147 lines
8.0 KiB
Plaintext
147 lines
8.0 KiB
Plaintext
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<ROOM INSIDE-THE-BARROW (IN ROOMS) (DESC "Inside the Barrow") (LDESC
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"You are in an ancient barrow which opens to the southwest.") (SW TO
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GREAT-CAVERN) (FLAGS RLANDBIT ONBIT)>
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<OBJECT LAMP (IN INSIDE-THE-BARROW) (DESC "lamp") (FDESC
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"A familiar brass lantern is lying on the ground.") (SYNONYM LAMP LANTERN LIGHT
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) (ADJECTIVE BRASS) (SIZE 15) (FLAGS TAKEBIT LIGHTBIT) (ACTION LAMP-F)>
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<DEFINE-ROUTINE LAMP-F>
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<GLOBAL LAMP-BURNED-OUT <>>
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<DEFINE-ROUTINE I-LANTERN>
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<GLOBAL LAMP-TABLE <TABLE 225 "The lamp appears a bit dimmer." 75
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"The lamp is definitely dimmer now." 25 "The lamp is nearly out." 0>>
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<ROOM GREAT-CAVERN (IN ROOMS) (DESC "Great Cavern") (LDESC
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"This is a huge limestone cavern, glowing with dim, phosphorescent light from
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far above. Narrow paths wind south and northeast.") (NE TO INSIDE-THE-BARROW) (
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SOUTH TO SHALLOW-FORD) (FLAGS RLANDBIT ONBIT)>
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<ROOM SHALLOW-FORD (IN ROOMS) (DESC "Shallow Ford") (LDESC
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"You are ankle deep in a stream. To the southwest is a dark tunnel, and to the
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north a dim cavern.") (NORTH TO GREAT-CAVERN) (SW TO DARK-TUNNEL) (FLAGS
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RLANDBIT ONBIT) (GLOBAL GLOBAL-WATER STREAM)>
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<ROOM DARK-TUNNEL (IN ROOMS) (DESC "Dark Tunnel") (LDESC
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"This smooth-walled tunnel runs northeast to southwest. A faint whirring sound
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comes from the latter direction. Another opening, choked with leaves, leads
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southeast.") (NE TO SHALLOW-FORD) (SE TO FORMAL-GARDEN) (SW TO CAROUSEL-ROOM) (
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WEST TO DEEP-FORD IF SECRET-DOOR) (FLAGS RLANDBIT)>
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<OBJECT SWORD (IN DARK-TUNNEL) (DESC "elvish sword") (LDESC
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"An Elvish sword of great antiquity is here.") (SYNONYM SWORD BLADE) (ADJECTIVE
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ELVISH OLD ANTIQUE) (FLAGS TAKEBIT WEAPONBIT TRYTAKEBIT) (SIZE 30)>
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<GLOBAL SECRET-DOOR <>>
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<ROOM DEEP-FORD (IN ROOMS) (DESC "Deep Ford") (LDESC
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"You are waist deep in a cold stream. On the northern bank, the walls rise
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to a small ledge. A \"whir\" comes from an opening to the south.") (NORTH TO
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LEDGE-IN-RAVINE) (UP TO LEDGE-IN-RAVINE) (SOUTH TO CAROUSEL-ROOM) (EAST TO
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DARK-TUNNEL IF SECRET-DOOR) (FLAGS RLANDBIT) (GLOBAL GLOBAL-WATER STREAM)>
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<ROOM CAROUSEL-ROOM (IN ROOMS) (DESC "Carousel Room") (NORTH TO DEEP-FORD) (NE
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TO DARK-TUNNEL) (EAST TO TOPIARY) (SE TO RIDDLE-ROOM) (SOUTH TO MENHIR-ROOM) (
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SW TO GUARDED-ROOM) (WEST TO ROOM-8) (NW TO COOL-ROOM) (FLAGS RLANDBIT) (ACTION
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CAROUSEL-ROOM-F)>
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<DEFINE-ROUTINE CAROUSEL-ROOM-F>
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<GLOBAL CAROUSEL-EXITS <TABLE COOL-ROOM DARK-TUNNEL DEEP-FORD TOPIARY
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RIDDLE-ROOM MENHIR-ROOM GUARDED-ROOM>>
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<OBJECT VIOLIN (IN CAROUSEL-ROOM) (DESC "fancy violin") (LDESC
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"There is a Stradivarius here.") (SYNONYM STRADIVARIUS VIOLIN TREASURE) (
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ADJECTIVE FANCY) (SIZE 10) (VALUE 20) (FLAGS INVISIBLE TAKEBIT) (ACTION
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VIOLIN-F)>
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<DEFINE-ROUTINE VIOLIN-F>
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<ROOM ROOM-8 (IN ROOMS) (DESC "Room 8") (LDESC
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"This is a small chamber carved from the western end of a short crawl. On
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the wall is crudely chiseled the number \"8\".") (EAST TO CAROUSEL-ROOM) (FLAGS
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RLANDBIT)>
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<OBJECT BILLS (IN ROOM-8) (DESC "stack of zorkmid bills") (LDESC
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"On the floor is a neat stack of 200 zorkmid bills.") (SYNONYM BILLS STACK
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MONEY TREASURE) (ADJECTIVE NEAT ZORKMID) (VALUE 25) (SIZE 10) (FLAGS READBIT
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TAKEBIT BURNBIT) (TEXT
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"Each bill is worth 100 zorkmids and bears the legend \"In Frobs We Trust\".")
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(ACTION BILLS-F)>
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<DEFINE-ROUTINE BILLS-F>
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<ROOM MENHIR-ROOM (IN ROOMS) (DESC "Menhir Room") (NORTH TO CAROUSEL-ROOM) (SW
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TO KENNEL IF MENHIR-POSITION ELSE
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"You are trying to walk through an enormous rock.") (SOUTH TO CERBERUS-ROOM) (
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FLAGS RLANDBIT) (GLOBAL MENHIR) (ACTION MENHIR-ROOM-F)>
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<DEFINE-ROUTINE MENHIR-ROOM-F>
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<GLOBAL MENHIR-POSITION <>>
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<DEFINE-ROUTINE DESCRIBE-MENHIR>
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<OBJECT GLOBAL-MENHIR (IN LOCAL-GLOBALS) (DESC "enormous menhir") (SYNONYM
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MENHIR ROCK STONE) (ADJECTIVE HUGE HEAVY ENORMOUS) (FLAGS NDESCBIT READBIT) (
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ACTION GLOBAL-MENHIR-F)>
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<DEFINE-ROUTINE GLOBAL-MENHIR-F>
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<OBJECT MENHIR (IN LOCAL-GLOBALS) (DESC "enormous menhir") (SYNONYM MENHIR ROCK
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STONE F) (ADJECTIVE HUGE HEAVY ENORMOUS) (FLAGS NDESCBIT READBIT) (ACTION
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MENHIR-F)>
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<DEFINE-ROUTINE MENHIR-F>
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<ROOM KENNEL (IN ROOMS) (DESC "Kennel") (LDESC
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"This was once a kennel for a large dog (some of the bones would fit a
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dinosaur). The only exit is northeast.") (FLAGS RLANDBIT) (NE TO MENHIR-ROOM IF
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MENHIR-POSITION ELSE "You are trying to walk through an enormous rock.") (OUT
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TO MENHIR-ROOM IF MENHIR-POSITION ELSE
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"You are trying to walk through an enormous rock.") (GLOBAL MENHIR)>
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<OBJECT COLLAR (IN KENNEL) (SYNONYM COLLAR) (ADJECTIVE HUGE GIANT DOG) (FDESC
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"A gigantic dog collar lies amidst the dust.") (DESC "gigantic dog collar") (
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FLAGS TAKEBIT) (VALUE 15) (ACTION COLLAR-F)>
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<DEFINE-ROUTINE COLLAR-F>
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<ROOM CERBERUS-ROOM (IN ROOMS) (DESC "Cerberus Room") (LDESC
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"This is the entrance to a huge tomb. A passage leads north.") (SOUTH TO CRYPT
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IF CERBERUS-LEASHED ELSE "The huge dog snaps at you.") (IN TO CRYPT IF
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CERBERUS-LEASHED ELSE "The huge dog snaps at you.") (NORTH TO MENHIR-ROOM) (
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FLAGS RLANDBIT) (PSEUDO "TOMB" TOMB-PSEUDO "CRYPT" TOMB-PSEUDO)>
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<DEFINE-ROUTINE TOMB-PSEUDO>
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<OBJECT GLOBAL-CERBERUS (IN LOCAL-GLOBALS) (DESC "three-headed dog") (SYNONYM
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CERBERUS DOG HOUND MONSTER) (ADJECTIVE HUGE GIANT THREE HEADED) (ACTION
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GLOBAL-CERBERUS-F)>
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<DEFINE-ROUTINE GLOBAL-CERBERUS-F>
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<OBJECT CERBERUS (IN CERBERUS-ROOM) (DESC "three-headed dog") (LDESC
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"A vicious-looking dog guards the entrance to the south. It's your
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usual dog, except that it has three heads and is the size of an elephant.") (
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SYNONYM CERBERUS DOG HOUND MONSTER) (ADJECTIVE HUGE GIANT THREE HEADED) (FLAGS
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ACTORBIT OPENBIT CONTBIT) (ACTION CERBERUS-F)>
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<GLOBAL CERBERUS-LEASHED <>>
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<DEFINE-ROUTINE CERBERUS-F>
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<ROOM CRYPT (IN ROOMS) (DESC "Crypt") (LDESC
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"Before you are the earthly remains of the mighty Flatheads, twelve somewhat
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flat heads mounted securely on poles. There is writing carved on the crypt.
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To the north and south are dark doorways.") (NORTH TO CERBERUS-ROOM) (SOUTH TO
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ZORK3) (VALUE 2) (FLAGS RLANDBIT)>
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<OBJECT HEADS (IN CRYPT) (DESC "set of poled heads") (SYNONYM HEADS HEAD POLE
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POLES) (FLAGS NDESCBIT TRYTAKEBIT) (ACTION HEADS-F)>
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<DEFINE-ROUTINE HEADS-F>
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<OBJECT CRYPT-OBJECT (IN CRYPT) (DESC "marble crypt") (SYNONYM TOMB CRYPT GRAVE
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) (ADJECTIVE MARBLE) (FLAGS NDESCBIT READBIT) (TEXT
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"\"Here lie the Flatheads, whose heads were placed on poles by the
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Dungeon Master for amazing untastefulness.\"") (ACTION CRYPT-OBJECT-F)>
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<DEFINE-ROUTINE CRYPT-OBJECT-F>
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<ROOM ZORK3 (IN ROOMS) (DESC "Landing") (FLAGS RLANDBIT ONBIT) (ACTION ZORK3-F)
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>
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<DEFINE-ROUTINE ZORK3-F>
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<GLOBAL MUD-FLAG <>>
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<GLOBAL MATOBJ <>>
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<GLOBAL PUNLOCK-FLAG <>>
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<GLOBAL PLOOK-FLAG <>>
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<ROOM LEDGE-IN-RAVINE (IN ROOMS) (DESC "Ledge in Ravine") (SOUTH TO DEEP-FORD)
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(DOWN TO DEEP-FORD) (WEST TO DRAGON-ROOM) (NORTH TO DREARY-ROOM IF PDOOR IS
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OPEN) (IN TO DREARY-ROOM IF PDOOR IS OPEN) (FLAGS RLANDBIT) (GLOBAL CHASM PDOOR
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STREAM PWINDOW) (ACTION LEDGE-IN-RAVINE-F)>
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<DEFINE-ROUTINE LEDGE-IN-RAVINE-F>
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<DEFINE-ROUTINE P-DOOR>
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<DEFINE-ROUTINE PCHECK>
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<ROOM DREARY-ROOM (IN ROOMS) (DESC "Dreary Room") (SOUTH TO LEDGE-IN-RAVINE IF
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PDOOR IS OPEN) (OUT TO LEDGE-IN-RAVINE IF PDOOR IS OPEN) (FLAGS RLANDBIT ONBIT)
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(GLOBAL PDOOR PWINDOW) (ACTION DREARY-ROOM-F)>
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<DEFINE-ROUTINE DREARY-ROOM-F>
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<OBJECT PDOOR (IN LOCAL-GLOBALS) (DESC "door of oak") (SYNONYM DOOR) (ADJECTIVE
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WOODEN OAK) (FLAGS DOORBIT CONTBIT) (ACTION PDOOR-F)>
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<DEFINE-ROUTINE PDOOR-F>
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<OBJECT PWINDOW (IN LOCAL-GLOBALS) (DESC "barred window") (SYNONYM WINDOW) (
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ADJECTIVE BARRED) (FLAGS DOORBIT) (ACTION PWINDOW-F)>
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<DEFINE-ROUTINE PWINDOW-F>
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<OBJECT PTABLE (IN DREARY-ROOM) (DESC "table") (SYNONYM TABLE) (ADJECTIVE DUSTY
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WOODEN) (CAPACITY 40) (FLAGS NDESCBIT CONTBIT SURFACEBIT OPENBIT)>
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<OBJECT PCRACK (IN DREARY-ROOM) (DESC "crack") (SYNONYM CRACK) (ADJECTIVE
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NARROW) (FLAGS NDESCBIT)>
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<OBJECT KEYHOLE-1 (IN LEDGE-IN-RAVINE) (DESC "keyhole") (SYNONYM KEYHOLE HOLE)
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(FLAGS NDESCBIT) (ACTION PKEYHOLE-F)>
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<OBJECT KEYHOLE-2 (IN DREARY-ROOM) (DESC "keyhole") (SYNONYM KEYHOLE HOLE) (
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FLAGS NDESCBIT) (ACTION PKEYHOLE-F)>
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<DEFINE-ROUTINE PKEYHOLE-F>
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<OBJECT KEY (IN KEYHOLE-2) (DESC "rusty iron key") (SYNONYM KEY) (ADJECTIVE
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IRON RUSTY) (SIZE 2) (FLAGS TAKEBIT NDESCBIT TOOLBIT)> |