448 lines
13 KiB
Plaintext
448 lines
13 KiB
Plaintext
"DIAMOND for
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INFIDEL
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(c) Copyright 1983 Infocom, Inc. All Rights Reserved.
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"
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;"DIAMOND AREA"
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<ROOM ROOM-OF-NEPHTHYS
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(IN ROOMS)
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(DESC "Room of Nephthys")
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(FLAGS RLANDBIT)
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(LDESC
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"You have entered the room of the protective goddess Nephthys. The walls here
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are cut from pink granite, elaborately decorated with bright red carnelian and
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pale yellow feldspar. Along the northeast wall are panels of beaten gold, and
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midway up this wall, under the winged symbol of Nephthys, you can see some
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hieroglyphs. To the southeast, an opening has been cut in the thick granite
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wall.")
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(SE TO A-PRIME)
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(OUT TO A-PRIME)
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(GLOBAL HIEROGLYPHS DOORWAY PICTURE-PANELS GEMS-2)
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(ACTION SCORE-RMS)>
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<OBJECT NEPHTH-JEWEL
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(IN ROOM-OF-NEPHTHYS)
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(FLAGS TAKEBIT)
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(DESC "diamond cluster")
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(VALUE 5)
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(SIZE 2)
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(FDESC
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"A large diamond cluster, glittering in your light, sits on the floor directly
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under the hieroglyphs.")
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(SYNONYM CLUSTE)
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(MAP 2)
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(ADJECTIVE DIAMON)>
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<OBJECT HERRING-JEWEL
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(IN LANDING-ZERO)
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(FLAGS TAKEBIT)
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(DESC "golden cluster")
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(SIZE 2)
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(FDESC
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"A large golden cluster sits on the floor.")
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(SYNONYM CLUSTE)
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(MAP 2)
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(ADJECTIVE GOLDEN GOLD)>
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<OBJECT SELKIS-JEWEL
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(IN ROOM-OF-SELKIS)
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(FLAGS TAKEBIT)
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(VALUE 5)
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(SIZE 2)
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(DESC "ruby cluster")
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(FDESC
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"A beautiful ruby cluster, sparkling like fire, sits on the floor.")
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(MAP 2)
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(SYNONYM CLUSTE)
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(ADJECTIVE RUBY)>
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<OBJECT ISIS-JEWEL
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(IN ROOM-OF-ISIS)
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(FLAGS TAKEBIT VOWELBIT)
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(VALUE 5)
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(SIZE 2)
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(DESC "emerald cluster")
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(FDESC
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"Lying on the ground is a brilliant, glowing emerald cluster.")
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(MAP 2)
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(SYNONYM CLUSTE)
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(ADJECTIVE EMERAL)>
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<OBJECT NEITH-JEWEL
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(IN ROOM-OF-NEITH)
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(FLAGS TAKEBIT VOWELBIT)
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(DESC "opal cluster")
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(FDESC
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"An opal cluster, glistening with the light of a thousand fires, lies on the
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floor.")
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(SYNONYM CLUSTE)
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(ADJECTIVE OPAL)
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(VALUE 5)
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(MAP 2)
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(SIZE 2)>
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<ROOM ROOM-OF-SELKIS
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(IN ROOMS)
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(FLAGS RLANDBIT)
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(DESC "Room of Selkis")
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(LDESC
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"You are standing in a small room, that of the protective goddess Selkis.
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There are red, blue and green patterns on the walls formed from small glazed
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tiles that have been carefully arranged in order of shade. The darkest tiles
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border the floor, and become lightest near the ceiling. On one wall,
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inscribed in a beaten gold panel, is the symbol of Selkis, under which you can
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see some hieroglyphic text. An opening through the southwest wall leads out
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of this room.")
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(SW TO B-PRIME)
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(OUT TO B-PRIME)
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(GLOBAL HIEROGLYPHS DOORWAY GEMS-2 PICTURE-PANELS)
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(ACTION SCORE-RMS)>
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<OBJECT TWINKLERS
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(IN ROOM-OF-ISIS)
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(FLAGS NDESCBIT DONTTAKE)
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(DESC "quartz")
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(SYNONYM LIGHTS QUARTZ CHIPS PATTER)
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(ADJECTIVE THOUSA TINY)
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(TEXT
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"They twinkle in the light, making beautiful patterns.")>
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<ROOM ROOM-OF-ISIS
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(IN ROOMS)
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(DESC "Room of Isis")
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(FLAGS RLANDBIT)
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(LDESC
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"This is the room of the protective goddess Isis. You stand in amazement
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in the center of the room as thousands of tiny lights twinkle around you.
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With great surprise you realize that the light from your torch is being
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reflected by the mirror-like surfaces of innumerable quartzite chips.
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These are set artfully into red clay panels in the walls, and are surrounded
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by shiny red jasper fragments. On the southwest wall, under the winged symbol
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of Isis, some hieroglyphic text is inscribed in a gold panel. To the northeast
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is an arched opening, and, looking through it, you can barely make out a
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hallway.")
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(NE TO D-PRIME)
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(OUT TO D-PRIME)
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(GLOBAL HIEROGLYPHS PICTURE-PANELS GEMS DOORWAY)
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(ACTION SCORE-RMS)>
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<ROOM ROOM-OF-NEITH
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(IN ROOMS)
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(DESC "Room of Neith")
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(FLAGS RLANDBIT)
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(LDESC
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"You are standing in the room of the protective goddess Neith. This room
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seems dark and mysterious with its decorations of inky-blue lapis lazuli
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and jet-black obsidian. Gold scrollwork defines an area on one of the
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walls, in the center of which is the symbol of Neith. Below this you can
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see some hieroglyphs etched into a beaten gold panel. There is a door in
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the northwest wall leading out of the room.")
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(NW TO E-PRIME)
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(OUT TO E-PRIME)
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(GLOBAL HIEROGLYPHS PICTURE-PANELS PICTURES GEMS)
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(ACTION SCORE-RMS)>
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<OBJECT GEMS
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(IN LOCAL-GLOBALS)
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(DESC "gem")
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(FLAGS NDESCBIT)
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(SYNONYM LAZULI OBSIDI JASPER GEMS)
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(ADJECTIVE LAPIS RED INKY- BLUE JET-B)
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(TEXT
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"The gems are quite remarkable, forming a delicate piece of art. To remove
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any of them would be beyond thinking. Even for you.")>
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<OBJECT GEMS-2
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(IN LOCAL-GLOBALS)
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(DESC "tile")
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(FLAGS NDESCBIT)
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(SYNONYM CARNEL FELDSP GEMS TILES)
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(ADJECTIVE RED YELLOW BLUE GREEN BRIGHT)
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(TEXT
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"They are quite remarkable, forming a delicate piece of art. To remove
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any of them would be beyond thinking. Even for you.")>
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<ROUTINE SCORE-RMS (RARG)
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<COND (<AND <EQUAL? .RARG ,M-ENTER>
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<NOT <FSET? ,HERE ,TOUCHBIT>>>
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<SETG SCORE <+ ,SCORE 25>>)>
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<RFALSE>>
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<ROOM LANDING-ZERO
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(IN ROOMS)
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(DESC "Circular Room")
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(LDESC
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"You are in a strange, round room which sits in the center of four hallways.
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These hallways lead off to the northeast, southeast, southwest and northwest
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like the spokes of a wheel. Above your head is a long tunnel which stretches up
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and out of sight.")
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(FLAGS RLANDBIT)
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(NW TO A-PRIME)
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(NE TO B-PRIME)
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(SW TO D-PRIME)
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(SE TO E-PRIME)
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(UP TO CHAMBER-OF-RA IF ROPE-TIED ELSE
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"There's no way to get back up there.")
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(ACTION CIRCULAR-ROOM-FCN)>
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<ROUTINE LOOK-DOWN-HALLS ()
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<TELL "As you peer down the dimly-lit hallways, you ">
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<COND (<NOT <STATUE-OPPOSITE?>>
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<TELL "see that the doors in all four hallways are
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balanced halfway open." CR>)
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(ELSE
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<TELL "notice that the door to the ">
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<TELL ,HALL-DIR>
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<TELL
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" is closed, while the one in the opposite hallway is all the way open. The
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other two are halfway open." CR>)>
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<FSET ,ROPE ,NDESCBIT>>
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<GLOBAL CIRCLE-SCORED <>>
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<ROUTINE CIRCULAR-ROOM-FCN (RARG)
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<COND (<EQUAL? .RARG ,M-ENTER>
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<MOVE ,ROPE ,HERE>
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<FCLEAR ,ROPE ,NDESCBIT>
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<REMOVE ,ISIS-DOOR>
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<REMOVE ,NEPHTH-DOOR>
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<REMOVE ,NEITH-DOOR>
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<REMOVE ,SELKIS-DOOR>
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<COND (<NOT ,CIRCLE-SCORED>
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<SETG SCORE <+ ,SCORE 30>>
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<SETG CIRCLE-SCORED T>)>
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<COND (<AND <NOT ,VERBOSE>
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<FSET? ,HERE ,TOUCHBIT>>
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<LOOK-DOWN-HALLS>
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<CRLF>)>)
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(<EQUAL? .RARG ,M-LOOK>
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<FCLEAR ,ROPE ,NDESCBIT>
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<TELL <GETP ,LANDING-ZERO ,P?LDESC> CR>
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<DESCRIBE-ROPE-FCN ,M-OBJDESC>
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<LOOK-DOWN-HALLS>)>>
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<OBJECT HUGE-STATUE
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(IN LANDING-ZERO)
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(DESC "large statue")
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(FDESC
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"Sitting in the middle of the floor is a large statue, about two feet shorter
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than you. It reminds you a little of Miss Ellingsworth.")
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(FLAGS TAKEBIT TRYTAKEBIT)
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(SIZE 281)
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(SYNONYM STATUE)
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(ADJECTIVE HUGE)
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(ACTION HUGE-STATUE-FCN)
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(TEXT
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"It is carved out of dark gray basalt and its features resemble a woman at the
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height of her beauty, most probably the ancient Queen. The statue itself must
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weigh more than you do.")>
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<OBJECT HEAD
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(IN HUGE-STATUE)
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(FLAGS INVISIBLE TAKEBIT)
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(DESC "broken head")
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(SYNONYM HEAD)
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(SIZE 20)
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(ADJECTIVE BROKEN)
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(TEXT
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"This head was once part of the magnificent statue of the Queen.")
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(ACTION HEAD-FCN)>
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<ROUTINE HEAD-FCN ()
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<COND (<VERB? RAISE>
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<PERFORM ,V?TAKE ,PRSO>
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<RTRUE>)
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(<VERB? SHAKE>
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<TELL "It's as empty as yours." CR>
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<RTRUE>)
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(<VERB? CLIMB-ON>
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<TELL "Next you'll be asking for tumbling lessons." CR>
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<RTRUE>)>>
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<ROUTINE HUGE-STATUE-FCN ()
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<COND (<AND <VERB? MOVE TAKE PUSH PUSH-TO>
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<FSET? ,HEAD ,INVISIBLE>>
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<TELL
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"The statue teeters, swaying and rocking back and forth, then falls over,
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its top-heavy structure striking the floor with a dull, loud thud. As you
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look over the damage, you see the head has separated from the statue." CR>
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<MOVE ,HEAD ,HERE>
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<FCLEAR ,HEAD ,INVISIBLE>
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<FSET ,HUGE-STATUE ,TOUCHBIT>
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<RTRUE>)
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(<VERB? TAKE RAISE>
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<TELL "It's far too heavy." CR>
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<RTRUE>)
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(<VERB? PUSH RAISE MOVE>
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<TELL
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"The statue rocks over and back on its back. Looks like it's headed nowhere
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fast." CR>
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<RTRUE>)
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(<VERB? MUNG>
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<COND (<FSET? ,HEAD ,INVISIBLE>
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<PERFORM ,V?PUSH ,HUGE-STATUE>
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<RTRUE>)
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(T
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<TELL
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"Haven't you done enough damage to that beautiful relic?" CR>)>)
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(<VERB? EXAMINE>
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<COND (<FSET? ,HEAD ,INVISIBLE>
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<RFALSE>)
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(T
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<TELL
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"The statue lies on the floor, its head broken off. In this state, the statue
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weighs a little less than you but it's still far too heavy to carry." CR>
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<RTRUE>)>)>>
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<ROOM A-PRIME
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(IN ROOMS)
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(FLAGS RLANDBIT)
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(DESC "Northwest Hallway")
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(LDESC
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"You are standing in the middle of the Northwest Hallway. The walls here are
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smooth and undecorated, carved out of granite. The hallway continues to the
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northwest and to the southeast.")
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(SE TO LANDING-ZERO)
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(NW TO ROOM-OF-NEPHTHYS IF NEPHTH-DOOR IS OPEN ELSE
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"There's no way to get through the stone door.")
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(ACTION CLOSE-DEM-DOOAHS)>
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<OBJECT NEPHTH-DOOR
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(IN A-PRIME)
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(FLAGS DOORBIT NDESCBIT)
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(DESC "stone door")
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(SYNONYM DOOR)
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(ADJECTIVE STONE)
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(ACTION STONE-DOOR-FCN)>
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<ROUTINE STONE-DOOR-FCN ()
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<COND (<VERB? OPEN RAISE>
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<TELL "You can't. It's got to weigh 50 tons." CR>
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<RTRUE>)>>
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<ROOM B-PRIME
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(IN ROOMS)
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(FLAGS RLANDBIT)
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(DESC "Northeast Hallway")
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(LDESC
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"You are standing midway down the long Northeast Hallway. The high walls
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are undecorated, but bear the marks of the stonecarver's tool. The hallway
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continues to the northeast and the southwest.")
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(SW TO LANDING-ZERO)
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(NE TO ROOM-OF-SELKIS IF SELKIS-DOOR IS OPEN ELSE
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"There's no way to get through the stone door.")
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(ACTION CLOSE-DEM-DOOAHS)>
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<OBJECT SELKIS-DOOR
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(FLAGS DOORBIT NDESCBIT)
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(DESC "stone door")
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(SYNONYM DOOR)
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(ADJECTIVE STONE)
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(ACTION STONE-DOOR-FCN)>
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<ROOM D-PRIME
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(IN ROOMS)
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(FLAGS RLANDBIT)
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(DESC "Southwest Hallway")
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(LDESC
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"You are midway down the Southwest Hallway. The walls of this narrow passage
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are unadorned and smooth. The hallway continues to the southwest and the
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northeast.")
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(NE TO LANDING-ZERO)
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(SW TO ROOM-OF-ISIS IF ISIS-DOOR IS OPEN ELSE
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"There's no way to get through the stone door.")
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(ACTION CLOSE-DEM-DOOAHS)>
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<OBJECT ISIS-DOOR
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(FLAGS DOORBIT NDESCBIT)
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(DESC "stone door")
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(SYNONYM DOOR)
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(ADJECTIVE STONE)
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(ACTION STONE-DOOR-FCN)>
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<ROOM E-PRIME
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(IN ROOMS)
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(FLAGS RLANDBIT)
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(DESC "Southeast Hallway")
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(LDESC
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"You are midway down the Southeast Hallway. This corridor is undecorated and
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the walls are polished to a smooth lustre. The hallway continues to the
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southeast and the northwest.")
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(NW TO LANDING-ZERO)
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(SE TO ROOM-OF-NEITH IF NEITH-DOOR IS OPEN ELSE
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"There's no way to get through the stone door.")
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(ACTION CLOSE-DEM-DOOAHS)>
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<OBJECT NEITH-DOOR
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(FLAGS DOORBIT NDESCBIT)
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(DESC "stone door")
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(SYNONYM DOOR)
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(ADJECTIVE STONE)
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(ACTION STONE-DOOR-FCN)>
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<GLOBAL HALL-DIR <>>
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<GLOBAL STATUE-CHK-TBL ;"starts @ 0, inc by 3"
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<TABLE A-PRIME E-PRIME "southeast"
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E-PRIME A-PRIME "northwest"
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B-PRIME D-PRIME "southwest"
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D-PRIME B-PRIME "northeast">>
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<ROUTINE STATUE-OPPOSITE? ("AUX" (OFFS -3) H-CHK T-CHK (FLG <>))
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<REPEAT ()
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<SET OFFS <+ .OFFS 3>>
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<COND (<G? .OFFS 9>
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<RETURN>)
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(T
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<SET H-CHK <GET ,STATUE-CHK-TBL .OFFS>>
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<SET T-CHK <GET ,STATUE-CHK-TBL <+ .OFFS 1>>>
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<COND (<AND <EQUAL? ,HERE .H-CHK ,LANDING-ZERO>
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<G? <WEIGHT .T-CHK> 300>>
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<SET FLG T>
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<SETG HALL-DIR <GET ,STATUE-CHK-TBL
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<+ .OFFS 2>>>)>)>>
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<RETURN .FLG>>
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<GLOBAL KLUDGE-FLG <>>
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<ROUTINE CLOSE-DEM-DOOAHS (RARG)
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<COND (<EQUAL? .RARG ,M-ENTER>
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<SET KLUDGE-FLG <>>
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<COND (<STATUE-OPPOSITE?>
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<COND (<EQUAL? ,HERE ,A-PRIME>
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<FSET ,NEPHTH-DOOR ,OPENBIT>)
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(<EQUAL? ,HERE ,B-PRIME>
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<FSET ,SELKIS-DOOR ,OPENBIT>)
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(<EQUAL? ,HERE ,D-PRIME>
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<FSET ,ISIS-DOOR ,OPENBIT>)
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(ELSE
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<FSET ,NEITH-DOOR ,OPENBIT>)>)
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(<G? <WEIGHT ,HERE> 300>
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<RFALSE>)
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(T <TELL
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"As you enter the corridor, a huge stone door begins to slide down from the
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ceiling closing off any further progress. The closer you come to the door, the
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further down the door descends until, eventually, it is close to the floor.
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When you turn around, you can barely see beyond the Circular Room where an
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identical door has risen off the floor an equal amount." CR>
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<CRLF>
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<COND (<EQUAL? ,HERE ,A-PRIME ,E-PRIME>
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<MOVE ,NEPHTH-DOOR ,A-PRIME>
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<FCLEAR ,NEPHTH-DOOR ,OPENBIT>
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<MOVE ,NEITH-DOOR ,E-PRIME>
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<FCLEAR ,NEITH-DOOR ,OPENBIT>)
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(<EQUAL? ,HERE ,B-PRIME ,D-PRIME>
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<MOVE ,SELKIS-DOOR ,B-PRIME>
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<MOVE ,ISIS-DOOR ,D-PRIME>
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<FCLEAR ,SELKIS-DOOR ,OPENBIT>
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<FCLEAR ,ISIS-DOOR ,OPENBIT>)>
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<SET KLUDGE-FLG T>)>)
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(<AND <EQUAL? .RARG ,M-END>
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<STATUE-OPPOSITE?>
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<NOT ,KLUDGE-FLG>>
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<TELL
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"The path before you remains open, the stone door having risen to the ceiling,
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counterbalanced by the door in the opposite corridor." CR>
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<SET KLUDGE-FLG T>
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<RTRUE>)>> |