||||
|
||||
@end [enumerate]
|
||||
|
||||
Each ship will have three upper sections -- forward, midships, and aft
|
||||
-- while below decks there should be cabins, a galley, pantry, head,
|
||||
etc.
|
||||
|
||||
The Night Wind should be used on those wrecks at greater than N fathoms.
|
||||
Otherwise, the Trawler should do. The information relating to each
|
||||
ship's capabilities will be included in the game package.
|
||||
|
||||
@subsection [Sunken Ships]
|
||||
|
||||
The actual number of sunken ships needs to be determined, and will be a
|
||||
function of the rest of the design. The wreck itself can be 20 or so
|
||||
rooms. If there are 7 wrecks, that would mean that 7 X 20 = 140 LDESCS
|
||||
in a total of 20 tables for descriptions. All exit information would be
|
||||
the same. I humbly suggest intially building the code to handle any
|
||||
number of wrecks, with the starting implementation handling 3.
|
||||
|
||||
As the player is walking about through the murky waters, he can enter
|
||||
the hull and find his way up and down ladders, in and through
|
||||
passageways, etc. Potential dangers here would be sharks, having his
|
||||
lifeline of his air hose cut by a falling timber, a slamming trapdoor,
|
||||
etc. His pressurized suit could be torn on a nail. He will have to
|
||||
successfully deduce what the metal detector he finds on board does, and
|
||||
how to use it. (See OBJECTS)
|
||||
|
||||
The information on where the ships are located, at what depth, and a
|
||||
chart of what the vessel may have originally been carrying will be
|
||||
provided in the game package.
|
||||
|
||||
@section [Characters]
|
||||
|
||||
MC, the main character/player will not be fully drawn here. This
|
||||
section deals with all secondary characters -- their personalities,
|
||||
motivations, physical characteristics and goals.
|
||||
|
||||
@subsection [McGinty]
|
||||
|
||||
McGinty is the owner of McGinty Salvage. He is a small, nervous man,
|
||||
thin and always on the move. He is balding, with thin strings of black
|
||||
hair swept across his scalp. His lips are large and pouting, and
|
||||
invariably clamped around cigars which seem too large for his face. He
|
||||
has a hooked nose that, when viewed head-on, almost seems to diasppear
|
||||
it is so thin.
|
||||
|
||||
He abhors physical violence, being easily out-muscled. If there's a
|
||||
deal around, McGinty either knows about it already or is soon to find
|
||||
out. There isn't a deal on the Island he doesn't have something to do
|
||||
with. Business is his life, and making money is all he cares about. He
|
||||
would be a retired, wealthy man if it weren't for his fear of other
|
||||
people. This fear manifests itself as mistrust and apprehension --
|
||||
partly as a result of his diminutive stature.
|
||||
|
||||
He hears of the deal which our MC will cut with the others and tries to
|
||||
weasel his way in. He may succeed in doing so if the Salvager is
|
||||
needed, since that boat belongs to his company. He is not to be
|
||||
trusted, though, as his primary loyalty is to himself and then to money.
|
||||
|
||||
@subsection [Pete the Rat]
|
||||
|
||||
Pete the rat wears an eye patch and got his name from one of the long,
|
||||
far-east voyages he shipped out on. It seems that food was running low
|
||||
and, as the ship's cook, he did what he had to to supply the crew with
|
||||
fresh meat. Needless to say, when the crew found out, they insisted he
|
||||
be left at the nearest port, which the Captain was happy to do.
|
||||
|
||||
Pete the Rat is well-intentioned, though not the brightest of sailors.
|
||||
He is well-experienced in the ways of the sea. He talks slowly, as if
|
||||
trying to remember the words one at a time, dredging them up from his
|
||||
long term memory in a painful series of associations.
|
||||
|
||||
He's had some trouble getting another berth in which he functions as a
|
||||
cook, but our MC should not fear him. The mistakes Pete made in the
|
||||
past were simply that -- mistakes from which he has learned. Pete is
|
||||
tall and lanky, moves slowly at a shuffling gait, wears black
|
||||
turtlenecks and jeans even in the dead heat of summer. The reason for
|
||||
his dress code is simple: they are the only clothes he owns. If you
|
||||
plan to stand next to him, be sure you are not downwind.
|
||||
|
||||
@subsection [Frank Webster]
|
||||
|
||||
Frank is an opportunist, looking for his next opportunity, even which
|
||||
engaged in a current one. If you're talking to him in a bar, he will
|
||||
look at you about one-third of the time, spending the other two-thirds
|
||||
glancing around, scoping out who is there, what everyone is drinking,
|
||||
etc.
|
||||
|
||||
To say he has small, beady, brown eyes would be too kind a word. His
|
||||
eyes are actually little more than slits, large enough to let in only
|
||||
enough light to see with. No extra light is allowed behind those lids.
|
||||
His smile is captivating, though, and puts people off guard. When he
|
||||
wants to warm up to someone, he can do it in a flash, erasing any and
|
||||
all trepidations regarding his character.
|
||||
|
||||
Frank is well known for his risk-taking and for his ability to come up
|
||||
with just the right thing at just the right time. He also has a keen
|
||||
business sense and sees the capabilities and limitations of others.
|
||||
Frank wants to buy the United States when he has enough money, and is
|
||||
just waiting for his ship to come in. While he's waiting, however, he's
|
||||
working very hard at preparing the harbor.
|
||||
|
||||
@subsection [The Weasel]
|
||||
|
||||
The Weasel is a short, wirey guy with darting eyes and thin lips. He
|
||||
rarely talks, except to nod his head and say "Got it, chief." He takes
|
||||
orders and will do anything -- @u(anything) -- for money. Whoever pays
|
||||
him, owns him.
|
||||
|
||||
He aspires to little more in life than to survive and retire to the Old
|
||||
Mariners' Home in Secaucus, N.J. He isn't the brightest creature on the
|
||||
planet, but he is quick to pick up new ideas and mesh them with his
|
||||
slightly-twisted view of how the Universe works. He picks his teeth
|
||||
with a knife, and God only knows where that knife has been.
|
||||
|
||||
The Weasel has a tatoo on his upper arm which says "Mother?" leading
|
||||
everyone to wonder whether he really ever had one.
|
||||
|
||||
@subsection [Johnny Red]
|
||||
|
||||
Johnny Red, whose real name is unknown to everyone on the Island, has
|
||||
crewed for just about every Captain who sailed the seas. His name was
|
||||
derived from his flame-red hair and beard, both of which he has in
|
||||
enough quantity to make several dozen toupes. He wears flannel shirts,
|
||||
with the top several buttons unbuttoned to expose a mat-like carpet of
|
||||
curly red hair on his chest. With his shirt sleeves rolled up, he looks
|
||||
like something you left in your refrigerator for 30 weeks growing red
|
||||
hair-mold.
|
||||
|
||||
Johnny has a barrel chest and weighs in at 300 even. To say he was
|
||||
large would be to say a sequoia is just another tree. He is strong,
|
||||
reliable, and oddly non-violent, though you would never know that
|
||||
looking at him.
|
||||
|
||||
@section [Play]
|
||||
|
||||
What follows are some sample scenarios/plots based on best win, followed
|
||||
by complications, problems and puzzles.
|
||||
|
||||
@subsection [The Best Plot]
|
||||
|
||||
The story starts with the MC in his room. There is a note which has
|
||||
been slipped under his door, inviting him to meet with the secondary
|
||||
characters at The Shanty at a set time.
|
||||
|
||||
The MC will be invited to join in on the salvage hunt by the secondary
|
||||
characters at The Shanty. He will be shown a small piece of treasure
|
||||
found by Frank and Johnny.
|
||||
|
||||
The Weasel shows up between 10 and 15 minutes late to the meeting in the
|
||||
tavern OR he doesn't show up at all (see Complications -- General).
|
||||
|
||||
If he agrees to throw in his lot with the secondary characters, he will
|
||||
have to get to Mariners' Trust and withdraw his money from his savings
|
||||
account. He will need his passbook to do this, and his passbook is in
|
||||
his room. He will have to meet Johnny Red at Point Lookout at a
|
||||
prearranged time with the money. Johnny Red, carrying the others'
|
||||
money, will then accompany the MC to Outfitters Int'l.
|
||||
|
||||
Once at Outfitters Int'l, the MC will then purchase the supplies
|
||||
necessary for a successful salvage expedition. Red will have the list
|
||||
from the cook, Pete, and other things which they will need. The MC
|
||||
tells the man at Outfitters Int'l to deliver the things to the boat
|
||||
(whichever one the MC decides would be best for this voyage) and then
|
||||
returns to The Shanty to meet up with the others.
|
||||
|
||||
From here, all of the crew go to the boat. The course is plotted and
|
||||
the crew takes care of getting the boat to where it needs to be. They
|
||||
drop anchor and set up for the dive.
|
||||
|
||||
The MC, the underwater expert, then goes overboard and walks on the
|
||||
ocean floor to find the wreck. Once there, he successfully locates the
|
||||
chest of treasure, hooks it up for hoisting, and returns to the ship.
|
||||
The treasure is hauled up and all live happily ever after.
|
||||
|
||||
@subsection [Complications -- General]
|
||||
|
||||
If the player fails to lock the door into the MC's room after he leaves,
|
||||
the room can be ransacked. If the passbook was left inside, it will be
|
||||
gone, stolen by The Weasel. This means that The Weasel, normally late
|
||||
for the meeting at the bar, may not show up at all if he has
|
||||
successfully stolen the passbook.
|
||||
|
||||
@subsection [Complications -- McGinty]
|
||||
|
||||
After the initial meeting in The Shanty, Frank tells them all that there
|
||||
is no good reason to tell anyone else what they are planning, and that
|
||||
all further discussions should be held in private. Red suggests the
|
||||
Lighthouse out on Winding Road. They agree to meet there one-half hour
|
||||
from now (or at a specific time). If anyone is late, they'd better have
|
||||
a good excuse.
|
||||
|
||||
The others leave, letting the MC do what he will for the time he has.
|
||||
Part of this time will be in finding the Lighthouse. Part of the time
|
||||
will also be eaten up by McGinty, who will demand to know what is going
|
||||
on, where the MC is off to, who he was talking to, what they were
|
||||
talking about, etc. If the MC should let anything slip, then McGinty
|
||||
will beat them all to the punch, making the entire trip futile. On
|
||||
setting out, while at sea, the will see McGinty's ship coming back into
|
||||
port. This will also prevent them from using the Salvager.
|
||||
|
||||
If he does not satisfy McGinty's questions and sets out directly for the
|
||||
Lighthouse, McGinty will follow him in the shadows. Once the MC meets
|
||||
the secondary characters, McGinty will be seen and The Weasel will stick
|
||||
a knife between the MC's ribs, calling him a traitor.
|
||||
|
||||
@subsection [Complications -- Mariners' Trust]
|
||||
|
||||
Without his passbook, the MC will be prevented from getting his money.
|
||||
His passbook is in his room. He may have to return there and get the
|
||||
passbook before the second meeting. (His passbook, however, may have
|
||||
been stolen). He will have the time to do this, but it is something
|
||||
some players may easily overlook.
|
||||
|
||||
There is the potential here for a double-cross (though I'm not sure it's
|
||||
worthwhile). The Weasel could be standing outside and attempt to steal
|
||||
the money from the MC. This would certainly be in character for The
|
||||
Weasel, seeing easy and quick money.
|
||||
|
||||
McGinty could also be at the bank and decide to follow the MC to he
|
||||
second meeting.
|
||||
|
||||
@subsection [Complications -- Second Metting]
|
||||
|
||||
Once the plans have been made at the Lighthouse, the second meeting is
|
||||
arranged, that to occur at 6:00 pm between the MC and Johnny Red at
|
||||
Point Lookout. Both are to have their money.
|
||||
|
||||
If the MC does not show up at all, or if he shows up late (with or
|
||||
without the money) Red's body is found with bullet holes in it,
|
||||
McGinty's ship is gone, and the police arrest the MC in town. The gun
|
||||
was found in his room.
|
||||
|
||||
If the MC shows up without the money, Red tells him they will go on
|
||||
without him and the game ends.
|
||||
|
||||
If the MC shows up more than 5 minutes early, McGinty will appear there,
|
||||
preventing Red from arriving, thus blowing then entire affair, ending in
|
||||
a lose.
|
||||
|
||||
@subsection [Complications -- Outfitting]
|
||||
|
||||
Two kinds of complications can occur at Outfitters Int'l:
|
||||
|
||||
@begin [enumerate]
|
||||
|
||||
Buying the wrong supplies.
|
||||
|
||||
Buying the supplies in front of McGinty.
|
||||
|
||||
@end [enumerate]
|
||||
|
||||
If the MC purchases the wrong supplies, the expedition will utimately
|
||||
fail. If the MC continues to purchase supplies after McGinty walks in,
|
||||
McGinty will get wise and beat them all to the punch. It will be
|
||||
necessary for the MC to instruct McGinty to leave or to get Red to
|
||||
physically remove McGinty.
|
||||
|
||||
@subsection [Complications -- The Wrong Boat]
|
||||
|
||||
Taking the wrong boat will ultimately lead to a lose. The exact
|
||||
methods, reasons and complications are as yet unknown.
|
||||
|
||||
@subsection [Puzzles]
|
||||
|
||||
As of yet, no specific puzzles have been designed. There is potential
|
||||
for a lot of traps which would occur in the underwater wreck, and there
|
||||
are certainly lots of plot complications which will occur on the Island.
|
||||
|
||||
There is, of course, the "mysterious black-box" problem, where the
|
||||
black-box is actually a metal detector or some strange origin. This
|
||||
could be useful in locating the treasure in the wreck.
|
||||
|
||||
@subsection [Objects]
|
||||
|
||||
Bed in MC's room.
|
||||
|
||||
A note which was slipped under his door.
|
||||
|
||||
A door under which the note was slipped.
|
||||
|
||||
A Passbook for his savings & loan account.
|
||||
|
||||
A Ditty bag (shades of TOA1's knapsack!)
|
||||
|
||||
Characters:
|
||||
@begin [enumerate]
|
||||
McGinty
|
||||
|
||||
Johnny Red
|
||||
|
||||
Pete the Rat
|
||||
|
||||
Frank Webster
|
||||
|
||||
The Weasel
|
||||
|
||||
The Parrot
|
||||
|
||||
The bartender/waiter/outfitter/bank teller
|
||||
@end [enumerate]
|
||||
|
||||
A table around which the characters can sit in the bar/tavern.
|
||||
|
||||
A chair in which the player can sit.
|
||||
|
||||
An envelope of money which the player will get at the bank.
|
||||
|
||||
A key to the MC's room.
|
||||
|
||||
The Ocean Map will have to be provided with the game package, but should
|
||||
be included as an object (as the cube was in TOA1) to tell them to look
|
||||
in their game package.
|
||||
|
||||
A wrist watch, which the player should be wearing. It should be
|
||||
possible to break the watch, and not breaking the watch should be the
|
||||
goal in one interaction between the player & the environment.
|
||||
|
||||
A strand of red hair. This will be described as simply a strand of
|
||||
hair. If the player picks it up and examines it, it will described as
|
||||
being red hair. This strand of hair will appear in a place where Johnny
|
||||
Red shouldn't have been, but was, thus giving the player a much needed
|
||||
clue as to what is going on.
|
||||
|
||||
Shipboard Objects:
|
||||
@begin [enumerate]
|
||||
A Navigational beacon finder black-box frobbie, used to find out where
|
||||
you are by using LORAN. This will be aboard only one of the boats.
|
||||
|
||||
Bunks
|
||||
|
||||
Chart table
|
||||
|
||||
Small Machine: The metal detector will be found onboard the Mary
|
||||
Margaret and will work as follows. There will be a (label) on the small
|
||||
machine, though the letters should be so well-worn as to render the
|
||||
label useless. There will be an off/on switch and a compartment inside
|
||||
it for batteries. By switching it on with a live battery, it will make
|
||||
a ticking sound when brought near metal. This will require some objects
|
||||
to have a METAL bit. Proximity is going to present a bit of a problem.
|
||||
|
||||
Label (on the small machine)
|
||||
|
||||
Off/On switch (on the small machine)
|
||||
|
||||
Batteries (for the small machine)
|
||||
|
||||
@end [enumerate]
|
||||
|
||||
@section [Package Elements]
|
||||
|
||||
@subsection [Tides]
|
||||
Included in the game package should be a tidal chart, good for the week
|
||||
of this game. Since the game play takes about three days, it is
|
||||
important that the chart give low and high tides.
|
||||
|
||||
Sailing without the tidal chart may prove to be disasterous.
|
||||
|
||||
@subsection [Ocean Map]
|
||||
This map should be an ocean "chart" with various depth soundings, marker
|
||||
bouys, latitude and longitude markings, etc. It should also indicate
|
||||
where the various wrecks are located.
|
184
toadat.zap
184
toadat.zap
File diff suppressed because it is too large
Load diff
139
toastr.zap
139
toastr.zap
|
@ -393,79 +393,80 @@ Copyright (c) 1984, Infocom, Inc. All rights reserved.
|
|||
.GSTR STR?383,"This cabin is the third-class passengers' quarters. There couldn't have been many frills here since the remains are spartan. The cabin can be exited aft and up."
|
||||
.GSTR STR?384,"get off the chest"
|
||||
.GSTR STR?385,"As the chest starts to rise, you fall off it rather awkwardly and disconnect your airhose."
|
||||
.GSTR STR?386,"This jagged hole is the result of centuries of wear on the hull."
|
||||
.GSTR STR?387," to take with you"
|
||||
.GSTR STR?388,"As you move away from the hole, your airhose gets caught on the edge of the hole in the wreck! As it tears, you find that breathing water is beyond your talents."
|
||||
.GSTR STR?389,", dragging the chest up with it."
|
||||
.GSTR STR?390,"."
|
||||
.GSTR STR?391,"This room, which may have been a lounge, can be exited fore or aft."
|
||||
.GSTR STR?392,"This was once the supplies locker, with exits forward and up, and a door with a sign on it in the aft bulkhead."
|
||||
.GSTR STR?393,"barnacle"
|
||||
.GSTR STR?394,"Although this sword is old and worn, it is still moderately sharp."
|
||||
.GSTR STR?395,"You're in one of the large holds of the ship, impressive in size. There are rooms fore and aft, and a hole in the port bulkhead."
|
||||
.GSTR STR?396,"This had to have been a mine locker. There is a door forward and a passage above your head."
|
||||
.GSTR STR?397,"BOOOOOOOOOOMMMMMMMMMM!"
|
||||
.GSTR STR?398,"This is another cabin used to house the ship's crew. There are exits forward and aft."
|
||||
.GSTR STR?399,"There is a giant squid sleeping here."
|
||||
.GSTR STR?400,"This cabin has suffered the ravages of the sea. Above your head at one end of the cabin a ladder leads up. The bottom two rungs of the ladder are broken, but the rest of it seems to be pretty sturdy. A doorway, outlined by rotting timbers, leads forward."
|
||||
.GSTR STR?401,"high enough to get past the two broken rungs"
|
||||
.GSTR STR?402,"He is wiry, hyper, and devoid of ethics. A fat cigar seems to be his only companion, since he's the type of man who would sell his own mother if given the opportunity."
|
||||
.GSTR STR?403," He"
|
||||
.GSTR STR?404,"The Weasel turns and yells, ""Traitor!"" Next thing you know, you've been stabbed."
|
||||
.GSTR STR?405,"""Thanks for the info, pal, but I better make sure you don't use it."" He pulls out his gun and shoots."
|
||||
.GSTR STR?406,"McGinty walks in the front door, spots something in the shadows, pulls out a gun, and fires. Unfortunately, you are what he noticed."
|
||||
.GSTR STR?407,"A moment later, McGinty sticks his head out, asks why you were in his place, and shoots you."
|
||||
.GSTR STR?408,"McGinty"
|
||||
.GSTR STR?409,"A Supremo it's not."
|
||||
.GSTR STR?410,"lit"
|
||||
.GSTR STR?411,"Red got his name from flame-red hair which sprouts from his head and face, and peeks out from under his flannel shirt. He takes no guff, but he is fair and has a sense of justice."
|
||||
.GSTR STR?412,"grins"
|
||||
.GSTR STR?413,"showed me this"
|
||||
.GSTR STR?414,"""Tie the line to the treasure when you've got it, then pull on it and we'll pull the treasure up."""
|
||||
.GSTR STR?415,"Pete wears an eyepatch and got his name on a far-east voyage as the cook. The food ran out, and he did what he could to supply the crew with fresh meat. Needless to say, he was left at the nearest port."
|
||||
.GSTR STR?416,"The Weasel is a small, greasy man with shifty eyes. He loves his sharp little knife more than life itself, and would sell out anybody for a price. Even himself."
|
||||
.GSTR STR?417,"The Weasel, quite panic-stricken, doesn't stop to thank you before he pulls a small knife from his ankle and kills you."
|
||||
.GSTR STR?418,"The Weasel glares at you and says, ""I don't take this from no one!"" He pulls out his knife, touches its too-sharp point with a finger, then introduces it to your chest."
|
||||
.GSTR STR?419,"his card"
|
||||
.GSTR STR?420,"the envelope"
|
||||
.GSTR STR?421,"You can't help notice that your dresser has been opened and the contents messed up."
|
||||
.GSTR STR?422,"""That's one of McGinty's envelopes! Traitor!"" Before you can respond, the Weasel's knife has violated the sanctity of your body."
|
||||
.GSTR STR?423,"The card says:
|
||||
.GSTR STR?386,"tied"
|
||||
.GSTR STR?387,"This jagged hole is the result of centuries of wear on the hull."
|
||||
.GSTR STR?388," to take with you"
|
||||
.GSTR STR?389,"As you move away from the hole, your airhose gets caught on the edge of the hole in the wreck! As it tears, you find that breathing water is beyond your talents."
|
||||
.GSTR STR?390,", dragging the chest up with it."
|
||||
.GSTR STR?391,"."
|
||||
.GSTR STR?392,"This room, which may have been a lounge, can be exited fore or aft."
|
||||
.GSTR STR?393,"This was once the supplies locker, with exits forward and up, and a door with a sign on it in the aft bulkhead."
|
||||
.GSTR STR?394,"barnacle"
|
||||
.GSTR STR?395,"Although this sword is old and worn, it is still moderately sharp."
|
||||
.GSTR STR?396,"You're in one of the large holds of the ship, impressive in size. There are rooms fore and aft, and a hole in the port bulkhead."
|
||||
.GSTR STR?397,"This had to have been a mine locker. There is a door forward and a passage above your head."
|
||||
.GSTR STR?398,"BOOOOOOOOOOMMMMMMMMMM!"
|
||||
.GSTR STR?399,"This is another cabin used to house the ship's crew. There are exits forward and aft."
|
||||
.GSTR STR?400,"There is a giant squid sleeping here."
|
||||
.GSTR STR?401,"This cabin has suffered the ravages of the sea. Above your head at one end of the cabin a ladder leads up. The bottom two rungs of the ladder are broken, but the rest of it seems to be pretty sturdy. A doorway, outlined by rotting timbers, leads forward."
|
||||
.GSTR STR?402,"high enough to get past the two broken rungs"
|
||||
.GSTR STR?403,"He is wiry, hyper, and devoid of ethics. A fat cigar seems to be his only companion, since he's the type of man who would sell his own mother if given the opportunity."
|
||||
.GSTR STR?404," He"
|
||||
.GSTR STR?405,"The Weasel turns and yells, ""Traitor!"" Next thing you know, you've been stabbed."
|
||||
.GSTR STR?406,"""Thanks for the info, pal, but I better make sure you don't use it."" He pulls out his gun and shoots."
|
||||
.GSTR STR?407,"McGinty walks in the front door, spots something in the shadows, pulls out a gun, and fires. Unfortunately, you are what he noticed."
|
||||
.GSTR STR?408,"A moment later, McGinty sticks his head out, asks why you were in his place, and shoots you."
|
||||
.GSTR STR?409,"McGinty"
|
||||
.GSTR STR?410,"A Supremo it's not."
|
||||
.GSTR STR?411,"lit"
|
||||
.GSTR STR?412,"Red got his name from flame-red hair which sprouts from his head and face, and peeks out from under his flannel shirt. He takes no guff, but he is fair and has a sense of justice."
|
||||
.GSTR STR?413,"grins"
|
||||
.GSTR STR?414,"showed me this"
|
||||
.GSTR STR?415,"""Tie the line to the treasure when you've got it, then pull on it and we'll pull the treasure up."""
|
||||
.GSTR STR?416,"Pete wears an eyepatch and got his name on a far-east voyage as the cook. The food ran out, and he did what he could to supply the crew with fresh meat. Needless to say, he was left at the nearest port."
|
||||
.GSTR STR?417,"The Weasel is a small, greasy man with shifty eyes. He loves his sharp little knife more than life itself, and would sell out anybody for a price. Even himself."
|
||||
.GSTR STR?418,"The Weasel, quite panic-stricken, doesn't stop to thank you before he pulls a small knife from his ankle and kills you."
|
||||
.GSTR STR?419,"The Weasel glares at you and says, ""I don't take this from no one!"" He pulls out his knife, touches its too-sharp point with a finger, then introduces it to your chest."
|
||||
.GSTR STR?420,"his card"
|
||||
.GSTR STR?421,"the envelope"
|
||||
.GSTR STR?422,"You can't help notice that your dresser has been opened and the contents messed up."
|
||||
.GSTR STR?423,"""That's one of McGinty's envelopes! Traitor!"" Before you can respond, the Weasel's knife has violated the sanctity of your body."
|
||||
.GSTR STR?424,"The card says:
|
||||
""Frank Webster
|
||||
Seaman First Class
|
||||
No. 2626868"""
|
||||
.GSTR STR?424,"set to "
|
||||
.GSTR STR?425,"A desk clerk is sitting behind the counter."
|
||||
.GSTR STR?426,"reach behind the "
|
||||
.GSTR STR?427,"bought it."""
|
||||
.GSTR STR?428,"glass of water"
|
||||
.GSTR STR?429,"talk to someone who's not here."
|
||||
.GSTR STR?430,"boards"
|
||||
.GSTR STR?431,"disembarks"
|
||||
.GSTR STR?432,"It is dated 1680 and stamped with a portrait of King Peter II of Portugal."
|
||||
.GSTR STR?433,"It bears the Hollywood Cruise Lines markings."
|
||||
.GSTR STR?434,"Pete spots McGinty, who is near enough to overhear! While Johnny chases McGinty, Pete accuses you of bringing McGinty along. Before you respond, the Weasel plunges his knife into your heart."
|
||||
.GSTR STR?435,"Johnny glares at McGinty. ""Trying to cash in on my work again, huh? You probably killed Hevlin, too!"" And with that, he pushes McGinty off the cliff.
|
||||
.GSTR STR?425,"set to "
|
||||
.GSTR STR?426,"A desk clerk is sitting behind the counter."
|
||||
.GSTR STR?427,"reach behind the "
|
||||
.GSTR STR?428,"bought it."""
|
||||
.GSTR STR?429,"glass of water"
|
||||
.GSTR STR?430,"talk to someone who's not here."
|
||||
.GSTR STR?431,"boards"
|
||||
.GSTR STR?432,"disembarks"
|
||||
.GSTR STR?433,"It is dated 1680 and stamped with a portrait of King Peter II of Portugal."
|
||||
.GSTR STR?434,"It bears the Hollywood Cruise Lines markings."
|
||||
.GSTR STR?435,"Pete spots McGinty, who is near enough to overhear! While Johnny chases McGinty, Pete accuses you of bringing McGinty along. Before you respond, the Weasel plunges his knife into your heart."
|
||||
.GSTR STR?436,"Johnny glares at McGinty. ""Trying to cash in on my work again, huh? You probably killed Hevlin, too!"" And with that, he pushes McGinty off the cliff.
|
||||
|
||||
""I can't leave witnesses,"" he mumbles. Before you can react, you're on your way down to join what's left of McGinty."
|
||||
.GSTR STR?436,"Johnny sees McGinty on the road. ""You brought McGinty, you traitor! You probably killed Hevlin, too!"" A moment later, you're falling down to the rocks."
|
||||
.GSTR STR?437,"Johnny stares at you in disgust. ""A drunk diving for us? You'll probably tell McGinty, too. I'll make sure you don't."" He pushes you off the cliff. Although you feel no pain, your landing is fatal."
|
||||
.GSTR STR?438,"Johnny looks disgusted. ""No money? You probably told McGinty already. Traitor!"" He pushes you off the cliff, and you scream as the pointy rocks rush up to meet you."
|
||||
.GSTR STR?439,"Johnny looks disgusted. ""I can't wait all day..."" You feel a shove and then find yourself on your way down to the rocks below."
|
||||
.GSTR STR?440,"shakes his head"
|
||||
.GSTR STR?441,"hands something to McGinty"
|
||||
.GSTR STR?442,"""You brought McGinty!"" Next thing you know, your throat's been slit."
|
||||
.GSTR STR?443,"""What kind of joke is this, giving me the coordinates of the island?"""
|
||||
.GSTR STR?444,"sits down for his watch"
|
||||
.GSTR STR?445,"You are awakened by what feels like your ship running aground. You are put back to a permanent sleep by the Weasel's knife."
|
||||
.GSTR STR?446,"Your boat is lost in a sudden squall while you sleep."
|
||||
.GSTR STR?447,"find something to drink soon!"
|
||||
.GSTR STR?448,"The giant squid stirs and sees what disturbed it. When the huge eyes spot you, it moves toward you and hugs you with its tentacles. You squirm in an attempt to get away, but more arms surround you and one disconnects your airhose."
|
||||
.GSTR STR?449," swims up to you and starts nibbling."
|
||||
.GSTR STR?450,"The row of fallen bunks pinches your airhose. A few moments later, it is impossible to breathe."
|
||||
.GSTR STR?451,"You find yourself gasping for air, but there's none to breathe!"
|
||||
.GSTR STR?452,"You've used all your air."
|
||||
.GSTR STR?453,"There's not enough air to breathe!"
|
||||
.GSTR STR?454,"You suddenly find Red's hands around your throat as he makes a comment about hating cowards and Hevlin being wrong."
|
||||
.GSTR STR?437,"Johnny sees McGinty on the road. ""You brought McGinty, you traitor! You probably killed Hevlin, too!"" A moment later, you're falling down to the rocks."
|
||||
.GSTR STR?438,"Johnny stares at you in disgust. ""A drunk diving for us? You'll probably tell McGinty, too. I'll make sure you don't."" He pushes you off the cliff. Although you feel no pain, your landing is fatal."
|
||||
.GSTR STR?439,"Johnny looks disgusted. ""No money? You probably told McGinty already. Traitor!"" He pushes you off the cliff, and you scream as the pointy rocks rush up to meet you."
|
||||
.GSTR STR?440,"Johnny looks disgusted. ""I can't wait all day..."" You feel a shove and then find yourself on your way down to the rocks below."
|
||||
.GSTR STR?441,"shakes his head"
|
||||
.GSTR STR?442,"hands something to McGinty"
|
||||
.GSTR STR?443,"""You brought McGinty!"" Next thing you know, your throat's been slit."
|
||||
.GSTR STR?444,"""What kind of joke is this, giving me the coordinates of the island?"""
|
||||
.GSTR STR?445,"sits down for his watch"
|
||||
.GSTR STR?446,"You are awakened by what feels like your ship running aground. You are put back to a permanent sleep by the Weasel's knife."
|
||||
.GSTR STR?447,"Your boat is lost in a sudden squall while you sleep."
|
||||
.GSTR STR?448,"find something to drink soon!"
|
||||
.GSTR STR?449,"The giant squid stirs and sees what disturbed it. When the huge eyes spot you, it moves toward you and hugs you with its tentacles. You squirm in an attempt to get away, but more arms surround you and one disconnects your airhose."
|
||||
.GSTR STR?450," swims up to you and starts nibbling."
|
||||
.GSTR STR?451,"The row of fallen bunks pinches your airhose. A few moments later, it is impossible to breathe."
|
||||
.GSTR STR?452,"You find yourself gasping for air, but there's none to breathe!"
|
||||
.GSTR STR?453,"You've used all your air."
|
||||
.GSTR STR?454,"There's not enough air to breathe!"
|
||||
.GSTR STR?455,"You suddenly find Red's hands around your throat as he makes a comment about hating cowards and Hevlin being wrong."
|
||||
|
||||
.ENDI
|
||||
|
|
28
verbs.zap
28
verbs.zap
|
@ -354,21 +354,28 @@
|
|||
RTRUE
|
||||
|
||||
|
||||
.FUNCT V-VERSION,CNT=17
|
||||
.FUNCT V-VERSION,CNT=17,V
|
||||
GET 0,1
|
||||
BAND STACK,2047 >V
|
||||
PRINTI "CUTTHROATS
|
||||
Copyright (c) 1984 by Infocom, Inc. All rights reserved.
|
||||
CUTTHROATS is a trademark of Infocom, Inc.
|
||||
"
|
||||
GETB 0,1
|
||||
BAND STACK,8
|
||||
ZERO? STACK /?CND3
|
||||
PRINTI "Licensed to Tandy Corporation. Version 00.00."
|
||||
PRINTN V
|
||||
CRLF
|
||||
?CND3: PRINTI "CUTTHROATS is a trademark of Infocom, Inc.
|
||||
Release "
|
||||
GET 0,1
|
||||
BAND STACK,2047
|
||||
PRINTN STACK
|
||||
PRINTN V
|
||||
PRINTI " / Serial number "
|
||||
?PRG5: IGRTR? 'CNT,23 \?ELS9
|
||||
JUMP ?REP6
|
||||
?ELS9: GETB 0,CNT
|
||||
?PRG10: IGRTR? 'CNT,23 \?ELS14
|
||||
JUMP ?REP11
|
||||
?ELS14: GETB 0,CNT
|
||||
PRINTC STACK
|
||||
JUMP ?PRG5
|
||||
?REP6: CRLF
|
||||
JUMP ?PRG10
|
||||
?REP11: CRLF
|
||||
RTRUE
|
||||
|
||||
|
||||
|
@ -1189,6 +1196,7 @@ Release "
|
|||
CALL DPRINT,PRSO
|
||||
PRINTR " here."
|
||||
?ELS7: EQUAL? PRSO,SPEAR-CARRIER \?ELS42
|
||||
IN? SPEAR-CARRIER,HERE \?ELS42
|
||||
SET 'QCONTEXT,SPEAR-CARRIER
|
||||
SET 'QCONTEXT-ROOM,HERE
|
||||
PRINTI "The "
|
||||
|
|
24
verbs.zil
24
verbs.zil
|
@ -318,14 +318,17 @@ or QUIT): >">
|
|||
<GLOBAL Y-INBUF <ITABLE BYTE 12>>
|
||||
<GLOBAL Y-LEXV <ITABLE BYTE 10>>
|
||||
|
||||
<ROUTINE V-VERSION ("AUX" (CNT 17))
|
||||
<ROUTINE V-VERSION ("AUX" (CNT 17) V)
|
||||
<SET V <BAND <GET 0 1> *3777*>>
|
||||
<TELL
|
||||
"CUTTHROATS|
|
||||
Copyright (c) 1984 by Infocom, Inc. All rights reserved.|
|
||||
CUTTHROATS is a trademark of Infocom, Inc.|
|
||||
Release ">
|
||||
<PRINTN <BAND <GET 0 1> *3777*>>
|
||||
<TELL " / Serial number ">
|
||||
Infocom interactive fiction - an adventure story|
|
||||
Copyright (c) 1984 by Infocom, Inc. All rights reserved.|">
|
||||
;<COND (<NOT <==? <BAND <GETB 0 1> 8> 0>>
|
||||
<TELL"Licensed to Tandy Corporation. Version 00.00."N .V CR>)>
|
||||
<TELL
|
||||
"CUTTHROATS is a registered trademark of Infocom, Inc.|
|
||||
Release " N .V " / Serial number ">
|
||||
<REPEAT ()
|
||||
<COND (<G? <SET CNT <+ .CNT 1>> 23>
|
||||
<RETURN>)
|
||||
|
@ -1081,7 +1084,8 @@ CR>>
|
|||
(T
|
||||
<TELL " ignores you." CR>)>)
|
||||
(T <TELL "You don't see " D ,PRSO " here." CR>)>)
|
||||
(<PRSO? ,SPEAR-CARRIER>
|
||||
(<AND <PRSO? ,SPEAR-CARRIER>
|
||||
<IN? ,SPEAR-CARRIER ,HERE>>
|
||||
<SETG QCONTEXT ,SPEAR-CARRIER>
|
||||
<SETG QCONTEXT-ROOM ,HERE>
|
||||
<TELL "The " D ,PRSO>
|
||||
|
@ -1140,7 +1144,7 @@ your problem to the address provided in your documentation." CR>>
|
|||
|
||||
<GLOBAL COPR-NOTICE
|
||||
" a transcript of interaction with CUTTHROATS.|
|
||||
CUTTHROATS is a trademark of Infocom, Inc.|
|
||||
CUTTHROATS is a registered trademark of Infocom, Inc.|
|
||||
Copyright (c) 1984, Infocom, Inc. All rights reserved.|">
|
||||
|
||||
<ROUTINE V-SCRIPT ()
|
||||
|
@ -3061,7 +3065,9 @@ specify which preposition you'd like to use next time, like LOOK AT ">
|
|||
<THE? ,PRSO>
|
||||
<TELL D ,PRSO " doesn't need any help." CR>)>)>
|
||||
<TELL
|
||||
"I'm afraid you'll have to figure this out " D ,GLOBAL-SELF "." CR>>
|
||||
"I'm afraid you'll have to figure this out " D ,GLOBAL-SELF ".|
|
||||
[If you really need help, you can order an InvisiClues Hint Booklet
|
||||
and a complete map by using the order form that came in your package.]" CR>>
|
||||
|
||||
<ROUTINE GET-COMFORTABLE (OBJ)
|
||||
<COND (<OR <FIRST? .OBJ>
|
||||
|
|
23
wrecks.zap
23
wrecks.zap
|
@ -1111,12 +1111,15 @@
|
|||
?ELS39: EQUAL? PRSA,V?TIE \FALSE
|
||||
EQUAL? PRSO,SAFETY-LINE /?THN49
|
||||
EQUAL? PRSI,SAFETY-LINE \FALSE
|
||||
?THN49: MOVE SAFETY-LINE,CHEST
|
||||
?THN49: IN? SAFETY-LINE,CHEST \?ELS55
|
||||
CALL TELL-ALREADY,STR?386
|
||||
RSTACK
|
||||
?ELS55: MOVE SAFETY-LINE,CHEST
|
||||
FSET SAFETY-LINE,NDESCBIT
|
||||
ZERO? CHEST-TIE-POINTS /?CND51
|
||||
ZERO? CHEST-TIE-POINTS /?CND58
|
||||
CALL RATING-UPD,CHEST-TIE-POINTS
|
||||
SET 'CHEST-TIE-POINTS,0
|
||||
?CND51: CALL INT,I-PENDULUM
|
||||
?CND58: CALL INT,I-PENDULUM
|
||||
PUT STACK,0,0
|
||||
PRINTR "Tied."
|
||||
|
||||
|
@ -1161,7 +1164,7 @@
|
|||
EQUAL? PRSA,V?WALK \?ELS14
|
||||
EQUAL? P-WALK-DIR,P?EAST,P?IN \?ELS19
|
||||
IN? SAFETY-LINE,PLAYER \FALSE
|
||||
CALL TELL-TOO-SHORT,STR?387
|
||||
CALL TELL-TOO-SHORT,STR?388
|
||||
RETURN 2
|
||||
?ELS19: ZERO? P-WALK-DIR /FALSE
|
||||
CALL LINE-SNAGS
|
||||
|
@ -1185,7 +1188,7 @@
|
|||
|
||||
|
||||
.FUNCT LINE-SNAGS
|
||||
CALL JIGS-UP,STR?388
|
||||
CALL JIGS-UP,STR?389
|
||||
RSTACK
|
||||
|
||||
|
||||
|
@ -1217,7 +1220,7 @@
|
|||
?ELS31: PRINTR "It's not tied to anything!"
|
||||
?ELS26: EQUAL? PRSA,V?MOVE \?ELS41
|
||||
PRINTI "The line starts to move upward"
|
||||
SET 'MSTR,STR?389
|
||||
SET 'MSTR,STR?390
|
||||
IN? SAFETY-LINE,TREASURE-CHEST \?ELS46
|
||||
LOC WEASEL
|
||||
MOVE TREASURE-CHEST,STACK
|
||||
|
@ -1226,7 +1229,7 @@
|
|||
LOC WEASEL
|
||||
MOVE EMPTY-CHEST,STACK
|
||||
JUMP ?CND44
|
||||
?ELS48: SET 'MSTR,STR?390
|
||||
?ELS48: SET 'MSTR,STR?391
|
||||
CALL INT,I-PENDULUM
|
||||
PUT STACK,0,0
|
||||
LOC WEASEL
|
||||
|
@ -1360,7 +1363,7 @@
|
|||
|
||||
.FUNCT BARNACLE-PSEUDO,PARG=0
|
||||
EQUAL? PARG,M-NAME \?ELS5
|
||||
PUTP PSEUDO-OBJECT,P?SDESC,STR?393
|
||||
PUTP PSEUDO-OBJECT,P?SDESC,STR?394
|
||||
RTRUE
|
||||
?ELS5: EQUAL? PRSA,V?EXAMINE \?ELS7
|
||||
PRINTR "The barnacles look very firmly emplaced."
|
||||
|
@ -1482,7 +1485,7 @@
|
|||
|
||||
|
||||
.FUNCT BOOM
|
||||
CALL JIGS-UP,STR?397
|
||||
CALL JIGS-UP,STR?398
|
||||
RSTACK
|
||||
|
||||
|
||||
|
@ -1518,7 +1521,7 @@
|
|||
.FUNCT WRECK-13-U,PRINT?=1
|
||||
ZERO? PRINT? \?ELS5
|
||||
RETURN WRECK-8
|
||||
?ELS5: CALL TELL-CANT-REACH,STR?401
|
||||
?ELS5: CALL TELL-CANT-REACH,STR?402
|
||||
RFALSE
|
||||
|
||||
|
||||
|
|
11
wrecks.zil
11
wrecks.zil
|
@ -172,18 +172,19 @@ Merv doesn't even like the Penguins. At this depth, narcosis takes over,
|
|||
and all that's left is to say bye to Merv...">)
|
||||
(<==? ,DEPTH ,OCEAN-BOTTOM>
|
||||
<COND (,WRECK-CHOSEN
|
||||
<TELL-FLUTTER-TO "a shipwreck">
|
||||
<TELL
|
||||
"The yellow beam from your light settles on a huge jagged outcropping of
|
||||
rusted metal and barnacles. As you angle your light downward, you can
|
||||
barely make out the shape of a monstrous corroded hull, partly buried in
|
||||
the silt from its decades of slumber on the floor of the ocean." CR CR>
|
||||
<RETURN ,WRECK-1>)
|
||||
(T
|
||||
<TELL-FLUTTER-TO "the ocean floor">
|
||||
<TELL "You flutter down to the ocean floor..." CR CR>
|
||||
<RETURN ,OCEAN-FLOOR>)>)
|
||||
(T
|
||||
<TELL "You descend another 50 feet..." CR CR>
|
||||
<RETURN ,UNDERWATER>)>>
|
||||
|
||||
<ROUTINE TELL-FLUTTER-TO (STR)
|
||||
<TELL "You flutter down to " .STR "..." CR CR>>
|
||||
|
||||
<GLOBAL OCEAN-BOTTOM 400>
|
||||
<GLOBAL DEPTH 0>
|
||||
|
||||
|
|
Loading…
Reference in a new issue