Solid-Gold Edition Release

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historicalsource 2019-04-18 21:40:40 -04:00
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<ROOM UNDERWATER (LOC ROOMS) (DESC "Underwater") (LDESC
"You are momentarily disoriented as you enter the turbulent waters.
Currents buffet you against the sharp rocks of an underwater
cliff. A dim light filters down from above.") (C-MOVE <TABLE 0 0 0 35 0 0 0 0 0
0 0 0>) (UP TO CRAG) (DOWN TO UNDERWATER) (WEST TO UNDERWATER) (NORTH TO
UNDERWATER) (SOUTH TO UNDERWATER) (FLAGS ONBIT RWATERBIT) (ACTION UNDERWATER-F)
>
<GLOBAL DROWN 0 %<> WORD>
<DEFINE-ROUTINE UNDERWATER-F>
<ROOM CRAG (LOC ROOMS) (DESC "Crag") (LDESC
"You have reached a cleft in the cliff wall where the island rises from the
water. The edge of the cleft displays recently exposed rock where it collapsed
under the weight of the escape pod. About two meters below, turbulent waters
swirl against sharp rocks. A small structure clings to the face of the cliff
about eight meters above you. Even an out-of-shape Ensign Seventh Class could
probably climb up to it.") (C-MOVE <TABLE 0 0 10 40 0 0 0 0 0 0 0 0>) (DOWN TO
UNDERWATER) (UP TO BALCONY) (FLAGS ONBIT RLANDBIT) (VALUE 3) (GLOBAL CLIFF
OCEAN) (PSEUDO "STRUCTURE" STRUCTURE-PSEUDO "CLEFT" CLEFT-PSEUDO) (ACTION
CRAG-F)>
<DEFINE-ROUTINE CRAG-F>
<ROOM BALCONY (LOC ROOMS) (DESC "Balcony") (C-MOVE <TABLE 0 0 25 30 0 0 0 0 0 0
0 0>) (DOWN PER WATER-LEVEL-F) (UP TO WINDING-STAIR) (FLAGS ONBIT RLANDBIT) (
PSEUDO "PLAQUE" PLAQUE-PSEUDO) (GLOBAL CLIFF OCEAN STAIRS WINDOW) (ACTION
BALCONY-F)>
<DEFINE-ROUTINE BALCONY-F>
<ROOM WINDING-STAIR (LOC ROOMS) (DESC "Winding Stair") (C-MOVE <TABLE 0 0 15 30
0 0 0 0 0 0 0 0>) (DOWN PER WATER-LEVEL-F) (UP TO COURTYARD) (FLAGS ONBIT
RLANDBIT) (GLOBAL CLIFF STAIRS) (ACTION WINDING-STAIR-F)>
<DEFINE-ROUTINE WINDING-STAIR-F>
<ROOM COURTYARD (LOC ROOMS) (DESC "Courtyard") (C-MOVE <TABLE 0 0 15 0 0 0 0 0
0 0 0 0>) (DOWN TO WINDING-STAIR) (SOUTH TO WINDING-STAIR) (WEST TO WEST-WING)
(NORTH TO PLAIN-HALL) (FLAGS ONBIT RLANDBIT FLOYDBIT) (GLOBAL STAIRS) (PSEUDO
"CASTLE" CASTLE-PSEUDO "RUBBLE" RUBBLE-PSEUDO) (ACTION COURTYARD-F)>
<DEFINE-ROUTINE COURTYARD-F>
<DEFINE-ROUTINE WATER-LEVEL-F>
<ROOM WEST-WING (LOC ROOMS) (DESC "West Wing") (LDESC
"This was once the west wing of the castle, but the walls are now mostly
rubble, allowing a view of the cliff and ocean below. Rubble blocks all exits
save one, eastward to the courtyard.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>)
(EAST TO COURTYARD) (DOWN SORRY "Certain death.") (FLAGS ONBIT RLANDBIT
FLOYDBIT) (GLOBAL CLIFF OCEAN) (PSEUDO "CASTLE" CASTLE-PSEUDO "RUBBLE"
RUBBLE-PSEUDO)>
<ROOM PLAIN-HALL (LOC ROOMS) (DESC "Plain Hall") (LDESC
"This is a featureless hall leading north and south. Although the hallway is
old and dusty, the construction is of a much more modern style than the
castle to the south. A similar hall branches off to the northeast.") (C-MOVE <
TABLE 0 0 0 0 0 0 0 0 0 0 25 0>) (SOUTH TO COURTYARD) (NORTH TO REC-AREA) (NE
TO REC-CORRIDOR) (FLAGS ONBIT RLANDBIT)>
<ROOM REC-AREA (LOC ROOMS) (DESC "Rec Area") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0
0 0>) (NORTH TO CONFERENCE-ROOM IF CONFERENCE-DOOR IS OPEN) (SOUTH TO
PLAIN-HALL) (EAST TO REC-CORRIDOR) (FLAGS ONBIT RLANDBIT FLOYDBIT) (GLOBAL
CONFERENCE-DOOR) (PSEUDO "GAMES" GAMES-PSEUDO "TAPES" TAPES-PSEUDO) (ACTION
REC-AREA-F)>
<GLOBAL DIAL-NUMBER 0 %<> WORD>
<GLOBAL NUMBER-NEEDED 0 %<> WORD>
<DEFINE-ROUTINE REC-AREA-F>
<ROOM CONFERENCE-ROOM (LOC ROOMS) (DESC "Conference Room") (C-MOVE <TABLE 0 0 0
0 0 0 0 0 0 0 0 0>) (SOUTH TO REC-AREA IF CONFERENCE-DOOR IS OPEN) (OUT TO
REC-AREA IF CONFERENCE-DOOR IS OPEN) (IN TO BOOTH-1) (NORTH TO BOOTH-1) (FLAGS
RLANDBIT ONBIT) (PSEUDO "BOOTH" NEAR-BOOTH-PSEUDO) (GLOBAL CONFERENCE-DOOR
TABLES) (ACTION CONFERENCE-ROOM-F)>
<DEFINE-ROUTINE CONFERENCE-ROOM-F>
<OBJECT CONFERENCE-DOOR (LOC LOCAL-GLOBALS) (DESC "door") (SYNONYM DOOR) (FLAGS
DOORBIT NDESCBIT) (ACTION CONFERENCE-DOOR-F)>
<OBJECT COMBINATION-DIAL (LOC REC-AREA) (DESC "combination dial") (SYNONYM DIAL
) (ADJECTIVE COMBINATION) (FLAGS MUNGBIT NDESCBIT) (ACTION COMBINATION-DIAL-F)>
<DEFINE-ROUTINE COMBINATION-DIAL-F>
<DEFINE-ROUTINE CONFERENCE-DOOR-F>
<ROOM BOOTH-1 (LOC ROOMS) (DESC "Booth 1") (LDESC
"This is a tiny room with a large \"1\" painted on the wall. A panel contains
a slot about ten centimeters wide, a beige button labelled \"2\" and a tan
button labelled \"3.\"") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (SOUTH TO
CONFERENCE-ROOM) (OUT TO CONFERENCE-ROOM) (PSEUDO "BOOTH" IN-BOOTH-PSEUDO) (
FLAGS ONBIT RLANDBIT) (GLOBAL CONTROLS SLOT TELEPORTATION-BUTTON-2
TELEPORTATION-BUTTON-3)>
<ROOM REC-CORRIDOR (LOC ROOMS) (DESC "Rec Corridor") (LDESC
"This is a wide, east-west hallway. Portals lead north and south, and another
corridor branches southwest.") (C-MOVE <TABLE 0 0 0 0 0 0 25 0 0 0 0 0>) (WEST
TO REC-AREA) (NORTH TO DORM-B) (SOUTH TO DORM-A) (EAST TO MESS-CORRIDOR) (SW TO
PLAIN-HALL) (FLAGS ONBIT RLANDBIT)>
<ROOM DORM-A (LOC ROOMS) (DESC "Dorm A") (LDESC
"This is a very long room lined with multi-tiered bunks. Flimsy partitions
between the tiers may have provided a modicum of privacy. These spartan
living quarters could have once housed many hundreds, but it seems quite
deserted now. There are openings at the north and south ends of the room.") (
C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (SOUTH TO SANFAC-A) (NORTH TO
REC-CORRIDOR) (FLAGS FLOYDBIT ONBIT RLANDBIT) (GLOBAL BED) (PSEUDO "PARTITION"
PARTITION-PSEUDO)>
<ROOM SANFAC-A (LOC ROOMS) (DESC "SanFac A") (LDESC
"This must be the sanitary facility for the adjacent dormitory. The fixtures
are dry and dusty, the room dead and deserted. You marvel at how little the
millenia and cultural gulfs have changed toilet bowl design. The only exit is
north.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (NORTH TO DORM-A) (FLAGS
ONBIT RLANDBIT FLOYDBIT) (PSEUDO "FIXTURES" TOILET-PSEUDO "TOILET"
TOILET-PSEUDO)>
<ROOM DORM-B (LOC ROOMS) (DESC "Dorm B") (LDESC
"This is a very long room lined with multi-tiered bunks. Flimsy partitions
between the tiers may have provided a modicum of privacy. These spartan
living quarters could have once housed many hundreds, but it seems quite
deserted now. There are openings at the north and south ends of the room.") (
C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (SOUTH TO REC-CORRIDOR) (NORTH TO
SANFAC-B) (FLAGS FLOYDBIT ONBIT RLANDBIT) (GLOBAL BED) (PSEUDO "PARTITION"
PARTITION-PSEUDO)>
<ROOM SANFAC-B (LOC ROOMS) (DESC "SanFac B") (LDESC
"This must be the sanitary facility for the adjacent dormitory. The fixtures
are dry and dusty, the room dead and deserted. You marvel at how little the
millenia and cultural gulfs have changed toilet bowl design. The only exit is
south.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (SOUTH TO DORM-B) (FLAGS
FLOYDBIT ONBIT RLANDBIT) (PSEUDO "FIXTURES" TOILET-PSEUDO "TOILET"
TOILET-PSEUDO)>
<ROOM DORM-C (LOC ROOMS) (DESC "Dorm C") (LDESC
"This is a very long room lined with multi-tiered bunks. Flimsy partitions
between the tiers may have provided a modicum of privacy. These spartan
living quarters could have once housed many hundreds, but it seems quite
deserted now. There are openings at the north and south ends of the room.") (
C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (NORTH TO DORM-CORRIDOR) (SOUTH TO
SANFAC-C) (FLAGS ONBIT FLOYDBIT RLANDBIT) (GLOBAL BED) (PSEUDO "PARTITION"
PARTITION-PSEUDO)>
<ROOM SANFAC-C (LOC ROOMS) (DESC "SanFac C") (LDESC
"This must be the sanitary facility for the adjacent dormitory. The fixtures
are dry and dusty, the room dead and deserted. You marvel at how little the
millenia and cultural gulfs have changed toilet bowl design. The only exit is
north.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (NORTH TO DORM-C) (FLAGS
FLOYDBIT ONBIT RLANDBIT) (PSEUDO "FIXTURES" TOILET-PSEUDO "TOILET"
TOILET-PSEUDO)>
<ROOM DORM-D (LOC ROOMS) (DESC "Dorm D") (LDESC
"This is a very long room lined with multi-tiered bunks. Flimsy partitions
between the tiers may have provided a modicum of privacy. These spartan
living quarters could have once housed many hundreds, but it seems quite
deserted now. There are openings at the north and south ends of the room.") (
C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (SOUTH TO DORM-CORRIDOR) (NORTH TO
SANFAC-D) (FLAGS FLOYDBIT ONBIT RLANDBIT) (GLOBAL BED) (PSEUDO "PARTITION"
PARTITION-PSEUDO)>
<ROOM SANFAC-D (LOC ROOMS) (DESC "SanFac D") (LDESC
"This must be the sanitary facility for the adjacent dormitory. The fixtures
are dry and dusty, the room dead and deserted. You marvel at how little the
millenia and cultural gulfs have changed toilet bowl design. The only exit is
south.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (SOUTH TO DORM-D) (FLAGS
ONBIT FLOYDBIT RLANDBIT) (PSEUDO "FIXTURES" TOILET-PSEUDO "TOILET"
TOILET-PSEUDO)>
<ROOM MESS-CORRIDOR (LOC ROOMS) (DESC "Mess Corridor") (C-MOVE <TABLE 0 0 0 0 0
0 0 0 0 0 0 0>) (SOUTH TO MESS-HALL) (NORTH TO STORAGE-WEST IF
STORAGE-WEST-DOOR IS OPEN) (EAST TO DORM-CORRIDOR) (WEST TO REC-CORRIDOR) (
FLAGS ONBIT RLANDBIT) (GLOBAL STORAGE-WEST-DOOR) (ACTION MESS-CORRIDOR-F)>
<DEFINE-ROUTINE MESS-CORRIDOR-F>
<OBJECT STORAGE-WEST-DOOR (LOC LOCAL-GLOBALS) (DESC "door") (SYNONYM DOOR) (
FLAGS DOORBIT NDESCBIT) (ACTION STORAGE-WEST-DOOR-F)>
<DEFINE-ROUTINE STORAGE-WEST-DOOR-F>
<OBJECT PADLOCK (LOC MESS-CORRIDOR) (DESC "padlock") (SYNONYM PADLOCK PAD LOCK)
(ADJECTIVE SIMPLE STEEL METAL) (SIZE 10) (FLAGS MUNGBIT NDESCBIT TAKEBIT
TRYTAKEBIT) (ACTION PADLOCK-F)>
<GLOBAL PADLOCK-REMOVED <> %<> WORD>
<DEFINE-ROUTINE PADLOCK-F>
<ROOM STORAGE-WEST (LOC ROOMS) (DESC "Storage West") (LDESC
"This is a small room obviously intended as a storage area.") (C-MOVE <TABLE 0
0 0 0 0 0 0 0 0 0 0 0>) (SOUTH TO MESS-CORRIDOR IF STORAGE-WEST-DOOR IS OPEN) (
OUT TO MESS-CORRIDOR IF STORAGE-WEST-DOOR IS OPEN) (FLAGS RLANDBIT ONBIT) (
VALUE 4) (GLOBAL SHELVES STORAGE-WEST-DOOR)>
<OBJECT CAN (LOC STORAGE-WEST) (DESC "tin can") (LDESC
"There is a large tin can, labelled \"Spam and Egz,\" sitting here.") (FDESC
"On a small shelf is a large, unopened tin can. It has a plain white
label which reads \"Spam and Egz.\"") (SIZE 15) (SYNONYM CAN) (ADJECTIVE LARGE
TIN UNOPENED) (FLAGS TAKEBIT) (ACTION CAN-F)>
<DEFINE-ROUTINE CAN-F>
<OBJECT LADDER (LOC STORAGE-WEST) (DESC "ladder") (FDESC
"A heavy-duty extendable ladder is leaning against the rear wall.") (LDESC
"There is a large aluminum ladder here.") (SYNONYM LADDER) (ADJECTIVE HEAVY
DUTY HEAVY-DUTY ALUMINUM LARGE) (SIZE 80) (FLAGS TAKEBIT) (ACTION LADDER-F)>
<GLOBAL LADDER-EXTENDED <> %<> WORD>
<GLOBAL LADDER-FLAG <> %<> WORD>
<DEFINE-ROUTINE LADDER-F>
<ROOM DORM-CORRIDOR (LOC ROOMS) (DESC "Dorm Corridor") (LDESC
"This is a wide, east-west hallway with openings to the north and south.
To the east, the corridor stretches off into the distance. That section of
the hallway is lined with a motorized walkway (no longer running) that
was probably intended to transport people or cargo down that tremendously
long hall.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 160 0 0>) (NORTH TO DORM-D) (
SOUTH TO DORM-C) (WEST TO MESS-CORRIDOR) (EAST PER LONG-HALL-F) (FLAGS ONBIT
RLANDBIT) (PSEUDO "WALKWAY" WALKWAY-PSEUDO)>
<ROOM MESS-HALL (LOC ROOMS) (DESC "Mess Hall") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0
0 0 0>) (NORTH TO MESS-CORRIDOR) (OUT TO MESS-CORRIDOR) (SOUTH TO KITCHEN IF
KITCHEN-DOOR IS OPEN) (IN TO KITCHEN IF KITCHEN-DOOR IS OPEN) (GLOBAL TABLES
KITCHEN-DOOR SLOT) (FLAGS ONBIT FLOYDBIT RLANDBIT) (PSEUDO "BENCH" BENCH-PSEUDO
"BENCHES" BENCH-PSEUDO) (ACTION MESS-HALL-F)>
<DEFINE-ROUTINE MESS-HALL-F>
<OBJECT KITCHEN-DOOR (LOC LOCAL-GLOBALS) (DESC "door") (SYNONYM DOOR) (
ADJECTIVE KITCHEN) (FLAGS DOORBIT NDESCBIT) (ACTION KITCHEN-DOOR-F)>
<DEFINE-ROUTINE KITCHEN-DOOR-F>
<ROOM KITCHEN (LOC ROOMS) (DESC "Kitchen") (LDESC
"This is the food production and dispensary area for the dining hall to the
north. Of particular interest is a machine near the door. You should probably
examine it more closely.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (NORTH TO
MESS-HALL) (OUT TO MESS-HALL) (GLOBAL KITCHEN-DOOR) (PSEUDO "SPOUT"
SPOUT-PSEUDO "BUTTON" BUTTON-PSEUDO) (FLAGS ONBIT RLANDBIT) (VALUE 4)>
<OBJECT DISPENSER (LOC KITCHEN) (DESC "dispenser unit") (SYNONYM UNIT NICHE
MACHINE DISPENSER) (ADJECTIVE DISPENSER) (FLAGS MUNGBIT CONTBIT SEARCHBIT
OPENBIT TRANSBIT NDESCBIT) (ACTION DISPENSER-F)>
<OBJECT CANTEEN (LOC MESS-HALL) (DESC "canteen") (FDESC
"Although the room is quite barren, an octagonally shaped
canteen is sitting on one of the benches.") (SYNONYM CANTEEN) (ADJECTIVE
OCTAGONAL) (CAPACITY 5) (SIZE 10) (FLAGS TAKEBIT CONTBIT SEARCHBIT)>
<DEFINE-ROUTINE DISPENSER-F>
<OBJECT HIGH-PROTEIN (DESC "quantity of protein-rich liquid") (SYNONYM LIQUID
FLUID FOOD QUANTITY) (ADJECTIVE BROWN PROTEIN-RICH PROTEIN RICH) (SIZE 5) (
FLAGS FOODBIT) (ACTION HIGH-PROTEIN-F)>
<DEFINE-ROUTINE HIGH-PROTEIN-F>
<DEFINE-ROUTINE WORTHLESS-ACTION>
<ROOM CORRIDOR-JUNCTION (LOC ROOMS) (DESC "Corridor Junction") (LDESC
"A north-south corridor intersects the main corridor here. To the west, the
main corridor extends as far as you can see; a nonworking walkway from
that direction ends here. To the east, the corridor widens into a well-lit
area.") (C-MOVE <TABLE 0 0 0 0 0 160 0 0 0 30 0 0>) (NORTH TO ADMIN-CORRIDOR-S)
(SOUTH TO MECH-CORRIDOR-N) (WEST PER LONG-HALL-F) (EAST TO ELEVATOR-LOBBY) (
FLAGS FLOYDBIT RLANDBIT ONBIT) (PSEUDO "WALKWAY" WALKWAY-PSEUDO)>
<DEFINE-ROUTINE LONG-HALL-F>
<ROOM ADMIN-CORRIDOR-S (LOC ROOMS) (DESC "Admin Corridor South") (LDESC
"This section of hallway seems to have suffered some minor structural
damage. The walls are cracked, and a jagged crevice crosses the floor.
An opening leads east and the corridor heads north and south.") (C-MOVE <TABLE
0 0 0 0 0 0 0 0 0 0 0 0>) (SOUTH TO CORRIDOR-JUNCTION) (NORTH TO ADMIN-CORRIDOR
) (EAST TO SANFAC-E) (FLAGS RLANDBIT ONBIT) (ACTION ADMIN-CORRIDOR-S-F)>
<DEFINE-ROUTINE ADMIN-CORRIDOR-S-F>
<OBJECT CREVICE (LOC ADMIN-CORRIDOR-S) (DESC "crevice") (SYNONYM CREVICE CRACK
HOLE) (ADJECTIVE NARROW JAGGED) (FLAGS NDESCBIT) (ACTION CREVICE-F)>
<DEFINE-ROUTINE CREVICE-F>
<OBJECT KEY (LOC ADMIN-CORRIDOR-S) (DESC "key") (FDESC
"Lying at the bottom of a narrow crevice is a shiny object.") (SIZE 3) (SYNONYM
KEY METAL OBJECT) (ADJECTIVE PIECE STEEL IRON SHINY) (FLAGS ACIDBIT TAKEBIT
TOOLBIT INVISIBLE TRYTAKEBIT) (ACTION KEY-F)>
<DEFINE-ROUTINE KEY-F>
<ROOM ADMIN-CORRIDOR (LOC ROOMS) (DESC "Admin Corridor") (C-MOVE <TABLE 0 0 0 0
0 0 0 0 0 0 0 0>) (SOUTH TO ADMIN-CORRIDOR-S) (NORTH PER LADDER-EXIT-F) (WEST
TO SYSTEMS-MONITORS) (FLAGS RLANDBIT ONBIT) (GLOBAL RIFT) (PSEUDO "RUBBLE"
RUBBLE-PSEUDO) (ACTION ADMIN-CORRIDOR-F)>
<DEFINE-ROUTINE ADMIN-CORRIDOR-F>
<ROOM ADMIN-CORRIDOR-N (LOC ROOMS) (DESC "Admin Corridor North") (C-MOVE <TABLE
0 0 0 0 0 0 0 0 0 0 0 0>) (SOUTH PER LADDER-EXIT-F) (NORTH TO
TRANSPORTATION-SUPPLY) (EAST TO PLAN-ROOM) (WEST TO SMALL-OFFICE) (FLAGS
RLANDBIT ONBIT) (VALUE 4) (GLOBAL RIFT) (ACTION ADMIN-CORRIDOR-N-F)>
<DEFINE-ROUTINE ADMIN-CORRIDOR-N-F>
<DEFINE-ROUTINE LADDER-EXIT-F>
<OBJECT RIFT (LOC LOCAL-GLOBALS) (DESC "rift") (SYNONYM RIFT GULF PRECIPICE
HOLE) (ADJECTIVE WIDE DEEP GAPING) (FLAGS NDESCBIT) (ACTION RIFT-F)>
<DEFINE-ROUTINE RIFT-F>
<ROOM SANFAC-E (LOC ROOMS) (DESC "SanFac E") (LDESC
"Here is another sanitary facility. Like the others, it is dusty and
nonfunctional.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (WEST TO
ADMIN-CORRIDOR-S) (OUT TO ADMIN-CORRIDOR-S) (FLAGS FLOYDBIT RLANDBIT ONBIT) (
PSEUDO "FIXTURES" TOILET-PSEUDO "TOILET" TOILET-PSEUDO)>
<ROOM SYSTEMS-MONITORS (LOC ROOMS) (DESC "Systems Monitors") (C-MOVE <TABLE 0 0
0 0 0 0 0 0 0 0 0 0>) (EAST TO ADMIN-CORRIDOR) (OUT TO ADMIN-CORRIDOR) (FLAGS
FLOYDBIT RLANDBIT ONBIT) (GLOBAL TABLES) (PSEUDO "MONITORS" MONITORS-PSEUDO
"EQUIPMENT" EQUIPMENT-PSEUDO) (ACTION SYSTEMS-MONITORS-F)>
<DEFINE-ROUTINE SYSTEMS-MONITORS-F>
<DEFINE-ROUTINE DESCRIBE-MONITORS>
<ROOM PLAN-ROOM (LOC ROOMS) (DESC "Plan Room") (LDESC
"This is a small room whose far wall is covered with many small cubbyholes,
all empty. The left wall is covered with an enormous map, labelled
\"Kalamontee Kompleks\", showing two installations connected by a long
hallway. Near the upper part of this map is a red arrow saying \"Yuu ar
heer.\" The right wall is covered with a similar map, labelled \"Lawanda
Kompleks\", showing two installations, one apparently buried deep
underground.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (WEST TO
ADMIN-CORRIDOR-N) (FLAGS RLANDBIT ONBIT FLOYDBIT) (PSEUDO "CUBBYHOLE"
CUBBYHOLE-PSEUDO "MAPS" MAPS-PSEUDO)>
<ROOM TRANSPORTATION-SUPPLY (LOC ROOMS) (DESC "Transportation Supply") (LDESC
"You have just located a serious bug.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>
) (SOUTH TO ADMIN-CORRIDOR-N) (NORTH TO TRANSPORTATION-SUPPLY) (EAST TO
TRANSPORTATION-SUPPLY) (WEST TO TRANSPORTATION-SUPPLY) (OUT TO ADMIN-CORRIDOR-N
) (FLAGS RLANDBIT)>
<ROOM SMALL-OFFICE (LOC ROOMS) (DESC "Small Office") (LDESC
"You have entered a small office of some sort. A small desk faces the main
doorway which lies to the east. Another exit leads west.") (C-MOVE <TABLE 0 0 0
0 0 0 0 0 0 0 0 0>) (EAST TO ADMIN-CORRIDOR-N) (WEST TO LARGE-OFFICE) (FLAGS
RLANDBIT FLOYDBIT ONBIT)>
<OBJECT SMALL-DESK (LOC SMALL-OFFICE) (DESC "small desk") (SYNONYM DESK DRAWER)
(ADJECTIVE SMALL) (CAPACITY 10) (FLAGS NDESCBIT CONTBIT SEARCHBIT) (ACTION
DESK-F)>
<OBJECT KITCHEN-CARD (LOC SMALL-DESK) (DESC "kitchen access card") (SYNONYM
CARD CARDS) (ADJECTIVE KITCHEN ACCESS) (SIZE 3) (FLAGS TAKEBIT READBIT) (TEXT
"The card is embossed \"kitcin akses kard.\"") (VALUE 1)>
<OBJECT UPPER-ELEVATOR-CARD (LOC SMALL-DESK) (DESC "upper elevator access card"
) (SYNONYM CARD CARDS) (ADJECTIVE UPPER ELEVATOR ACCESS) (SIZE 3) (FLAGS
VOWELBIT TAKEBIT READBIT) (TEXT
"The card is embossed \"upur elivaatur akses kard.\"") (VALUE 1)>
<OBJECT SHUTTLE-CARD (LOC LARGE-DESK) (DESC "shuttle access card") (SYNONYM
CARD CARDS) (ADJECTIVE SHUTTLE ACCESS) (SIZE 3) (FLAGS TAKEBIT READBIT) (TEXT
"The card is embossed \"shutul akses kard.\"") (VALUE 1)>
<OBJECT LOWER-ELEVATOR-CARD (DESC "lower elevator access card") (SYNONYM CARD
CARDS) (ADJECTIVE LOWER ELEVATOR ACCESS) (SIZE 3) (FLAGS TAKEBIT READBIT) (TEXT
"The card is embossed \"loowur elivaatur akses kard.\"") (VALUE 1)>
<ROOM LARGE-OFFICE (LOC ROOMS) (DESC "Large Office") (LDESC
"This is a large, plush office. The far wall is one large picture window,
scratched but unbroken, offering a view of this installation and the ocean
beyond. In front of the window is a wide wooden desk. The only exit is east.")
(C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (EAST TO SMALL-OFFICE) (FLAGS FLOYDBIT
RLANDBIT ONBIT) (GLOBAL WINDOW OCEAN)>
<OBJECT LARGE-DESK (LOC LARGE-OFFICE) (DESC "large desk") (SYNONYM DESK DRAWER)
(ADJECTIVE LARGE WIDE WOODEN) (CAPACITY 20) (FLAGS CONTBIT SEARCHBIT NDESCBIT)
(ACTION DESK-F)>
<DEFINE-ROUTINE DESK-F>
<ROOM MECH-CORRIDOR-N (LOC ROOMS) (DESC "Mech Corridor North") (LDESC
"Entrances to rooms lie to the east and west from this north-south hall.") (
C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (EAST TO STORAGE-EAST) (WEST TO
PHYSICAL-PLANT) (NORTH TO CORRIDOR-JUNCTION) (SOUTH TO MECH-CORRIDOR) (FLAGS
RLANDBIT ONBIT)>
<ROOM MECH-CORRIDOR (LOC ROOMS) (DESC "Mech Corridor") (LDESC
"Entrances to rooms lie to the east and west from this north-south hall.") (
C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (EAST TO REACTOR-CONTROL) (WEST TO
PHYSICAL-PLANT) (NORTH TO MECH-CORRIDOR-N) (SOUTH TO MECH-CORRIDOR-S) (FLAGS
RLANDBIT ONBIT)>
<ROOM MECH-CORRIDOR-S (LOC ROOMS) (DESC "Mech Corridor South") (LDESC
"The corridor ends here with doorways to the southwest, south, and southeast.")
(C-MOVE <TABLE 0 0 0 0 0 0 25 0 25 0 0 0>) (NORTH TO MECH-CORRIDOR) (SW TO
TOOL-ROOM) (SOUTH TO MACHINE-SHOP) (SE TO ROBOT-SHOP) (FLAGS RLANDBIT ONBIT)>
<ROOM STORAGE-EAST (LOC ROOMS) (DESC "Storage East") (LDESC
"A small room for storage. The exit is to the west.") (C-MOVE <TABLE 0 0 0 0 0
0 0 0 0 0 0 0>) (WEST TO MECH-CORRIDOR-N) (FLAGS RLANDBIT FLOYDBIT ONBIT) (
GLOBAL SHELVES)>
<OBJECT OIL-CAN (LOC STORAGE-EAST) (DESC "oil can") (FDESC
"One dusty shelf, otherwise bare, holds a small oil can.") (SYNONYM CAN) (
ADJECTIVE SMALL OIL) (SIZE 10) (FLAGS VOWELBIT TAKEBIT) (ACTION OIL-CAN-F)>
<DEFINE-ROUTINE OIL-CAN-F>
<OBJECT CARTON (LOC STORAGE-EAST) (DESC "cardboard box") (FDESC
"On the floor beneath the shelves sits a small cardboard box.") (SYNONYM BOX
CARTON) (ADJECTIVE SMALL CARDBOARD) (SIZE 10) (CAPACITY 50) (FLAGS TAKEBIT
CONTBIT SEARCHBIT OPENBIT) (ACTION CARTON-F)>
<DEFINE-ROUTINE CARTON-F>
<OBJECT CRACKED-BOARD (LOC CARTON) (DESC
"cracked seventeen-centimeter fromitz board") (SYNONYM BOARD BOARDS) (ADJECTIVE
CRACKED SEVENTEEN CENTIMETER FROMITZ) (SIZE 10) (FLAGS ACIDBIT TAKEBIT) (ACTION
CRACKED-BOARD-F)>
<DEFINE-ROUTINE CRACKED-BOARD-F>
<OBJECT MEGAFUSE-B (LOC CARTON) (DESC "B-series megafuse") (SYNONYM FUSE
MEGAFUSE) (ADJECTIVE B-SERIES B SERIES MEGA) (SIZE 5) (FLAGS ACIDBIT TAKEBIT)>
<OBJECT MEGAFUSE-K (LOC CARTON) (DESC "K-series megafuse") (SYNONYM FUSE
MEGAFUSE) (ADJECTIVE K-SERIES K SERIES MEGA) (SIZE 5) (FLAGS ACIDBIT TAKEBIT)>
<OBJECT GOOD-BEDISTOR (LOC CARTON) (DESC "good ninety-ohm bedistor") (SYNONYM
BEDISTOR) (ADJECTIVE GOOD NINETY OHM NINETY-OHM) (SIZE 8) (FLAGS ACIDBIT
TAKEBIT) (ACTION GOOD-BEDISTOR-F)>
<DEFINE-ROUTINE GOOD-BEDISTOR-F>
<ROOM PHYSICAL-PLANT (LOC ROOMS) (DESC "Physical Plant") (LDESC
"This is a huge, dim room with exits in the northeast and southeast
corners. The room is criss-crossed with catwalks and is filled with
heavy equipment presumably intended to heat and ventilate this complex.
Hardly any of the equipment is still operating.") (C-MOVE <TABLE 0 0 0 0 0 0 0
0 0 0 0 0>) (NE TO MECH-CORRIDOR-N) (SE TO MECH-CORRIDOR) (FLAGS FLOYDBIT
RLANDBIT ONBIT) (PSEUDO "EQUIPMENT" EQUIPMENT-PSEUDO "CATWALK" CATWALK-PSEUDO)>
<ROOM REACTOR-CONTROL (LOC ROOMS) (DESC "Reactor Control") (LDESC
"This room contains many dials and gauges for controlling a massive planetary
power reactor which, according to a diagram on the wall, must be buried far
below this very complex. The exit is to the west. To the east is a metal door,
and next to it, a button. A dark stairway winds downward.") (C-MOVE <TABLE 0 0
20 0 0 0 0 0 0 0 0 0>) (WEST TO MECH-CORRIDOR) (EAST TO REACTOR-ELEVATOR IF
REACTOR-ELEVATOR-DOOR IS OPEN) (IN TO REACTOR-ELEVATOR IF REACTOR-ELEVATOR-DOOR
IS OPEN) (DOWN TO REACTOR-ACCESS-STAIRS) (FLAGS RLANDBIT FLOYDBIT ONBIT) (
PSEUDO "BUTTON" REACTOR-BUTTON-PSEUDO "DIAGRAM" DIAGRAM-PSEUDO) (GLOBAL
CONTROLS STAIRS REACTOR-ELEVATOR-DOOR)>
<ROOM REACTOR-ACCESS-STAIRS (LOC ROOMS) (DESC "Reactor Access Stairs") (LDESC
"You have just located a serious bug.") (C-MOVE <TABLE 0 0 0 30 0 0 0 0 0 0 0 0
>) (DOWN TO REACTOR-ACCESS-STAIRS) (UP TO REACTOR-CONTROL) (FLAGS RLANDBIT) (
GLOBAL STAIRS)>
<OBJECT REACTOR-ELEVATOR-DOOR (LOC LOCAL-GLOBALS) (DESC "reactor elevator door"
) (SYNONYM DOOR) (ADJECTIVE REACTOR ELEVATOR) (FLAGS DOORBIT) (ACTION
REACTOR-ELEVATOR-DOOR-F)>
<DEFINE-ROUTINE REACTOR-ELEVATOR-DOOR-F>
<DEFINE-ROUTINE I-REACTOR-DOOR-CLOSE>
<ROOM REACTOR-ELEVATOR (LOC ROOMS) (DESC "Reactor Elevator") (LDESC
"This is an elevator with a door to the west, currently open. A control panel
contains an Up button, a Down button, and a small slot.") (C-MOVE <TABLE 0 0 0
0 0 0 0 0 0 0 0 0>) (WEST TO REACTOR-CONTROL) (OUT TO REACTOR-CONTROL) (FLAGS
RLANDBIT ONBIT) (GLOBAL REACTOR-ELEVATOR-DOOR SLOT ELEVATOR-BUTTON CONTROLS)>
<ROOM TOOL-ROOM (LOC ROOMS) (DESC "Tool Room") (LDESC
"This is apparently a storage room for tools. Exits lead northeast and east.")
(C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 25 0>) (NE TO MECH-CORRIDOR-S) (EAST TO
MACHINE-SHOP) (FLAGS RLANDBIT FLOYDBIT ONBIT) (GLOBAL SHELVES)>
<OBJECT FLASK (LOC TOOL-ROOM) (DESC "glass flask") (FDESC
"Sitting on the floor below the lowest shelf is a large glass flask.") (SYNONYM
FLASK) (ADJECTIVE GLASS LARGE PLASTIC) (SIZE 10) (CAPACITY 2) (FLAGS CONTBIT
SEARCHBIT OPENBIT TAKEBIT) (ACTION FLASK-F)>
<DEFINE-ROUTINE FLASK-F>
<OBJECT MAGNET (LOC TOOL-ROOM) (SIZE 10) (DESC "curved metal bar") (FDESC
"On an upper shelf is a metal bar, curved into a U-shape.") (SYNONYM MAGNET BAR
) (ADJECTIVE CURVED METAL HORSESHOE) (FLAGS TRYTAKEBIT TAKEBIT) (ACTION
MAGNET-F)>
<DEFINE-ROUTINE MAGNET-F>
<DEFINE-ROUTINE I-MAGNET>
<OBJECT PLIERS (LOC TOOL-ROOM) (DESC "pair of wide-nosed pliers") (SYNONYM PAIR
PLIERS) (ADJECTIVE WIDE-NOSED WIDE NOSED) (SIZE 15) (FLAGS TAKEBIT)>
<ROOM MACHINE-SHOP (LOC ROOMS) (DESC "Machine Shop") (C-MOVE <TABLE 0 0 0 0 0 0
0 0 0 0 0 0>) (NORTH TO MECH-CORRIDOR-S) (EAST TO ROBOT-SHOP) (WEST TO
TOOL-ROOM) (FLAGS RLANDBIT FLOYDBIT ONBIT) (PSEUDO "SPOUT" CHEM-SPOUT-PSEUDO) (
ACTION MACHINE-SHOP-F)>
<DEFINE-ROUTINE MACHINE-SHOP-F>
<OBJECT CHEMICAL-DISPENSER (LOC MACHINE-SHOP) (DESC "chemical dispenser") (
SYNONYM DISPENSER MACHINE) (ADJECTIVE DISPENSER LARGE CHEMICAL) (FLAGS MUNGBIT
NDESCBIT) (ACTION CHEMICAL-DISPENSER-F)>
<GLOBAL SPOUT-PLACED <> %<> WORD>
<DEFINE-ROUTINE CHEMICAL-DISPENSER-F>
<OBJECT RED-BUTTON (LOC MACHINE-SHOP) (DESC "red button") (SYNONYM BUTTON) (
ADJECTIVE RED) (FLAGS NDESCBIT) (C-MOVE 1) (ACTION CHEM-BUTTON-F)>
<OBJECT BLUE-BUTTON (LOC MACHINE-SHOP) (DESC "blue button") (SYNONYM BUTTON) (
ADJECTIVE BLUE) (FLAGS NDESCBIT) (C-MOVE 2) (ACTION CHEM-BUTTON-F)>
<OBJECT GREEN-BUTTON (LOC MACHINE-SHOP) (DESC "green button") (SYNONYM BUTTON)
(ADJECTIVE GREEN) (FLAGS NDESCBIT) (C-MOVE 3) (ACTION CHEM-BUTTON-F)>
<OBJECT YELLOW-BUTTON (LOC MACHINE-SHOP) (DESC "yellow button") (SYNONYM BUTTON
) (ADJECTIVE YELLOW) (FLAGS NDESCBIT) (C-MOVE 4) (ACTION CHEM-BUTTON-F)>
<OBJECT GRAY-BUTTON (LOC MACHINE-SHOP) (DESC "gray button") (SYNONYM BUTTON) (
ADJECTIVE GRAY GREY) (FLAGS NDESCBIT) (C-MOVE 5) (ACTION CHEM-BUTTON-F)>
<OBJECT BROWN-BUTTON (LOC MACHINE-SHOP) (DESC "brown button") (SYNONYM BUTTON)
(ADJECTIVE BROWN) (FLAGS NDESCBIT) (C-MOVE 6) (ACTION CHEM-BUTTON-F)>
<OBJECT BLACK-BUTTON (LOC MACHINE-SHOP) (DESC "black button") (SYNONYM BUTTON)
(ADJECTIVE BLACK) (FLAGS NDESCBIT) (C-MOVE 7) (ACTION CHEM-BUTTON-F)>
<OBJECT ROUND-WHITE-BUTTON (LOC MACHINE-SHOP) (DESC "round white button") (
SYNONYM BUTTON) (ADJECTIVE WHITE ROUND) (FLAGS NDESCBIT) (C-MOVE 8) (ACTION
CHEM-BUTTON-F)>
<OBJECT SQUARE-WHITE-BUTTON (LOC MACHINE-SHOP) (DESC "square white button") (
SYNONYM BUTTON) (ADJECTIVE SQUARE WHITE) (FLAGS NDESCBIT) (C-MOVE 9) (ACTION
CHEM-BUTTON-F)>
<GLOBAL CHEMICAL-FLAG 0 %<> WORD>
<CONSTANT COLOR-LTBL <PLTABLE "red" "blue" "green" "yellow" "gray" "brown"
"black" "clear" "clear">>
<DEFINE-ROUTINE CHEM-BUTTON-F>
<ROOM ROBOT-SHOP (LOC ROOMS) (DESC "Robot Shop") (LDESC
"This room, with exits west and northwest, is filled with robot-like
devices of every conceivable description, all in various states of
disassembly.") (C-MOVE <TABLE 0 0 0 0 25 0 0 0 0 0 0 0>) (WEST TO MACHINE-SHOP)
(NW TO MECH-CORRIDOR-S) (FLAGS RLANDBIT FLOYDBIT ONBIT) (PSEUDO "DEVICE"
DEVICES-PSEUDO)>
<OBJECT FLOYD (LOC ROBOT-SHOP) (DESC "multiple purpose robot") (FDESC
"Only one robot, about four feet high, looks even remotely close to being
in working order.") (SYNONYM FLOYD COMPARTMENT ROBOT COMPANION) (ADJECTIVE
MULTIPLE PURPOSE DIM-WITTED DIM WITTED) (FLAGS CONTBIT SEARCHBIT TRANSBIT
OPENBIT LIGHTBIT) (CAPACITY 5) (ACTION FLOYD-F)>
<GLOBAL CARD-STOLEN <> %<> WORD>
<DEFINE-ROUTINE FLOYD-F>
<DEFINE-ROUTINE FLOYDS-FAMOUS-DOOR-ROUTINE>
<DEFINE-ROUTINE FLUSH>
<DEFINE-ROUTINE FLOYD-INTO-LAB>
<DEFINE-ROUTINE FLOYD-NOT-HAVE>
<GLOBAL FLOYD-SCORE-FLAG <> %<> WORD>
<GLOBAL FLOYD-SPOKE <> %<> WORD>
<GLOBAL FLOYD-FOLLOW <> %<> WORD>
<GLOBAL FLOYD-REACTIVATED <> %<> WORD>
<GLOBAL FLOYD-INTRODUCED <> %<> WORD>
<DEFINE-ROUTINE FLOYD-COMES-ALIVE>
<DEFINE-ROUTINE I-FLOYD>
<DEFINE-ROUTINE CALL-ME-FLOYD>
<DEFINE-ROUTINE KLUDGE>
<OBJECT DEAD-FLOYD (DESC "mangled robot") (LDESC
"Your former companion, Floyd, is lying on the ground in a pool of oil.") (
SYNONYM FLOYD ROBOT COMPANION) (ADJECTIVE MANGLE DEAD FORMER) (ACTION
DEAD-FLOYD-F)>
<DEFINE-ROUTINE DEAD-FLOYD-F>
<CONSTANT FLOYDISMS <PLTABLE "paces impatiently"
"absentmindedly recites the first six hundred digits of pi"
"lowers his voice and tells you the latest rumors about Dr. Fizpick"
"recalls the time he bruised his knee" "chants the death scene from \"Carmen\""
"cranes his neck to see what you are doing"
"rubs his head affectionately against your shoulder"
"asks if you want to play Hucka-Bucka-Beanstalk"
"examines himself for signs of rust" "absentmindedly oils one of his joints"
"wanders restlessly around the room"
"notices a mouse scurrying by and tries to hide behind you"
"sings an ancient ballad, totally out of key"
"frets about the possibility of his batteries failing"
"reminisces about his friend Lazarus, a medical robot"
"relates some fond memories about his robotic friend Lazarus"
"whistles tunelessly"
"tells you about the time he helped someone sharpen a pencil"
"yawns and looks bored"
"produces a crayon from one of his compartments and scrawls
his name on the wall">>
^L
department
<ROOM ELEVATOR-LOBBY (LOC ROOMS) (DESC "Elevator Lobby") (C-MOVE <TABLE 0 0 0 0
0 30 0 0 0 0 0 0>) (NORTH PER ELEVATOR-ENTER-F) (SOUTH PER ELEVATOR-ENTER-F) (
WEST TO CORRIDOR-JUNCTION) (EAST TO BOOTH-2) (IN TO BOOTH-2) (FLAGS RLANDBIT
FLOYDBIT ONBIT) (GLOBAL UPPER-ELEVATOR-DOOR LOWER-ELEVATOR-DOOR) (PSEUDO
"BOOTH" NEAR-BOOTH-PSEUDO) (ACTION ELEVATOR-LOBBY-F)>
<DEFINE-ROUTINE ELEVATOR-LOBBY-F>
<ROOM UPPER-ELEVATOR (LOC ROOMS) (DESC "Upper Elevator") (C-MOVE <TABLE 0 0 0 0
0 0 0 0 0 0 0 0>) (OUT PER ELEVATOR-EXIT-F) (SOUTH PER ELEVATOR-EXIT-F) (UP
SORRY "You'll have to use the elevator controls.") (DOWN SORRY
"You'll have to use the elevator controls.") (FLAGS RLANDBIT ONBIT) (GLOBAL
LIGHTS CONTROLS SLOT ELEVATOR-BUTTON UPPER-ELEVATOR-DOOR) (ACTION
UPPER-ELEVATOR-F)>
<DEFINE-ROUTINE UPPER-ELEVATOR-F>
<ROOM LOWER-ELEVATOR (LOC ROOMS) (DESC "Lower Elevator") (C-MOVE <TABLE 0 0 0 0
0 0 0 0 0 0 0 0>) (NORTH PER ELEVATOR-EXIT-F) (OUT PER ELEVATOR-EXIT-F) (UP
SORRY "You'll have to use the elevator controls.") (DOWN SORRY
"You'll have to use the elevator controls.") (FLAGS RLANDBIT ONBIT) (GLOBAL
LIGHTS CONTROLS SLOT ELEVATOR-BUTTON LOWER-ELEVATOR-DOOR) (ACTION
LOWER-ELEVATOR-F)>
<DEFINE-ROUTINE LOWER-ELEVATOR-F>
<DEFINE-ROUTINE ELEVATOR-ENTER-F>
<DEFINE-ROUTINE ELEVATOR-EXIT-F>
<OBJECT UPPER-ELEVATOR-DOOR (LOC LOCAL-GLOBALS) (DESC "blue door") (SYNONYM
DOOR) (ADJECTIVE UPPER ELEVATOR BLUE) (FLAGS NDESCBIT DOORBIT) (ACTION
UPPER-ELEVATOR-DOOR-F)>
<DEFINE-ROUTINE UPPER-ELEVATOR-DOOR-F>
<OBJECT LOWER-ELEVATOR-DOOR (LOC LOCAL-GLOBALS) (DESC "red door") (SYNONYM DOOR
) (ADJECTIVE RED LOWER ELEVATOR METAL) (FLAGS NDESCBIT DOORBIT) (ACTION
LOWER-ELEVATOR-DOOR-F)>
<DEFINE-ROUTINE LOWER-ELEVATOR-DOOR-F>
<DEFINE-ROUTINE DOOR-CLOSED>
<OBJECT BLUE-ELEVATOR-BUTTON (LOC ELEVATOR-LOBBY) (DESC "blue button") (SYNONYM
BUTTON) (ADJECTIVE BLUE NORTH) (FLAGS NDESCBIT) (ACTION BLUE-ELEVATOR-BUTTON-F)
>
<OBJECT RED-ELEVATOR-BUTTON (LOC ELEVATOR-LOBBY) (DESC "red button") (SYNONYM
BUTTON) (ADJECTIVE RED SOUTH) (FLAGS NDESCBIT) (ACTION RED-ELEVATOR-BUTTON-F)>
<DEFINE-ROUTINE BLUE-ELEVATOR-BUTTON-F>
<DEFINE-ROUTINE RED-ELEVATOR-BUTTON-F>
<DEFINE-ROUTINE I-UPPER-ELEVATOR-ARRIVE>
<DEFINE-ROUTINE I-LOWER-ELEVATOR-ARRIVE>
<OBJECT ELEVATOR-BUTTON (LOC LOCAL-GLOBALS) (DESC "button") (SYNONYM BUTTON) (
FLAGS NDESCBIT) (ACTION ELEVATOR-BUTTON-F)>
<GLOBAL LOWER-ELEVATOR-UP <> %<> WORD>
<GLOBAL UPPER-ELEVATOR-UP T %<> WORD>
<GLOBAL ELEVATOR-IN-TRANSIT <> %<> WORD>
<GLOBAL LOWER-ELEVATOR-ON <> %<> WORD>
<GLOBAL UPPER-ELEVATOR-ON <> %<> WORD>
<DEFINE-ROUTINE ELEVATOR-BUTTON-F>
<DEFINE-ROUTINE I-TURNOFF-UPPER-ELEVATOR>
<DEFINE-ROUTINE I-TURNOFF-LOWER-ELEVATOR>
<CONSTANT ELEVATOR-LIGHT-OFF "A recording says \"Elevator no longer enabled.\""
>
<CONSTANT ELEVATOR-STARTS
"The elevator door slides shut. After a moment, you feel a sensation of
vertical movement.">
<DEFINE-ROUTINE I-UPPER-ELEVATOR-TRIP>
<DEFINE-ROUTINE I-LOWER-ELEVATOR-TRIP>
<DEFINE-ROUTINE ELEVATOR-DOOR-OPENS>
<ROOM BOOTH-2 (LOC ROOMS) (DESC "Booth 2") (LDESC
"This is a tiny room with a large \"2\" painted on the wall. A panel contains
a slot about ten centimeters wide, a brown button labelled \"1\" and a tan
button labelled \"3.\"") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (WEST TO
ELEVATOR-LOBBY) (OUT TO ELEVATOR-LOBBY) (FLAGS RLANDBIT ONBIT) (PSEUDO "BOOTH"
IN-BOOTH-PSEUDO) (GLOBAL CONTROLS SLOT TELEPORTATION-BUTTON-1
TELEPORTATION-BUTTON-3)>
<ROOM TOWER-CORE (LOC ROOMS) (DESC "Tower Core") (LDESC
"This is a small, circular room. A sliding door leads north, and a spiral
staircase heads upwards. Other exits lie to the northeast and southwest.") (
C-MOVE <TABLE 0 0 0 30 0 0 0 0 0 0 0 0>) (NORTH TO UPPER-ELEVATOR) (UP TO
HELIPAD) (SW TO OBSERVATION-DECK) (NE TO COMM-ROOM) (FLAGS RLANDBIT ONBIT) (
VALUE 4) (GLOBAL STAIRS UPPER-ELEVATOR-DOOR)>
<ROOM HELIPAD (LOC ROOMS) (DESC "Helipad") (LDESC
"You are at the center of a wide, flat area atop the tower. A fence
prevents you from approaching the perimeter, so your view is limited to
cloud-filled sky. A large vehicle, severely weathered and topped with rotor
blades, lies nearby. A spiral staircase leads down into the tower.") (C-MOVE <
TABLE 0 0 15 0 0 0 0 0 0 0 0 0>) (DOWN TO TOWER-CORE) (IN TO HELICOPTER) (EAST
SORRY "A fence keeps you away from the edge, where you would
probably be swept over the brink by the high winds.") (WEST SORRY
"A fence keeps you away from the edge, where you would
probably be swept over the brink by the high winds.") (NORTH SORRY
"A fence keeps you away from the edge, where you would
probably be swept over the brink by the high winds.") (SOUTH SORRY
"A fence keeps you away from the edge, where you would
probably be swept over the brink by the high winds.") (FLAGS RLANDBIT ONBIT) (
PSEUDO "FENCE" FENCE-PSEUDO) (GLOBAL STAIRS HELICOPTER-OBJECT)>
<OBJECT HELICOPTER-OBJECT (LOC LOCAL-GLOBALS) (DESC "large vehicle") (SYNONYM
VEHICLE HELICOPTER) (ADJECTIVE LARGE) (FLAGS VEHBIT NDESCBIT) (ACTION
HELICOPTER-OBJECT-F)>
<DEFINE-ROUTINE HELICOPTER-OBJECT-F>
<ROOM HELICOPTER (LOC ROOMS) (DESC "Helicopter") (LDESC
"This is a large vehicle with a lot of cargo space. A complex control panel
is closed and locked. Everything is covered with a thick layer of rust.
Through the windows of the vehicle you can see a wide Helipad, and beyond
that, endless ocean far below. Several doors lead out to the Helipad.") (C-MOVE
<TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (OUT TO HELIPAD) (FLAGS RLANDBIT ONBIT) (
PSEUDO "LOCK" LOCK-PSEUDO) (GLOBAL OCEAN CONTROLS WINDOW HELICOPTER-OBJECT)>
<ROOM COMM-ROOM (LOC ROOMS) (DESC "Comm Room") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0
0 0 0>) (SW TO TOWER-CORE) (FLAGS RLANDBIT ONBIT) (GLOBAL LIGHTS) (PSEUDO
"CABLES" CABLES-PSEUDO "ENUNCIATOR" ENUNCIATOR-PSEUDO) (ACTION COMM-ROOM-F)>
<DEFINE-ROUTINE COMM-ROOM-F>
<GLOBAL JUST-ENTERED T %<> WORD>
<DEFINE-ROUTINE I-UNENTER>
<OBJECT RECEIVE-CONSOLE (LOC COMM-ROOM) (DESC "communications receive console")
(C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (SYNONYM CONSOLE CONTROL) (ADJECTIVE
COMMUNICATIONS RECEIVE LEFT FIRST) (FLAGS NDESCBIT)>
<OBJECT PLAYBACK-BUTTON (LOC COMM-ROOM) (DESC "glowing button") (SYNONYM BUTTON
) (ADJECTIVE GLOWING PLAYBACK) (FLAGS NDESCBIT) (ACTION PLAYBACK-BUTTON-F)>
<DEFINE-ROUTINE PLAYBACK-BUTTON-F>
<OBJECT SEND-CONSOLE (LOC COMM-ROOM) (DESC "communication send console") (
SYNONYM CONSOLE CONTROL) (ADJECTIVE COMMUNICATIONS SEND RIGHT SECOND) (FLAGS
NDESCBIT)>
<OBJECT COMM-SCREEN (LOC COMM-ROOM) (DESC "screen") (SYNONYM COMMUNICATIONS
MESSAGE SCREEN) (FLAGS NDESCBIT READBIT) (TEXT
"\"Tuu enee ship uv xe Sekund Galaktik Yuunyun: Planitwiid plaag haz struk
entiir popyuulaashun. Tiim iz kritikul. Eemurjensee asistins reekwestid.
<reepeet mesij>\"")>
<OBJECT FUNNEL-HOLE (LOC COMM-ROOM) (DESC "funnel-shaped hole") (SYNONYM HOLE)
(ADJECTIVE FUNNEL SHAPED FUNNEL-SHAPED) (FLAGS NDESCBIT)>
<OBJECT CHEMICAL-FLUID (DESC "quantity of chemical fluid") (SYNONYM QUANTITY
LIQUID FLUID CHEMICAL) (ADJECTIVE MILKY WHITE CHEMICAL) (ACTION
CHEMICAL-FLUID-F)>
<DEFINE-ROUTINE RANDOMIZE-ORDER>
<GLOBAL ORDER-LTBL <LTABLE 0 0 0 0 0 0 0> %<> WORD>
<GLOBAL STEPS-TO-GO 0 %<> WORD>
<DEFINE-ROUTINE CHEMICAL-FLUID-F>
<DEFINE-ROUTINE CUBE-SEEMS>
<DEFINE-ROUTINE CHEMICAL-POURS>
<DEFINE-ROUTINE STRIP-DISSOLVES>
<GLOBAL COMM-SHUTDOWN <> %<> WORD>
<DEFINE-ROUTINE SHUTDOWN>
<DEFINE-ROUTINE COMM-SETUP>
<GLOBAL COMM-FIXED <> %<> WORD>
<GLOBAL CHEMICAL-REQUIRED 0 %<> WORD>
<ROOM OBSERVATION-DECK (LOC ROOMS) (DESC "Observation Deck") (LDESC
"This is a balcony girdling the tower. The view is breathtaking; the tower
must be half a kilometer tall. From here it is clear that you are on an
island. The dormitory section of the complex is visible on the other side
of the island, and the rest of the complex sprawls out directly below. In
the distance, about 20 kilometers to the east, you can spot another island
similar to this one. The only exit is a doorway leading northeast.") (C-MOVE <
TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (NE TO TOWER-CORE) (FLAGS RLANDBIT ONBIT) (
GLOBAL OCEAN)>
<ROOM WAITING-AREA (LOC ROOMS) (DESC "Waiting Area") (LDESC
"This is a concrete platform sparsely furnished with benches. The platform
continues to the east, and to the south is a metal door.") (C-MOVE <TABLE 0 0 0
0 0 0 0 0 0 0 0 0>) (EAST TO KALAMONTEE-PLATFORM) (SOUTH PER
OTHER-ELEVATOR-ENTER-F) (IN PER OTHER-ELEVATOR-ENTER-F) (PSEUDO "BENCH"
BENCH-PSEUDO "BENCHES" BENCH-PSEUDO) (GLOBAL LOWER-ELEVATOR-DOOR) (FLAGS
RLANDBIT ONBIT)>
<DEFINE-ROUTINE OTHER-ELEVATOR-ENTER-F>
<ROOM KALAMONTEE-PLATFORM (LOC ROOMS) (DESC "Kalamontee Platform") (C-MOVE <
TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (WEST TO WAITING-AREA) (SOUTH PER
SHUTTLE-ENTER-F) (NORTH PER SHUTTLE-ENTER-F) (FLAGS RLANDBIT ONBIT) (VALUE 4) (
GLOBAL GLOBAL-SHUTTLE) (ACTION KALAMONTEE-PLATFORM-F)>
<DEFINE-ROUTINE KALAMONTEE-PLATFORM-F>

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

1855
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;<CONSTANT DIARY-ENTRIES
<PTABLE
"BUG #??"
"11,344 July 22 -- Transferred from S.P.S. Trilobyte to S.P.S.
Feinstein for the third of my four tours of duty. I'm truly going to miss
my commander, Ensign First Class Lim. He was a friend in every respect --
someone you could always go to with a problem, someone I could really look
up to. We would sometimes talk long into the night. He would tell me
about his home world of Ash-Down V, and I would talk about growing up on
Gallium. I'd get pretty homesick sometimes, even though Gallium is not
exactly one of the garden spots of the universe. I just hope my new
commander is half as nice as Lim.||
This new ship seems pretty swell. I'm in a cabin with only five
other ensigns, and I've got one-and-a-half cubic meters of locker space!"
"11,344 July 23 -- Met my new commander today -- Ensign Cadet First
Class Blather. He seems like a real krip. (Excuse the language, Diary.) But
that might just be a bad first impression."
"11,344 July 25 -- One of my cabin mates, Gorund, organized a Double
Fanucci tournament among all the Ensigns Seventh Class. We were playing
during the 150-millichron rec period after lunch, and Blather burst in and
confiscated the sets and told us that playing war games was a violation of
patrol regulations. But Ensign Whirp, who's studying to be a patrol lawyer,
said she couldn't find anything about it in the regulations anywhere.||
BLATHER IS REALLY A TOTAL MEGAKRIP!!!"
"11,344 July 28 -- I went to see the personnel officer today to find
out what my new duties would involve. He showed me a list of all the open
assignments, and I decided to put in for the grotch-feeding detail. We picked
up a few grotches when we were on Crassus, and we're taking them to the
Zoology Labs on Tremain so that maybe they can figure out how an animal can
produce 47 times its weight in trot every day."
"11,344 Bozbar 7 -- Everyone from the P.O. to the ship's cook has
approved my application for the grotch-feeding detail -- except Blather. I
have an appointment to see him tomorrow. Wish me luck."
"11,344 Bozbar 8 -- TROT!! Blather rejected my application! And to
make it worse, he said that since I seem to love grotches so much, he's
assigning me to clean out their cages. TROT AND DOUBLE TROT!!"
"11,344 Bozbar 26 -- I haven't had time to keep my diary lately,
because Blather's been watching us all like a Teleran bird. Also, last
week he found the diary during a surprise inspection, gave me 200 demerits,
and told me that diaries were against regulations. But I'll be frobbed if
I'm going to stop. I've started hiding the diary inside my official documents
file, and I keep that hidden in the air duct. From now on I'll have to sneak
away somewhere to use it."
"11,344 Bozbar 27 -- Greeting from the Deck Four Supply Closet of the
S.P.S. Feinstein. I hope I'm not tempting fate, sneaking around with my diary
this way. I used to be as much of a disbeliever in destiny as the next guy,
but not anymore. Not since the time my mom warned my dad not to tempt fate
by walking across the astral plains after dark, when the computerized analysis
showed a 43% chance of resulting injury. My dad, stubborn as always, just
laughed at her and went right on taking his nightly strolls. THE VERY NEXT
SUMMER HE WENT WALKING AT NIGHT ON THE PLAINS AND STUMBLED OVER A CRATER AND
BRUISED HIS KNEE! Gosh!"
"11,344 Bozbar 28 -- We entered planetary orbit today, a non-human
world call Accardi-3 (although the natives call it something like
Blow'k-bibben-gordo). They're not officially part of the union. The rumors
say that we're picking up a special ambassador to take back to Tremain for
negotiations on joining the union. Tomorrow we have to put on our dress
uniforms for some special welcoming ceremony."
"11,344 August 2 -- I caught a glimpse of the alien ambassador during
the welcoming ceremonies yesterday. He looks like a cross between a tree
trunk and a melting ice cream cone. But at least the ceremony got me out of
cleaning the grotch cages today."
"11,344 August 7 -- Went to the mandatory Patrol Informational
Tri-vision Triple Feature last night. We saw 'Treatment For Space Lice
Infestation,' 'Shorleave Shirley: How to Guard Against Contracting Alien
Diseases,' and 'The Oxygen Tank: Your Galvanized Buddy in the Vacuum.'
Blather confined half the ensigns to quarters for hooting during the second
feature. (The other half had fallen asleep during the first feature.)"
"11,344 August 24 -- TROT THAT TROTTING KRIP!! I applied for
astrophysics training for the next quarter, but Blather says my work for the
special assignment task force hasn't been good enough, so not only did he
reject my astrophysics application, but he says I'll have to take remedial
scrubbing next quarter. WHAT A TROTTING KRIP!||
You know, for the first time I'm beginning to have doubts about
whether I'm really cut out for the patrol. When I was growing up on Gallium,
it was always taken for granted that I would join up when I came of age. My
family has served in the patrol for five generations. In fact, my
great-great-grandfather was a high admiral and one of the founding fathers of
the Patrol! But I seem to be permanently stuck at Ensign 7th, and Blather is
making my life miserable..."
"11,344 Septem 4 -- We left hyperspace today at about 7600; weren't
scheduled to for about another two weeks. The grapevine says we have special
orders to investigate a planetary system here. Apparently, some of the
archaeologists back on Varshon think it might have been part of the Second
Union. I can't imagine why anyone would settle out here in this remote
corner of the galaxy."
"11,344 Septem 5 -- That krip has done it again! I missed two little
pellets of trot when I was when I was cleaning out the grotch cages yesterday,
and Blather gave me 100 demerits and assigned me two extra shifts of deck
scrubbing -- including Deck Nine, the filthiest deck on the ship! I'm
considering asking for a transfer -- or if things get worse, I might even
abandon ship!">>

519
globals.zabstr Normal file
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@ -0,0 +1,519 @@
<CONSTANT S-TEXT 0>
<CONSTANT S-WINDOW 1>
<CONSTANT H-NORMAL 0>
<CONSTANT H-INVERSE 1>
<CONSTANT H-BOLD 2>
<CONSTANT H-ITALIC 4>
<CONSTANT D-SCREEN-ON 1>
<CONSTANT D-SCREEN-OFF -1>
<CONSTANT D-PRINTER-ON 2>
<CONSTANT D-PRINTER-OFF -2>
<CONSTANT D-TABLE-ON 3>
<CONSTANT D-TABLE-OFF -3>
<CONSTANT D-RECORD-ON 4>
<CONSTANT D-RECORD-OFF -4>
<CONSTANT SL-TABLE:TABLE <ITABLE NONE 80>>
<GLOBAL OHERE:OBJECT <> %<> WORD>
<GLOBAL OLD-LEN:NUMBER 0 %<> WORD>
<DEFINE-ROUTINE INIT-STATUS-LINE>
<DEFINE-ROUTINE UPDATE-STATUS-LINE>
<DEFINE-ROUTINE PRINT-SPACES>
<CONSTANT BLANKS-LEN 10>
<CONSTANT BLANKS <ITABLE ,BLANKS-LEN (BYTE) !\ >>
<DEFINE-ROUTINE SAY-HERE>
<CONSTANT DEFAULT-MOVE 20>
<GLOBAL LOAD-ALLOWED 100 %<> WORD>
<OBJECT GLOBAL-OBJECTS (SYNONYM ZZMGCK) (DESC "it") (FLAGS INVISIBLE TOUCHBIT
SURFACEBIT TRYTAKEBIT MUNGBIT MUNGEDBIT SCRAMBLEDBIT WORNBIT OPENBIT SEARCHBIT
TRANSBIT WEARBIT READBIT ACIDBIT ACTIVEBIT)>
<OBJECT LOCAL-GLOBALS (LOC GLOBAL-OBJECTS) (SYNONYM ZZMGCK) (VALUE 0) (CONTFCN
0) (DESCFCN 0) (SIZE 0)>
<OBJECT ROOMS (IN TO ROOMS) (DESC "it")>
<OBJECT INTNUM (LOC GLOBAL-OBJECTS) (SYNONYM INTNUM) (DESC "number")>
<OBJECT PSEUDO-OBJECT (DESC "pseudoxyz") (ACTION GO)>
<OBJECT IT (LOC GLOBAL-OBJECTS) (SYNONYM IT THAT THIS HIM) (DESC
"random object") (FLAGS NDESCBIT)>
<OBJECT STAIRS (LOC LOCAL-GLOBALS) (SYNONYM STAIRS STEPS GANGWAY STAIRWAY) (
DESC "stairway") (FLAGS NDESCBIT CLIMBBIT)>
<OBJECT GROUND (LOC GLOBAL-OBJECTS) (SYNONYM GROUND EARTH FLOOR DECK) (DESC
"floor") (FLAGS NDESCBIT) (ACTION GROUND-F)>
<DEFINE-ROUTINE GROUND-F>
<OBJECT WINDOW (LOC LOCAL-GLOBALS) (DESC "window") (SYNONYM WINDOW PORT
VIEWPORT) (ADJECTIVE VIEW) (FLAGS NDESCBIT) (ACTION WINDOW-F)>
<DEFINE-ROUTINE WINDOW-F>
<OBJECT CLIFF (LOC LOCAL-GLOBALS) (DESC "cliff") (SYNONYM CLIFF) (FLAGS
NDESCBIT) (ACTION CLIFF-F)>
<DEFINE-ROUTINE CLIFF-F>
<OBJECT OCEAN (LOC LOCAL-GLOBALS) (DESC "ocean") (SYNONYM OCEAN) (ADJECTIVE
ENDLESS) (FLAGS VOWELBIT NDESCBIT) (ACTION OCEAN-F)>
<DEFINE-ROUTINE OCEAN-F>
<OBJECT TABLES (LOC LOCAL-GLOBALS) (DESC "table") (SYNONYM TABLE TABLES) (FLAGS
NDESCBIT) (ADJECTIVE ROUND CONFERENCE SMALL WIDE LONG) (ACTION TABLES-F)>
<DEFINE-ROUTINE TABLES-F>
<OBJECT SHELVES (LOC LOCAL-GLOBALS) (SYNONYM SHELF SHELVES) (DESC "shelf") (
FLAGS NDESCBIT) (ACTION SHELVES-F)>
<DEFINE-ROUTINE SHELVES-F>
<OBJECT LIGHTS (LOC LOCAL-GLOBALS) (SYNONYM LIGHT LIGHTS) (ADJECTIVE RED
DAZZLING GLOWING BLINKING WARNING BRIGHT COLORED FLASHING) (DESC "light") (
FLAGS NDESCBIT) (ACTION LIGHTS-F)>
<DEFINE-ROUTINE LIGHTS-F>
<OBJECT GLOBAL-DOORWAY (LOC GLOBAL-OBJECTS) (SYNONYM DOORWAY PORTAL OPENING) (
ADJECTIVE NORTH SOUTH EAST WEST NE SE NW SW) (DESC "doorway") (FLAGS NDESCBIT)
(ACTION GLOBAL-DOORWAY-F)>
<DEFINE-ROUTINE GLOBAL-DOORWAY-F>
<DEFINE-ROUTINE USE-DIRECTIONS>
<DEFINE-ROUTINE NO-CLOSE>
<OBJECT CONTROLS (LOC LOCAL-GLOBALS) (SYNONYM CONTROL PANEL DIALS GAUGES) (
ADJECTIVE CONTROL COMPLEX) (DESC "set of controls") (FLAGS NDESCBIT) (ACTION
CONTROLS-F)>
<DEFINE-ROUTINE CONTROLS-F>
<OBJECT GLOBAL-GAMES (LOC GLOBAL-OBJECTS) (DESC "game") (SYNONYM BOCCI CHESS
HIDER-AND-SEEKER HUCKA-BUCKA SEEKER BEANSTALK) (ADJECTIVE HIDER HUCKA BUCKA) (
FLAGS NDESCBIT) (ACTION GLOBAL-GAMES-F)>
<DEFINE-ROUTINE GLOBAL-GAMES-F>
<OBJECT HANDS (LOC GLOBAL-OBJECTS) (SYNONYM PAIR HANDS) (ADJECTIVE BARE) (DESC
"pair of hands") (FLAGS NDESCBIT) (ACTION HANDS-F)>
<DEFINE-ROUTINE HANDS-F>
<OBJECT SLEEP (LOC GLOBAL-OBJECTS) (DESC "sacred act of sleeping") (SYNONYM
SLEEP) (FLAGS NDESCBIT) (ACTION SLEEP-F)>
<DEFINE-ROUTINE SLEEP-F>
<OBJECT ADVENTURER (LOC DECK-NINE) (SYNONYM ADMIRAL SMITHE SPAM EGGS) (
ADJECTIVE ORANGE OPENER) (DESC "player") (FLAGS NDESCBIT INVISIBLE)>
<OBJECT ME (LOC GLOBAL-OBJECTS) (SYNONYM ME MYSELF SELF WE) (DESC "you") (FLAGS
ACTORBIT) (ACTION CRETIN-F)>
<DEFINE-ROUTINE CRETIN-F>
<DEFINE-ROUTINE DDESC>
<DEFINE-ROUTINE ALREADY-OPEN>
<DEFINE-ROUTINE IS-CLOSED>
<DEFINE-ROUTINE V-THROUGH>
<DEFINE-ROUTINE FIND-IN>
<OBJECT NOT-HERE-OBJECT (DESC "such thing") (ACTION NOT-HERE-OBJECT-F)>
<DEFINE-ROUTINE NOT-HERE-OBJECT-F>
<DEFINE-ROUTINE FIND-NOT-HERE>
<DEFINE-ROUTINE NOT-HERE-PRINT>
^L
<ROOM BRIG (LOC ROOMS) (DESC "Brig") (LDESC
"You are in the Feinstein's brig. Graffiti cover
the walls. The cell door to the south is locked.") (C-MOVE <TABLE 0 0 0 0 0 0 0
0 0 0 0 0>) (SOUTH SORRY "The cell door is locked.") (FLAGS RLANDBIT ONBIT) (
PSEUDO "GRAFFITI" GRAFFITI-PSEUDO "DOOR" DOOR-PSEUDO)>
<ROOM DECK-NINE (LOC ROOMS) (DESC "Deck Nine") (C-MOVE <TABLE 0 0 0 0 0 15 0 0
0 15 0 0>) (EAST TO REACTOR-LOBBY IF CORRIDOR-DOOR IS OPEN) (WEST TO ESCAPE-POD
IF POD-DOOR IS OPEN) (IN TO ESCAPE-POD IF POD-DOOR IS OPEN) (UP TO GANGWAY IF
GANGWAY-DOOR IS OPEN) (FLAGS RLANDBIT ONBIT) (GLOBAL POD-DOOR CORRIDOR-DOOR
GANGWAY-DOOR STAIRS GLOBAL-POD) (PSEUDO "TRANSL" TRANSLATOR-PSEUDO "SLIME"
SLIME-PSEUDO) (ACTION DECK-NINE-F)>
<DEFINE-ROUTINE DECK-NINE-F>
<OBJECT SCRUB-BRUSH (LOC ADVENTURER) (DESC
"Patrol-issue self-contained multi-purpose scrub brush") (SYNONYM BRUSH
SCRUBBRUSH SCRUBRUSH) (ADJECTIVE SCRUB PATROL SELF-CONTAINED MULTI
MULTI-PURPOSE PURPOSE) (FLAGS TAKEBIT) (SIZE 10)>
<OBJECT CHRONOMETER (LOC ADVENTURER) (DESC "chronometer") (SYNONYM CHRONOMETER
WRISTWATCH WATCH) (ADJECTIVE WRIST) (SIZE 10) (FLAGS MUNGBIT TAKEBIT WEARBIT
WORNBIT) (ACTION CHRONOMETER-F)>
<DEFINE-ROUTINE CHRONOMETER-F>
<DEFINE-ROUTINE TELL-TIME>
<GLOBAL MUNGED-TIME 0 %<> WORD>
<OBJECT ID-CARD (LOC PATROL-UNIFORM) (DESC "ID card") (SYNONYM CARD CARDS) (
ADJECTIVE PATROL ID IDENTIFICATION) (FLAGS VOWELBIT TAKEBIT READBIT) (SIZE 3) (
TEXT "\"STELLAR PATROL|
Special Assignment Task Force|
ID Number: 6172-531-541\"")>
<OBJECT PATROL-UNIFORM (LOC ADVENTURER) (DESC "Patrol uniform") (LDESC
"A slightly wrinkled Patrol uniform is lying here.") (SYNONYM UNIFORM POCKET
SUIT) (ADJECTIVE PATROL WRINKLED) (FLAGS TAKEBIT WORNBIT WEARBIT CONTBIT
SEARCHBIT OPENBIT) (CAPACITY 10) (ACTION PATROL-UNIFORM-F)>
<DEFINE-ROUTINE PATROL-UNIFORM-F>
<OBJECT DIARY (LOC ADVENTURER) (DESC "diary") (SYNONYM DIARY MACHINE RECORDER)
(ADJECTIVE BATTERED OLD) (FLAGS ACIDBIT TAKEBIT READBIT TRANSBIT) (CAPACITY 0)
(SIZE 3) (ACTION DIARY-F)>
<GLOBAL DIARY-CTR 0 %<> WORD>
<DEFINE-ROUTINE DIARY-F>
<OBJECT DIARY-BUTTON (LOC DIARY) (DESC "little button") (SYNONYM BUTTON) (
ADJECTIVE LITTLE) (FLAGS NDESCBIT) (SIZE 0) (ACTION DIARY-BUTTON-F)>
<DEFINE-ROUTINE DIARY-BUTTON-F>
<CONSTANT DIARY-ENTRIES <PTABLE "Bug #46"
"July 22 -- Transferred from S.P.S. Trilobyte to S.P.S.
Feinstein for the third of my four tours of duty. I'm truly going to miss
my commander, Ensign First Class Lim. He was a friend in every respect --
someone you could always go to with a problem, someone I could really look
up to. We would sometimes talk long into the night. He would tell me
about his home world of Ash-Down V, and I would talk about growing up on
Gallium. I'd get pretty homesick sometimes, even though Gallium is not
exactly one of the garden spots of the universe. I just hope my new
commander is half as nice as Lim.||
This new ship seems pretty swell. I'm in a cabin with only five
other ensigns, and I've got one-and-a-half cubic meters of locker space!"
"July 23 -- Met my new commander today -- Ensign Cadet First
Class Blather. He seems like a real krip. (Excuse the language, Diary.) But
that might just be a bad first impression."
"July 25 -- One of my cabin mates, Gorund, organized a Double
Fanucci tournament among all the Ensigns Seventh Class. We were playing
during the 150-millichron rec period after lunch, and Blather burst in and
confiscated the sets and told us that playing war games was a violation of
patrol regulations. But Ensign Whirp, who's studying to be a patrol lawyer,
said she couldn't find anything about it in the regulations anywhere.|
BLATHER IS REALLY A TOTAL MEGAKRIP!!!"
"July 28 -- I went to see the personnel officer today to find
out what my new duties would involve. He showed me a list of all the open
assignments, and I decided to put in for the grotch-feeding detail. We picked
up a few grotches when we were on Crassus, and we're taking them to the
Zoology Labs on Tremain so that maybe they can figure out how an animal can
produce 47 times its weight in trot every day."
"Bozbar 7 -- Everyone from the P.O. to the ship's cook has
approved my application for the grotch-feeding detail -- except Blather. I
have an appointment to see him tomorrow. Wish me luck."
"Bozbar 8 -- TROT!! Blather rejected my application! And to
make it worse, he said that since I seem to love grotches so much, he's
assigning me to clean out their cages. TROT AND DOUBLE TROT!!"
"Bozbar 26 -- I haven't had time to keep my diary lately,
because Blather's been watching us all like a Teleran bird. Also, last
week he found the diary during a surprise inspection, gave me 200 demerits,
and told me that diaries were against regulations. But I'll be frobbed if
I'm going to stop. I've started hiding the diary inside my official documents
file, and I keep that hidden in the air duct. From now on I'll have to sneak
away somewhere to use it."
"Bozbar 27 -- Greeting from the Deck Four Supply Closet of the
S.P.S. Feinstein. I hope I'm not tempting fate, sneaking around with my diary
this way. I used to be as much of a disbeliever in destiny as the next guy,
but not anymore. Not since the time my mom warned my dad not to tempt fate
by walking across the astral plains after dark, when the computerized analysis
showed a 43% chance of resulting injury. My dad, stubborn as always, just
laughed at her and went right on taking his nightly strolls. THE VERY NEXT
SUMMER HE WENT WALKING AT NIGHT ON THE PLAINS AND STUMBLED OVER A CRATER AND
BRUISED HIS KNEE! Gosh!"
"Bozbar 28 -- We entered planetary orbit today, a non-human
world called Accardi-3 (although the natives call it something like
Blow'k-bibben-gordo). They're not officially part of the union. The rumors
say that we're picking up a special ambassador to take back to Tremain for
negotiations on joining the union. Tomorrow we have to put on our dress
uniforms for some special welcoming ceremony."
"August 2 -- I caught a glimpse of the alien ambassador during
the welcoming ceremonies yesterday. He looks like a cross between a tree
trunk and a melting ice cream cone. But at least the ceremony got me out of
cleaning the grotch cages today."
"August 7 -- Went to the mandatory Patrol Informational
Tri-vision Triple Feature last night. We saw 'Treatment For Space Lice
Infestation,' 'Shoreleave Shirley: How to Guard Against Contracting Alien
Diseases,' and 'The Oxygen Tank: Your Galvanized Buddy in the Vacuum.'
Blather confined half the ensigns to quarters for hooting during the second
feature. (The other half had fallen asleep during the first feature.)"
"August 24 -- TROT THAT TROTTING KRIP!! I applied for
astrophysics training for the next quarter, but Blather says my work for the
special assignment task force hasn't been good enough, so not only did he
reject my astrophysics application, but he says I'll have to take remedial
scrubbing next quarter. WHAT A TROTTING KRIP!||
You know, for the first time I'm beginning to have doubts about
whether I'm really cut out for the patrol. When I was growing up on Gallium,
it was always taken for granted that I would join up when I came of age. My
family has served in the patrol for five generations. In fact, my
great-great-grandfather was a high admiral and one of the founding fathers of
the Patrol! But I seem to be permanently stuck at Ensign 7th, and Blather is
making my life miserable..."
"Septem 4 -- We left hyperspace today at about 7600; weren't
scheduled to for about another two weeks. The grapevine says we have special
orders to investigate a planetary system here. Apparently, some of the
archaeologists back on Varshon think it might have been part of the Second
Union. I can't imagine why anyone would settle out here in this remote
corner of the galaxy."
"Septem 5 -- That krip has done it again! I missed two little
pellets of trot when I was when I was cleaning out the grotch cages yesterday,
and Blather gave me 100 demerits and assigned me two extra shifts of deck
scrubbing -- including Deck Nine, the filthiest deck on the ship! I'm
considering asking for a transfer -- or if things get worse, I might even
abandon ship!">>
<DEFINE-ROUTINE READ-DIARY>
<DEFINE-ROUTINE WORDS-ON-SCREEN>
<ROOM REACTOR-LOBBY (LOC ROOMS) (DESC "Reactor Lobby") (LDESC
"The corridor widens here as it nears the main drive area. To starboard is
the Ion Reactor that powers the vessel, and aft of here is the Auxiliary
Control Room. The corridor continues to port.") (C-MOVE <TABLE 0 0 0 0 0 15 0 0
0 0 0 0>) (WEST TO DECK-NINE IF CORRIDOR-DOOR IS OPEN) (SOUTH SORRY
"Ensign Blather pushes you roughly back toward your post.") (EAST SORRY
"Ensign Blather blocks your way, snarling angrily.") (FLAGS RLANDBIT ONBIT) (
GLOBAL CORRIDOR-DOOR)>
<ROOM GANGWAY (LOC ROOMS) (DESC "Gangway") (LDESC
"This is a steep metal gangway connecting Deck Eight, above, and Deck
Nine, below.") (C-MOVE <TABLE 0 0 10 0 0 0 0 0 0 0 0 0>) (UP TO DECK-EIGHT) (
DOWN TO DECK-NINE IF GANGWAY-DOOR IS OPEN) (FLAGS RLANDBIT ONBIT) (GLOBAL
GANGWAY-DOOR STAIRS) (ACTION GANGWAY-F)>
<DEFINE-ROUTINE GANGWAY-F>
<ROOM DECK-EIGHT (LOC ROOMS) (DESC "Deck Eight") (LDESC
"This is a featureless corridor leading port and starboard. A gangway leads
down, and to fore is the Hyperspatial Jump Machinery Room.") (C-MOVE <TABLE 0 0
10 0 0 0 0 0 0 0 0 0>) (DOWN TO GANGWAY) (EAST SORRY
"Blather throws you to the deck and makes you do 20 push-ups.") (WEST SORRY
"Blather throws you to the deck and makes you do 20 push-ups.") (NORTH SORRY
"Blather blocks your path, growling about extra galley duty.") (FLAGS RLANDBIT
ONBIT) (GLOBAL STAIRS)>
<GLOBAL BLATHER-LEAVE 0 %<> WORD>
<GLOBAL BRIGS-UP 0 %<> WORD>
<DEFINE-ROUTINE I-BLATHER>
<OBJECT BLATHER (DESC "Ensign First Class") (LDESC
"Ensign First Class Blather is standing before you, furiously scribbling
demerits onto an oversized clipboard.") (SYNONYM ENSIGN BLATHER) (ADJECTIVE
ENSIGN FIRST CLASS) (SIZE 150) (FLAGS VOWELBIT ACTORBIT) (ACTION BLATHER-F)>
<DEFINE-ROUTINE BLATHER-F>
<OBJECT AMBASSADOR (DESC "alien ambassador") (LDESC
"A high-ranking ambassador from a newly contacted alien race is standing
here on three of his legs, and watching you with seven of his eyes.") (SYNONYM
AMBASSADOR) (ADJECTIVE VERY IMPORTANT ALIEN HIGH-RANKING HIGH RANKING) (SIZE
150) (FLAGS VOWELBIT ACTORBIT) (ACTION AMBASSADOR-F)>
<OBJECT CELERY (DESC "piece of celery") (SYNONYM CELERY PIECE STALK) (FLAGS
NDESCBIT FOODBIT) (ACTION CELERY-F)>
<DEFINE-ROUTINE CELERY-F>
<GLOBAL AMBASSADOR-LEAVE 0 %<> WORD>
<DEFINE-ROUTINE I-AMBASSADOR>
<OBJECT BROCHURE (DESC "brochure") (LDESC
"Unfortunately, one of those stupid Blow'k-bibben-Gordo brochures is here.") (
SYNONYM BROCHURE PAMPHLET LEAFLET) (FLAGS ACIDBIT TAKEBIT READBIT) (SIZE 4) (
TEXT "\"The leading export of Blow'k-bibben-Gordo is the adventure game|
|
*** PLANETFALL ***|
|
written by S. Eric Meretzky.|
Buy one today. Better yet, buy a thousand.\"")>
<CONSTANT AMBASSADOR-QUOTES <PLTABLE
"introduces himself as Br'gun-te'elkner-ipg'nun."
"asks if you are performing some sort of religious ceremony."
"inquires whether you are interested in a game of Bocci."
"recites a plea for coexistence between your races."
"asks where Admiral Smithers can be found."
"remarks that all humans look alike to him." "offers you a bit of celery.">>
<DEFINE-ROUTINE AMBASSADOR-F>
<ROOM ESCAPE-POD (LOC ROOMS) (DESC "Escape Pod") (C-MOVE <TABLE 0 0 0 0 0 0 0 0
0 0 0 0>) (EAST PER POD-EXIT-F) (OUT PER POD-EXIT-F) (UP PER POD-EXIT-F) (FLAGS
RLANDBIT ONBIT) (VALUE 3) (GLOBAL POD-DOOR CONTROLS LIGHTS GLOBAL-POD WINDOW) (
ACTION ESCAPE-POD-F)>
<OBJECT GLOBAL-POD (LOC LOCAL-GLOBALS) (DESC "escape pod") (SYNONYM POD) (
ADJECTIVE EMERGENCY ESCAPE PRIMARY) (FLAGS VOWELBIT VEHBIT NDESCBIT) (ACTION
GLOBAL-POD-F)>
<DEFINE-ROUTINE GLOBAL-POD-F>
<DEFINE-ROUTINE POD-EXIT-F>
<OBJECT SAFETY-WEB (LOC ESCAPE-POD) (DESC "safety web") (SYNONYM MASS WEB
WEBBING NET) (ADJECTIVE SAFETY) (FLAGS CLIMBBIT VEHBIT NDESCBIT) (ACTION
SAFETY-WEB-F)>
<DEFINE-ROUTINE SAFETY-WEB-F>
<OBJECT TOWEL (DESC "towel") (SYNONYM TOWEL) (SIZE 10) (FLAGS READBIT TAKEBIT)
(TEXT "\"S.P.S. FEINSTEIN|
Escape Pod #42|
Don't Panic!\"") (ACTION TOWEL-F)>
<DEFINE-ROUTINE TOWEL-F>
<OBJECT FOOD-KIT (DESC "survival kit") (SYNONYM PROVISIONS KIT) (ADJECTIVE
SURVIVAL EMERGENCY) (SIZE 10) (CAPACITY 25) (FLAGS TAKEBIT CONTBIT SEARCHBIT) (
ACTION FOOD-KIT-F)>
<DEFINE-ROUTINE FOOD-KIT-F>
<OBJECT RED-GOO (LOC FOOD-KIT) (DESC "blob of red goo") (SYNONYM GOO BLOB FOOD
PIE) (ADJECTIVE RED CHERRY) (FLAGS ACIDBIT FOODBIT) (ACTION GOO-F)>
<OBJECT BROWN-GOO (LOC FOOD-KIT) (DESC "blob of brown goo") (SYNONYM GOO BLOB
FOOD STEW) (ADJECTIVE BROWN BEEF) (FLAGS ACIDBIT FOODBIT) (ACTION GOO-F)>
<OBJECT GREEN-GOO (LOC FOOD-KIT) (DESC "blob of green goo") (SYNONYM GOO BLOB
FOOD BEANS) (ADJECTIVE GREEN LIMA) (FLAGS ACIDBIT FOODBIT) (ACTION GOO-F)>
<DEFINE-ROUTINE GOO-F>
<DEFINE-ROUTINE ESCAPE-POD-F>
<OBJECT POD-DOOR (LOC LOCAL-GLOBALS) (DESC "escape pod bulkhead") (SYNONYM DOOR
BULKHEAD) (ADJECTIVE EMERGENCY ESCAPE POD) (FLAGS VOWELBIT DOORBIT NDESCBIT) (
ACTION POD-DOOR-F)>
<DEFINE-ROUTINE POD-DOOR-F>
<OBJECT CORRIDOR-DOOR (LOC LOCAL-GLOBALS) (DESC "wide bulkhead") (SYNONYM DOOR
BULKHEAD) (ADJECTIVE EMERGENCY WIDE) (FLAGS INVISIBLE DOORBIT OPENBIT NDESCBIT)
(ACTION GANGWAY-DOOR-F)>
<OBJECT GANGWAY-DOOR (LOC LOCAL-GLOBALS) (DESC "narrow bulkhead") (SYNONYM DOOR
BULKHEAD) (ADJECTIVE EMERGENCY NARROW) (FLAGS INVISIBLE DOORBIT OPENBIT
NDESCBIT) (ACTION GANGWAY-DOOR-F)>
<DEFINE-ROUTINE GANGWAY-DOOR-F>
<GLOBAL BLOWUP-COUNTER 0 %<> WORD>
<DEFINE-ROUTINE I-BLOWUP-FEINSTEIN>
<GLOBAL TRIP-COUNTER 0 %<> WORD>
<DEFINE-ROUTINE I-POD-TRIP>
<GLOBAL SINK-COUNTER 0 %<> WORD>
<DEFINE-ROUTINE I-SINK-POD>
^L
<OBJECT SLOT (LOC LOCAL-GLOBALS) (DESC "slot") (SYNONYM SLOT) (ADJECTIVE SMALL)
(FLAGS NDESCBIT) (ACTION SLOT-F)>
<DEFINE-ROUTINE SLOT-F>
<CONSTANT ELEVATOR-ENABLED "A recorded voice chimes \"Elevator enabled.\"">
<CONSTANT WRONG-CARD
"A sign flashes \"Inkorekt awtharazaashun kard...akses deeniid.\"">
<GLOBAL CARD-REVEALED <> %<> WORD>
<DEFINE-ROUTINE FLOYD-REVEAL-CARD-F>
<DEFINE-ROUTINE I-KITCHEN-DOOR-CLOSES>
^L
<OBJECT TELEPORTATION-BUTTON-1 (LOC LOCAL-GLOBALS) (DESC "brown button") (
SYNONYM BUTTON) (ADJECTIVE BROWN FIRST) (FLAGS NDESCBIT) (ACTION
TELEPORTATION-BUTTON-1-F)>
<OBJECT TELEPORTATION-BUTTON-2 (LOC LOCAL-GLOBALS) (DESC "beige button") (
SYNONYM BUTTON) (ADJECTIVE BEIGE SECOND) (FLAGS NDESCBIT) (ACTION
TELEPORTATION-BUTTON-2-F)>
<OBJECT TELEPORTATION-BUTTON-3 (LOC LOCAL-GLOBALS) (DESC "tan button") (SYNONYM
BUTTON) (ADJECTIVE TAN THIRD) (FLAGS NDESCBIT) (ACTION TELEPORTATION-BUTTON-3-F
)>
<GLOBAL TELEPORTATION-ON <> %<> WORD>
<DEFINE-ROUTINE TELEPORT>
<DEFINE-ROUTINE TELEPORTATION-BUTTON-1-F>
<DEFINE-ROUTINE TELEPORTATION-BUTTON-2-F>
<DEFINE-ROUTINE TELEPORTATION-BUTTON-3-F>
<DEFINE-ROUTINE I-TURNOFF-TELEPORTATION>
^L
<OBJECT GLOBAL-SHUTTLE (LOC LOCAL-GLOBALS) (DESC "shuttle car") (SYNONYM CAR
SHUTTLE) (ADJECTIVE SHUTTLE) (FLAGS NDESCBIT) (ACTION GLOBAL-SHUTTLE-F)>
<DEFINE-ROUTINE GLOBAL-SHUTTLE-F>
<ROOM SHUTTLE-CAR-ALFIE (LOC ROOMS) (DESC "Shuttle Car Alfie") (C-MOVE <TABLE 0
0 0 0 0 0 0 0 0 0 0 0>) (NORTH PER SHUTTLE-EXIT-F) (EAST TO ALFIE-CONTROL-EAST)
(WEST TO ALFIE-CONTROL-WEST) (FLAGS RLANDBIT ONBIT) (GLOBAL GLOBAL-SHUTTLE
SHUTTLE-DOOR) (ACTION SHUTTLE-CAR-F)>
<ROOM ALFIE-CONTROL-EAST (LOC ROOMS) (DESC "Alfie Control East") (C-MOVE <TABLE
0 0 0 0 0 0 0 0 0 0 0 0>) (WEST TO SHUTTLE-CAR-ALFIE IF SHUTTLE-DOOR IS OPEN) (
FLAGS RLANDBIT ONBIT) (GLOBAL SLOT WINDOW LEVER SHUTTLE-DOOR GLOBAL-SHUTTLE) (
ACTION CONTROL-CABIN-F)>
<ROOM ALFIE-CONTROL-WEST (LOC ROOMS) (DESC "Alfie Control West") (C-MOVE <TABLE
0 0 0 0 0 0 0 0 0 0 0 0>) (EAST TO SHUTTLE-CAR-ALFIE IF SHUTTLE-DOOR IS OPEN) (
FLAGS RLANDBIT ONBIT) (GLOBAL SLOT LEVER WINDOW SHUTTLE-DOOR GLOBAL-SHUTTLE) (
ACTION CONTROL-CABIN-F)>
<OBJECT LEVER (LOC LOCAL-GLOBALS) (DESC "lever") (SYNONYM LEVER) (FLAGS
NDESCBIT) (ACTION LEVER-F)>
<OBJECT SHUTTLE-DOOR (LOC LOCAL-GLOBALS) (DESC "door") (SYNONYM DOOR) (FLAGS
DOORBIT OPENBIT INVISIBLE) (ACTION SHUTTLE-DOOR-F)>
<DEFINE-ROUTINE SHUTTLE-CAR-F>
<ROOM SHUTTLE-CAR-BETTY (LOC ROOMS) (DESC "Shuttle Car Betty") (C-MOVE <TABLE 0
0 0 0 0 0 0 0 0 0 0 0>) (SOUTH PER SHUTTLE-EXIT-F) (EAST TO BETTY-CONTROL-EAST)
(WEST TO BETTY-CONTROL-WEST) (FLAGS RLANDBIT ONBIT) (GLOBAL GLOBAL-SHUTTLE
SHUTTLE-DOOR) (ACTION SHUTTLE-CAR-F)>
<ROOM BETTY-CONTROL-EAST (LOC ROOMS) (DESC "Betty Control East") (C-MOVE <TABLE
0 0 0 0 0 0 0 0 0 0 0 0>) (WEST TO SHUTTLE-CAR-BETTY IF SHUTTLE-DOOR IS OPEN) (
FLAGS RLANDBIT ONBIT) (GLOBAL GLOBAL-SHUTTLE SLOT WINDOW LEVER SHUTTLE-DOOR) (
ACTION CONTROL-CABIN-F)>
<ROOM BETTY-CONTROL-WEST (LOC ROOMS) (DESC "Betty Control West") (C-MOVE <TABLE
0 0 0 0 0 0 0 0 0 0 0 0>) (EAST TO SHUTTLE-CAR-BETTY IF SHUTTLE-DOOR IS OPEN) (
FLAGS RLANDBIT ONBIT) (GLOBAL GLOBAL-SHUTTLE SLOT LEVER WINDOW SHUTTLE-DOOR) (
ACTION CONTROL-CABIN-F)>
<DEFINE-ROUTINE CONTROL-CABIN-F>
<DEFINE-ROUTINE DESCRIBE-VIEW>
<DEFINE-ROUTINE SHUTTLE-DOOR-F>
<DEFINE-ROUTINE SHUTTLE-ENTER-F>
<CONSTANT CANT-GO "You can't go that way.">
<DEFINE-ROUTINE SHUTTLE-EXIT-F>
<GLOBAL ALFIE-AT-KALAMONTEE T %<> WORD>
<GLOBAL BETTY-AT-KALAMONTEE <> %<> WORD>
<GLOBAL SHUTTLE-MOVING <> %<> WORD>
<GLOBAL SHUTTLE-ON <> %<> WORD>
<GLOBAL SHUTTLE-VELOCITY 0 %<> WORD>
<GLOBAL SHUTTLE-COUNTER 0 %<> WORD>
<DEFINE-ROUTINE SHUTTLE-ACTIVATE>
<CONSTANT SHUTTLE-RECORDING-1
"A recorded voice says \"Shuttle controls are already activated.\"">
<CONSTANT SHUTTLE-RECORDING-2
"A recorded voice says \"Use other control cabin. Control activation
overridden.\"">
<CONSTANT SHUTTLE-RECORDING-3
"A recording of a deep male voice says \"Shuttle controls activated.\"">
<CONSTANT SHUTTLE-RECORDING-4
"A recorded voice says \"Shuttle controls are not currently activated.\"">
<DEFINE-ROUTINE I-TURNOFF-SHUTTLE>
<GLOBAL LEVER-SETTING 0 %<> WORD>
<DEFINE-ROUTINE LEVER-F>
<DEFINE-ROUTINE I-SHUTTLE>
<DEFINE-ROUTINE DESCRIBE-SHUTTLE-TRIP>
<GLOBAL ALFIE-BROKEN <> %<> WORD>
<GLOBAL BETTY-BROKEN <> %<> WORD>
<DEFINE-ROUTINE DESCRIBE-SHUTTLE-ARRIVE>
<CONSTANT SIGN-PASS
"You pass a sign, surrounded by blinking red lights, which says ">
^L
<GLOBAL SLEEPY-LEVEL 0 %<> WORD>
<DEFINE-ROUTINE I-SLEEP-WARNINGS>
<OBJECT BED (LOC LOCAL-GLOBALS) (DESC "bed") (SYNONYM BUNK BED) (ADJECTIVE
MULTI TIERED MULTI-TIERED BUNK) (FLAGS NDESCBIT CLIMBBIT VEHBIT) (ACTION BED-F)
>
<DEFINE-ROUTINE BED-F>
<DEFINE-ROUTINE I-FALL-ASLEEP>
<DEFINE-ROUTINE DREAMING>
<CONSTANT DREAMS <PLTABLE
"...You find yourself on the bridge of the Feinstein. Ensign Blather is here,
as well as Admiral Smithers. You are diligently scrubbing the control panel.
Blather keeps yelling at you to scrub harder. Suddenly you hit the ship's
self-destruct switch! Smithers and Blather howl at you as the ship begins
exploding! You try to run, but your feet seem to be fused to the deck..."
"...You gulp down the last of your Ramosian Fire Nectar and ask the
andro-waiter for another pitcher. This pub makes the finest Nectar on
all of Ramos Two, and you and your shipmates are having a pretty rowdy
time. Through the windows of the pub you can see a mighty, ancient castle,
shining in the light of the three Ramosian moons. The Fire Nectar spreads
through your blood and you begin to feel drowsy..."
"...Strangely, you wake to find yourself back home on Gallium. Even more
strangely, you are only eight years old again. You are playing with your
pet sponge-cat, Swanzo, on the edge of the pond in your backyard. Mom is
hanging orange towels on the clothesline. Suddenly the school bully jumps
out from behind a bush, grabs you, and pushes your head under the water.
You try to scream, but cannot. You feel your life draining away..."
"...Your vision slowly returns. You are on a wooded cliff overlooking
a waterfall. A rainbow spans the falls. Blather stands above you, bellowing
that the ground is filthy -- scrub harder! You throw your brush at Blather,
but it passes thru him as though he were a ghost, and sails over the cliff.
Blather leaps after the valuable piece of Patrol property, and both plummet
into the void..."
"...At last, the Feinstein has arrived at the historic Nebulon system. It's
been five months since the last shore leave, and you're anxious for
Planetfall. You and some other Ensigns Seventh Class enter the shuttle for
surfaceside. Suddenly, you're alone on the shuttle, and it's tumbling out of
control! It lands in the ocean and begins sinking! You try to clamber out,
but you are stuck in a giant spider web. A giant spider crawls closer and
closer...">>
<DEFINE-ROUTINE WAKING-UP>
<DEFINE-ROUTINE RESET-TIME>
^L
<GLOBAL HUNGER-LEVEL 0 %<> WORD>
<DEFINE-ROUTINE I-HUNGER-WARNINGS>
<CONSTANT NOT-HUNGRY "Thanks, but you're not hungry.">
^L
<GLOBAL SICKNESS-LEVEL 0 %<> WORD>
<GLOBAL SICKNESS-WARNING-FLAG <> %<> WORD>
<DEFINE-ROUTINE I-SICKNESS-WARNINGS>
<DEFINE-ROUTINE TRANSLATOR-PSEUDO>
<DEFINE-ROUTINE SLIME-PSEUDO>
<DEFINE-ROUTINE LIKE-SLIME>
<DEFINE-ROUTINE GRAFFITI-PSEUDO>
<DEFINE-ROUTINE DOOR-PSEUDO>
<DEFINE-ROUTINE WALKWAY-PSEUDO>
<DEFINE-ROUTINE BENCH-PSEUDO>
<DEFINE-ROUTINE CATWALK-PSEUDO>
<DEFINE-ROUTINE EQUIPMENT-PSEUDO>
<DEFINE-ROUTINE MONITORS-PSEUDO>
<DEFINE-ROUTINE MURAL-PSEUDO>
<DEFINE-ROUTINE LOGO-PSEUDO>
<DEFINE-ROUTINE KEYBOARD-PSEUDO>
<DEFINE-ROUTINE CRACK-PSEUDO>
<DEFINE-ROUTINE VOID-PSEUDO>
<DEFINE-ROUTINE SPOUT-PSEUDO>
<DEFINE-ROUTINE TOILET-PSEUDO>
<DEFINE-ROUTINE GAMES-PSEUDO>
<DEFINE-ROUTINE TAPES-PSEUDO>
<DEFINE-ROUTINE PARTITION-PSEUDO>
<DEFINE-ROUTINE CUBBYHOLE-PSEUDO>
<DEFINE-ROUTINE MAPS-PSEUDO>
<DEFINE-ROUTINE DEVICES-PSEUDO>
<DEFINE-ROUTINE CABLES-PSEUDO>
<DEFINE-ROUTINE STRUCTURE-PSEUDO>
<DEFINE-ROUTINE BUTTON-PSEUDO>
<DEFINE-ROUTINE CARPET-PSEUDO>
<DEFINE-ROUTINE CABINETS-PSEUDO>
<DEFINE-ROUTINE PLATE-PSEUDO>
<DEFINE-ROUTINE ESCALATOR-PSEUDO>
<DEFINE-ROUTINE REACTOR-BUTTON-PSEUDO>
<DEFINE-ROUTINE SUPPLIES-PSEUDO>
<DEFINE-ROUTINE DESK-PSEUDO>
<DEFINE-ROUTINE CRYO-BUTTON-PSEUDO>
<DEFINE-ROUTINE CASTLE-PSEUDO>
<DEFINE-ROUTINE CHEM-SPOUT-PSEUDO>
<DEFINE-ROUTINE CLEFT-PSEUDO>
<DEFINE-ROUTINE RUBBLE-PSEUDO>
<DEFINE-ROUTINE PLAQUE-PSEUDO>
<DEFINE-ROUTINE FENCE-PSEUDO>
<DEFINE-ROUTINE LOCK-PSEUDO>
<DEFINE-ROUTINE DIAGRAM-PSEUDO>
<DEFINE-ROUTINE ENUNCIATOR-PSEUDO>
<DEFINE-ROUTINE NEAR-BOOTH-PSEUDO>
<DEFINE-ROUTINE IN-BOOTH-PSEUDO>
<DEFINE-ROUTINE CANT-USE-THAT-WAY>
<CONSTANT TOO-DARK "It's too dark to see a thing.">

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<FILE-FLAGS CLEAN-STACK?>
<GLOBAL HINTS-OFF -1 %<> WORD>
<CONSTANT RETURN-SEE-HINT " RETURN = see hint">
<CONSTANT RETURN-SEE-HINT-LEN <LENGTH " RETURN = see hint">>
<CONSTANT Q-MAIN-MENU "Q = main menu">
<CONSTANT Q-MAIN-MENU-LEN <LENGTH "Q = main menu">>
<CONSTANT INVISICLUES "INVISICLUES (tm)">
<CONSTANT INVISICLUES-LEN <LENGTH "INVISICLUES (tm)">>
<CONSTANT Q-SEE-HINT-MENU "Q = see hint menu">
<CONSTANT Q-SEE-HINT-MENU-LEN <LENGTH "Q = see hint menu">>
<CONSTANT Q-RESUME-STORY "Q = Resume story">
<CONSTANT Q-RESUME-STORY-LEN <LENGTH "Q = Resume story">>
<CONSTANT PREVIOUS "P = Previous">
<CONSTANT PREVIOUS-LEN <LENGTH "P = Previous">>
<GLOBAL LINE-TABLE <PTABLE 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22> %<
> WORD>
<CONSTANT COLUMN-TABLE <PTABLE 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4>>
<DEFINE20 CONSTRUCT-HINTS (COUNT-NAME "TUPLE" STUFF "AUX" (SS <>) (HL (T)) (HLL
.HL) V (CL (T)) (CLL .CL) TCL TCLL) <REPEAT ((CT 0)) <COND (<OR <EMPTY? .STUFF>
<TYPE? <1 .STUFF> STRING>> <COND (<NOT .SS> <SET SS .STUFF> <SET TCL (T)> <SET
TCLL .TCL> <SET CT 0>) (T <SET V <SUBSTRUC .SS 0 <- <LENGTH .SS> <LENGTH .STUFF
>>>> <SET HLL <REST <PUTREST .HLL (<EVAL <FORM PLTABLE !.V>>)>>> <COND (.
COUNT-NAME <SET CLL <REST <PUTREST .CLL (<EVAL <FORM TABLE (BYTE) !<REST .TCL!>
>>)>>> <SET TCL (T)> <SET TCLL .TCL> <SET CT 0>)> <SET SS .STUFF>)> <COND (<
EMPTY? .STUFF> <RETURN>)> <SET STUFF <REST .STUFF>>) (T <COND (.COUNT-NAME <
COND (<1? <MOD <SET CT <+ .CT 1>> 2>> <SET TCLL <REST <PUTREST .TCLL (0)>>>)>)>
<SET STUFF <REST .STUFF>>)>> <COND (.COUNT-NAME <EVAL <FORM CONSTANT .
COUNT-NAME <EVAL <FORM PTABLE !<REST .CL!>>>>>)> <EVAL <FORM PLTABLE !<REST .HL
!>>>>
<CONSTANT HINTS <CONSTRUCT-HINTS HINT-COUNTS "THE FEINSTEIN" <PLTABLE
"How do I get past Blather?"
"There's no way to get beyond Deck Eight or the Reactor Lobby."
"Really! There's no way!"> <PLTABLE "How can I stop getting demerits?"
"Scrub harder?" "I wouldn't worry too much; demerits aren't that important."> <
PLTABLE "What about Lieutenant Measle?"
"All he wants is some information for your records."
"Ahem. Lieutenant Measle???"> <PLTABLE "What do I do with the Ambassador?"
"Enjoy his company. He's just there to liven up the game opening."> <PLTABLE
"How do I get the translator?" "You can't."> <PLTABLE
"How do I get the celery?" "You can't."> <PLTABLE
"How do I get the Ambassador's map?" "The Ambassador doesn't have any map!"> <
PLTABLE "What should I do in the Galley?" "Try eating the stew."
"Did you find the handbook for programming autopilots?"
"How did you get to a nonexistent place?"> <PLTABLE
"How do I get out of the Brig?"
"The best way to get out is to never get thrown in."
"If you don't upset Blather by leaving your post, you'll never get thrown in the Brig."
"Once you're in the Brig, there's no way out."> <PLTABLE
"How can I save the Feinstein?"
"It might be a malfunction in the Hyperspatial Jump Machinery Room."
"Of course, since you can't enter that room, you'll never know."
"There's no way to prevent it, and you won't find out until later what caused it. Best thing to do is try to survive the shipwreck."
> <PLTABLE "Can I open the escape pod bulkhead?"
"It opens automatically during any emergency."
"For example, when the Feinstein begins exploding."> "THE POD TRIP" <PLTABLE
"How do I control the pod?" "The controls are entirely automated."
"Sit back and relax. Let the autopilot do the driving."> <PLTABLE
"I keep getting killed! Help!" "Are you standing?"
"The adjective associated with the web is notable."
"Get in the safety web and don't stand until you've landed."> <PLTABLE
"Can I keep the pod from sinking?" "Sorry, you can't."> <PLTABLE
"Will I use the emergency provisions?"
"It's always a good idea in adventure games to take anything that you can carry."
> <PLTABLE "Can I leave the pod after landing?"
"Sure. Have you tried opening the door?"
"You can't reach the door while you're still in the web."
"Once the door is open, either UP or OUT works."
"Needless to say, don't dally too long."> <PLTABLE
"I keep drowning underwater. Help!"
"The water is a dangerous place to be. Leave it immediately."
"There is light filtering down from above." "Say UP."> "THE DORMITORY" <PLTABLE
"What can I do on the Balcony?"
"The plaque is the only thing of interest there."> <PLTABLE
"Of what use is the ruined castle?" "Not much."> <PLTABLE
"What can I do in the Rec Area?"
"There are some interesting tapes and games there."
"Have you noticed the locked door leading north?"> <PLTABLE
"Can I unlock the door with the dial?" "It's a combination lock."
"You could try setting it to every number from 1 to 1000."
"The combination can be found in the lab area."
"It is in the pocket of the lab uniform."> <PLTABLE
"What use are the four dorms?" "They are all identical."
"They make good places to sleep."> <PLTABLE
"What about the sanitary facilities?"
"You won't need to use them. The game isn't THAT realistic."
"They are of no importance."> <PLTABLE "How do I open the padlock?"
"You'll need a key."
"Have you seen a \"glint of light\" anywhere while exploring?"
"It's in the crevice in Admin Corridor South."
"You can't reach it with your hands. You'll need something else."
"The curved metal bar." "It's a magnet. Try holding it over the key."> <PLTABLE
"How do I open the tin can?"
"Don't develop the next hint until you've found the can opener."
"There is no can opener. You must be cheating."
"There is no way to open the can."> <PLTABLE
"Does the door in the Mess Hall open?"
"If you mean the locked door in the southern end, yes."
"The slot next to the door is important."
"You'll need the kitchen access card." "It's located beyond the rift."
"It's in the desk in the Small Office. Slide it through the slot."> <PLTABLE
"What is the ladder for?" "It is needed to get past a major obstacle."
"You've probably seen the obstacle." "The rift."> <PLTABLE
"What use is the kitchen dispenser?" "Have you tried pushing the button?"
"That liquid is food." "You'll need something to catch the liquid."
"The octagonal shape of the niche is important."
"Open the canteen and put it in the niche."> "ADMIN/MECH AREA" <PLTABLE
"What can I do in the Physical Plant?" "Nothing."
"It's there just for show. Every large complex of buildings needs one."> <
PLTABLE "Is the crack in the floor important?" "Yes."> <PLTABLE
"Is the deactivated robot important?" "Yes, indeed!" "Turn it on."> <PLTABLE
"How do I run the reactor elevator?" "The slot in the elevator is important."
"You'll need the reactor elevator access pass."
"Don't develop further until you've been on the helicopter trip."
"Cheating again, eh? There's no way to operate that elevator."> <PLTABLE
"How do I fix the reactors?" "Have you opened the repair panel?"
"Some of the megafuses seem to be burned out."
"Try replacing the megafuses with the good ones from the box in Storage East."
"Oh, come now. You haven't been to the reactors, have you?"> <PLTABLE
"How do I cross the rift?" "Jumping is a bad idea."
"You'll need an item which you may not have seen yet."
"It's behind the padlocked door."
"Extend the ladder and put it across the rift."> <PLTABLE
"How can I see in the darkened area?" "You'll need a light source."> <PLTABLE
"What is the chemical dispenser for?"
"Have you tried pushing any of the buttons on it?"
"The flask can be used to hold the chemical fluid."
"The first seven buttons are obviously coolants and catalysts."
"The two white buttons produce an acid and a base."
"You'll need the coolants and catalysts for the Comm Room problem."> <PLTABLE
"What do I do with the acid and base?"
"Batteries are made out of acids and bases."
"Have you run into any dangerous creatures? You might be able to use the acid or base as a weapon."
"Actually, these two chemicals are totally useless."> <PLTABLE
"Can I fix the disassembled robots?" "A repair robot might be of help."
"Don't go on until you've repaired Achilles."
"There's no way to reassemble those robots."> <PLTABLE
"What about the Plan Room?"
"There's nothing for you to do in there, but you might pick up some useful information there."
> <PLTABLE "What about the Systems Monitors?"
"There's nothing for you to do in there, but you might pick up some useful information there."
> <PLTABLE "Is there any way to take the hose?" "What hose?"> "ELEVATORS/TOWER"
<PLTABLE "Can I open the Elevator Lobby doors?"
"Try pushing the red and blue buttons." "Then wait a little while."> <PLTABLE
"How do the elevators work?" "The slot on the control panels is important."
"You'll need to find the respective access passes."
"When you find them, slide them through the slot, and then say PUSH UP BUTTON or PUSH DOWN BUTTON."
"The upper elevator access card is located beyond the rift."
"It's in the desk in the Small Office."
"Floyd has the lower elevator access card."
"He may give it to you when you use another access card in his presence. Alternately, you can turn him off and search him."
> <PLTABLE "What is the Helipad for?"
"The helicopters probably land and take off from there."> <PLTABLE
"How do I enter the Helicopter?" "Try ENTER THE HELICOPTER."> <PLTABLE
"TELL ME ABOUT THE OBSERVATION DECK"
"Nice view of another complex of buildings on a nearby island."> <PLTABLE
"Should I do anything with the birds?" "Try feeding them."
"Birds like insects." "What birds? What insects?"> <PLTABLE
"What is the comm. receive console?" "Try pressing the button on it."
"Apparently, it received a transmission from the Feinstein just before the ship blew up."
> <PLTABLE "What is the comm. send console?"
"Read the screen. The message is very interesting."
"The message isn't being sent, however."
"You can repair the communication system using the chemical dispenser in the Machine Shop."
"The colored light on the enunciator panel refers to one of the colored buttons on the dispenser."
"Keep pouring the proper chemical fluid into the hole on the console until it is fixed. It will take anywhere from three to five trips."
> "HELICOPTER TRIP" <PLTABLE "Where do I find the helicopter?"
"You need to use the upper elevator to get to it."> <PLTABLE
"How do I unlock the control panel?"
"Try reading the green spool using the microfilm reader."
"According to the spool, you'll find a key in Transportation Supply."> <PLTABLE
"Where is the helicopter access card?"
"Try reading the green spool using the microfilm reader."
"According to the spool, the card would be in Transportation Supply."> <PLTABLE
"How do I use the helicopter?"
"Unless you have the helicopter control panel key and the helicopter access card, don't read any further."
"Use the key to open the control panel cover."
"Use the access card to activate the controls."
"Just tell your intended destination to the voice-controlled autopilot, then sit back and enjoy the trip."
"Amazing feat, your managing to get this far, considering the key and card don't exist."
> <PLTABLE "What destination should I select?"
"Where would you expect to find people?" "A large city, perhaps?"
"Try the capital city of Resida, Pilandoor."
"Don't you feel pretty silly, considering there's no way to even get the helicopter off the ground?"
> "SHUTTLE TRIP" <PLTABLE "Where do I find the shuttle?"
"You need to use the lower elevator to get to it."> <PLTABLE
"How do I operate the shuttle?"
"You'll need the shuttle access card. By now you should know how to use these cards."
"You can't operate the shuttle after 6000."
"Hopefully, you can figure out that you want to be in the control cabin facing the set of tracks, not the one facing the blank wall."
> <PLTABLE "How do I use the shuttle controls?"
"First, activate the controls (see previous question)."
"Pushing the lever up into the \"+\" position causes the shuttle to accelerate. Pulling the lever down into the \"-\" position causes the shuttle to decelerate."
"When the lever is in the central position, the shuttle will continue to move at its current velocity."
"The digital display tells the current velocity of the shuttle."> <PLTABLE
"I always crash at the other station!"
"You're going too fast. Decelerate sooner."
"If you're going faster than 20 when you get to the far station, you'll be killed."
"If you're going between 5 and 20 you will survive, but the shuttle will be damaged."
> "SYSTEMS/LIBRARY" <PLTABLE "What is the medicine for?" "Read the label."> <
PLTABLE "The Repair Room door is too small!"
"It's too small for YOU to get through." "It's \"robot-sized\"."
"Ask Floyd to go through the doorway."> <PLTABLE
"Do the Repair Room cabinets open?" "You'll have to repair Achilles first."> <
PLTABLE "How can I repair Achilles?"
"Waldo won't be of any help (unless you're playing SUSPENDED)."
"Try using the microfilm reader to read the brown spool."
"The brown spool is in the Radiation Lab."
"Unfortunately, there's no way to get the brown spool to the microfilm reader."
"There is also no way to repair Achilles."> <PLTABLE
"Is there a good fromitz board?" "Yes."
"Have you been beyond the small door in the Repair Room?"
"You'll have to ask Floyd to get the good fromitz board."> <PLTABLE
"Is there a good bedistor anywhere?" "Yes."
"It's in Storage East, just off Mech Corridor North. If you missed it, you'd better improve your exploring and mapping abilities."
> <PLTABLE "TELL ME ABOUT PLANETARY DEFENSE"
"The library might tell you something."
"Apparently, it is an automatic meteor defense. Perhaps this solar system has a high meteor density."
"The system's discrimination circuit seems to have failed."
"This is probably why the Feinstein was destroyed. You'd better repair it."
"Open the access panel."
"Figure out which board is malfunctioning and remove it."
"It's the second board. Take it and put the good fromitz board in the resulting empty socket."
> <PLTABLE "TELL ME ABOUT THE COURSE CONTROL"
"The library might tell you something about it."
"Apparently, the entire planet was moved into a more favorable but less stable orbit. This system ensures that the planet stays in the proper orbit."
"The course control system seems to be malfunctioning. If the planet was approaching its sun, it would explain the melting ice caps and water level rise."
"You'd better repair this system."
"Try opening the cube and removing the fused bedistor." "You'll need a tool."
"Use the pliers from the Tool Room to remove the fused bedistor."
"Put the good bedistor into the cube."> <PLTABLE
"Why is this Physical Plant so big?"
"True, this plant is larger than its counterpart in the Kalamontee Complex, even though the Lawanda Complex is slightly smaller."
"Perhaps there is a large section of the Lawanda Compex that you haven't seen yet..."
"...such as the cryo-chambers, buried deep underground."> <PLTABLE
"How do I use the computer terminal?" "Firstly, turn it on."
"To select an item in the menu, use the TYPE command. For example, to select item 2, type TYPE 2."
"Typing TYPE 0 returns you to the next highest menu level (except, of course, if you are at the Main Menu, which is the highest level)."
> <PLTABLE "How do I use the microfilm reader?" "It must be turned on."
"The colored spools are spools of microfilm."
"Put one in the opening in the reader."> <PLTABLE
"How do I summon the librarian?" "You can't." "Really!"> "PROJCON AND LAB" <
PLTABLE "What is the signficance of SanFac F?"
"Haven't you realized by now that these SanFacs are of no interest?"> <PLTABLE
"What about the ProjCon Office?" "The library might be of some help."
"It was the main office for the Project."> <PLTABLE "Is the logo important?"
"It also appears on the lab uniform."
"It's yet another little hint about what's going on."> <PLTABLE
"Is the mural important?"
"Examination reveals that there might be an area behind it."
"But don't worry about it now." "When the time comes, you'll know it."> <
PLTABLE "Who is Burstini Bonz?"
"Wasn't he the great Respectivist artist who became famous for painting awesomely phenomenal murals during the 89th century?"
> <PLTABLE "What is the laboratory area for?"
"The library might have some information on that."
"It is the laboratory built to find a cure for the Disease."> <PLTABLE
"Is the Bio-Lab safe to enter?" "Try it."
"Nope, I guess it wasn't. Hope you did a SAVE first."> <PLTABLE
"Is the Radiation Lab safe to enter?" "Try it."
"Nope, I guess you can't. Hope you did a SAVE first."> <PLTABLE
"Where is the radiation suit?" "It might be down near the Reactors."
"Find a light source, then use the Reactor Access Stairs."
"There's a lamp in the Radiation Lab."
"Going in circles? There's no radiation suit anywhere."> <PLTABLE
"What is the card in the Bio-Lab?" "Floyd will tell you when he sees it."
"It's for the Miniaturization Booth."> <PLTABLE
"Can I get the card from the Bio-Lab?" "You'll die trying."
"Floyd's a robot. He might be tougher."
"He'll volunteer to get the card if he has a good enough reason."
"Do you know what the card is and what you would use it for?"
"The Miniaturization Booth is for repairing the Computer."
"Show Floyd the computer printout, or let him see the warning light in the Computer Room."
"Then take him into Bio-Lock East and do what he says."> "COMPUTER/ENDGAME" <
PLTABLE "What does the computer do?" "The library might have something on it."
"It runs the automated Project..."
"...which is trying to find a cure for the Disease."> <PLTABLE
"Is the printout important?"
"It appears that the Project was incredibly close to a successful conclusion."
"Then the computer broke down."
"If you've been in the Repair Room, you'll know that summoning the repair robot didn't help."
"You'll have to fix the computer yourself." "Use the Miniaturization Booth."> <
PLTABLE "Does the Miniaturization Booth work?"
"You'll need the proper access card, of course." "It's in the Bio-Lab."
"Once you've activated the booth, type the damaged sector number."
"Have you read the printout?" "The damaged sector is 384. Type TYPE 384."
"You will then be miniaturized and teleported into the damaged sector, where you can attempt to effect repairs."
> <PLTABLE "I am at Station 384. What now?" "Explore around."
"Have you seen and examined the relay?"
"You'll have to figure out a way to remove the speck." "The laser."
"You must destroy the speck without harming the relay."
"The dial must be set to 1, so that the beam will pass harmlessly through the red translucent exterior of the relay."
"You'll have to shoot the speck a number of times to destroy it."> <PLTABLE
"Can I talk to the giant spider?" "Yes." "Play STARCROSS."> <PLTABLE
"How do I get past the giant microbe?" "Try shooting it with the laser."
"That won't have any effect while the laser is set to 1, of course."
"If you don't keep shooting the microbe, it will get close enough to eat you."
"Repeated shootings of the microbe merely hold it at bay, and sooner or later you're killed when sector 384 comes to life."
"Has the microbe become interested in anything besides you?"
"The microbe is attracted to the warmth of the laser."
"When the laser gets warm enough, throw it over the edge of the strip, into the void below. The microbe will leap after it."
> <PLTABLE "How do I get back from the Strip?" "Go to Station 384."> <PLTABLE
"How do I get out of the Lab Office?"
"Opening the door right off isn't a healthy idea."
"There are some buttons on the wall..." "To get a clue, search the desk."
"Have you opened the desk?" "Put on the gas mask, then press the red button."
"Then, move fast. You don't have a millichron to spare."> <PLTABLE
"How do I get rid of the mutants?" "You can't kill them."
"There's only one way to lose them."
"You're very close to the end of the game." "Did you hear an announcement?"
"Remember the mural?" "Go to the ProjCon Office."
"Go south into the elevator and push the button."> "GENERAL QUESTIONS" <PLTABLE
"What do I do with my ID card?" "It's useless."> <PLTABLE
"Why did my things go when I slept?"
"Do you normally go to sleep holding things? You dropped them while you were sleeping. Check the floor of the room where you slept."
> <PLTABLE "How do I read the native language?"
"It's actually a phonetic version of English."
"\"X\" is used in place of \"TH\" and \"C\" is used in place of \"CH\"."
"Double vowels signify the long vowel sound, and single vowels indicate the short vowel sound."
> <PLTABLE "I keep starving to death. Feed me!"
"Didn't you take the survival kit from the safety pod?"
"Of course, that doesn't last long."
"There's a can of spam and eggs in Storage West."
"Unfortunately, there's no way to open it."
"You'll have to get into the Kitchen." "It's just south of the Mess Hall."> <
PLTABLE "Where can I sleep?" "Civilized people usually sleep in beds."
"If you sleep elsewhere, you might be devoured (by grues?)."
"There are beds in the four dorms, and the Infirmary."
"Of course, the bed in the Infirmary is a bad idea for other reasons."> <
PLTABLE "Where can I find a light source?" "Have you tried burning the towel?"
"Okay, that didn't work. There IS a lantern somewhere."
"It's in the Radiation Lab."
"You can't enter the Radiation Lab and survive without a radiation suit."
"There is no radiation suit."
"There is no way to get a light source into the dark rooms."> <PLTABLE
"What is a grue?" "Ask the game."> <PLTABLE "Do the teleportation booths work?"
"Of course! But you'll have to find the teleportation access card first."
"It's in the lab area, which you may not have been to yet."
"It's in the pocket of the lab uniform."
"Slide the card thru the slot, then press the button corresponding to the booth you want to teleport to."
> <PLTABLE "How does the laser work?" "You must be holding it to fire it."
"It has six settings. Each setting produces a different colored beam."
"The battery in it when you find it won't last very long."
"You'll need a fresh battery."
"Open the laser, remove the old battery, and put the new battery in."> <PLTABLE
"Where do I find a new laser battery?" "Have you tried making one?"
"Some batteries are made by mixing acids and bases."
"However, there's no way to make your own battery. There is a fresh battery lying around somewhere."
"It's in Lab Storage."> <PLTABLE "What are megafuses for?"
"They're electrical components."
"They're usually used for repairing Reactor systems."> <PLTABLE
"What are fromitz boards for?" "They're electrical components."
"They're usually used for repairing Planetary Defense systems."> <PLTABLE
"What are bedistors for?" "They're electrical components."
"They're usually used for repairing Course Control systems."> <PLTABLE
"Doctor, doctor! Why am I so sick?"
"You'll find out when you get to the Library."
"You have contracted the Disease. It is fatal."
"The medicine in the Infirmary might help a bit."
"But your only long-term hope is to help bring the Project to its ultimate goal."
> <PLTABLE "I finished, but without 80 points!"
"You didn't repair all the broken systems." "Consult the Systems Monitors."
"You must repair the Communication System, the Planetary Defense System, and the Course Control System in order to get the optimum ending."
> <PLTABLE "How can I talk to Floyd?" "He has to be on, of course."
"Talk to him the same way you would talk to any other character in the game: FLOYD, EAT THE CAKE (for example)."
> "MISCELLANEOUS" <PLTABLE "How to get all 80 points"
"This section should only be used as a last resort, or for your own interest after you've completed PLANETFALL."
"3 points for entering the Escape Pod." "3 points for entering the Crag."
"2 points for turning Floyd on for the first time."
"2 points for firing the laser for the first time."
"4 points for entering Storage West."
"4 points for entering Admin Corridor North."
"4 points for entering the Kitchen." "4 points for entering the Tower Core."
"4 points for entering the Kalamontee Platform."
"4 points for entering the Lawanda Platform."
"1 point for taking the kitchen access card."
"1 point for taking the shuttle access card."
"1 point for taking the upper elevator access card."
"1 point for taking the lower elevator access card."
"1 point for taking the miniaturization access card."
"2 points for Floyd's death." "6 points for fixing the communications system."
"6 points for fixing the planetary defense system."
"6 points for fixing the course control system."
"4 points for entering the Strip Near Station."
"4 points for entering the Auxiliary Booth."
"8 points for fixing the computer." "5 points for entering the Cryo-Elevator.">
<PLTABLE "Have you tried...?"
"Don't expose these amusing suggestions until you've finished Planetfall. They may give away the answers to puzzles in the game."
"Reading the graffiti in the Brig?"
"Attacking, talking to, or throwing something at Blather?"
"Attacking or talking to the ambassador?"
"Touching, eating, smelling, or looking at the slime?" "Scrubbing the slime?"
"Eating the celery?" "Examining the games and tapes in the Rec Area?"
"Looking under the table in the Mess Hall?"
"Kicking, attacking, rubbing, or kissing Floyd?"
"Throwing acid at the mutants?" "Reading your chronometer?"
"Taking off your chronometer or pouring acid on it?"
"Getting into bed in the Infirmary?" "Scrubbing yourself?" "Reading the towel?"
"Removing your uniform while Blather or Floyd are present?"
"Destroying the mural?"
"\"Stealing\" the lower elevator card from Floyd and then showing it to him?"
"Giving Floyd the Lazarus breast plate?" "Typing ZORK?">>>
<GLOBAL CUR-POS 0 %<> WORD>
<GLOBAL QUEST-NUM 1 %<> WORD>
<GLOBAL CHAPT-NUM 1 %<> WORD>
<CONSTANT DIROUT-TBL <TABLE 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0>>
<DEFINE-ROUTINE V-HINTS-NO>
<DEFINE-ROUTINE V-HINT>
<DEFINE-ROUTINE PICK-QUESTION>
<DEFINE-ROUTINE ERASE-CURSOR>
<DEFINE-ROUTINE NEW-CURSOR>
<DEFINE-ROUTINE INVERSE-LINE>
<DEFINE-ROUTINE DISPLAY-HINT>
<DEFINE-ROUTINE PUT-UP-QUESTIONS>
<DEFINE-ROUTINE PUT-UP-CHAPTERS>
<DEFINE-ROUTINE INIT-HINT-SCREEN>
<DEFINE-ROUTINE CENTER-LINE>
<DEFINE-ROUTINE LEFT-LINE>
<DEFINE-ROUTINE RIGHT-LINE>
OW

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.FUNCT V-HINTS-NO
EQUAL? PRSO,ROOMS /?CCL3
PRINTI "I don't understand what you mean."
CRLF
RETURN 2
?CCL3: SET 'HINTS-OFF,TRUE-VALUE
PRINTI "[Hints have been disallowed for this session.]"
CRLF
RETURN 2
.FUNCT V-HINT,CHR,MAXC,C,Q,WHO
?FCN: EQUAL? HINTS-OFF,-1 \?CCL3
SET 'HINTS-OFF,0
PRINTI "[Warning: It is recognized that the temptation for help may at times be so exceedingly strong that you might fetch hints prematurely. Therefore, you may at any time during the story type HINTS OFF, and this will disallow the seeking out of help for the present session of the story. If you still want a hint now, indicate HINT.]"
CRLF
RETURN 2
?CCL3: ZERO? HINTS-OFF /?CND1
ICALL PERFORM,V?HINTS-NO,ROOMS
RETURN 2
?CND1: GET HINTS,0 >MAXC
ICALL1 INIT-HINT-SCREEN
CURSET 5,1
ICALL1 PUT-UP-CHAPTERS
SUB CHAPT-NUM,1 >CUR-POS
ICALL1 NEW-CURSOR
?PRG9: INPUT 1 >CHR
EQUAL? CHR,81,113 \?CCL13
SET 'Q,TRUE-VALUE
JUMP ?REP10
?CCL13: EQUAL? CHR,78,110 \?CCL15
ICALL1 ERASE-CURSOR
EQUAL? CHAPT-NUM,MAXC \?CCL18
SET 'CUR-POS,0
SET 'CHAPT-NUM,1
SET 'QUEST-NUM,1
JUMP ?CND16
?CCL18: INC 'CUR-POS
INC 'CHAPT-NUM
SET 'QUEST-NUM,1
?CND16: ICALL1 NEW-CURSOR
JUMP ?PRG9
?CCL15: EQUAL? CHR,80,112 \?CCL20
ICALL1 ERASE-CURSOR
EQUAL? CHAPT-NUM,1 \?CCL23
SET 'CHAPT-NUM,MAXC
SUB MAXC,1 >CUR-POS
JUMP ?CND21
?CCL23: DEC 'CUR-POS
DEC 'CHAPT-NUM
?CND21: SET 'QUEST-NUM,1
ICALL1 NEW-CURSOR
JUMP ?PRG9
?CCL20: EQUAL? CHR,13,10 \?PRG9
ICALL1 PICK-QUESTION
?REP10: ZERO? Q /?FCN
CLEAR -1
ICALL1 INIT-STATUS-LINE
PRINTI "Back to the story ..."
CRLF
RETURN 2
.FUNCT PICK-QUESTION,CHR,MAXQ,Q
?FCN: ICALL2 INIT-HINT-SCREEN,FALSE-VALUE
ICALL LEFT-LINE,3,RETURN-SEE-HINT,RETURN-SEE-HINT-LEN
ICALL RIGHT-LINE,3,Q-MAIN-MENU,Q-MAIN-MENU-LEN
GET HINTS,CHAPT-NUM
GET STACK,0
SUB STACK,1 >MAXQ
CURSET 5,1
ICALL1 PUT-UP-QUESTIONS
SUB QUEST-NUM,1 >CUR-POS
ICALL1 NEW-CURSOR
?PRG1: INPUT 1 >CHR
EQUAL? CHR,81,113 \?CCL5
SET 'Q,TRUE-VALUE
JUMP ?REP2
?CCL5: EQUAL? CHR,78,110 \?CCL7
ICALL1 ERASE-CURSOR
EQUAL? QUEST-NUM,MAXQ \?CCL10
SET 'CUR-POS,0
SET 'QUEST-NUM,1
JUMP ?CND8
?CCL10: INC 'CUR-POS
INC 'QUEST-NUM
?CND8: ICALL1 NEW-CURSOR
JUMP ?PRG1
?CCL7: EQUAL? CHR,80,112 \?CCL12
ICALL1 ERASE-CURSOR
EQUAL? QUEST-NUM,1 \?CCL15
SET 'QUEST-NUM,MAXQ
SUB MAXQ,1 >CUR-POS
JUMP ?CND13
?CCL15: DEC 'CUR-POS
DEC 'QUEST-NUM
?CND13: ICALL1 NEW-CURSOR
JUMP ?PRG1
?CCL12: EQUAL? CHR,13,10 \?PRG1
ICALL1 DISPLAY-HINT
?REP2: ZERO? Q /?FCN
RFALSE
.FUNCT ERASE-CURSOR,?TMP1
GET LINE-TABLE,CUR-POS >?TMP1
GET COLUMN-TABLE,CUR-POS
SUB STACK,2
CURSET ?TMP1,STACK
PRINTC 32
RTRUE
.FUNCT NEW-CURSOR,?TMP1
GET LINE-TABLE,CUR-POS >?TMP1
GET COLUMN-TABLE,CUR-POS
SUB STACK,2
CURSET ?TMP1,STACK
PRINTC 62
RTRUE
.FUNCT INVERSE-LINE,CENTER-HALF
HLIGHT H-INVERSE
GETB 0,33
ICALL2 PRINT-SPACES,STACK
HLIGHT H-NORMAL
RTRUE
.FUNCT DISPLAY-HINT,H,MX,CNT,CHR,FLG,N,CV,SHIFT?,COUNT-OFFS,CURCX,CURC,?TMP1
SET 'CNT,2
SET 'FLG,TRUE-VALUE
CLEAR -1
SPLIT 3
SCREEN S-WINDOW
CURSET 1,1
ICALL1 INVERSE-LINE
ICALL CENTER-LINE,1,INVISICLUES,INVISICLUES-LEN
CURSET 3,1
ICALL1 INVERSE-LINE
ICALL LEFT-LINE,3,STR?824
ICALL RIGHT-LINE,3,Q-SEE-HINT-MENU,Q-SEE-HINT-MENU-LEN
CURSET 2,1
ICALL1 INVERSE-LINE
HLIGHT H-BOLD
GET HINTS,CHAPT-NUM >?TMP1
ADD QUEST-NUM,1
GET ?TMP1,STACK >H
SUB CHAPT-NUM,1
GET HINT-COUNTS,STACK >CV
GET H,1
ICALL CENTER-LINE,2,STACK
HLIGHT H-NORMAL
GET H,0 >MX
SCREEN S-TEXT
CRLF
MOD QUEST-NUM,2 >SHIFT?
SUB QUEST-NUM,1
DIV STACK,2 >COUNT-OFFS
GETB CV,COUNT-OFFS >CURCX
ZERO? SHIFT? /?CCL3
SHIFT CURCX,-4
JUMP ?CND1
?CCL3: PUSH CURCX
?CND1: BAND STACK,15
ADD 2,STACK >CURC
?PRG4: EQUAL? CNT,CURC /?PRG9
GET H,CNT
PRINT STACK
CRLF
INC 'CNT
JUMP ?PRG4
?PRG9: ZERO? FLG /?CCL13
GRTR? CNT,MX \?CCL13
SET 'FLG,FALSE-VALUE
PRINTI "[That's all.]"
CRLF
JUMP ?CND11
?CCL13: ZERO? FLG /?CND11
SUB MX,CNT
ADD STACK,1 >N
PRINTC 91
PRINTN N
PRINTI " hint"
EQUAL? N,1 /?CND17
PRINTC 115
?CND17: PRINTI " left.] -> "
SET 'FLG,FALSE-VALUE
?CND11: INPUT 1 >CHR
EQUAL? CHR,81,113 \?CCL21
ZERO? SHIFT? /?CCL24
GETB CV,COUNT-OFFS
BAND STACK,15 >?TMP1
SUB CNT,2
SHIFT STACK,4
BOR ?TMP1,STACK
PUTB CV,COUNT-OFFS,STACK
RTRUE
?CCL24: GETB CV,COUNT-OFFS
BAND STACK,240 >?TMP1
SUB CNT,2
BOR ?TMP1,STACK
PUTB CV,COUNT-OFFS,STACK
RTRUE
?CCL21: EQUAL? CHR,13,10 \?PRG9
GRTR? CNT,MX /?PRG9
SET 'FLG,TRUE-VALUE
GET H,CNT
PRINT STACK
CRLF
IGRTR? 'CNT,MX \?PRG9
SET 'FLG,FALSE-VALUE
PRINTI "[Final hint]"
CRLF
JUMP ?PRG9
.FUNCT PUT-UP-QUESTIONS,ST,MXQ,MXL,?TMP1
SET 'ST,1
GET HINTS,CHAPT-NUM
GET STACK,0
SUB STACK,1 >MXQ
GETB 0,32
SUB STACK,1 >MXL
?PRG1: GRTR? ST,MXQ /TRUE
SUB ST,1
GET LINE-TABLE,STACK >?TMP1
SUB ST,1
GET COLUMN-TABLE,STACK
SUB STACK,1
CURSET ?TMP1,STACK
PRINTC 32
GET HINTS,CHAPT-NUM >?TMP1
ADD ST,1
GET ?TMP1,STACK
GET STACK,1
PRINT STACK
INC 'ST
JUMP ?PRG1
.FUNCT PUT-UP-CHAPTERS,ST,MXC,MXL,?TMP1
SET 'ST,1
GET HINTS,0 >MXC
GETB 0,32
SUB STACK,1 >MXL
?PRG1: GRTR? ST,MXC /TRUE
SUB ST,1
GET LINE-TABLE,STACK >?TMP1
SUB ST,1
GET COLUMN-TABLE,STACK
SUB STACK,1
CURSET ?TMP1,STACK
PRINTC 32
GET HINTS,ST
GET STACK,1
PRINT STACK
INC 'ST
JUMP ?PRG1
.FUNCT INIT-HINT-SCREEN,THIRD
ASSIGNED? 'THIRD /?CND1
SET 'THIRD,TRUE-VALUE
?CND1: CLEAR -1
GETB 0,32
SUB STACK,1
SPLIT STACK
SCREEN S-WINDOW
CURSET 1,1
ICALL1 INVERSE-LINE
CURSET 2,1
ICALL1 INVERSE-LINE
CURSET 3,1
ICALL1 INVERSE-LINE
ICALL CENTER-LINE,1,INVISICLUES,INVISICLUES-LEN
ICALL LEFT-LINE,2,STR?825
ICALL RIGHT-LINE,2,PREVIOUS,PREVIOUS-LEN
ZERO? THIRD /FALSE
ICALL LEFT-LINE,3,STR?826
CALL RIGHT-LINE,3,Q-RESUME-STORY,Q-RESUME-STORY-LEN
RSTACK
.FUNCT CENTER-LINE,LN,STR,LEN,INV
ASSIGNED? 'INV /?CND1
SET 'INV,TRUE-VALUE
?CND1: ZERO? LEN \?CND3
DIROUT D-TABLE-ON,DIROUT-TBL
PRINT STR
DIROUT D-TABLE-OFF
GET DIROUT-TBL,0 >LEN
?CND3: GETB 0,33
SUB STACK,LEN
DIV STACK,2
CURSET LN,STACK
ZERO? INV /?CND5
HLIGHT H-INVERSE
?CND5: PRINT STR
ZERO? INV /FALSE
HLIGHT H-NORMAL
RTRUE
.FUNCT LEFT-LINE,LN,STR,INV
ASSIGNED? 'INV /?CND1
SET 'INV,TRUE-VALUE
?CND1: CURSET LN,1
ZERO? INV /?CND3
HLIGHT H-INVERSE
?CND3: PRINT STR
ZERO? INV /FALSE
HLIGHT H-NORMAL
RTRUE
.FUNCT RIGHT-LINE,LN,STR,LEN,INV
ASSIGNED? 'INV /?CND1
SET 'INV,TRUE-VALUE
?CND1: ZERO? LEN \?CND3
DIROUT 3,DIROUT-TBL
PRINT STR
DIROUT -3
GET DIROUT-TBL,0 >LEN
?CND3: GETB 0,33
SUB STACK,LEN
CURSET LN,STACK
ZERO? INV /?CND5
HLIGHT H-INVERSE
?CND5: PRINT STR
ZERO? INV /FALSE
HLIGHT H-NORMAL
RTRUE
.ENDI

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"HINTS for
SOLID GOLD PLANETFALL
(c) Copyright 1988 Infocom, Inc. All Rights Reserved."
;"modify ROUTINE FINISH in VERBS to include Hint"
;"Check HELP or HINT syntaxes to match V-HINT (and CLOCKER-VERBS)"
;"Make sure the Flag in the V-HINTS-OFF syntax is correct"
<FILE-FLAGS CLEAN-STACK?>
<GLOBAL HINTS-OFF -1>
<CONSTANT RETURN-SEE-HINT " RETURN = see hint">
<CONSTANT RETURN-SEE-HINT-LEN <LENGTH " RETURN = see hint">>
<CONSTANT Q-MAIN-MENU "Q = main menu">
<CONSTANT Q-MAIN-MENU-LEN <LENGTH "Q = main menu">>
<CONSTANT INVISICLUES "INVISICLUES (tm)">
<CONSTANT INVISICLUES-LEN <LENGTH "INVISICLUES (tm)">>
<CONSTANT Q-SEE-HINT-MENU "Q = see hint menu">
<CONSTANT Q-SEE-HINT-MENU-LEN <LENGTH "Q = see hint menu">>
<CONSTANT Q-RESUME-STORY "Q = Resume story">
<CONSTANT Q-RESUME-STORY-LEN <LENGTH "Q = Resume story">>
<CONSTANT PREVIOUS "P = Previous">
<CONSTANT PREVIOUS-LEN <LENGTH "P = Previous">>
<GLOBAL LINE-TABLE ;"zeroth (first) element is 5"
<PTABLE
5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22>>
<CONSTANT COLUMN-TABLE ;"zeroth (first) element is 4"
<PTABLE
4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4>>
; "If the first argument is non-false, build a parallel impure table
for storing the count of answers already seen; make it a constant
under the given name."
<DEFINE20 CONSTRUCT-HINTS (COUNT-NAME "TUPLE" STUFF "AUX" (SS <>)
(HL (T)) (HLL .HL) V
(CL (T)) (CLL .CL)
TCL TCLL)
<REPEAT ((CT 0))
<COND (<OR <EMPTY? .STUFF>
<TYPE? <1 .STUFF> STRING>>
; "Chapter break"
<COND
(<NOT .SS>
; "First one, just do setup"
<SET SS .STUFF>
<SET TCL (T)>
<SET TCLL .TCL>
<SET CT 0>)
(T
<SET V <SUBSTRUC .SS 0 <- <LENGTH .SS> <LENGTH .STUFF>>>>
; "One chapter's worth"
<SET HLL <REST <PUTREST .HLL (<EVAL <FORM PLTABLE !.V>>)>>>
<COND (.COUNT-NAME
<SET CLL <REST <PUTREST .CLL
(<EVAL <FORM TABLE (BYTE)
!<REST .TCL>>>)>>>
<SET TCL (T)>
<SET TCLL .TCL>
<SET CT 0>)>
<SET SS .STUFF>)>
<COND (<EMPTY? .STUFF> <RETURN>)>
<SET STUFF <REST .STUFF>>)
(T
<COND (.COUNT-NAME
<COND (<1? <MOD <SET CT <+ .CT 1>> 2>>
<SET TCLL <REST <PUTREST .TCLL
(0)>>>)>)>
<SET STUFF <REST .STUFF>>)>>
<COND (.COUNT-NAME
<EVAL <FORM CONSTANT .COUNT-NAME
<EVAL <FORM PTABLE !<REST .CL>>>>>)>
<EVAL <FORM PLTABLE !<REST .HL>>>>
;"longest hint topic can be 17 chars"
;"longest question can be 36 chars."
;"question can't have more than 32 answers"
<CONSTANT HINTS
<CONSTRUCT-HINTS HINT-COUNTS ;"Put topics in Quotes - followed by PLTABLEs
of Questions and Answers in quotes"
"THE FEINSTEIN"
<PLTABLE "How do I get past Blather?"
"There's no way to get beyond Deck Eight or the Reactor Lobby."
"Really! There's no way!">
<PLTABLE "How can I stop getting demerits?"
"Scrub harder?"
"I wouldn't worry too much; demerits aren't that important.">
<PLTABLE "What about Lieutenant Measle?"
"All he wants is some information for your records."
"Ahem. Lieutenant Measle???">
<PLTABLE "What do I do with the Ambassador?"
"Enjoy his company. He's just there to liven up the game opening.">
<PLTABLE "How do I get the translator?"
"You can't.">
<PLTABLE "How do I get the celery?"
"You can't.">
<PLTABLE "How do I get the Ambassador's map?"
"The Ambassador doesn't have any map!">
<PLTABLE "What should I do in the Galley?"
"Try eating the stew."
"Did you find the handbook for programming autopilots?"
"How did you get to a nonexistent place?">
<PLTABLE "How do I get out of the Brig?"
"The best way to get out is to never get thrown in."
"If you don't upset Blather by leaving your post, you'll never get thrown in the Brig."
"Once you're in the Brig, there's no way out.">
<PLTABLE "How can I save the Feinstein?"
"It might be a malfunction in the Hyperspatial Jump Machinery Room."
"Of course, since you can't enter that room, you'll never know."
"There's no way to prevent it, and you won't find out until later what caused it. Best thing to do is try to survive the shipwreck.">
<PLTABLE "Can I open the escape pod bulkhead?"
"It opens automatically during any emergency."
"For example, when the Feinstein begins exploding.">
"THE POD TRIP"
<PLTABLE "How do I control the pod?"
"The controls are entirely automated."
"Sit back and relax. Let the autopilot do the driving.">
<PLTABLE "I keep getting killed! Help!"
"Are you standing?"
"The adjective associated with the web is notable."
"Get in the safety web and don't stand until you've landed.">
<PLTABLE "Can I keep the pod from sinking?"
"Sorry, you can't.">
<PLTABLE "Will I use the emergency provisions?"
"It's always a good idea in adventure games to take anything that you can carry.">
<PLTABLE "Can I leave the pod after landing?"
"Sure. Have you tried opening the door?"
"You can't reach the door while you're still in the web."
"Once the door is open, either UP or OUT works."
"Needless to say, don't dally too long.">
<PLTABLE "I keep drowning underwater. Help!"
"The water is a dangerous place to be. Leave it immediately."
"There is light filtering down from above."
"Say UP.">
"THE DORMITORY"
<PLTABLE "What can I do on the Balcony?"
"The plaque is the only thing of interest there.">
<PLTABLE "Of what use is the ruined castle?"
"Not much.">
<PLTABLE "What can I do in the Rec Area?"
"There are some interesting tapes and games there."
"Have you noticed the locked door leading north?">
<PLTABLE "Can I unlock the door with the dial?"
"It's a combination lock."
"You could try setting it to every number from 1 to 1000."
"The combination can be found in the lab area."
"It is in the pocket of the lab uniform.">
<PLTABLE "What use are the four dorms?"
"They are all identical."
"They make good places to sleep.">
<PLTABLE "What about the sanitary facilities?"
"You won't need to use them. The game isn't THAT realistic."
"They are of no importance.">
<PLTABLE "How do I open the padlock?"
"You'll need a key."
"Have you seen a \"glint of light\" anywhere while exploring?"
"It's in the crevice in Admin Corridor South."
"You can't reach it with your hands. You'll need something else."
"The curved metal bar."
"It's a magnet. Try holding it over the key.">
<PLTABLE "How do I open the tin can?"
"Don't develop the next hint until you've found the can opener."
"There is no can opener. You must be cheating."
"There is no way to open the can.">
<PLTABLE "Does the door in the Mess Hall open?"
"If you mean the locked door in the southern end, yes."
"The slot next to the door is important."
"You'll need the kitchen access card."
"It's located beyond the rift."
"It's in the desk in the Small Office. Slide it through the slot.">
<PLTABLE "What is the ladder for?"
"It is needed to get past a major obstacle."
"You've probably seen the obstacle."
"The rift.">
<PLTABLE "What use is the kitchen dispenser?"
"Have you tried pushing the button?"
"That liquid is food."
"You'll need something to catch the liquid."
"The octagonal shape of the niche is important."
"Open the canteen and put it in the niche.">
"ADMIN/MECH AREA"
<PLTABLE "What can I do in the Physical Plant?"
"Nothing."
"It's there just for show. Every large complex of buildings needs one.">
<PLTABLE "Is the crack in the floor important?"
"Yes.">
<PLTABLE "Is the deactivated robot important?"
"Yes, indeed!"
"Turn it on.">
<PLTABLE "How do I run the reactor elevator?"
"The slot in the elevator is important."
"You'll need the reactor elevator access pass."
"Don't develop further until you've been on the helicopter trip."
"Cheating again, eh? There's no way to operate that elevator.">
<PLTABLE "How do I fix the reactors?"
"Have you opened the repair panel?"
"Some of the megafuses seem to be burned out."
"Try replacing the megafuses with the good ones from the box in Storage East."
"Oh, come now. You haven't been to the reactors, have you?">
<PLTABLE "How do I cross the rift?"
"Jumping is a bad idea."
"You'll need an item which you may not have seen yet."
"It's behind the padlocked door."
"Extend the ladder and put it across the rift.">
<PLTABLE "How can I see in the darkened area?"
"You'll need a light source.">
<PLTABLE "What is the chemical dispenser for?"
"Have you tried pushing any of the buttons on it?"
"The flask can be used to hold the chemical fluid."
"The first seven buttons are obviously coolants and catalysts."
"The two white buttons produce an acid and a base."
"You'll need the coolants and catalysts for the Comm Room problem.">
<PLTABLE "What do I do with the acid and base?"
"Batteries are made out of acids and bases."
"Have you run into any dangerous creatures? You might be able to use the acid or base as a weapon."
"Actually, these two chemicals are totally useless.">
<PLTABLE "Can I fix the disassembled robots?"
"A repair robot might be of help."
"Don't go on until you've repaired Achilles."
"There's no way to reassemble those robots.">
<PLTABLE "What about the Plan Room?"
"There's nothing for you to do in there, but you might pick up some useful information there.">
<PLTABLE "What about the Systems Monitors?"
"There's nothing for you to do in there, but you might pick up some useful information there.">
<PLTABLE "Is there any way to take the hose?"
"What hose?">
"ELEVATORS/TOWER"
<PLTABLE "Can I open the Elevator Lobby doors?"
"Try pushing the red and blue buttons."
"Then wait a little while.">
<PLTABLE "How do the elevators work?"
"The slot on the control panels is important."
"You'll need to find the respective access passes."
"When you find them, slide them through the slot, and then say PUSH UP BUTTON or PUSH DOWN BUTTON."
"The upper elevator access card is located beyond the rift."
"It's in the desk in the Small Office."
"Floyd has the lower elevator access card."
"He may give it to you when you use another access card in his presence. Alternately, you can turn him off and search him.">
<PLTABLE "What is the Helipad for?"
"The helicopters probably land and take off from there.">
<PLTABLE "How do I enter the Helicopter?"
"Try ENTER THE HELICOPTER.">
<PLTABLE "TELL ME ABOUT THE OBSERVATION DECK"
"Nice view of another complex of buildings on a nearby island.">
<PLTABLE "Should I do anything with the birds?"
"Try feeding them."
"Birds like insects."
"What birds? What insects?">
<PLTABLE "What is the comm. receive console?"
"Try pressing the button on it."
"Apparently, it received a transmission from the Feinstein just before the ship blew up.">
<PLTABLE "What is the comm. send console?"
"Read the screen. The message is very interesting."
"The message isn't being sent, however."
"You can repair the communication system using the chemical dispenser in the Machine Shop."
"The colored light on the enunciator panel refers to one of the colored buttons on the dispenser."
"Keep pouring the proper chemical fluid into the hole on the console until it is fixed. It will take anywhere from three to five trips.">
"HELICOPTER TRIP"
<PLTABLE "Where do I find the helicopter?"
"You need to use the upper elevator to get to it.">
<PLTABLE "How do I unlock the control panel?"
"Try reading the green spool using the microfilm reader."
"According to the spool, you'll find a key in Transportation Supply.">
<PLTABLE "Where is the helicopter access card?"
"Try reading the green spool using the microfilm reader."
"According to the spool, the card would be in Transportation Supply.">
<PLTABLE "How do I use the helicopter?"
"Unless you have the helicopter control panel key and the helicopter access card, don't read any further."
"Use the key to open the control panel cover."
"Use the access card to activate the controls."
"Just tell your intended destination to the voice-controlled autopilot, then sit back and enjoy the trip."
"Amazing feat, your managing to get this far, considering the key and card don't exist.">
<PLTABLE "What destination should I select?"
"Where would you expect to find people?"
"A large city, perhaps?"
"Try the capital city of Resida, Pilandoor."
"Don't you feel pretty silly, considering there's no way to even get the helicopter off the ground?">
"SHUTTLE TRIP"
<PLTABLE "Where do I find the shuttle?"
"You need to use the lower elevator to get to it.">
<PLTABLE "How do I operate the shuttle?"
"You'll need the shuttle access card. By now you should know how to use these cards."
"You can't operate the shuttle after 6000."
"Hopefully, you can figure out that you want to be in the control cabin facing the set of tracks, not the one facing the blank wall.">
<PLTABLE "How do I use the shuttle controls?"
"First, activate the controls (see previous question)."
"Pushing the lever up into the \"+\" position causes the shuttle to accelerate. Pulling the lever down into the \"-\" position causes the shuttle to decelerate."
"When the lever is in the central position, the shuttle will continue to move at its current velocity."
"The digital display tells the current velocity of the shuttle.">
<PLTABLE "I always crash at the other station!"
"You're going too fast. Decelerate sooner."
"If you're going faster than 20 when you get to the far station, you'll be killed."
"If you're going between 5 and 20 you will survive, but the shuttle will be damaged.">
"SYSTEMS/LIBRARY"
<PLTABLE "What is the medicine for?"
"Read the label.">
<PLTABLE "The Repair Room door is too small!"
"It's too small for YOU to get through."
"It's \"robot-sized\"."
"Ask Floyd to go through the doorway.">
<PLTABLE "Do the Repair Room cabinets open?"
"You'll have to repair Achilles first.">
<PLTABLE "How can I repair Achilles?"
"Waldo won't be of any help (unless you're playing SUSPENDED)."
"Try using the microfilm reader to read the brown spool."
"The brown spool is in the Radiation Lab."
"Unfortunately, there's no way to get the brown spool to the microfilm reader."
"There is also no way to repair Achilles.">
<PLTABLE "Is there a good fromitz board?"
"Yes."
"Have you been beyond the small door in the Repair Room?"
"You'll have to ask Floyd to get the good fromitz board.">
<PLTABLE "Is there a good bedistor anywhere?"
"Yes."
"It's in Storage East, just off Mech Corridor North. If you missed it, you'd better improve your exploring and mapping abilities.">
<PLTABLE "TELL ME ABOUT PLANETARY DEFENSE"
"The library might tell you something."
"Apparently, it is an automatic meteor defense. Perhaps this solar system has a high meteor density."
"The system's discrimination circuit seems to have failed."
"This is probably why the Feinstein was destroyed. You'd better repair it."
"Open the access panel."
"Figure out which board is malfunctioning and remove it."
"It's the second board. Take it and put the good fromitz board in the resulting empty socket.">
<PLTABLE "TELL ME ABOUT THE COURSE CONTROL"
"The library might tell you something about it."
"Apparently, the entire planet was moved into a more favorable but less stable orbit. This system ensures that the planet stays in the proper orbit."
"The course control system seems to be malfunctioning. If the planet was approaching its sun, it would explain the melting ice caps and water level rise."
"You'd better repair this system."
"Try opening the cube and removing the fused bedistor."
"You'll need a tool."
"Use the pliers from the Tool Room to remove the fused bedistor."
"Put the good bedistor into the cube.">
<PLTABLE "Why is this Physical Plant so big?"
"True, this plant is larger than its counterpart in the Kalamontee Complex, even though the Lawanda Complex is slightly smaller."
"Perhaps there is a large section of the Lawanda Compex that you haven't seen yet..."
"...such as the cryo-chambers, buried deep underground.">
<PLTABLE "How do I use the computer terminal?"
"Firstly, turn it on."
"To select an item in the menu, use the TYPE command. For example, to select item 2, type TYPE 2."
"Typing TYPE 0 returns you to the next highest menu level (except, of course, if you are at the Main Menu, which is the highest level).">
<PLTABLE "How do I use the microfilm reader?"
"It must be turned on."
"The colored spools are spools of microfilm."
"Put one in the opening in the reader.">
<PLTABLE "How do I summon the librarian?"
"You can't."
"Really!">
"PROJCON AND LAB"
<PLTABLE "What is the signficance of SanFac F?"
"Haven't you realized by now that these SanFacs are of no interest?">
<PLTABLE "What about the ProjCon Office?"
"The library might be of some help."
"It was the main office for the Project.">
<PLTABLE "Is the logo important?"
"It also appears on the lab uniform."
"It's yet another little hint about what's going on.">
<PLTABLE "Is the mural important?"
"Examination reveals that there might be an area behind it."
"But don't worry about it now."
"When the time comes, you'll know it.">
<PLTABLE "Who is Burstini Bonz?"
"Wasn't he the great Respectivist artist who became famous for painting awesomely phenomenal murals during the 89th century?">
<PLTABLE "What is the laboratory area for?"
"The library might have some information on that."
"It is the laboratory built to find a cure for the Disease.">
<PLTABLE "Is the Bio-Lab safe to enter?"
"Try it."
"Nope, I guess it wasn't. Hope you did a SAVE first.">
<PLTABLE "Is the Radiation Lab safe to enter?"
"Try it."
"Nope, I guess you can't. Hope you did a SAVE first.">
<PLTABLE "Where is the radiation suit?"
"It might be down near the Reactors."
"Find a light source, then use the Reactor Access Stairs."
"There's a lamp in the Radiation Lab."
"Going in circles? There's no radiation suit anywhere.">
<PLTABLE "What is the card in the Bio-Lab?"
"Floyd will tell you when he sees it."
"It's for the Miniaturization Booth.">
<PLTABLE "Can I get the card from the Bio-Lab?"
"You'll die trying."
"Floyd's a robot. He might be tougher."
"He'll volunteer to get the card if he has a good enough reason."
"Do you know what the card is and what you would use it for?"
"The Miniaturization Booth is for repairing the Computer."
"Show Floyd the computer printout, or let him see the warning light in the Computer Room."
"Then take him into Bio-Lock East and do what he says.">
"COMPUTER/ENDGAME"
<PLTABLE "What does the computer do?"
"The library might have something on it."
"It runs the automated Project..."
"...which is trying to find a cure for the Disease.">
<PLTABLE "Is the printout important?"
"It appears that the Project was incredibly close to a successful conclusion."
"Then the computer broke down."
"If you've been in the Repair Room, you'll know that summoning the repair robot didn't help."
"You'll have to fix the computer yourself."
"Use the Miniaturization Booth.">
<PLTABLE "Does the Miniaturization Booth work?"
"You'll need the proper access card, of course."
"It's in the Bio-Lab."
"Once you've activated the booth, type the damaged sector number."
"Have you read the printout?"
"The damaged sector is 384. Type TYPE 384."
"You will then be miniaturized and teleported into the damaged sector, where you can attempt to effect repairs.">
<PLTABLE "I am at Station 384. What now?"
"Explore around."
"Have you seen and examined the relay?"
"You'll have to figure out a way to remove the speck."
"The laser."
"You must destroy the speck without harming the relay."
"The dial must be set to 1, so that the beam will pass harmlessly through the red translucent exterior of the relay."
"You'll have to shoot the speck a number of times to destroy it.">
<PLTABLE "Can I talk to the giant spider?"
"Yes."
"Play STARCROSS.">
<PLTABLE "How do I get past the giant microbe?"
"Try shooting it with the laser."
"That won't have any effect while the laser is set to 1, of course."
"If you don't keep shooting the microbe, it will get close enough to eat you."
"Repeated shootings of the microbe merely hold it at bay, and sooner or later you're killed when sector 384 comes to life."
"Has the microbe become interested in anything besides you?"
"The microbe is attracted to the warmth of the laser."
"When the laser gets warm enough, throw it over the edge of the strip, into the void below. The microbe will leap after it.">
<PLTABLE "How do I get back from the Strip?"
"Go to Station 384.">
<PLTABLE "How do I get out of the Lab Office?"
"Opening the door right off isn't a healthy idea."
"There are some buttons on the wall..."
"To get a clue, search the desk."
"Have you opened the desk?"
"Put on the gas mask, then press the red button."
"Then, move fast. You don't have a millichron to spare.">
<PLTABLE "How do I get rid of the mutants?"
"You can't kill them."
"There's only one way to lose them."
"You're very close to the end of the game."
"Did you hear an announcement?"
"Remember the mural?"
"Go to the ProjCon Office."
"Go south into the elevator and push the button.">
"GENERAL QUESTIONS"
<PLTABLE "What do I do with my ID card?"
"It's useless.">
<PLTABLE "Why did my things go when I slept?"
"Do you normally go to sleep holding things? You dropped them while you were sleeping. Check the floor of the room where you slept.">
<PLTABLE "How do I read the native language?"
"It's actually a phonetic version of English."
"\"X\" is used in place of \"TH\" and \"C\" is used in place of \"CH\"."
"Double vowels signify the long vowel sound, and single vowels indicate the short vowel sound.">
<PLTABLE "I keep starving to death. Feed me!"
"Didn't you take the survival kit from the safety pod?"
"Of course, that doesn't last long."
"There's a can of spam and eggs in Storage West."
"Unfortunately, there's no way to open it."
"You'll have to get into the Kitchen."
"It's just south of the Mess Hall.">
<PLTABLE "Where can I sleep?"
"Civilized people usually sleep in beds."
"If you sleep elsewhere, you might be devoured (by grues?)."
"There are beds in the four dorms, and the Infirmary."
"Of course, the bed in the Infirmary is a bad idea for other reasons.">
<PLTABLE "Where can I find a light source?"
"Have you tried burning the towel?"
"Okay, that didn't work. There IS a lantern somewhere."
"It's in the Radiation Lab."
"You can't enter the Radiation Lab and survive without a radiation suit."
"There is no radiation suit."
"There is no way to get a light source into the dark rooms.">
<PLTABLE "What is a grue?"
"Ask the game.">
<PLTABLE "Do the teleportation booths work?"
"Of course! But you'll have to find the teleportation access card first."
"It's in the lab area, which you may not have been to yet."
"It's in the pocket of the lab uniform."
"Slide the card thru the slot, then press the button corresponding to the booth you want to teleport to.">
<PLTABLE "How does the laser work?"
"You must be holding it to fire it."
"It has six settings. Each setting produces a different colored beam."
"The battery in it when you find it won't last very long."
"You'll need a fresh battery."
"Open the laser, remove the old battery, and put the new battery in.">
<PLTABLE "Where do I find a new laser battery?"
"Have you tried making one?"
"Some batteries are made by mixing acids and bases."
"However, there's no way to make your own battery. There is a fresh battery lying around somewhere."
"It's in Lab Storage.">
<PLTABLE "What are megafuses for?"
"They're electrical components."
"They're usually used for repairing Reactor systems.">
<PLTABLE "What are fromitz boards for?"
"They're electrical components."
"They're usually used for repairing Planetary Defense systems.">
<PLTABLE "What are bedistors for?"
"They're electrical components."
"They're usually used for repairing Course Control systems.">
<PLTABLE "Doctor, doctor! Why am I so sick?"
"You'll find out when you get to the Library."
"You have contracted the Disease. It is fatal."
"The medicine in the Infirmary might help a bit."
"But your only long-term hope is to help bring the Project to its ultimate goal.">
<PLTABLE "I finished, but without 80 points!"
"You didn't repair all the broken systems."
"Consult the Systems Monitors."
"You must repair the Communication System, the Planetary Defense System, and the Course Control System in order to get the optimum ending.">
<PLTABLE "How can I talk to Floyd?"
"He has to be on, of course."
"Talk to him the same way you would talk to any other character in the game: FLOYD, EAT THE CAKE (for example).">
"MISCELLANEOUS"
<PLTABLE "How to get all 80 points"
"This section should only be used as a last resort, or for your own interest after you've completed PLANETFALL."
"3 points for entering the Escape Pod."
"3 points for entering the Crag."
"2 points for turning Floyd on for the first time."
"2 points for firing the laser for the first time."
"4 points for entering Storage West."
"4 points for entering Admin Corridor North."
"4 points for entering the Kitchen."
"4 points for entering the Tower Core."
"4 points for entering the Kalamontee Platform."
"4 points for entering the Lawanda Platform."
"1 point for taking the kitchen access card."
"1 point for taking the shuttle access card."
"1 point for taking the upper elevator access card."
"1 point for taking the lower elevator access card."
"1 point for taking the miniaturization access card."
"2 points for Floyd's death."
"6 points for fixing the communications system."
"6 points for fixing the planetary defense system."
"6 points for fixing the course control system."
"4 points for entering the Strip Near Station."
"4 points for entering the Auxiliary Booth."
"8 points for fixing the computer."
"5 points for entering the Cryo-Elevator.">
<PLTABLE "Have you tried...?"
"Don't expose these amusing suggestions until you've finished Planetfall. They may give away the answers to puzzles in the game."
"Reading the graffiti in the Brig?"
"Attacking, talking to, or throwing something at Blather?"
"Attacking or talking to the ambassador?"
"Touching, eating, smelling, or looking at the slime?"
"Scrubbing the slime?"
"Eating the celery?"
"Examining the games and tapes in the Rec Area?"
"Looking under the table in the Mess Hall?"
"Kicking, attacking, rubbing, or kissing Floyd?"
"Throwing acid at the mutants?"
"Reading your chronometer?"
"Taking off your chronometer or pouring acid on it?"
"Getting into bed in the Infirmary?"
"Scrubbing yourself?"
"Reading the towel?"
"Removing your uniform while Blather or Floyd are present?"
"Destroying the mural?"
"\"Stealing\" the lower elevator card from Floyd and then showing it to him?"
"Giving Floyd the Lazarus breast plate?"
"Typing ZORK?">>>
<GLOBAL CUR-POS 0> ;"determines where to place the highlight cursor
Can go up to 17 Questions"
<GLOBAL QUEST-NUM 1> ;"shows in HINT-TBL ltable which QUESTION it's on"
<GLOBAL CHAPT-NUM 1> ;"shows in HINT-TBL ltable which CHAPTER it's on"
<CONSTANT DIROUT-TBL
<TABLE 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 >>
<ROUTINE V-HINTS-NO ()
<COND (<NOT <PRSO? ,ROOMS>>
<TELL "I don't understand what you mean." CR>)
(T
<SETG HINTS-OFF T>
<TELL "[Hints have been disallowed for this session.]" CR>)>
<RFATAL>>
<ROUTINE V-HINT ("AUX" CHR MAXC (C <>) Q (WHO <>))
<COND (<==? ,HINTS-OFF -1>
<SETG HINTS-OFF 0>
<TELL
"[Warning: It is recognized that the temptation for help may at times be so
exceedingly strong that you might fetch hints prematurely. Therefore, you may
at any time during the story type HINTS OFF, and this will disallow the
seeking out of help for the present session of the story. If you still want a
hint now, indicate HINT.]" CR>
<RFATAL>)
(,HINTS-OFF
<PERFORM ,V?HINTS-NO ,ROOMS>
<RFATAL>)>
;<IFSOUND <SETG SOUND-QUEUED? <>>
<KILL-SOUNDS>>
<SET MAXC <GET ,HINTS 0>>
<INIT-HINT-SCREEN>
<CURSET 5 1>
<PUT-UP-CHAPTERS>
<SETG CUR-POS <- ,CHAPT-NUM 1>>
<NEW-CURSOR>
<REPEAT ()
<SET CHR <INPUT 1>>
<COND (<EQUAL? .CHR !\Q !\q>
<SET Q T>
<RETURN>)
(<EQUAL? .CHR !\N !\n>
<ERASE-CURSOR>
<COND (<EQUAL? ,CHAPT-NUM .MAXC>
<SETG CUR-POS 0>
<SETG CHAPT-NUM 1>
<SETG QUEST-NUM 1>)
(T
<SETG CUR-POS <+ ,CUR-POS 1>>
<SETG CHAPT-NUM <+ ,CHAPT-NUM 1>>
<SETG QUEST-NUM 1>)>
<NEW-CURSOR>)
(<EQUAL? .CHR !\P !\p>
<ERASE-CURSOR>
<COND (<EQUAL? ,CHAPT-NUM 1>
<SETG CHAPT-NUM .MAXC>
<SETG CUR-POS <- .MAXC 1>>)
(T
<SETG CUR-POS <- ,CUR-POS 1>>
<SETG CHAPT-NUM <- ,CHAPT-NUM 1>>)>
<SETG QUEST-NUM 1>
<NEW-CURSOR>)
(<EQUAL? .CHR 13 10>
<PICK-QUESTION>
<RETURN>)>>
<COND (<NOT .Q>
<AGAIN> ;"AGAIN does whole routine?")>
<CLEAR -1>
<INIT-STATUS-LINE>
<TELL "Back to the story ..." CR>
;<IFSOUND <COND (,SOUND-ON?
<CHECK-LOOPING>)>>
<RFATAL>>
<ROUTINE PICK-QUESTION ("AUX" CHR MAXQ (Q <>))
<INIT-HINT-SCREEN <>>
<LEFT-LINE 3 ,RETURN-SEE-HINT ,RETURN-SEE-HINT-LEN>
<RIGHT-LINE 3 ,Q-MAIN-MENU ,Q-MAIN-MENU-LEN>
<SET MAXQ <- <GET <GET ,HINTS ,CHAPT-NUM> 0> 1>>
<CURSET 5 1>
<PUT-UP-QUESTIONS>
<SETG CUR-POS <- ,QUEST-NUM 1>>
<NEW-CURSOR>
<REPEAT ()
<SET CHR <INPUT 1>>
<COND (<EQUAL? .CHR !\Q !\q>
<SET Q T>
<RETURN>)
(<EQUAL? .CHR !\N !\n>
<ERASE-CURSOR>
<COND (<EQUAL? ,QUEST-NUM .MAXQ> ; "Wrap around on N"
<SETG CUR-POS 0>
<SETG QUEST-NUM 1>)
(T
<SETG CUR-POS <+ ,CUR-POS 1>>
<SETG QUEST-NUM <+ ,QUEST-NUM 1>>)>
<NEW-CURSOR>)
(<EQUAL? .CHR !\P !\p>
<ERASE-CURSOR>
<COND (<EQUAL? ,QUEST-NUM 1>
<SETG QUEST-NUM .MAXQ>
<SETG CUR-POS <- .MAXQ 1>>)
(T
<SETG CUR-POS <- ,CUR-POS 1>>
<SETG QUEST-NUM <- ,QUEST-NUM 1>>)>
<NEW-CURSOR>)
(<EQUAL? .CHR 13 10>
<DISPLAY-HINT>
<RETURN>)>>
<COND (<NOT .Q>
<AGAIN>)>>
<ROUTINE ERASE-CURSOR ()
<CURSET <GET ,LINE-TABLE ,CUR-POS>
<- <GET ,COLUMN-TABLE ,CUR-POS> 2>>
<TELL " "> ;"erase previous highlight cursor">
;"go back 2 spaces from question text, print cursor and flash is between
the cursor and text"
<ROUTINE NEW-CURSOR ()
<CURSET <GET ,LINE-TABLE ,CUR-POS>
<- <GET ,COLUMN-TABLE ,CUR-POS> 2 ;1>>
<TELL ">"> ;"print the new cursor">
<ROUTINE INVERSE-LINE ("AUX" (CENTER-HALF <>))
<HLIGHT ,H-INVERSE>
<PRINT-SPACES <LOWCORE SCRH>>
<HLIGHT ,H-NORMAL>>
<ROUTINE DISPLAY-HINT ("AUX" H MX (CNT 2) CHR (FLG T) N CV
SHIFT? COUNT-OFFS)
<CLEAR -1>
<SPLIT 3>
<SCREEN ,S-WINDOW>
<CURSET 1 1>
<INVERSE-LINE>
<CENTER-LINE 1 ,INVISICLUES ,INVISICLUES-LEN>
<CURSET 3 1>
<INVERSE-LINE>
<LEFT-LINE 3 "RETURN = see new hint">
<RIGHT-LINE 3 ,Q-SEE-HINT-MENU ,Q-SEE-HINT-MENU-LEN>
<CURSET 2 1>
<INVERSE-LINE>
<HLIGHT ,H-BOLD>
<SET H <GET <GET ,HINTS ,CHAPT-NUM> <+ ,QUEST-NUM 1>>>
; "Byte table to use for showing questions already seen"
; "Actually a nibble table. The high four bits of each byte are for
quest-num odd; the low for bits are for quest-num even. See SHIFT?
and COUNT-OFFS."
<SET CV <GET ,HINT-COUNTS <- ,CHAPT-NUM 1>>>
<CENTER-LINE 2 <GET .H 1>>
<HLIGHT ,H-NORMAL>
<SET MX <GET .H 0>>
<SCREEN ,S-TEXT>
<CRLF>
<SET SHIFT? <MOD ,QUEST-NUM 2>>
<SET COUNT-OFFS </ <- ,QUEST-NUM 1> 2>>
<REPEAT ((CURCX <GETB .CV .COUNT-OFFS>)
(CURC <+ 2 <ANDB <COND (.SHIFT? <LSH .CURCX -4>)
(T .CURCX)> *17*>>))
<COND (<==? .CNT .CURC>
<RETURN>)
(T
<TELL <GET .H .CNT> CR>
<SET CNT <+ .CNT 1>>)>>
<REPEAT ()
<COND (<AND .FLG <G? .CNT .MX>>
<SET FLG <>>
<TELL "[That's all.]" CR>)
(.FLG
<SET N <+ <- .MX .CNT> 1>>
<TELL "[" N .N " hint">
<COND (<NOT <EQUAL? .N 1>>
<TELL "s">)>
<TELL " left.] -> ">
<SET FLG <>>)>
<SET CHR <INPUT 1>>
<COND (<EQUAL? .CHR !\Q !\q>
<COND (.SHIFT?
<PUTB .CV .COUNT-OFFS
<ORB <ANDB <GETB .CV .COUNT-OFFS> *17*>
<LSH <- .CNT 2> 4>>>)
(T
<PUTB .CV .COUNT-OFFS
<ORB <ANDB <GETB .CV .COUNT-OFFS> *360*>
<- .CNT 2>>>)>
<RETURN>)
(<EQUAL? .CHR 13 10>
<COND (<L=? .CNT .MX>
<SET FLG T> ;".cnt starts as 2"
<TELL <GET .H .CNT> CR>
; "3rd = line 7, 4th = line 9, ect"
<COND (<G? <SET CNT <+ .CNT 1>> .MX>
<SET FLG <>>
<TELL "[Final hint]" CR>)>)>)>>>
<ROUTINE PUT-UP-QUESTIONS ("AUX" (ST 1) MXQ MXL)
<SET MXQ <- <GET <GET ,HINTS ,CHAPT-NUM> 0> 1>>
<SET MXL <- <LOWCORE SCRV> 1>>
<REPEAT ()
<COND (<G? .ST .MXQ>
<RETURN>)
(T ;"zeroth"
<CURSET <GET ,LINE-TABLE <- .ST 1>>
<- <GET ,COLUMN-TABLE <- .ST 1>> 1>>)>
<TELL " " <GET <GET <GET ,HINTS ,CHAPT-NUM> <+ .ST 1>> 1>>
<SET ST <+ .ST 1>>>>
<ROUTINE PUT-UP-CHAPTERS ("AUX" (ST 1) MXC MXL)
<SET MXC <GET ,HINTS 0>>
<SET MXL <- <LOWCORE SCRV> 1>>
<REPEAT ()
<COND (<G? .ST .MXC>
<RETURN>)
(T ;"zeroth"
<CURSET
<GET ,LINE-TABLE <- .ST 1>>
<- <GET ,COLUMN-TABLE <- .ST 1>> 1>>)>
<TELL " " <GET <GET ,HINTS .ST> 1>>
<SET ST <+ .ST 1>>>>
<ROUTINE INIT-HINT-SCREEN ("OPTIONAL" (THIRD T))
<CLEAR -1>
<SPLIT <- <LOWCORE SCRV> 1>>
<SCREEN ,S-WINDOW>
<CURSET 1 1>
<INVERSE-LINE>
<CURSET 2 1>
<INVERSE-LINE>
<CURSET 3 1>
<INVERSE-LINE>
<CENTER-LINE 1 ,INVISICLUES ,INVISICLUES-LEN>
<LEFT-LINE 2 " N = Next">
<RIGHT-LINE 2 ,PREVIOUS ,PREVIOUS-LEN>
<COND (.THIRD
<LEFT-LINE 3 " RETURN = See hint">
<RIGHT-LINE 3 ,Q-RESUME-STORY ,Q-RESUME-STORY-LEN>)>>
<ROUTINE CENTER-LINE (LN STR "OPTIONAL" (LEN 0) (INV T))
<COND (<ZERO? .LEN>
<DIROUT ,D-TABLE-ON ,DIROUT-TBL>
<TELL .STR>
<DIROUT ,D-TABLE-OFF>
<SET LEN <GET ,DIROUT-TBL 0>>)>
<CURSET .LN </ <- <LOWCORE SCRH> .LEN> 2>>
<COND (.INV
<HLIGHT ,H-INVERSE>)>
<TELL .STR>
<COND (.INV
<HLIGHT ,H-NORMAL>)>>
<ROUTINE LEFT-LINE (LN STR "OPTIONAL" (INV T))
<CURSET .LN 1>
<COND (.INV
<HLIGHT ,H-INVERSE>)>
<TELL .STR>
<COND (.INV
<HLIGHT ,H-NORMAL>)>>
<ROUTINE RIGHT-LINE (LN STR "OPTIONAL" (LEN 0) (INV T))
<COND (<ZERO? .LEN>
<DIROUT 3 ,DIROUT-TBL>
<TELL .STR>
<DIROUT -3>
<SET LEN <GET ,DIROUT-TBL 0>>)>
<CURSET .LN <- <LOWCORE SCRH> .LEN>>
<COND (.INV
<HLIGHT ,H-INVERSE>)>
<TELL .STR>
<COND (.INV
<HLIGHT ,H-NORMAL>)>>
OW

70
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<DEFMAC RMGL-SIZE ('TBL) <COND (<AND <GASSIGNED? PLUS-MODE> ,PLUS-MODE> <FORM -
<FORM / <FORM PTSIZE .TBL> 2> 1>) (T <FORM - <FORM PTSIZE .TBL> 1>)>>
<GLOBAL P-MULT <> %<> WORD>
<GLOBAL P-NOT-HERE <> %<> WORD>
<SETG C-ENABLED? 0>
<SETG C-ENABLED 1>
<SETG C-DISABLED 0>
<DEFMAC VERB? ("ARGS" ATMS) <MULTIFROB PRSA .ATMS>>
<DEFMAC PRSO? ("ARGS" ATMS) <MULTIFROB PRSO .ATMS>>
<DEFMAC PRSI? ("ARGS" ATMS) <MULTIFROB PRSI .ATMS>>
<DEFMAC ROOM? ("ARGS" ATMS) <MULTIFROB HERE .ATMS>>
<DEFINE MULTIFROB (X ATMS "AUX" (OO (OR)) (O .OO) (L ()) ATM) <REPEAT () <COND
(<EMPTY? .ATMS> <RETURN <COND (<LENGTH? .OO 1> <ERROR .X>) (<LENGTH? .OO 2> <
NTH .OO 2>) (ELSE <CHTYPE .OO FORM>)>>)> <REPEAT () <COND (<EMPTY? .ATMS> <
RETURN>)> <SET ATM <NTH .ATMS 1>> <SET L (<COND (<TYPE? .ATM ATOM> <CHTYPE <
COND (<==? .X PRSA> <PARSE <STRING "V?" <SPNAME .ATM>>>) (ELSE .ATM)> GVAL>) (
ELSE .ATM)> !.L)> <SET ATMS <REST .ATMS>> <COND (<==? <LENGTH .L> 3> <RETURN>)>
> <SET O <REST <PUTREST .O (<FORM EQUAL? <CHTYPE .X GVAL> !.L>)>>> <SET L ()>>>
<DEFMAC RFATAL () '<PROG () <PUSH 2> <RSTACK>>>
<DEFMAC PROB ('BASE?) <FORM NOT <FORM L? .BASE? '<RANDOM 100>>>>
<DEFINE-ROUTINE PICK-ONE>
<DEFMAC ENABLE ('INT) <FORM PUT .INT ,C-ENABLED? 1>>
<DEFMAC DISABLE ('INT) <FORM PUT .INT ,C-ENABLED? 0>>
<DEFMAC OPENABLE? ('OBJ) <FORM OR <FORM FSET? .OBJ ',DOORBIT> <FORM FSET? .OBJ
',CONTBIT>>>
<DEFMAC ABS ('NUM) <FORM COND (<FORM L? .NUM 0> <FORM - 0 .NUM>) (T .NUM)>>
^L
<GLOBAL P-WON <> %<> WORD>
<CONSTANT M-FATAL 2>
<CONSTANT M-HANDLED 1>
<CONSTANT M-NOT-HANDLED <>>
<CONSTANT M-BEG 1>
<CONSTANT M-END 6>
<CONSTANT M-OBJECT <>>
<CONSTANT M-ENTER 2>
<CONSTANT M-LOOK 3>
<CONSTANT M-FLASH 4>
<CONSTANT M-OBJDESC 5>
<GLOBAL WINNER <> %<> WORD>
<GLOBAL HOST:NUMBER 0 %<> WORD>
<GLOBAL WIDTH:NUMBER 0 %<> WORD>
<DEFINE-ROUTINE GO>
<DEFINE-ROUTINE I-RANDOM-INTERRUPTS>
<DEFINE-ROUTINE MAIN-LOOP>
<DEFINE-ROUTINE MAIN-LOOP-1>
<DEFINE-ROUTINE TOO-DARK-FOR-IT?>
<DEFINE-ROUTINE DONT-ALL>
<DEFINE-ROUTINE CLOCKER-VERB?>
<DEFINE-ROUTINE FAKE-ORPHAN>
<DEFINE-ROUTINE PERFORM-PRSA>
<DEFINE-ROUTINE PERFORM>
<DEFINE-ROUTINE D-APPLY>
<DEFINE-ROUTINE META-LOC>
^L
<CONSTANT C-TABLELEN 240>
<GLOBAL C-TABLE <ITABLE NONE 120> %<> WORD>
<GLOBAL C-DEMONS 300 %<> WORD>
<GLOBAL C-INTS 240 %<> WORD>
<GLOBAL C-ELAPSED 7 %<> WORD>
<CONSTANT C-ELAPSED-DEFAULT 7>
<CONSTANT C-INTLEN 6>
<CONSTANT C-ENABLED? 0>
<CONSTANT C-TICK 1>
<CONSTANT C-RTN 2>
<DEFINE-ROUTINE QUEUE>
<DEFINE-ROUTINE INT>
<DEFINE-ROUTINE CLOCKER>
<DEFINE-ROUTINE REFERRING>

469
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.FUNCT PICK-ONE,FROB
GET FROB,0
RANDOM STACK
GET FROB,STACK
RSTACK
.FUNCT GO
START::
?FCN: GETB 0,30 >HOST
GETB 0,33 >WIDTH
CALL QUEUE,I-BLATHER,-1
PUT STACK,0,1
CALL QUEUE,I-AMBASSADOR,-1
PUT STACK,0,1
CALL QUEUE,I-RANDOM-INTERRUPTS,1
PUT STACK,0,1
CALL QUEUE,I-SLEEP-WARNINGS,3600
PUT STACK,0,1
CALL QUEUE,I-HUNGER-WARNINGS,2000
PUT STACK,0,1
CALL QUEUE,I-SICKNESS-WARNINGS,1000
PUT STACK,0,1
SET 'SPOUT-PLACED,GROUND
GETB 0,56
ZERO? STACK \?CCL3
RANDOM 180
ADD 4450,STACK >INTERNAL-MOVES
JUMP ?CND1
?CCL3: SET 'INTERNAL-MOVES,4540
?CND1: SET 'MOVES,INTERNAL-MOVES
SET 'LIT,TRUE-VALUE
SET 'WINNER,ADVENTURER
CLEAR -1
ICALL1 INIT-STATUS-LINE
SET 'HERE,DECK-NINE
ICALL1 UPDATE-STATUS-LINE
SET 'P-IT-LOC,DECK-NINE
SET 'P-IT-OBJECT,POD-DOOR
FSET? HERE,TOUCHBIT /?CND4
ICALL1 V-VERSION
CRLF
PRINTI "Another routine day of drudgery aboard the Stellar Patrol Ship Feinstein. This morning's assignment for a certain lowly Ensign Seventh Class: scrubbing the filthy metal deck at the port end of Level Nine. With your Patrol-issue self-contained multi-purpose all-weather scrub brush you shine the floor with a diligence born of the knowledge that at any moment dreaded Ensign First Class Blather, the bane of your shipboard existence, could appear."
CRLF
CRLF
?CND4: ICALL1 V-LOOK
ICALL1 MAIN-LOOP
JUMP ?FCN
.FUNCT I-RANDOM-INTERRUPTS
RANDOM 90
ADD STACK,240
CALL QUEUE,I-BLOWUP-FEINSTEIN,STACK
PUT STACK,0,1
ICALL1 COMM-SETUP
RANDOM 1000 >NUMBER-NEEDED
RETURN NUMBER-NEEDED
.FUNCT MAIN-LOOP,TRASH
?PRG1: CALL1 MAIN-LOOP-1 >TRASH
JUMP ?PRG1
.FUNCT MAIN-LOOP-1,ICNT,OCNT,NUM,CNT,OBJ,TBL,V,PTBL,OBJ1,TMP,?TMP1
SET 'C-ELAPSED,C-ELAPSED-DEFAULT
SET 'CNT,0
SET 'OBJ,FALSE-VALUE
SET 'PTBL,TRUE-VALUE
CALL1 PARSER >P-WON
ZERO? P-WON /?CCL3
GET P-PRSI,P-MATCHLEN >ICNT
GET P-PRSO,P-MATCHLEN >OCNT
ZERO? P-IT-OBJECT /?CND4
CALL2 ACCESSIBLE?,P-IT-OBJECT
ZERO? STACK /?CND4
SET 'TMP,FALSE-VALUE
?PRG8: IGRTR? 'CNT,ICNT /?REP9
GET P-PRSI,CNT
EQUAL? STACK,IT \?PRG8
CALL1 TOO-DARK-FOR-IT?
ZERO? STACK \TRUE
PUT P-PRSI,CNT,P-IT-OBJECT
SET 'TMP,TRUE-VALUE
?REP9: ZERO? TMP \?CND17
SET 'CNT,0
?PRG19: IGRTR? 'CNT,OCNT /?CND17
GET P-PRSO,CNT
EQUAL? STACK,IT \?PRG19
CALL1 TOO-DARK-FOR-IT?
ZERO? STACK \TRUE
PUT P-PRSO,CNT,P-IT-OBJECT
?CND17: SET 'CNT,0
?CND4: ZERO? OCNT \?CCL30
SET 'NUM,OCNT
JUMP ?CND28
?CCL30: GRTR? OCNT,1 \?CCL32
SET 'TBL,P-PRSO
ZERO? ICNT \?CCL35
SET 'OBJ,FALSE-VALUE
JUMP ?CND33
?CCL35: GET P-PRSI,1 >OBJ
?CND33: SET 'NUM,OCNT
JUMP ?CND28
?CCL32: GRTR? ICNT,1 \?CCL37
SET 'PTBL,FALSE-VALUE
SET 'TBL,P-PRSI
GET P-PRSO,1 >OBJ
SET 'NUM,ICNT
JUMP ?CND28
?CCL37: SET 'NUM,1
?CND28: ZERO? OBJ \?CND38
EQUAL? ICNT,1 \?CND38
GET P-PRSI,1 >OBJ
?CND38: EQUAL? PRSA,V?WALK \?CCL44
CALL2 PERFORM-PRSA,PRSO >V
JUMP ?CND42
?CCL44: ZERO? NUM \?CCL46
GETB P-SYNTAX,P-SBITS
BAND STACK,P-SONUMS
ZERO? STACK \?CCL49
CALL1 PERFORM-PRSA >V
SET 'PRSO,FALSE-VALUE
JUMP ?CND42
?CCL49: ZERO? LIT \?CCL51
PRINT TOO-DARK
CRLF
ICALL1 STOP
JUMP ?CND42
?CCL51: PRINTI "There isn't anything to "
GET P-ITBL,P-VERBN >TMP
ZERO? P-OFLAG \?CTR53
ZERO? P-MERGED /?CCL54
?CTR53: GET TMP,0
PRINTB STACK
JUMP ?CND52
?CCL54: GETB TMP,2 >?TMP1
GETB TMP,3
ICALL WORD-PRINT,?TMP1,STACK
?CND52: PRINTC 33
CRLF
SET 'V,FALSE-VALUE
ICALL1 STOP
JUMP ?CND42
?CCL46: SET 'P-NOT-HERE,0
SET 'P-MULT,FALSE-VALUE
GRTR? NUM,1 \?CND57
SET 'P-MULT,TRUE-VALUE
?CND57: SET 'TMP,FALSE-VALUE
?PRG59: IGRTR? 'CNT,NUM \?CCL63
GRTR? P-NOT-HERE,0 \?CCL66
PRINTI "[The "
EQUAL? P-NOT-HERE,NUM /?CND67
PRINTI "other "
?CND67: PRINTI "object"
EQUAL? P-NOT-HERE,1 /?CND69
PRINTC 115
?CND69: PRINTI " that you mentioned "
EQUAL? P-NOT-HERE,1 /?CCL73
PRINTI "are"
JUMP ?CND71
?CCL73: PRINTI "is"
?CND71: PRINTI "n't here.]"
CRLF
JUMP ?CND42
?CCL66: ZERO? TMP \?CND42
PRINTI "There's nothing there."
CRLF
JUMP ?CND42
?CCL63: ZERO? PTBL /?CCL77
GET P-PRSO,CNT >OBJ1
JUMP ?CND75
?CCL77: GET P-PRSI,CNT >OBJ1
?CND75: ZERO? PTBL /?CCL80
SET 'PRSO,OBJ1
JUMP ?CND78
?CCL80: SET 'PRSO,OBJ
?CND78: ZERO? PTBL /?CCL83
SET 'PRSI,OBJ
JUMP ?CND81
?CCL83: SET 'PRSI,OBJ1
?CND81: GRTR? NUM,1 /?CCL85
GET P-ITBL,P-NC1
GET STACK,0
EQUAL? STACK,W?ALL \?CND84
?CCL85: CALL2 DONT-ALL,OBJ1
ZERO? STACK \?PRG59
EQUAL? OBJ1,IT \?CCL93
PRINTD P-IT-OBJECT
JUMP ?CND91
?CCL93: PRINTD OBJ1
?CND91: PRINTI ": "
?CND84: SET 'TMP,TRUE-VALUE
CALL PERFORM-PRSA,PRSO,PRSI >V
EQUAL? V,M-FATAL \?PRG59
?CND42: EQUAL? V,M-FATAL \?CND96
SET 'P-CONT,FALSE-VALUE
?CND96: CALL2 CLOCKER-VERB?,PRSA
ZERO? STACK /?CND1
EQUAL? PRSA,V?TELL /?CND1
ZERO? P-WON /?CND1
LOC WINNER
GETP STACK,P?ACTION
CALL STACK,M-END >V
JUMP ?CND1
?CCL3: SET 'P-CONT,FALSE-VALUE
?CND1: CALL2 INT,I-POD-TRIP
GET STACK,C-ENABLED?
ZERO? STACK /?CCL105
SET 'C-ELAPSED,54
JUMP ?CND103
?CCL105: GRTR? SHUTTLE-VELOCITY,0 \?CCL107
DIV 600,SHUTTLE-VELOCITY >C-ELAPSED
JUMP ?CND103
?CCL107: EQUAL? PRSA,V?TELL /?CCL108
CALL2 CLOCKER-VERB?,PRSA
ZERO? STACK \?CND103
?CCL108: SET 'C-ELAPSED,0
?CND103: ADD INTERNAL-MOVES,C-ELAPSED >INTERNAL-MOVES
IN? CHRONOMETER,ADVENTURER /?CCL113
SET 'MOVES,0
JUMP ?CND111
?CCL113: FSET? CHRONOMETER,MUNGEDBIT \?CCL115
SET 'MOVES,MUNGED-TIME
JUMP ?CND111
?CCL115: SET 'MOVES,INTERNAL-MOVES
?CND111: ZERO? P-WON /FALSE
ZERO? C-ELAPSED /?CND119
CALL1 CLOCKER >V
?CND119: SET 'P-PRSA-WORD,FALSE-VALUE
SET 'PRSA,FALSE-VALUE
SET 'PRSO,FALSE-VALUE
SET 'PRSI,FALSE-VALUE
RETURN PRSI
.FUNCT TOO-DARK-FOR-IT?
ZERO? LIT \FALSE
CALL HELD?,P-IT-OBJECT,WINNER
ZERO? STACK \FALSE
IN? WINNER,P-IT-OBJECT /FALSE
PRINT TOO-DARK
CRLF
RTRUE
.FUNCT DONT-ALL,OBJ1,L
LOC OBJ1 >L
EQUAL? OBJ1,NOT-HERE-OBJECT \?CCL3
INC 'P-NOT-HERE
RTRUE
?CCL3: EQUAL? PRSA,V?TAKE \?CCL5
ZERO? PRSI /?CCL5
IN? PRSO,PRSI \TRUE
?CCL5: CALL2 ACCESSIBLE?,OBJ1
ZERO? STACK /TRUE
EQUAL? P-GETFLAGS,P-ALL \FALSE
ZERO? PRSI /?CCL15
EQUAL? PRSO,PRSI /TRUE
?CCL15: EQUAL? PRSA,V?TAKE \?CCL19
FSET? OBJ1,TAKEBIT /?CCL22
FSET? OBJ1,TRYTAKEBIT \TRUE
?CCL22: EQUAL? L,WINNER,HERE,PRSI /?CCL26
LOC WINNER
EQUAL? L,STACK /?CCL26
FSET? L,SURFACEBIT \TRUE
FSET? L,TAKEBIT /TRUE
RFALSE
?CCL26: ZERO? PRSI \FALSE
CALL2 HELD?,PRSO
ZERO? STACK /FALSE
RTRUE
?CCL19: EQUAL? PRSA,V?PUT-ON,V?PUT,V?DROP /?PRD41
EQUAL? PRSA,V?SGIVE,V?GIVE \?CCL39
?PRD41: IN? OBJ1,WINNER \TRUE
?CCL39: EQUAL? PRSA,V?PUT-ON,V?PUT \FALSE
IN? PRSO,WINNER /FALSE
CALL HELD?,PRSO,PRSI
ZERO? STACK \TRUE
RFALSE
.FUNCT CLOCKER-VERB?,VRB
EQUAL? VRB,V?BRIEF,V?SUPER-BRIEF,V?VERBOSE /FALSE
EQUAL? VRB,V?SAVE,V?RESTORE,V?SCORE /FALSE
EQUAL? VRB,V?SCRIPT,V?UNSCRIPT,V?TIME /FALSE
EQUAL? VRB,V?QUIT,V?RESTART,V?VERSION /FALSE
EQUAL? VRB,V?$RANDOM,V?$RECORD,V?$UNRECORD /FALSE
EQUAL? VRB,V?$COMMAND,V?HINT,V?HINTS-NO /FALSE
RTRUE
.FUNCT FAKE-ORPHAN,IT-WAS-USED,TMP,?TMP1
ICALL ORPHAN,P-SYNTAX,FALSE-VALUE
GET P-OTBL,P-VERBN >TMP
PRINTI "[Be specific: Wh"
ZERO? IT-WAS-USED /?CCL3
PRINTI "at object"
JUMP ?CND1
?CCL3: PRINTC 111
?CND1: PRINTI " do you want to "
ZERO? TMP \?CCL6
PRINTI "tell"
JUMP ?CND4
?CCL6: GETB P-VTBL,2
ZERO? STACK \?CCL8
GET TMP,0
PRINTB STACK
JUMP ?CND4
?CCL8: GETB TMP,2 >?TMP1
GETB TMP,3
ICALL WORD-PRINT,?TMP1,STACK
PUTB P-VTBL,2,0
?CND4: SET 'P-OFLAG,TRUE-VALUE
SET 'P-WON,FALSE-VALUE
GETB P-SYNTAX,P-SPREP1
ICALL2 PREP-PRINT,STACK
PRINTR "?]"
.FUNCT PERFORM-PRSA,O,I
CALL PERFORM,PRSA,O,I
RSTACK
.FUNCT PERFORM,A,O,I,V,OA,OO,OI
SET 'OA,PRSA
SET 'OO,PRSO
SET 'OI,PRSI
SET 'PRSA,A
ZERO? P-WALK-DIR \?CND1
EQUAL? A,V?WALK /?CND1
EQUAL? IT,I,O \?CND1
CALL2 VISIBLE?,P-IT-OBJECT
ZERO? STACK /?CCL9
EQUAL? IT,O \?CCL12
SET 'O,P-IT-OBJECT
JUMP ?CND1
?CCL12: SET 'I,P-IT-OBJECT
?CND1: SET 'PRSO,O
SET 'PRSI,I
EQUAL? A,V?WALK /?CND18
ZERO? P-WALK-DIR \?CND18
EQUAL? NOT-HERE-OBJECT,PRSO,PRSI \?CND18
CALL D-APPLY,STR?1,NOT-HERE-OBJECT-F >V
ZERO? V /?CND18
SET 'P-WON,FALSE-VALUE
?CND18: SET 'O,PRSO
SET 'I,PRSI
ICALL2 THIS-IS-IT,PRSI
ICALL2 THIS-IS-IT,PRSO
ZERO? V \?CND25
GETP WINNER,P?ACTION
CALL D-APPLY,STR?2,STACK >V
?CND25: ZERO? V \?CND27
GETP HERE,P?ACTION
CALL D-APPLY,STR?3,STACK,M-BEG >V
?CND27: ZERO? V \?CND29
GET PREACTIONS,A
CALL D-APPLY,STR?4,STACK >V
?CND29: ZERO? V \?CND31
ZERO? I /?CND31
GETP I,P?ACTION
CALL D-APPLY,STR?5,STACK >V
?CND31: ZERO? V \?CND35
ZERO? O /?CND35
EQUAL? A,V?WALK /?CND35
GETP O,P?ACTION
CALL D-APPLY,STR?6,STACK >V
?CND35: ZERO? V \?CND40
GET ACTIONS,A
CALL D-APPLY,FALSE-VALUE,STACK >V
?CND40: SET 'PRSA,OA
SET 'PRSO,OO
SET 'PRSI,OI
RETURN V
?CCL9: ZERO? I \?CCL15
ICALL2 FAKE-ORPHAN,TRUE-VALUE
RETURN 2
?CCL15: ICALL1 REFERRING
RETURN 2
.FUNCT D-APPLY,STR,FCN,FOO,RES
ZERO? FCN /FALSE
ZERO? FOO /?CCL6
CALL FCN,FOO >RES
RETURN RES
?CCL6: CALL FCN >RES
RETURN RES
.FUNCT META-LOC,OBJ
?PRG1: ZERO? OBJ /FALSE
IN? OBJ,GLOBAL-OBJECTS \?CND3
RETURN GLOBAL-OBJECTS
?CND3: IN? OBJ,ROOMS \?CCL9
RETURN OBJ
?CCL9: LOC OBJ >OBJ
JUMP ?PRG1
.FUNCT QUEUE,RTN,TICK,CINT
CALL2 INT,RTN >CINT
PUT CINT,C-TICK,TICK
RETURN CINT
.FUNCT INT,RTN,DEMON,E,C,INT
ADD C-TABLE,C-TABLELEN >E
ADD C-TABLE,C-INTS >C
?PRG1: EQUAL? C,E \?CCL5
SUB C-INTS,C-INTLEN >C-INTS
ZERO? DEMON /?PEN6
SUB C-DEMONS,C-INTLEN >C-DEMONS
?PEN6: ADD C-TABLE,C-INTS >INT
PUT INT,C-RTN,RTN
RETURN INT
?CCL5: GET C,C-RTN
EQUAL? STACK,RTN \?CND3
RETURN C
?CND3: ADD C,C-INTLEN >C
JUMP ?PRG1
.FUNCT CLOCKER,C,E,TICK,FLG
ZERO? P-WON /?CCL3
PUSH C-INTS
JUMP ?CND1
?CCL3: PUSH C-DEMONS
?CND1: ADD C-TABLE,STACK >C
ADD C-TABLE,C-TABLELEN >E
?PRG4: EQUAL? C,E \?CCL8
RETURN FLG
?CCL8: GET C,C-ENABLED?
ZERO? STACK /?CND6
GET C,C-TICK >TICK
ZERO? TICK /?CND6
EQUAL? TICK,-1 \?CCL13
GET C,C-RTN
CALL STACK
ZERO? STACK /?CND6
SET 'FLG,TRUE-VALUE
JUMP ?CND6
?CCL13: SUB TICK,C-ELAPSED >TICK
PUT C,C-TICK,TICK
GRTR? TICK,1 /?CND6
PUT C,C-TICK,0
GET C,C-RTN
CALL STACK
ZERO? STACK /?CND6
SET 'FLG,TRUE-VALUE
?CND6: ADD C,C-INTLEN >C
JUMP ?PRG4
.FUNCT REFERRING,HIM-HER
PRINTI "I don't see wh"
ZERO? HIM-HER /?CCL3
PRINTC 111
JUMP ?CND1
?CCL3: PRINTI "at"
?CND1: PRINTR " you're referring to."
.ENDI

561
misc.zil Normal file
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@ -0,0 +1,561 @@
"MISC for PLANETFALL
(c) Copyright 1983 Infocom, Inc. All Rights Reserved."
<DEFMAC RMGL-SIZE ('TBL)
<COND (<AND <GASSIGNED? PLUS-MODE> ,PLUS-MODE>
<FORM - <FORM / <FORM PTSIZE .TBL> 2> 1>)
(T <FORM - <FORM PTSIZE .TBL> 1>)>>
<GLOBAL P-MULT <>>
<GLOBAL P-NOT-HERE <>>
"old MACROS file"
<SETG C-ENABLED? 0>
<SETG C-ENABLED 1>
<SETG C-DISABLED 0>
<DEFMAC VERB? ("ARGS" ATMS)
<MULTIFROB PRSA .ATMS>>
;<DEFMAC VERB? ("TUPLE" ATMS "AUX" (O ()) (L ()))
<REPEAT ()
<COND (<EMPTY? .ATMS>
<RETURN!- <COND (<LENGTH? .O 1> <NTH .O 1>)
(ELSE <FORM OR !.O>)>>)>
<REPEAT ()
<COND (<EMPTY? .ATMS> <RETURN!->)>
<SET ATM <NTH .ATMS 1>>
<SET L
(<FORM GVAL <PARSE <STRING "V?" <SPNAME .ATM>>>>
!.L)>
<SET ATMS <REST .ATMS>>
<COND (<==? <LENGTH .L> 3> <RETURN!->)>>
<SET O (<FORM EQUAL? ',PRSA !.L> !.O)>
<SET L ()>>>
<DEFMAC PRSO? ("ARGS" ATMS)
<MULTIFROB PRSO .ATMS>>
<DEFMAC PRSI? ("ARGS" ATMS)
<MULTIFROB PRSI .ATMS>>
<DEFMAC ROOM? ("ARGS" ATMS)
<MULTIFROB HERE .ATMS>>
<DEFINE MULTIFROB (X ATMS "AUX" (OO (OR)) (O .OO) (L ()) ATM)
<REPEAT ()
<COND (<EMPTY? .ATMS>
<RETURN!- <COND (<LENGTH? .OO 1> <ERROR .X>)
(<LENGTH? .OO 2> <NTH .OO 2>)
(ELSE <CHTYPE .OO FORM>)>>)>
<REPEAT ()
<COND (<EMPTY? .ATMS> <RETURN!->)>
<SET ATM <NTH .ATMS 1>>
<SET L
(<COND (<TYPE? .ATM ATOM>
<CHTYPE <COND (<==? .X PRSA>
<PARSE
<STRING "V?"
<SPNAME .ATM>>>)
(ELSE .ATM)> GVAL>)
(ELSE .ATM)>
!.L)>
<SET ATMS <REST .ATMS>>
<COND (<==? <LENGTH .L> 3> <RETURN!->)>>
<SET O <REST <PUTREST .O
(<FORM EQUAL? <CHTYPE .X GVAL> !.L>)>>>
<SET L ()>>>
<DEFMAC RFATAL ()
'<PROG () <PUSH 2> <RSTACK>>>
<DEFMAC PROB ('BASE?)
<FORM NOT <FORM L? .BASE? '<RANDOM 100>>>>
;<ROUTINE ZPROB (BASE)
<G? .BASE <RANDOM 300>>>
<ROUTINE PICK-ONE (FROB)
<GET .FROB <RANDOM <GET .FROB 0>>>>
<DEFMAC ENABLE ('INT) <FORM PUT .INT ,C-ENABLED? 1>>
<DEFMAC DISABLE ('INT) <FORM PUT .INT ,C-ENABLED? 0>>
<DEFMAC OPENABLE? ('OBJ)
<FORM OR <FORM FSET? .OBJ ',DOORBIT>
<FORM FSET? .OBJ ',CONTBIT>>>
<DEFMAC ABS ('NUM)
<FORM COND (<FORM L? .NUM 0> <FORM - 0 .NUM>)
(T .NUM)>>
^L
"old MAIN or VERMONT file"
<GLOBAL P-WON <>>
<CONSTANT M-FATAL 2>
<CONSTANT M-HANDLED 1>
<CONSTANT M-NOT-HANDLED <>>
<CONSTANT M-BEG 1>
<CONSTANT M-END 6>
<CONSTANT M-OBJECT <>>
<CONSTANT M-ENTER 2>
<CONSTANT M-LOOK 3>
<CONSTANT M-FLASH 4>
<CONSTANT M-OBJDESC 5>
<GLOBAL WINNER <>>
<GLOBAL HOST:NUMBER 0> "Host machine."
<GLOBAL WIDTH:NUMBER 0> "Width of screen in chars."
<ROUTINE GO ()
<SETG HOST <LOWCORE INTID>>
<SETG WIDTH <LOWCORE SCRH>>
;<PUTB ,P-LEXV 0 59>
;"put interrupts on clock chain"
<ENABLE <QUEUE I-BLATHER -1>>
<ENABLE <QUEUE I-AMBASSADOR -1>>
<ENABLE <QUEUE I-RANDOM-INTERRUPTS 1>>
<ENABLE <QUEUE I-SLEEP-WARNINGS 3600>>
<ENABLE <QUEUE I-HUNGER-WARNINGS 2000>>
<ENABLE <QUEUE I-SICKNESS-WARNINGS 1000>>
;"set up and go"
<SETG SPOUT-PLACED ,GROUND>
;"following COND avoids random-before-first-read message in ZIP20"
<COND (<EQUAL? <GETB 0 56> 0>
<SETG INTERNAL-MOVES <+ 4450 <RANDOM 180>>>)
(T
<SETG INTERNAL-MOVES 4540>)>
<SETG MOVES ,INTERNAL-MOVES>
<SETG LIT T>
<SETG WINNER ,ADVENTURER>
<CLEAR -1>
<INIT-STATUS-LINE>
<SETG HERE ,DECK-NINE>
<UPDATE-STATUS-LINE>
<SETG P-IT-LOC ,DECK-NINE>
<SETG P-IT-OBJECT ,POD-DOOR>
<COND (<NOT <FSET? ,HERE ,TOUCHBIT>>
<V-VERSION>
<CRLF>
<TELL
"Another routine day of drudgery aboard the Stellar Patrol Ship Feinstein.
This morning's assignment for a certain lowly Ensign Seventh Class: scrubbing
the filthy metal deck at the port end of Level Nine. With your Patrol-issue
self-contained multi-purpose all-weather scrub brush you shine the floor with
a diligence born of the knowledge that at any moment dreaded Ensign First
Class Blather, the bane of your shipboard existence, could appear." CR CR>)>
<V-LOOK>
<MAIN-LOOP>
<AGAIN>>
<ROUTINE I-RANDOM-INTERRUPTS ()
<ENABLE <QUEUE I-BLOWUP-FEINSTEIN <+ <RANDOM 90> 240>>>
<COMM-SETUP> ;"sets up comm system and laser values"
<SETG NUMBER-NEEDED <RANDOM 1000>>>
<ROUTINE MAIN-LOOP ("AUX" TRASH)
<REPEAT ()
<SET TRASH <MAIN-LOOP-1>>>>
<ROUTINE MAIN-LOOP-1 ("AUX" ICNT OCNT NUM CNT OBJ TBL V PTBL OBJ1 TMP)
<SETG C-ELAPSED ,C-ELAPSED-DEFAULT>
<SET CNT 0>
<SET OBJ <>>
<SET PTBL T>
<COND (<SETG P-WON <PARSER>>
<SET ICNT <GET ,P-PRSI ,P-MATCHLEN>>
<SET OCNT <GET ,P-PRSO ,P-MATCHLEN>>
<COND (<AND ,P-IT-OBJECT <ACCESSIBLE? ,P-IT-OBJECT>>
<SET TMP <>>
<REPEAT ()
<COND (<G? <SET CNT <+ .CNT 1>> .ICNT>
<RETURN>)
(T
<COND (<EQUAL? <GET ,P-PRSI .CNT> ,IT>
<COND (<TOO-DARK-FOR-IT?> <RTRUE>)>
<PUT ,P-PRSI .CNT ,P-IT-OBJECT>
<SET TMP T>
<RETURN>)>)>>
<COND (<NOT .TMP>
<SET CNT 0>
<REPEAT ()
<COND (<G? <SET CNT <+ .CNT 1>> .OCNT>
<RETURN>)
(T
<COND (<EQUAL? <GET ,P-PRSO .CNT> ,IT>
<COND (<TOO-DARK-FOR-IT?> <RTRUE>)>
<PUT ,P-PRSO .CNT ,P-IT-OBJECT>
<RETURN>)>)>>)>
<SET CNT 0>)>
<SET NUM <COND (<0? .OCNT> .OCNT)
(<G? .OCNT 1>
<SET TBL ,P-PRSO>
<COND (<0? .ICNT> <SET OBJ <>>)
(T <SET OBJ <GET ,P-PRSI 1>>)>
.OCNT)
(<G? .ICNT 1>
<SET PTBL <>>
<SET TBL ,P-PRSI>
<SET OBJ <GET ,P-PRSO 1>>
.ICNT)
(T 1)>>
<COND (<AND <NOT .OBJ> <1? .ICNT>> <SET OBJ <GET ,P-PRSI 1>>)>
<COND (<==? ,PRSA ,V?WALK> <SET V <PERFORM-PRSA ,PRSO>>)
(<0? .NUM>
<COND (<0? <BAND <GETB ,P-SYNTAX ,P-SBITS> ,P-SONUMS>>
<SET V <PERFORM-PRSA>>
<SETG PRSO <>>)
(<NOT ,LIT>
<TELL ,TOO-DARK CR>
<STOP>)
(T
<TELL "There isn't anything to ">
<SET TMP <GET ,P-ITBL ,P-VERBN>>
<COND (<OR ,P-OFLAG ,P-MERGED>
<PRINTB <GET .TMP 0>>)
(T
<WORD-PRINT <GETB .TMP 2>
<GETB .TMP 3>>)>
<TELL "!" CR>
<SET V <>>
<STOP>)>)
(T
<SETG P-NOT-HERE 0>
<SETG P-MULT <>>
<COND (<G? .NUM 1>
<SETG P-MULT T>)>
<SET TMP <>>
<REPEAT ()
<COND (<G? <SET CNT <+ .CNT 1>> .NUM>
<COND (<G? ,P-NOT-HERE 0>
<TELL "[The ">
<COND (<NOT <EQUAL? ,P-NOT-HERE .NUM>>
<TELL "other ">)>
<TELL "object">
<COND (<NOT <EQUAL? ,P-NOT-HERE 1>>
<TELL "s">)>
<TELL " that you mentioned ">
<COND (<NOT <EQUAL? ,P-NOT-HERE 1>>
<TELL "are">)
(T <TELL "is">)>
<TELL "n't here.]" CR>)
(<NOT .TMP>
<TELL "There's nothing there." CR>)>
<RETURN>)
(T
<COND (.PTBL <SET OBJ1 <GET ,P-PRSO .CNT>>)
(T <SET OBJ1 <GET ,P-PRSI .CNT>>)>
<SETG PRSO <COND (.PTBL .OBJ1) (T .OBJ)>>
<SETG PRSI <COND (.PTBL .OBJ) (T .OBJ1)>>
<COND (<OR <G? .NUM 1>
<EQUAL? <GET <GET ,P-ITBL ,P-NC1> 0>
,W?ALL>>
<COND (<DONT-ALL .OBJ1>
<AGAIN>)
(T
<COND (<EQUAL? .OBJ1 ,IT>
<PRINTD ,P-IT-OBJECT>)
(T <PRINTD .OBJ1>)>
<TELL ": ">)>)>
<SET TMP T>
<SET V <PERFORM-PRSA ,PRSO ,PRSI>>
<COND (<==? .V ,M-FATAL> <RETURN>)>)>>)>
<COND (<EQUAL? .V ,M-FATAL>
<SETG P-CONT <>>)>
<COND (<AND <CLOCKER-VERB? ,PRSA>
<NOT <VERB? TELL>>
,P-WON>
<SET V <APPLY <GETP <LOC ,WINNER> ,P?ACTION> ,M-END>>)>)
(T
<SETG P-CONT <>>)>
<COND (<NOT <EQUAL? <GET <INT I-POD-TRIP> ,C-ENABLED?> 0>>
<SETG C-ELAPSED 54>)
(<G? ,SHUTTLE-VELOCITY 0>
<SETG C-ELAPSED </ 600 ,SHUTTLE-VELOCITY>>)
(<OR <VERB? TELL>
<NOT <CLOCKER-VERB? ,PRSA>>>
<SETG C-ELAPSED 0>)>
<SETG INTERNAL-MOVES <+ ,INTERNAL-MOVES ,C-ELAPSED>>
<COND (<NOT <IN? ,CHRONOMETER ,ADVENTURER>>
<SETG MOVES 0>)
(<FSET? ,CHRONOMETER ,MUNGEDBIT>
<SETG MOVES ,MUNGED-TIME>)
(T
<SETG MOVES ,INTERNAL-MOVES>)>
<COND (,P-WON
<COND (<NOT <EQUAL? ,C-ELAPSED 0>>
<SET V <CLOCKER>>)>
<SETG P-PRSA-WORD <>>
<SETG PRSA <>>
<SETG PRSO <>>
<SETG PRSI <>>)>>
<ROUTINE TOO-DARK-FOR-IT? ()
<COND (<AND <NOT ,LIT>
<NOT <HELD? ,P-IT-OBJECT ,WINNER>>
<NOT <IN? ,WINNER ,P-IT-OBJECT>>>
<TELL ,TOO-DARK CR>
<RTRUE>)>>
<ROUTINE DONT-ALL (OBJ1 "AUX" (L <LOC .OBJ1>))
;"RFALSE if OBJ1 should be included in the ALL, otherwise RTRUE"
<COND (<EQUAL? .OBJ1 ,NOT-HERE-OBJECT>
<SETG P-NOT-HERE <+ ,P-NOT-HERE 1>>
<RTRUE>)
(<AND <VERB? TAKE> ;"TAKE prso FROM prsi and prso isn't in prsi"
,PRSI
<NOT <IN? ,PRSO ,PRSI>>>
<RTRUE>)
(<NOT <ACCESSIBLE? .OBJ1>> ;"can't get at object"
<RTRUE>)
(<EQUAL? ,P-GETFLAGS ,P-ALL> ;"cases for ALL"
<COND (<AND ,PRSI
<PRSO? ,PRSI>>
<RTRUE>)
(<VERB? TAKE>
;"TAKE ALL and object not accessible or takeable"
<COND (<AND <NOT <FSET? .OBJ1 ,TAKEBIT>>
<NOT <FSET? .OBJ1 ,TRYTAKEBIT>>>
<RTRUE>)
(<AND <NOT <EQUAL? .L ,WINNER ,HERE ,PRSI>>
<NOT <EQUAL? .L <LOC ,WINNER>>>>
<COND (<AND <FSET? .L ,SURFACEBIT>
<NOT <FSET? .L ,TAKEBIT>>> ;"tray"
<RFALSE>)
(T
<RTRUE>)>)
(<AND <NOT ,PRSI>
<HELD? ,PRSO>> ;"already have it"
<RTRUE>)
(T
<RFALSE>)>)
(<AND <VERB? DROP PUT PUT-ON GIVE SGIVE>
;"VERB ALL, object not held"
<NOT <IN? .OBJ1 ,WINNER>>>
<RTRUE>)
(<AND <VERB? PUT PUT-ON> ;"PUT ALL IN X,obj already in x"
<NOT <IN? ,PRSO ,WINNER>>
<HELD? ,PRSO ,PRSI>>
<RTRUE>)>)>>
;"Name-change and reversal of RTRUE and RFALSE by arb 5/88"
<ROUTINE CLOCKER-VERB? (VRB)
<COND (<OR <EQUAL? .VRB ,V?BRIEF ,V?SUPER-BRIEF ,V?VERBOSE>
<EQUAL? .VRB ,V?SAVE ,V?RESTORE ,V?SCORE>
<EQUAL? .VRB ,V?SCRIPT ,V?UNSCRIPT ,V?TIME>
<EQUAL? .VRB ,V?QUIT ,V?RESTART ,V?VERSION>
<EQUAL? .VRB ,V?$RANDOM ,V?$RECORD ,V?$UNRECORD>
<EQUAL? .VRB ,V?$COMMAND ,V?HINT ,V?HINTS-NO>>
<RFALSE>)
(T
<RTRUE>)>>
;<GLOBAL L-PRSA <>>
;<GLOBAL L-PRSO <>>
;<GLOBAL L-PRSI <>>
<ROUTINE FAKE-ORPHAN ("OPTIONAL" (IT-WAS-USED <>) "AUX" TMP)
<ORPHAN ,P-SYNTAX <>>
<SET TMP <GET ,P-OTBL ,P-VERBN>>
<TELL "[Be specific: Wh">
<COND (.IT-WAS-USED
<TELL "at object">)
(T
<TELL "o">)>
<TELL " do you want to ">
<COND (<EQUAL? .TMP 0>
<TELL "tell">)
(<0? <GETB ,P-VTBL 2>>
<PRINTB <GET .TMP 0>>)
(T
<WORD-PRINT <GETB .TMP 2> <GETB .TMP 3>>
<PUTB ,P-VTBL 2 0>)>
<SETG P-OFLAG T>
<SETG P-WON <>>
<PREP-PRINT <GETB ,P-SYNTAX ,P-SPREP1>>
<TELL "?]" CR>>
<ROUTINE PERFORM-PRSA ("OPTIONAL" (O <>) (I <>))
<PERFORM ,PRSA .O .I>>
<ROUTINE PERFORM (A "OPTIONAL" (O <>) (I <>) "AUX" (V <>) OA OO OI)
<SET OA ,PRSA>
<SET OO ,PRSO>
<SET OI ,PRSI>
<SETG PRSA .A>
<COND (<AND <ZERO? ,P-WALK-DIR>
<NOT <EQUAL? .A ,V?WALK>>>
<COND (<EQUAL? ,IT .I .O>
<COND (<VISIBLE? ,P-IT-OBJECT>
<COND (<EQUAL? ,IT .O>
<SET O ,P-IT-OBJECT>)
(T
<SET I ,P-IT-OBJECT>)>)
(T
<COND (<NOT .I>
<FAKE-ORPHAN T>)
(T
<REFERRING>)>
<RFATAL>)>)>)>
<SETG PRSO .O>
<SETG PRSI .I>
<COND (<AND <NOT <EQUAL? .A ,V?WALK>>
<ZERO? ,P-WALK-DIR>
<EQUAL? ,NOT-HERE-OBJECT ,PRSO ,PRSI>>
<SET V <D-APPLY "Not Here" ,NOT-HERE-OBJECT-F>>
<COND (<T? .V>
<SETG P-WON <>>)>)>
<SET O ,PRSO>
<SET I ,PRSI>
<THIS-IS-IT ,PRSI>
<THIS-IS-IT ,PRSO>
<COND (<ZERO? .V>
<SET V <D-APPLY "Actor" <GETP ,WINNER ,P?ACTION>>>)>
<COND (<ZERO? .V>
<SET V <D-APPLY "M-Beg" <GETP ,HERE ,P?ACTION> ,M-BEG>>)>
<COND (<ZERO? .V>
<SET V <D-APPLY "Preaction" <GET ,PREACTIONS .A>>>)>
<COND (<AND <ZERO? .V>
<T? .I>>
<SET V <D-APPLY "PRSI" <GETP .I ,P?ACTION>>>)>
<COND (<AND <ZERO? .V>
<T? .O>
<NOT <EQUAL? .A ,V?WALK>>>
<SET V <D-APPLY "PRSO" <GETP .O ,P?ACTION>>>)>
<COND (<ZERO? .V>
<SET V <D-APPLY <> <GET ,ACTIONS .A>>>)>
<SETG PRSA .OA>
<SETG PRSO .OO>
<SETG PRSI .OI>
.V>
<ROUTINE D-APPLY (STR FCN "OPTIONAL" (FOO <>) "AUX" RES)
<COND (<NOT .FCN> <>)
(T
;<COND (,DEBUG
<COND (<NOT .STR>
<TELL " Default ->" CR>)
(T
<TELL " " .STR " -> ">)>)>
<SET RES <COND (.FOO
<APPLY .FCN .FOO>)
(T
<APPLY .FCN>)>>
;<COND (<AND ,DEBUG
.STR>
<COND (<EQUAL? .RES ,M-FATAL>
<TELL "Fatal" CR>)
(<NOT .RES>
<TELL "Not handled">)
(T <TELL "Handled" CR>)>)>
.RES)>>
<ROUTINE META-LOC (OBJ)
<REPEAT ()
<COND (<NOT .OBJ> <RFALSE>)
(<IN? .OBJ ,GLOBAL-OBJECTS>
<RETURN ,GLOBAL-OBJECTS>)>
<COND (<IN? .OBJ ,ROOMS>
<RETURN .OBJ>)
(ELSE
<SET OBJ <LOC .OBJ>>)>>>
^L
"old CLOCK file"
<CONSTANT C-TABLELEN 240>
<GLOBAL C-TABLE %<COND (<GASSIGNED? PREDGEN>
'<ITABLE NONE 120>)
(T
'<ITABLE NONE 240>)>>
<GLOBAL C-DEMONS 300>
<GLOBAL C-INTS 240>
<GLOBAL C-ELAPSED 7>
<CONSTANT C-ELAPSED-DEFAULT 7>
<CONSTANT C-INTLEN 6>
<CONSTANT C-ENABLED? 0>
<CONSTANT C-TICK 1>
<CONSTANT C-RTN 2>
;<ROUTINE DEMON (RTN TICK "AUX" CINT)
<PUT <SET CINT <INT .RTN T>> ,C-TICK .TICK>
.CINT>
<ROUTINE QUEUE (RTN TICK "AUX" CINT)
<PUT <SET CINT <INT .RTN>> ,C-TICK .TICK>
.CINT>
<ROUTINE INT (RTN "OPTIONAL" (DEMON <>) E C INT)
<SET E <REST ,C-TABLE ,C-TABLELEN>>
<SET C <REST ,C-TABLE ,C-INTS>>
<REPEAT ()
<COND (<==? .C .E>
<SETG C-INTS <- ,C-INTS ,C-INTLEN>>
<AND .DEMON <SETG C-DEMONS <- ,C-DEMONS ,C-INTLEN>>>
<SET INT <REST ,C-TABLE ,C-INTS>>
<PUT .INT ,C-RTN .RTN>
<RETURN .INT>)
(<EQUAL? <GET .C ,C-RTN> .RTN> <RETURN .C>)>
<SET C <REST .C ,C-INTLEN>>>>
;<GLOBAL CLOCK-WAIT <>>
;<GLOBAL ELAPSED-MOVES 0>
<ROUTINE CLOCKER ("AUX" C E TICK (FLG <>))
;<SETG ELAPSED-MOVES <+ ,ELAPSED-MOVES 1>>
;<COND (,DEBUG-ON
<TELL "[Elapsed time: " N ,C-ELAPSED "]" CR>)>
;<COND (,CLOCK-WAIT <SETG CLOCK-WAIT <>> <RFALSE>)>
<SET C <REST ,C-TABLE <COND (,P-WON ,C-INTS) (T ,C-DEMONS)>>>
<SET E <REST ,C-TABLE ,C-TABLELEN>>
<REPEAT ()
<COND (<==? .C .E> <RETURN .FLG>)
(<NOT <0? <GET .C ,C-ENABLED?>>>
<SET TICK <GET .C ,C-TICK>>
<COND (<0? .TICK>)
(<==? .TICK -1>
<COND (<APPLY <GET .C ,C-RTN>>
<SET FLG T>)>)
(T
<PUT .C ,C-TICK <SET TICK <- .TICK ,C-ELAPSED>>>
<COND (<NOT <G? .TICK 1>>
<PUT .C ,C-TICK 0>
<COND (<APPLY <GET .C ,C-RTN>>
<SET FLG T>)>)>)>)>
<SET C <REST .C ,C-INTLEN>>>>
;<ROUTINE NULL-F ("OPTIONAL" A1 A2)
<RFALSE>>
<ROUTINE REFERRING ("OPTIONAL" (HIM-HER <>))
<TELL "I don't see wh">
<COND (.HIM-HER
<TELL "o">)
(T
<TELL "at">)>
<TELL " you're referring to." CR>>

153
parser.zabstr Normal file
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@ -0,0 +1,153 @@
<SETG SIBREAKS ".,\"">
<GLOBAL PRSA 0 %<> WORD>
<GLOBAL PRSI 0 %<> WORD>
<GLOBAL PRSO 0 %<> WORD>
<GLOBAL P-TABLE 0 %<> WORD>
<GLOBAL P-ONEOBJ 0 %<> WORD>
<GLOBAL P-SYNTAX 0 %<> WORD>
<GLOBAL P-CCSRC 0 %<> WORD>
<GLOBAL P-LEN 0 %<> WORD>
<GLOBAL P-DIRECTION 0 %<> WORD>
<GLOBAL HERE 0 %<> WORD>
<MSETG P-INBUF-LENGTH 80>
<GLOBAL GLOBAL-VARS-TABLE!-IZILCH 0 %<> WORD>
<CONSTANT P-LEXV <ITABLE 39 (LEXV) 0 #BYTE *000000000000* #BYTE *000000000000*>
>
<CONSTANT P-INBUF <ITABLE ,P-INBUF-LENGTH (BYTE LENGTH) 0>>
<GLOBAL P-CONT <> %<> WORD>
<GLOBAL P-IT-OBJECT <> %<> WORD>
<GLOBAL P-IT-LOC <> %<> WORD>
<GLOBAL LAST-PSEUDO-LOC <> %<> WORD>
<GLOBAL P-OFLAG <> %<> WORD>
<GLOBAL P-MERGED <> %<> WORD>
<GLOBAL P-ACLAUSE <> %<> WORD>
<GLOBAL P-ANAM <> %<> WORD>
<GLOBAL P-AADJ <> %<> WORD>
<CONSTANT P-PHRLEN 3>
<CONSTANT P-ORPHLEN 7>
<CONSTANT P-RTLEN 3>
<CONSTANT P-LEXWORDS 1>
<CONSTANT P-LEXSTART 1>
<CONSTANT P-LEXELEN 2>
<CONSTANT P-WORDLEN 4>
<CONSTANT P-PSOFF 6>
<CONSTANT P-P1OFF 7>
<CONSTANT P-P1BITS 3>
<CONSTANT P-ITBLLEN 9>
<GLOBAL P-ITBL <TABLE 0 0 0 0 0 0 0 0 0 0> %<> WORD>
<GLOBAL P-OTBL <TABLE 0 0 0 0 0 0 0 0 0 0> %<> WORD>
<GLOBAL P-VTBL <TABLE 0 0 0 0> %<> WORD>
<GLOBAL P-NCN 0 %<> WORD>
<CONSTANT P-VERB 0>
<CONSTANT P-VERBN 1>
<CONSTANT P-PREP1 2>
<CONSTANT P-PREP1N 3>
<CONSTANT P-PREP2 4>
<CONSTANT P-PREP2N 5>
<CONSTANT P-NC1 6>
<CONSTANT P-NC1L 7>
<CONSTANT P-NC2 8>
<CONSTANT P-NC2L 9>
<GLOBAL P-INPUT-WORDS <> %<> WORD>
<GLOBAL P-END-ON-PREP <> %<> WORD>
<GLOBAL P-PRSA-WORD <> %<> WORD>
<GLOBAL QUOTE-FLAG <> %<> WORD>
<CONSTANT RESERVE-INBUF <ITABLE ,P-INBUF-LENGTH (BYTE LENGTH) 0>>
<GLOBAL AGAIN-LEXV <ITABLE 39 (LEXV) 0 <BYTE 0> <BYTE 0>> %<> WORD>
<GLOBAL RESERVE-LEXV <ITABLE 39 (LEXV) 0 <BYTE 0> <BYTE 0>> %<> WORD>
<GLOBAL AGAIN-DIR <> %<> WORD>
<GLOBAL RESERVE-PTR <> %<> WORD>
<CONSTANT OOPS-INBUF <ITABLE ,P-INBUF-LENGTH (BYTE LENGTH) 0>>
<GLOBAL OOPS-TABLE <TABLE <> <> <> <>> %<> WORD>
<CONSTANT O-PTR 0>
<CONSTANT O-START 1>
<CONSTANT O-LENGTH 2>
<CONSTANT O-END 3>
<DEFINE-ROUTINE PARSER>
<DEFINE-ROUTINE INBUF-STUFF>
<DEFINE-ROUTINE STUFF>
<DEFINE-ROUTINE NEXT-WORD>
<DEFINE-ROUTINE CHANGE-LEXV>
<GLOBAL P-WALK-DIR <> %<> WORD>
<DEFINE-ROUTINE WT?>
<DEFINE-ROUTINE CLAUSE>
<DEFINE-ROUTINE NUMBER?>
<GLOBAL P-NUMBER 0 %<> WORD>
<DEFINE-ROUTINE ORPHAN-MERGE>
<DEFINE-ROUTINE ACLAUSE-WIN>
<DEFINE-ROUTINE WORD-PRINT>
<DEFINE-ROUTINE INBUF-ADD>
<DEFINE-ROUTINE UNKNOWN-WORD>
<DEFINE-ROUTINE CANT-USE>
<GLOBAL P-SLOCBITS 0 %<> WORD>
<CONSTANT P-SYNLEN 8>
<CONSTANT P-SBITS 0>
<CONSTANT P-SPREP1 1>
<CONSTANT P-SPREP2 2>
<CONSTANT P-SFWIM1 3>
<CONSTANT P-SFWIM2 4>
<CONSTANT P-SLOC1 5>
<CONSTANT P-SLOC2 6>
<CONSTANT P-SACTION 7>
<CONSTANT P-SONUMS 3>
<DEFINE-ROUTINE SYNTAX-CHECK>
<DEFINE-ROUTINE CANT-ORPHAN>
<DEFINE-ROUTINE ORPHAN>
<DEFINE-ROUTINE CLAUSE-PRINT>
<DEFINE-ROUTINE BUFFER-PRINT>
<DEFINE-ROUTINE CAPITALIZE>
<DEFINE-ROUTINE PREP-PRINT>
<DEFINE-ROUTINE CLAUSE-COPY>
<DEFINE-ROUTINE CLAUSE-ADD>
<DEFINE-ROUTINE PREP-FIND>
<DEFINE-ROUTINE SYNTAX-FOUND>
<GLOBAL P-GWIMBIT 0 %<> WORD>
<DEFINE-ROUTINE GWIM>
<DEFINE-ROUTINE SNARF-OBJECTS>
<DEFINE-ROUTINE BUT-MERGE>
<GLOBAL P-NAM <> %<> WORD>
<GLOBAL P-ADJ <> %<> WORD>
<GLOBAL P-PRSO <ITABLE NONE 50> %<> WORD>
<GLOBAL P-PRSI <ITABLE NONE 50> %<> WORD>
<GLOBAL P-BUTS <ITABLE NONE 50> %<> WORD>
<GLOBAL P-MERGE <ITABLE NONE 50> %<> WORD>
<GLOBAL P-OCLAUSE <ITABLE NONE 50> %<> WORD>
<GLOBAL P-MATCHLEN 0 %<> WORD>
<GLOBAL P-GETFLAGS 0 %<> WORD>
<CONSTANT P-ALL 1>
<CONSTANT P-ONE 2>
<CONSTANT P-INHIBIT 4>
<GLOBAL P-CSPTR <> %<> WORD>
<GLOBAL P-CEPTR <> %<> WORD>
<GLOBAL P-AND <> %<> WORD>
<DEFINE-ROUTINE SNARFEM>
<DEFINE-ROUTINE ADJ-CHECK>
<CONSTANT SH 128>
<CONSTANT SC 64>
<CONSTANT SIR 32>
<CONSTANT SOG 16>
<CONSTANT STAKE 8>
<CONSTANT SMANY 4>
<CONSTANT SHAVE 2>
<DEFINE-ROUTINE GET-OBJECT>
<DEFINE-ROUTINE MOBY-FIND>
<GLOBAL P-MOBY-FOUND <> %<> WORD>
<GLOBAL P-XNAM <> %<> WORD>
<GLOBAL P-XADJ <> %<> WORD>
<DEFINE-ROUTINE WHICH-PRINT>
<DEFINE-ROUTINE GLOBAL-CHECK>
<DEFINE-ROUTINE DO-SL>
<CONSTANT P-SRCBOT 2>
<CONSTANT P-SRCTOP 0>
<CONSTANT P-SRCALL 1>
<DEFINE-ROUTINE SEARCH-LIST>
<DEFINE-ROUTINE OBJ-FOUND>
<DEFINE-ROUTINE TAKE-CHECK>
<DEFINE-ROUTINE ITAKE-CHECK>
<DEFINE-ROUTINE HERE?>
<DEFINE-ROUTINE HELD?>
<DEFINE-ROUTINE MANY-CHECK>
<DEFINE-ROUTINE LIT?>
<DEFINE-ROUTINE PRSO-PRINT>
<DEFINE-ROUTINE THIS-IT?>

1535
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-date- -rel- -size- -pre- -obj- -glo- -voc-
5/03 10 131112 28747 255 240 692
5/03 11 132732 26917 255 239 692
5/03 12 132480 26913 255 240 692
5/03 13 132804 26913 255 240 692
5/04 14 132808 26913 255 240 692
5/05 15 133062 27025 256 240 698
5/05 16 133030 26985 256 240 696
5/06 17 132966 26995 256 240 696
5/07 18 133586 26986 256 240 695
5/10 19 137588 26946 257 240 695
5/10 20 137584 26946 257 240 695
5/11 21 139136 26955 257 240 696
5/12 22 140770 27005 257 240 696
5/13 1 136900 26961 257 240 696
5/13 2 136864 26961 257 240 696
5/15 3 136868 26961 257 240 696
5/16 4 136868 26961 257 240 696
5/19 5 136876 26961 257 240 696
5/25 6 136832 26919 257 240 696
5/25 7 136916 27004 257 240 696
5/25 8 136876 26961 257 240 696
5/26 9 136808 26920 257 240 696
5/31 10 136560 26672 257 240 696

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Assembling S3.ZAP.7 on Tuesday, May 31, 1988 14:47:54
Release: 10
64 Inserting S3FREQ.XZAP.2 (646 bytes)
710 Inserting S3DAT.ZAP.5 (25962 bytes)
26672 Inserting S3PUR.ZAP.5 (1744 bytes)
28416 Inserting MISC.ZAP.4 (1961 bytes)
30377 Inserting PARSER.ZAP.7 (5968 bytes)
36345 Inserting VERBS.ZAP.2 (10604 bytes)
46949 Inserting GLOBALS.ZAP.2 (19176 bytes)
66125 Inserting COMPONE.ZAP.2 (15165 bytes)
81290 Inserting COMPTWO.ZAP.2 (15542 bytes)
96832 Inserting HINTS.ZAP.2 (1384 bytes)
98216 Inserting S3STR.ZAP.5 (38344 bytes)
Symbols unused:
GLOBAL-VARS-TABLE
257 objects.
240 globals.
696 word vocabulary.
136560 bytes (134K).
26672 bytes of preload.
17435 bytes of impure.
Outputting symbol tables

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0

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Combined ZIL Compiler Ver 2.0 (MIM)
-----------------------------------
Input file: SS:<PLANETFALL.CHEAP>S3.ZIL.11
[XZIP instructions]
[Funny globals and constants]
Loading abstract SS:<PLANETFALL.CHEAP>MISC.ZABSTR.11.
Loading SS:<PLANETFALL.CHEAP>PARSER.ZIL.39 and compiling it.
Compiling routine: PARSER
Compiling routine: INBUF-STUFF
Compiling routine: STUFF
Compiling routine: NEXT-WORD
Compiling routine: CHANGE-LEXV
Compiling routine: WT?
Compiling routine: CLAUSE
Compiling routine: NUMBER?
Compiling routine: ORPHAN-MERGE
Compiling routine: ACLAUSE-WIN
Compiling routine: WORD-PRINT
Compiling routine: INBUF-ADD
Compiling routine: UNKNOWN-WORD
Compiling routine: CANT-USE
Compiling routine: SYNTAX-CHECK
Compiling routine: CANT-ORPHAN
Compiling routine: ORPHAN
Compiling routine: CLAUSE-PRINT
Compiling routine: BUFFER-PRINT
Compiling routine: CAPITALIZE
Compiling routine: PREP-PRINT
Compiling routine: CLAUSE-COPY
Compiling routine: CLAUSE-ADD
Compiling routine: PREP-FIND
Compiling routine: SYNTAX-FOUND
Compiling routine: GWIM
Compiling routine: SNARF-OBJECTS
Compiling routine: BUT-MERGE
Compiling routine: SNARFEM
Compiling routine: ADJ-CHECK
Compiling routine: GET-OBJECT
Compiling routine: MOBY-FIND
Compiling routine: WHICH-PRINT
Compiling routine: GLOBAL-CHECK
Compiling routine: DO-SL
Compiling routine: SEARCH-LIST
Compiling routine: OBJ-FOUND
Compiling routine: TAKE-CHECK
Compiling routine: ITAKE-CHECK
Compiling routine: HERE?
Compiling routine: HELD?
Compiling routine: MANY-CHECK
Compiling routine: LIT?
Compiling routine: PRSO-PRINT
Compiling routine: THIS-IT?
Abstracting SS:<PLANETFALL.CHEAP>PARSER.
Loading SS:<PLANETFALL.CHEAP>SYNTAX.ZIL.12 and compiling it.
Loading abstract SS:<PLANETFALL.CHEAP>VERBS.ZABSTR.13.
Loading abstract SS:<PLANETFALL.CHEAP>GLOBALS.ZABSTR.16.
Loading abstract SS:<PLANETFALL.CHEAP>COMPONE.ZABSTR.12.
Loading abstract SS:<PLANETFALL.CHEAP>COMPTWO.ZABSTR.12.
Loading abstract SS:<PLANETFALL.CHEAP>HINTS.ZABSTR.11.
Vocabulary: 696
Prepositions: 18
ACROSS AROUND BEHIND FOR IN OFF OUT TO UP
AGAINST AT DOWN FROM NEAR ON OVER UNDER WITH
Real globals: 240
11-TEXT FLOYD-PEERED P-CSPTR
12-TEXT FLOYD-REACTIVATED P-DIRECTION
13-TEXT FLOYD-SCORE-FLAG P-END-ON-PREP
21-TEXT FLOYD-SPOKE P-GETFLAGS
22-TEXT FLOYD-WAITING P-GWIMBIT
23-TEXT FLOYDISMS P-INBUF
31-TEXT FORAY-COUNTER P-INPUT-WORDS
32-TEXT FUMBLE-NUMBER P-IT-LOC
33-TEXT FUMBLE-PROB P-IT-OBJECT
34-TEXT GEOGRAPHY-MENU P-ITBL
35-TEXT GLOBAL-VARS-TABLE P-LEN
41-TEXT GREEN-TEXT P-LEXV
42-TEXT HELLOS P-MATCHLEN
43-TEXT HERE P-MERGE
51-TEXT HINT-COUNTS P-MERGED
52-TEXT HINTS P-MOBY-FOUND
53-TEXT HINTS-OFF P-MULT
61-TEXT HISTORY-MENU P-NAM
62-TEXT HO-HUM P-NCN
63-TEXT HOLE-TRIP-FLAG P-NOT-HERE
ACCESS-PANEL-FULL HOST P-NUMBER
ACHILLES-FLAG HUNGER-LEVEL P-OCLAUSE
AGAIN-DIR INDENTS P-OFLAG
AGAIN-LEXV INTERLOGIC-MENU P-ONEOBJ
ALFIE-AT-KALAMONTEE INTERNAL-MOVES P-OTBL
ALFIE-BROKEN INVISICLUES P-PRSA-WORD
AMBASSADOR-LEAVE ITS-CRACKED P-PRSI
AMBASSADOR-QUOTES JUST-ENTERED P-PRSO
BEAM-MISSES LAB-FLOODED P-SLOCBITS
BEEN-HERE LAB-LIGHTS-ON P-SYNTAX
BETTY-AT-KALAMONTEE LADDER-EXTENDED P-TABLE
BETTY-BROKEN LADDER-FLAG P-VTBL
BLANKS LASER-JUST-SHOT P-WALK-DIR
BLATHER-LEAVE LASER-SCORE-FLAG P-WON
BLOWUP-COUNTER LASER-SETTING P-XADJ
BOARD-REPORTED LAST-CHASE-ROOM P-XNAM
BOTH-DOORS LAST-PSEUDO-LOC PADLOCK-REMOVED
BRIGS-UP LAWANDA-PLATFORM-FLAG PREVIOUS
C-DEMONS LAZARUS-FLAG PRSA
C-ELAPSED LEVER-SETTING PRSI
C-INTS LINE-TABLE PRSO
C-TABLE LIT Q-MAIN-MENU
CANT-GO LOAD-ALLOWED Q-RESUME-STORY
CARD-REVEALED LOW-END Q-SEE-HINT-MENU
CARD-STOLEN LOWER-ELEVATOR-ON QUEST-NUM
CHAPT-NUM LOWER-ELEVATOR-UP QUOTE-FLAG
CHEMICAL-FLAG MAIN-MENU RESERVE-INBUF
CHEMICAL-REQUIRED MARKSMANSHIP-COUNTER RESERVE-LEXV
COLOR-LTBL MENU-LEVEL RESERVE-PTR
COLUMN-TABLE MICROBE-COUNTER RETURN-SEE-HINT
COMM-FIXED MICROBE-DISPATCHED SCORE
COMM-SHUTDOWN MICROBE-HIT SCREEN-TEXT
COMPUTER-FIXED MICROBE-STRIKES SECOND-TO-LAST-ROOM
COMPUTER-FLAG MINI-ACTIVATED SHUTTLE-COUNTER
COURSE-CONTROL-FIXED MONSTER-CLOSES SHUTTLE-MOVING
CRYO-MOVE-FLAG MONSTER-ENTRANCES SHUTTLE-ON
CRYO-SCORE-FLAG MORE-INFO SHUTTLE-RECORDING-4
CULTURE-MENU MOVES SHUTTLE-VELOCITY
CUR-POS MUNGED-TIME SICKNESS-LEVEL
DAY MURAL-FLAG SICKNESS-WARNING-FLAG
DEFENSE-FIXED NEW-SHOTS SINK-COUNTER
DIAL-NUMBER NO-MICROBE SL-TABLE
DIARY-CTR NOT-HUNGRY SLEEPY-LEVEL
DIARY-ENTRIES NUKED-COUNTER SPECK-HIT
DIROUT-TBL NUMBER-NEEDED SPOOL-TEXT
DOOR-CLOSES OHERE SPOUT-PLACED
DOOR-OPENS OLD-LEN STEPS-TO-GO
DREAMS OLD-SHOTS SUPER-BRIEF
DROWN OOPS-INBUF TELEPORTATION-ON
ELEVATOR-ENABLED OOPS-TABLE TRIP-COUNTER
ELEVATOR-IN-TRANSIT ORDER-LTBL UNIFORM-OPENED
ELEVATOR-LIGHT-OFF P-AADJ UPPER-ELEVATOR-ON
ELEVATOR-STARTS P-ACLAUSE UPPER-ELEVATOR-UP
EXTRA-MOVE-FLAG P-ADJ VERBOSE
FAINT-SOUND P-ANAM WAITING-COUNTER
FAMILIAR-WRENCHING P-AND WARMTH-FLAG
FLOYD-FOLLOW P-BUTS WIDTH
FLOYD-FORAYED P-CCSRC WINNER
FLOYD-GAVE-UP P-CEPTR WRONG-CARD
FLOYD-INTRODUCED P-CONT YUKS
Objects: 257
ACCESS-PANEL GLOBAL-DOORWAY PROJECT-CORRIDOR
ACHILLES GLOBAL-GAMES PROJECT-CORRIDOR-EAST
ADMIN-CORRIDOR GLOBAL-OBJECTS PROJECT-CORRIDOR-WEST
ADMIN-CORRIDOR-N GLOBAL-POD PSEUDO-OBJECT
ADMIN-CORRIDOR-S GLOBAL-SHUTTLE RAD-DOOR-EAST
ADVENTURER GOOD-BEDISTOR RAD-DOOR-WEST
ALFIE-CONTROL-EAST GOOD-BOARD RADIATION-LAB
ALFIE-CONTROL-WEST GRAY-BUTTON RADIATION-LOCK-EAST
AMBASSADOR GREEN-BUTTON RADIATION-LOCK-WEST
AUXILIARY-BOOTH GREEN-GOO RAT-ANT
BAD-BEDISTOR GREEN-SPOOL REACTOR-ACCESS-STAIRS
BALCONY GROUND REACTOR-CONTROL
BED GRUE REACTOR-ELEVATOR
BETTY-CONTROL-EAST HANDS REACTOR-ELEVATOR-DOOR
BETTY-CONTROL-WEST HELICOPTER REACTOR-LOBBY
BIO-DOOR-EAST HELICOPTER-OBJECT REC-AREA
BIO-DOOR-WEST HELIPAD REC-CORRIDOR
BIO-LAB HIGH-PROTEIN RECEIVE-CONSOLE
BIO-LOCK-EAST ID-CARD RED-BUTTON
BIO-LOCK-WEST INFIRMARY RED-ELEVATOR-BUTTON
BLACK-BUTTON INTNUM RED-GOO
BLATHER IT RED-SPOOL
BLUE-BUTTON KALAMONTEE-PLATFORM RELAY
BLUE-ELEVATOR-BUTTON KEY REPAIR-ROOM
BOOTH-1 KITCHEN RIFT
BOOTH-2 KITCHEN-CARD ROBOT-HOLE
BOOTH-3 KITCHEN-DOOR ROBOT-SHOP
BRIG LAB-DESK ROOMS
BROCHURE LAB-OFFICE ROUND-WHITE-BUTTON
BROWN-BUTTON LAB-STORAGE SAFETY-WEB
BROWN-GOO LAB-UNIFORM SANFAC-A
BROWN-SPOOL LADDER SANFAC-B
CAN LAMP SANFAC-C
CANTEEN LARGE-DESK SANFAC-D
CARTON LARGE-OFFICE SANFAC-E
CELERY LASER SANFAC-F
CHEMICAL-DISPENSER LASER-DIAL SCRUB-BRUSH
CHEMICAL-FLUID LAWANDA-PLATFORM SECOND-BOARD
CHRONOMETER LAZARUS-PART SEND-CONSOLE
CLIFF LEVER SHELVES
COMBINATION-DIAL LIBRARY SHUTTLE-CAR-ALFIE
COMBINATION-PAPER LIBRARY-LOBBY SHUTTLE-CAR-BETTY
COMM-ROOM LIGHT-BUTTON SHUTTLE-CARD
COMM-SCREEN LIGHTS SHUTTLE-DOOR
COMPUTER-ROOM LOCAL-GLOBALS SLEEP
CONFERENCE-DOOR LOWER-ELEVATOR SLOT
CONFERENCE-ROOM LOWER-ELEVATOR-CARD SMALL-DESK
CONTROLS LOWER-ELEVATOR-DOOR SMALL-OFFICE
CORRIDOR-DOOR MACHINE-SHOP SPECK
CORRIDOR-JUNCTION MAGNET SPOOL-READER
COURTYARD MAIN-LAB SQUARE-WHITE-BUTTON
CRACKED-BOARD ME STAIRS
CRAG MECH-CORRIDOR STATION-384
CREVICE MECH-CORRIDOR-N STORAGE-EAST
CRYO-ANTEROOM MECH-CORRIDOR-S STORAGE-WEST
CRYO-ELEVATOR MEDICINE STORAGE-WEST-DOOR
CRYO-ELEVATOR-DOOR MEDICINE-BOTTLE STRIP
CUBE MEGAFUSE-B STRIP-NEAR-RELAY
DARK-BUTTON MEGAFUSE-K STRIP-NEAR-STATION
DEAD-FLOYD MEMO SYSTEMS-CORRIDOR
DECK-EIGHT MESS-CORRIDOR SYSTEMS-CORRIDOR-EAST
DECK-NINE MESS-HALL SYSTEMS-CORRIDOR-WEST
DIARY MICROBE SYSTEMS-MONITORS
DIARY-BUTTON MIDDLE-OF-STRIP TABLES
DISPENSER MINI-BOOTH TELEPORTATION-BUTTON-1
DORM-A MINI-CARD TELEPORTATION-BUTTON-2
DORM-B NEW-BATTERY TELEPORTATION-BUTTON-3
DORM-C NOT-HERE-OBJECT TELEPORTATION-CARD
DORM-CORRIDOR OBSERVATION-DECK TERMINAL
DORM-D OCEAN THIRD-BOARD
ELEVATOR-BUTTON OFFICE-DOOR TOOL-ROOM
ELEVATOR-LOBBY OIL-CAN TOWEL
ESCALATOR OLD-BATTERY TOWER-CORE
ESCAPE-POD PADLOCK TRANSPORTATION-SUPPLY
FIRST-BOARD PATROL-UNIFORM TRIFFID
FLASK PHYSICAL-PLANT TROLL
FLOYD PHYSICAL-PLANT-TWO UNDERWATER
FOOD-KIT PLAIN-HALL UPPER-ELEVATOR
FORK PLAN-ROOM UPPER-ELEVATOR-CARD
FOURTH-BOARD PLANETARY-COURSE-CONTROL UPPER-ELEVATOR-DOOR
FRIED-BOARD PLANETARY-DEFENSE WAITING-AREA
FUNGICIDE-BUTTON PLAYBACK-BUTTON WEST-WING
FUNNEL-HOLE PLIERS WINDING-STAIR
GANGWAY POD-DOOR WINDOW
GANGWAY-DOOR PRINT-OUT YELLOW-BUTTON
GAS-MASK PROJCON-OFFICE
Properties: 26
P?ACTION P?DESCFCN P?IN P?OUT P?SW P?WEST
P?ADJECTIVE P?DOWN P?LDESC P?PSEUDO P?SYNONYM
P?C-MOVE P?EAST P?NE P?SE P?TEXT
P?CAPACITY P?FDESC P?NORTH P?SIZE P?UP
P?CONTFCN P?GLOBAL P?NW P?SOUTH P?VALUE
Flags: 31
ACIDBIT FOODBIT OPENBIT SURFACEBIT VOWELBIT
ACTIVEBIT INVISIBLE READBIT TAKEBIT WEARBIT
ACTORBIT LIGHTBIT RLANDBIT TOOLBIT WORNBIT
CLIMBBIT MUNGBIT RMUNGBIT TOUCHBIT
CONTBIT MUNGEDBIT RWATERBIT TRANSBIT
DOORBIT NDESCBIT SCRAMBLEDBIT TRYTAKEBIT
FLOYDBIT ONBIT SEARCHBIT VEHBIT
Fake globals: 0

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23

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.NEW 5
; Low core locations
%ZVERSION:: .BYTE 5
.BYTE FLAGS
%ZORKID:: ZORKID
%ENDLOD:: ENDLOD
%START:: START
%VOCAB:: VOCAB
%OBJECT:: OBJECT
%GLOBAL:: GLOBAL
%PURBOT:: IMPURE
%FLAGS:: .WORD 0
%SERIAL:: .WORD 0
%SERI1:: .WORD 0
%SERI2:: .WORD 0
%FWORDS:: WORDS
%PLENTH:: .WORD 0
%PCHKSM:: .WORD 0
%INTWRD:: .WORD 0
%SCRWRD:: .WORD 0
%HWRD:: .WORD 0
%VWRD:: .WORD 0
%FWRD:: .WORD 0
%LMRG:: .WORD 0
%RMRG:: .WORD 0
%CLRWRD:: .WORD 0
%TCHAR:: TCHARS
%CRCNT:: .WORD 0
%CRFUNC:: .WORD 0
%CHRSET:: .WORD 0
%EXTAB:: 0
.WORD 0
.WORD 0
.WORD 0
.WORD 0
.INSERT "SS:<PLANETFALL.CHEAP>S3FREQ" ;Frequent word table
.INSERT "SS:<PLANETFALL.CHEAP>S3DAT" ; Data file
.INSERT "SS:<PLANETFALL.CHEAP>S3PUR"
.INSERT "SS:<PLANETFALL.CHEAP>MISC"
.INSERT "SS:<PLANETFALL.CHEAP>PARSER"
.INSERT "SS:<PLANETFALL.CHEAP>VERBS"
.INSERT "SS:<PLANETFALL.CHEAP>GLOBALS"
.INSERT "SS:<PLANETFALL.CHEAP>COMPONE"
.INSERT "SS:<PLANETFALL.CHEAP>COMPTWO"
.INSERT "SS:<PLANETFALL.CHEAP>HINTS"
.INSERT "SS:<PLANETFALL.CHEAP>S3STR"
.END

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"PLANETFALL for
PLANETFALL
(c) COPYRIGHT 1983, 1988 INFOCOM INC. ALL RIGHTS RESERVED"
<PRINC "*** S3: Planetfall ***">
ON!-INITIAL
OFF!-INITIAL ;"makes debugging possible -- pdl"
<VERSION XZIP>
<SETG PLUS-MODE T>
<FUNNY-GLOBALS? T>
;<SETG NEW-VOC? T>
<FREQUENT-WORDS?>
<SET REDEFINE T>
<DIRECTIONS ;"Do not change the order of the first 8 without consulting MARC!"
NORTH NE EAST SE SOUTH SW WEST NW UP DOWN IN OUT>
<INSERT-FILE "MISC" T>
<INSERT-FILE "PARSER" T>
<INSERT-FILE "SYNTAX" T>
<INSERT-FILE "VERBS" T>
<INSERT-FILE "GLOBALS" T>
<INSERT-FILE "COMPONE" T>
<INSERT-FILE "COMPTWO" T>
<INSERT-FILE "HINTS" T>
<PROPDEF SIZE 5>
<PROPDEF CAPACITY 0>
<PROPDEF VALUE 0>

BIN
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.FSTR FSTR?1,"the " ;2872 1437
.FSTR FSTR?2,"The " ;1314 439
.FSTR FSTR?3,"and " ;934 468
.FSTR FSTR?4,", " ;928 929
.FSTR FSTR?5,"You " ;804 269
.FSTR FSTR?6,". " ;733 734
.FSTR FSTR?7,"you " ;614 308
.FSTR FSTR?8,"to " ;525 526
.FSTR FSTR?9,"Floyd " ;490 99
.FSTR FSTR?10,"is " ;485 486
.FSTR FSTR?11,"of " ;442 443
.FSTR FSTR?12,"with " ;408 137
.FSTR FSTR?13,"your " ;372 125
.FSTR FSTR?14,"This " ;320 81
.FSTR FSTR?15,"from " ;315 106
.FSTR FSTR?16,"can't " ;310 63
.FSTR FSTR?17,"that " ;303 102
.FSTR FSTR?18,"into " ;273 92
.FSTR FSTR?19,"in " ;254 255
.FSTR FSTR?20,"for " ;254 128
.FSTR FSTR?21,"are " ;254 128
.FSTR FSTR?22,"have " ;252 85
.FSTR FSTR?23,"labelled " ;245 36
.FSTR FSTR?24,"It's " ;235 48
.FSTR FSTR?25,"door " ;210 71
.FSTR FSTR?26,"about " ;204 52
.FSTR FSTR?27,"It " ;200 101
.FSTR FSTR?28,"There " ;200 41
.FSTR FSTR?29,"small " ;196 50
.FSTR FSTR?30,"You'll " ;196 29
.FSTR FSTR?31,"Blather " ;196 29
.FSTR FSTR?32,"control " ;192 33
.FSTR FSTR?33,"elevator " ;189 28
.FSTR FSTR?34,"You're " ;189 28
.FSTR FSTR?35,"There's " ;184 24
.FSTR FSTR?36,"which " ;180 46
.FSTR FSTR?37,"shuttle " ;180 31
.FSTR FSTR?38,"already " ;174 30
.FSTR FSTR?39,"What " ;168 43
.FSTR FSTR?40,"some " ;162 55
.FSTR FSTR?41,"through " ;162 28
.FSTR FSTR?42,"Ensign " ;156 27
.FSTR FSTR?43,"you're " ;150 26
.FSTR FSTR?44,"room " ;147 50
.FSTR FSTR?45,"don't " ;145 30
.FSTR FSTR?46,"access " ;145 30
.FSTR FSTR?47,"large " ;140 36
.FSTR FSTR?48,"doesn't " ;140 21
.FSTR FSTR?49,"this " ;138 47
.FSTR FSTR?50,"button" ;136 35
.FSTR FSTR?51,"on " ;134 135
.FSTR FSTR?52,"would " ;132 34
.FSTR FSTR?53,"seems " ;128 33
.FSTR FSTR?54,"can " ;126 64
.FSTR FSTR?55,"How " ;126 43
.FSTR FSTR?56,"I " ;120 121
.FSTR FSTR?57,"Unfortunately" ;120 11
.FSTR FSTR?58,"Miniaturization " ;120 9
.FSTR FSTR?59,"A " ;119 120
.FSTR FSTR?60,"probably " ;119 18
.FSTR FSTR?61,"corridor " ;119 18
.FSTR FSTR?62,"computer " ;119 18
.FSTR FSTR?63,"ambassador " ;117 14
.FSTR FSTR?64,"but " ;116 59
.FSTR FSTR?65,"microbe " ;114 20
.FSTR FSTR?66,"something " ;112 15
.FSTR FSTR?67,"one " ;110 56
.FSTR FSTR?68,"closed" ;108 28
.FSTR FSTR?69,"be " ;107 108
.FSTR FSTR?70,"points " ;105 22
.FSTR FSTR?71,"his " ;104 53
.FSTR FSTR?72,"Floyd" ;104 27
.FSTR FSTR?73,"currently " ;104 14
.FSTR FSTR?74,"it " ;102 103
.FSTR FSTR?75,"out " ;102 52
.FSTR FSTR?76,"another " ;102 18
.FSTR FSTR?77,"against " ;102 18
.FSTR FSTR?78,"see " ;100 51
.FSTR FSTR?79,"has " ;100 51
.FSTR FSTR?80,"looks " ;100 26
.FSTR FSTR?81,"at " ;97 98
.FSTR FSTR?82,"might " ;96 25
.FSTR FSTR?83,"light " ;96 25
.FSTR FSTR?84,"fromitz " ;96 17
.FSTR FSTR?85,"toward " ;95 20
.FSTR FSTR?86,"not " ;94 48
.FSTR FSTR?87,"like " ;93 32
.FSTR FSTR?88,"slightly " ;91 14
.FSTR FSTR?89,"open " ;90 31
.FSTR FSTR?90,"just " ;90 31
.FSTR FSTR?91,"find " ;90 31
.FSTR FSTR?92,"panel " ;88 23
.FSTR FSTR?93,"north " ;88 23
.FSTR FSTR?94,"Corridor " ;88 12
.FSTR FSTR?95,"button " ;85 18
.FSTR FSTR?96,"around " ;85 18
;word frequency table of 96 most common words
WORDS:: .TABLE
FSTR?1
FSTR?2
FSTR?3
FSTR?4
FSTR?5
FSTR?6
FSTR?7
FSTR?8
FSTR?9
FSTR?10
FSTR?11
FSTR?12
FSTR?13
FSTR?14
FSTR?15
FSTR?16
FSTR?17
FSTR?18
FSTR?19
FSTR?20
FSTR?21
FSTR?22
FSTR?23
FSTR?24
FSTR?25
FSTR?26
FSTR?27
FSTR?28
FSTR?29
FSTR?30
FSTR?31
FSTR?32
FSTR?33
FSTR?34
FSTR?35
FSTR?36
FSTR?37
FSTR?38
FSTR?39
FSTR?40
FSTR?41
FSTR?42
FSTR?43
FSTR?44
FSTR?45
FSTR?46
FSTR?47
FSTR?48
FSTR?49
FSTR?50
FSTR?51
FSTR?52
FSTR?53
FSTR?54
FSTR?55
FSTR?56
FSTR?57
FSTR?58
FSTR?59
FSTR?60
FSTR?61
FSTR?62
FSTR?63
FSTR?64
FSTR?65
FSTR?66
FSTR?67
FSTR?68
FSTR?69
FSTR?70
FSTR?71
FSTR?72
FSTR?73
FSTR?74
FSTR?75
FSTR?76
FSTR?77
FSTR?78
FSTR?79
FSTR?80
FSTR?81
FSTR?82
FSTR?83
FSTR?84
FSTR?85
FSTR?86
FSTR?87
FSTR?88
FSTR?89
FSTR?90
FSTR?91
FSTR?92
FSTR?93
FSTR?94
FSTR?95
FSTR?96
.ENDT
.ENDI

256
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@ -0,0 +1,256 @@
(NO-MICROBE ; 3009
PRSO ; 405
PRSA ; 369
HERE ; 304
PRSI ; 171
SCREEN-TEXT ; 80
MENU-LEVEL ; 65
P-NUMBER ; 65
P-ITBL ; 59
WINNER ; 54
P-MATCHLEN ; 42
C-ELAPSED ; 37
SCORE ; 36
P-LEN ; 31
DAY ; 30
P-LEXV ; 57
P-OTBL ; 26
FLOYD-SPOKE ; 25
SPOUT-PLACED ; 24
P-CONT ; 23
QUOTE-FLAG ; 23
CHEMICAL-REQUIRED ; 21
INTERNAL-MOVES ; 21
P-NAM ; 20
P-NCN ; 20
P-ADJ ; 19
P-PRSO ; 19
P-SLOCBITS ; 19
SICKNESS-LEVEL ; 19
WARMTH-FLAG ; 19
CUR-POS ; 18
LIT ; 18
P-OFLAG ; 18
ALFIE-AT-KALAMONTEE ; 17
P-PRSI ; 17
SHUTTLE-VELOCITY ; 17
TRIP-COUNTER ; 17
BETTY-AT-KALAMONTEE ; 16
HUNGER-LEVEL ; 16
LEVER-SETTING ; 16
LOWER-ELEVATOR-UP ; 15
OOPS-TABLE ; 15
QUEST-NUM ; 15
BLOWUP-COUNTER ; 14
CHAPT-NUM ; 14
COMM-FIXED ; 14
ELEVATOR-IN-TRANSIT ; 14
P-GETFLAGS ; 14
P-IT-OBJECT ; 14
COURSE-CONTROL-FIXED ; 13
SLEEPY-LEVEL ; 13
DEFENSE-FIXED ; 12
LASER-SETTING ; 12
SHUTTLE-COUNTER ; 12
SHUTTLE-ON ; 12
UPPER-ELEVATOR-UP ; 12
AGAIN-LEXV ; 11
FLOYD-INTRODUCED ; 11
ORDER-LTBL ; 11
P-MERGE ; 11
LADDER-FLAG ; 10
P-MERGED ; 10
P-SYNTAX ; 10
P-INBUF ; 19
FLOYD-FOLLOW ; 9
P-OCLAUSE ; 9
P-VTBL ; 9
P-WON ; 9
DIARY-CTR ; 8
FORAY-COUNTER ; 8
OHERE ; 8
P-ACLAUSE ; 8
P-GWIMBIT ; 8
SUPER-BRIEF ; 8
LADDER-EXTENDED ; 7
MOVES ; 7
P-BUTS ; 7
P-NOT-HERE ; 7
P-TABLE ; 7
WIDTH ; 7
COMPUTER-FIXED ; 6
LAB-FLOODED ; 6
P-WALK-DIR ; 6
RESERVE-PTR ; 6
SHUTTLE-MOVING ; 6
STEPS-TO-GO ; 6
C-INTS ; 5
C-TABLE ; 5
CARD-REVEALED ; 5
DROWN ; 5
FLOYD-WAITING ; 5
LAB-LIGHTS-ON ; 5
LOAD-ALLOWED ; 5
MICROBE-DISPATCHED ; 5
NUKED-COUNTER ; 5
SINK-COUNTER ; 5
SPOOL-TEXT ; 5
ACCESS-PANEL-FULL ; 4
AMBASSADOR-LEAVE ; 4
BEEN-HERE ; 4
BLATHER-LEAVE ; 4
BRIGS-UP ; 4
CHEMICAL-FLAG ; 4
COMM-SHUTDOWN ; 4
COMPUTER-FLAG ; 4
CRYO-SCORE-FLAG ; 4
DIAL-NUMBER ; 4
HINTS-OFF ; 4
LINE-TABLE ; 4
LOWER-ELEVATOR-ON ; 4
MICROBE-COUNTER ; 4
MICROBE-HIT ; 4
MUNGED-TIME ; 4
NEW-SHOTS ; 4
NUMBER-NEEDED ; 4
OLD-SHOTS ; 4
OOPS-INBUF ; 4
P-CCSRC ; 4
P-CSPTR ; 4
P-IT-LOC ; 4
P-XADJ ; 4
P-XNAM ; 4
PADLOCK-REMOVED ; 4
SICKNESS-WARNING-FLAG ; 4
TELEPORTATION-ON ; 4
UPPER-ELEVATOR-ON ; 4
VERBOSE ; 4
HINTS ; 7
AGAIN-DIR ; 3
C-DEMONS ; 3
CARD-STOLEN ; 3
FLOYD-FORAYED ; 3
FLOYD-GAVE-UP ; 3
FLOYD-PEERED ; 3
FLOYD-REACTIVATED ; 3
JUST-ENTERED ; 3
LASER-JUST-SHOT ; 3
LAST-CHASE-ROOM ; 3
LAZARUS-FLAG ; 3
MARKSMANSHIP-COUNTER ; 3
MINI-ACTIVATED ; 3
OLD-LEN ; 3
P-ANAM ; 3
P-AND ; 3
P-MOBY-FOUND ; 3
WAITING-COUNTER ; 3
ACHILLES-FLAG ; 2
ALFIE-BROKEN ; 2
BETTY-BROKEN ; 2
BOARD-REPORTED ; 2
COLUMN-TABLE ; 4
CRYO-MOVE-FLAG ; 2
DIROUT-TBL ; 4
EXTRA-MOVE-FLAG ; 2
FLOYD-SCORE-FLAG ; 2
HOLE-TRIP-FLAG ; 2
ITS-CRACKED ; 2
LASER-SCORE-FLAG ; 2
LAST-PSEUDO-LOC ; 2
LAWANDA-PLATFORM-FLAG ; 2
MURAL-FLAG ; 2
P-MULT ; 2
P-ONEOBJ ; 2
P-PRSA-WORD ; 2
RESERVE-INBUF ; 2
RESERVE-LEXV ; 2
SECOND-TO-LAST-ROOM ; 2
SL-TABLE ; 4
SPECK-HIT ; 2
UNIFORM-OPENED ; 2
YUKS ; 4
FUMBLE-NUMBER ; 1
FUMBLE-PROB ; 1
HOST ; 1
INVISICLUES ; 2
P-AADJ ; 1
P-CEPTR ; 1
P-DIRECTION ; 1
P-END-ON-PREP ; 1
P-INPUT-WORDS ; 1
SHUTTLE-RECORDING-4 ; 2
WRONG-CARD ; 2
COLOR-LTBL ; 1
DIARY-ENTRIES ; 1
HINT-COUNTS ; 1
NOT-HUNGRY ; 1
PREVIOUS ; 1
Q-MAIN-MENU ; 1
Q-RESUME-STORY ; 1
Q-SEE-HINT-MENU ; 1
RETURN-SEE-HINT ; 1
11-TEXT ; 0
12-TEXT ; 0
13-TEXT ; 0
21-TEXT ; 0
22-TEXT ; 0
23-TEXT ; 0
31-TEXT ; 0
32-TEXT ; 0
33-TEXT ; 0
34-TEXT ; 0
35-TEXT ; 0
41-TEXT ; 0
42-TEXT ; 0
43-TEXT ; 0
51-TEXT ; 0
52-TEXT ; 0
53-TEXT ; 0
61-TEXT ; 0
62-TEXT ; 0
63-TEXT ; 0
AMBASSADOR-QUOTES ; 0
BEAM-MISSES ; 0
BLANKS ; 0
BOTH-DOORS ; 0
CANT-GO ; 0
CULTURE-MENU ; 0
DOOR-CLOSES ; 0
DOOR-OPENS ; 0
DREAMS ; 0
ELEVATOR-ENABLED ; 0
ELEVATOR-LIGHT-OFF ; 0
ELEVATOR-STARTS ; 0
FAINT-SOUND ; 0
FAMILIAR-WRENCHING ; 0
FLOYDISMS ; 0
GEOGRAPHY-MENU ; 0
GREEN-TEXT ; 0
HELLOS ; 0
HISTORY-MENU ; 0
HO-HUM ; 0
INDENTS ; 0
INTERLOGIC-MENU ; 0
LOW-END ; 0
MAIN-MENU ; 0
MICROBE-STRIKES ; 0
MONSTER-CLOSES ; 0
MONSTER-ENTRANCES ; 0
MORE-INFO ; 0
)(
NO-MEANING ; 0
PROJECT-MENU ; 0
RED-TEXT ; 0
SCREEN-CLEARS ; 0
SHUTTLE-RECORDING-1 ; 0
SHUTTLE-RECORDING-2 ; 0
SHUTTLE-RECORDING-3 ; 0
SIGN-PASS ; 0
SOME-INFO ; 0
SPOOL-FITS ; 0
TECHNOLOGY-MENU ; 0
TEXT-APPEARS ; 0
TOO-DARK ; 0
WHEEEEE ; 0
WINNER-ATTACKED ; 0
)

1316
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915
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@ -0,0 +1,915 @@
; STRINGS ARE DEFINED HERE
STRBEG::
.GSTR STR?1,"Not Here"
.GSTR STR?2,"Actor"
.GSTR STR?3,"M-Beg"
.GSTR STR?4,"Preaction"
.GSTR STR?5,"PRSI"
.GSTR STR?6,"PRSO"
.GSTR STR?7,"OOPS"
.GSTR STR?8,"AGAIN"
.GSTR STR?9,"Oh, no! You have walked into the slavering fangs of a lurking grue!"
.GSTR STR?10,""
.GSTR STR?11," "
.GSTR STR?12," "
.GSTR STR?13," "
.GSTR STR?14," "
.GSTR STR?15," "
.GSTR STR?16,"open"
.GSTR STR?17,"closed"
.GSTR STR?18,"[Transcript o"
.GSTR STR?19,"begins"
.GSTR STR?20,"ends"
.GSTR STR?21,"on"
.GSTR STR?22,"off"
.GSTR STR?23,"Oh, no! Something (a grue?) slithered into the room and devoured you!"
.GSTR STR?24,"Hello."
.GSTR STR?25,"Nice weather we're having."
.GSTR STR?26,"Goodbye."
.GSTR STR?27,"You've spent too much time among the Leaping Loon-toads of Leonia."
.GSTR STR?28,"Having fun?"
.GSTR STR?29,"Wheeeeeee!!!"
.GSTR STR?30,"Kicking the "
.GSTR STR?31,"Waving the "
.GSTR STR?32,"Fiddling with the "
.GSTR STR?33,"Pushing the "
.GSTR STR?34,"Pushing up the "
.GSTR STR?35,"Pushing down the "
.GSTR STR?36,"Pulling the "
.GSTR STR?37,"Trying to destroy the "
.GSTR STR?38," isn't notably helpful."
.GSTR STR?39," has no effect."
.GSTR STR?40," is as worthwhile as cleaning a Grotch cage."
.GSTR STR?41,"Ooops! You seem to have transported yourself into an active sector of the computer. You are fried by powerful electric currents."
.GSTR STR?42,"Fat chance."
.GSTR STR?43,"A valiant attempt."
.GSTR STR?44,"You can't be serious."
.GSTR STR?45,"Not bloody likely."
.GSTR STR?46,"An interesting idea..."
.GSTR STR?47,"What a concept!"
.GSTR STR?48,"You slice yourself to ribbons on the broken windows and then plummet into the swirling ocean below. Very clever."
.GSTR STR?49,"Brilliant idea!"
.GSTR STR?50,"If you insist.... Poof, you're dead!"
.GSTR STR?51,"You are in the Feinstein's brig. Graffiti cover the walls. The cell door to the south is locked."
.GSTR STR?52,"The cell door is locked."
.GSTR STR?53,"""STELLAR PATROL
Special Assignment Task Force
ID Number: 6172-531-541"""
.GSTR STR?54,"A slightly wrinkled Patrol uniform is lying here."
.GSTR STR?55,"Bug #46"
.GSTR STR?56,"July 22 -- Transferred from S.P.S. Trilobyte to S.P.S. Feinstein for the third of my four tours of duty. I'm truly going to miss my commander, Ensign First Class Lim. He was a friend in every respect -- someone you could always go to with a problem, someone I could really look up to. We would sometimes talk long into the night. He would tell me about his home world of Ash-Down V, and I would talk about growing up on Gallium. I'd get pretty homesick sometimes, even though Gallium is not exactly one of the garden spots of the universe. I just hope my new commander is half as nice as Lim.
This new ship seems pretty swell. I'm in a cabin with only five other ensigns, and I've got one-and-a-half cubic meters of locker space!"
.GSTR STR?57,"July 23 -- Met my new commander today -- Ensign Cadet First Class Blather. He seems like a real krip. (Excuse the language, Diary.) But that might just be a bad first impression."
.GSTR STR?58,"July 25 -- One of my cabin mates, Gorund, organized a Double Fanucci tournament among all the Ensigns Seventh Class. We were playing during the 150-millichron rec period after lunch, and Blather burst in and confiscated the sets and told us that playing war games was a violation of patrol regulations. But Ensign Whirp, who's studying to be a patrol lawyer, said she couldn't find anything about it in the regulations anywhere.
BLATHER IS REALLY A TOTAL MEGAKRIP!!!"
.GSTR STR?59,"July 28 -- I went to see the personnel officer today to find out what my new duties would involve. He showed me a list of all the open assignments, and I decided to put in for the grotch-feeding detail. We picked up a few grotches when we were on Crassus, and we're taking them to the Zoology Labs on Tremain so that maybe they can figure out how an animal can produce 47 times its weight in trot every day."
.GSTR STR?60,"Bozbar 7 -- Everyone from the P.O. to the ship's cook has approved my application for the grotch-feeding detail -- except Blather. I have an appointment to see him tomorrow. Wish me luck."
.GSTR STR?61,"Bozbar 8 -- TROT!! Blather rejected my application! And to make it worse, he said that since I seem to love grotches so much, he's assigning me to clean out their cages. TROT AND DOUBLE TROT!!"
.GSTR STR?62,"Bozbar 26 -- I haven't had time to keep my diary lately, because Blather's been watching us all like a Teleran bird. Also, last week he found the diary during a surprise inspection, gave me 200 demerits, and told me that diaries were against regulations. But I'll be frobbed if I'm going to stop. I've started hiding the diary inside my official documents file, and I keep that hidden in the air duct. From now on I'll have to sneak away somewhere to use it."
.GSTR STR?63,"Bozbar 27 -- Greeting from the Deck Four Supply Closet of the S.P.S. Feinstein. I hope I'm not tempting fate, sneaking around with my diary this way. I used to be as much of a disbeliever in destiny as the next guy, but not anymore. Not since the time my mom warned my dad not to tempt fate by walking across the astral plains after dark, when the computerized analysis showed a 43% chance of resulting injury. My dad, stubborn as always, just laughed at her and went right on taking his nightly strolls. THE VERY NEXT SUMMER HE WENT WALKING AT NIGHT ON THE PLAINS AND STUMBLED OVER A CRATER AND BRUISED HIS KNEE! Gosh!"
.GSTR STR?64,"Bozbar 28 -- We entered planetary orbit today, a non-human world called Accardi-3 (although the natives call it something like Blow'k-bibben-gordo). They're not officially part of the union. The rumors say that we're picking up a special ambassador to take back to Tremain for negotiations on joining the union. Tomorrow we have to put on our dress uniforms for some special welcoming ceremony."
.GSTR STR?65,"August 2 -- I caught a glimpse of the alien ambassador during the welcoming ceremonies yesterday. He looks like a cross between a tree trunk and a melting ice cream cone. But at least the ceremony got me out of cleaning the grotch cages today."
.GSTR STR?66,"August 7 -- Went to the mandatory Patrol Informational Tri-vision Triple Feature last night. We saw 'Treatment For Space Lice Infestation,' 'Shoreleave Shirley: How to Guard Against Contracting Alien Diseases,' and 'The Oxygen Tank: Your Galvanized Buddy in the Vacuum.' Blather confined half the ensigns to quarters for hooting during the second feature. (The other half had fallen asleep during the first feature.)"
.GSTR STR?67,"August 24 -- TROT THAT TROTTING KRIP!! I applied for astrophysics training for the next quarter, but Blather says my work for the special assignment task force hasn't been good enough, so not only did he reject my astrophysics application, but he says I'll have to take remedial scrubbing next quarter. WHAT A TROTTING KRIP!
You know, for the first time I'm beginning to have doubts about whether I'm really cut out for the patrol. When I was growing up on Gallium, it was always taken for granted that I would join up when I came of age. My family has served in the patrol for five generations. In fact, my great-great-grandfather was a high admiral and one of the founding fathers of the Patrol! But I seem to be permanently stuck at Ensign 7th, and Blather is making my life miserable..."
.GSTR STR?68,"Septem 4 -- We left hyperspace today at about 7600; weren't scheduled to for about another two weeks. The grapevine says we have special orders to investigate a planetary system here. Apparently, some of the archaeologists back on Varshon think it might have been part of the Second Union. I can't imagine why anyone would settle out here in this remote corner of the galaxy."
.GSTR STR?69,"Septem 5 -- That krip has done it again! I missed two little pellets of trot when I was when I was cleaning out the grotch cages yesterday, and Blather gave me 100 demerits and assigned me two extra shifts of deck scrubbing -- including Deck Nine, the filthiest deck on the ship! I'm considering asking for a transfer -- or if things get worse, I might even abandon ship!"
.GSTR STR?70,"The corridor widens here as it nears the main drive area. To starboard is the Ion Reactor that powers the vessel, and aft of here is the Auxiliary Control Room. The corridor continues to port."
.GSTR STR?71,"Ensign Blather pushes you roughly back toward your post."
.GSTR STR?72,"Ensign Blather blocks your way, snarling angrily."
.GSTR STR?73,"This is a steep metal gangway connecting Deck Eight, above, and Deck Nine, below."
.GSTR STR?74,"This is a featureless corridor leading port and starboard. A gangway leads down, and to fore is the Hyperspatial Jump Machinery Room."
.GSTR STR?75,"Blather throws you to the deck and makes you do 20 push-ups."
.GSTR STR?76,"Blather blocks your path, growling about extra galley duty."
.GSTR STR?77,"Ensign First Class Blather is standing before you, furiously scribbling demerits onto an oversized clipboard."
.GSTR STR?78,"Blather removes several of your appendages and internal organs."
.GSTR STR?79,"A high-ranking ambassador from a newly contacted alien race is standing here on three of his legs, and watching you with seven of his eyes."
.GSTR STR?80,"Oops. Looks like Blow'k-Bibben-Gordoan metabolism is not compatible with our own. You die of all sorts of convulsions."
.GSTR STR?81,"Unfortunately, one of those stupid Blow'k-bibben-Gordo brochures is here."
.GSTR STR?82,"""The leading export of Blow'k-bibben-Gordo is the adventure game
*** PLANETFALL ***
written by S. Eric Meretzky.
Buy one today. Better yet, buy a thousand."""
.GSTR STR?83,"introduces himself as Br'gun-te'elkner-ipg'nun."
.GSTR STR?84,"asks if you are performing some sort of religious ceremony."
.GSTR STR?85,"inquires whether you are interested in a game of Bocci."
.GSTR STR?86,"recites a plea for coexistence between your races."
.GSTR STR?87,"asks where Admiral Smithers can be found."
.GSTR STR?88,"remarks that all humans look alike to him."
.GSTR STR?89,"offers you a bit of celery."
.GSTR STR?90,"""S.P.S. FEINSTEIN
Escape Pod #42
Don't Panic!"""
.GSTR STR?91,"
An enormous explosion tears the walls of the ship apart. If only you had made it to an escape pod..."
.GSTR STR?92,"
You are thrown against the bulkhead, head first. It seems that getting in the safety webbing would have been a good idea."
.GSTR STR?93,"
The ship rocks from the force of multiple explosions. The lights go out, and you feel a sudden drop in pressure accompanied by a loud hissing. Too bad you weren't in the escape pod..."
.GSTR STR?94,"
The pod, whose automated controls were unfortunately designed by computer scientists, lands with a good deal of force. Your body sails across the pod until it is stopped by one of the sharper corners of the control panel."
.GSTR STR?95,"
Between the swirling waters and the increasing pressure, it's curtains for you. Perhaps you should have left the pod a bit sooner."
.GSTR STR?96,"
The pod splits open, and water pours in."
.GSTR STR?97,"A recorded voice chimes ""Elevator enabled."""
.GSTR STR?98,"A sign flashes ""Inkorekt awtharazaashun kard...akses deeniid."""
.GSTR STR?99,"You can't go that way."
.GSTR STR?100,"A recorded voice says ""Shuttle controls are already activated."""
SHUTTLE-RECORDING-1=STR?100
.GSTR STR?101,"A recorded voice says ""Use other control cabin. Control activation overridden."""
SHUTTLE-RECORDING-2=STR?101
.GSTR STR?102,"A recording of a deep male voice says ""Shuttle controls activated."""
SHUTTLE-RECORDING-3=STR?102
.GSTR STR?103,"A recorded voice says ""Shuttle controls are not currently activated."""
.GSTR STR?104,"The shuttle car hurtles past the platforms and rams into the wall at the far end of the station. The shuttle car is destroyed, but you're in no condition to care."
.GSTR STR?105,"You pass a sign, surrounded by blinking red lights, which says "
SIGN-PASS=STR?105
.GSTR STR?106,"
Suddenly, in the middle of the night, a wave of water washes over you. Before you can quite get your bearings, you drown."
.GSTR STR?107,"
Suddenly, in the middle of the night, you awake as several ferocious beasts (could they be grues?) surround and attack you. Perhaps you should have found a slightly safer place to sleep."
.GSTR STR?108,"You climb into the bed. It is soft and comfortable. After a few moments, a previously unseen panel opens, and a diagnostic robot comes wheeling out. It is very rusty and sways unsteadily, bumping into several pieces of infirmary equipment as it crosses the room. As the robot straps you to the bed, you notice some smoke curling from its cracks. Beeping happily, the robot injects you with all 347 serums and medicines it carries. The last thing you notice before you pass out is the robot preparing to saw your legs off."
.GSTR STR?109,"...You find yourself on the bridge of the Feinstein. Ensign Blather is here, as well as Admiral Smithers. You are diligently scrubbing the control panel. Blather keeps yelling at you to scrub harder. Suddenly you hit the ship's self-destruct switch! Smithers and Blather howl at you as the ship begins exploding! You try to run, but your feet seem to be fused to the deck..."
.GSTR STR?110,"...You gulp down the last of your Ramosian Fire Nectar and ask the andro-waiter for another pitcher. This pub makes the finest Nectar on all of Ramos Two, and you and your shipmates are having a pretty rowdy time. Through the windows of the pub you can see a mighty, ancient castle, shining in the light of the three Ramosian moons. The Fire Nectar spreads through your blood and you begin to feel drowsy..."
.GSTR STR?111,"...Strangely, you wake to find yourself back home on Gallium. Even more strangely, you are only eight years old again. You are playing with your pet sponge-cat, Swanzo, on the edge of the pond in your backyard. Mom is hanging orange towels on the clothesline. Suddenly the school bully jumps out from behind a bush, grabs you, and pushes your head under the water. You try to scream, but cannot. You feel your life draining away..."
.GSTR STR?112,"...Your vision slowly returns. You are on a wooded cliff overlooking a waterfall. A rainbow spans the falls. Blather stands above you, bellowing that the ground is filthy -- scrub harder! You throw your brush at Blather, but it passes thru him as though he were a ghost, and sails over the cliff. Blather leaps after the valuable piece of Patrol property, and both plummet into the void..."
.GSTR STR?113,"...At last, the Feinstein has arrived at the historic Nebulon system. It's been five months since the last shore leave, and you're anxious for Planetfall. You and some other Ensigns Seventh Class enter the shuttle for surfaceside. Suddenly, you're alone on the shuttle, and it's tumbling out of control! It lands in the ocean and begins sinking! You try to clamber out, but you are stuck in a giant spider web. A giant spider crawls closer and closer..."
.GSTR STR?114,"Unfortunately, you don't seem to have survived the night."
.GSTR STR?115,"
You collapse from extreme thirst and hunger."
.GSTR STR?116,"Thanks, but you're not hungry."
.GSTR STR?117,"
You finally succumb to the ravages of your illness and collapse."
.GSTR STR?118,"tastes"
.GSTR STR?119,"feels"
.GSTR STR?120,"looks"
.GSTR STR?121,"smells"
.GSTR STR?122,"Plummet."
.GSTR STR?123,"So, that's what it's like to have twenty million volts run through your body!"
.GSTR STR?124,"Stunning. After days of surviving on a hostile, plague-ridden planet, solving several of Infocom's toughest puzzles, and coming within one move of completing Planetfall, you blow it all in one amazingly dumb input.
The doors close and the elevator rises quickly to the top of the shaft. The doors open, and the mutants, which were waiting impatiently in the ProjCon Office for just such an occurence, happily saunter in and begin munching."
.GSTR STR?125,"It's too dark to see a thing."
TOO-DARK=STR?125
.GSTR STR?126,"You are momentarily disoriented as you enter the turbulent waters. Currents buffet you against the sharp rocks of an underwater cliff. A dim light filters down from above."
.GSTR STR?127,"A mighty undertow drags you across some underwater obstructions."
.GSTR STR?128,"You have reached a cleft in the cliff wall where the island rises from the water. The edge of the cleft displays recently exposed rock where it collapsed under the weight of the escape pod. About two meters below, turbulent waters swirl against sharp rocks. A small structure clings to the face of the cliff about eight meters above you. Even an out-of-shape Ensign Seventh Class could probably climb up to it."
.GSTR STR?129,"This was once the west wing of the castle, but the walls are now mostly rubble, allowing a view of the cliff and ocean below. Rubble blocks all exits save one, eastward to the courtyard."
.GSTR STR?130,"Certain death."
.GSTR STR?131,"This is a featureless hall leading north and south. Although the hallway is old and dusty, the construction is of a much more modern style than the castle to the south. A similar hall branches off to the northeast."
.GSTR STR?132,"This is a tiny room with a large ""1"" painted on the wall. A panel contains a slot about ten centimeters wide, a beige button labelled ""2"" and a tan button labelled ""3."""
.GSTR STR?133,"This is a wide, east-west hallway. Portals lead north and south, and another corridor branches southwest."
.GSTR STR?134,"This is a very long room lined with multi-tiered bunks. Flimsy partitions between the tiers may have provided a modicum of privacy. These spartan living quarters could have once housed many hundreds, but it seems quite deserted now. There are openings at the north and south ends of the room."
.GSTR STR?135,"This must be the sanitary facility for the adjacent dormitory. The fixtures are dry and dusty, the room dead and deserted. You marvel at how little the millenia and cultural gulfs have changed toilet bowl design. The only exit is north."
.GSTR STR?136,"This must be the sanitary facility for the adjacent dormitory. The fixtures are dry and dusty, the room dead and deserted. You marvel at how little the millenia and cultural gulfs have changed toilet bowl design. The only exit is south."
.GSTR STR?137,"This is a small room obviously intended as a storage area."
.GSTR STR?138,"There is a large tin can, labelled ""Spam and Egz,"" sitting here."
.GSTR STR?139,"On a small shelf is a large, unopened tin can. It has a plain white label which reads ""Spam and Egz."""
.GSTR STR?140,"A heavy-duty extendable ladder is leaning against the rear wall."
.GSTR STR?141,"There is a large aluminum ladder here."
.GSTR STR?142,"This is a wide, east-west hallway with openings to the north and south. To the east, the corridor stretches off into the distance. That section of the hallway is lined with a motorized walkway (no longer running) that was probably intended to transport people or cargo down that tremendously long hall."
.GSTR STR?143,"This is the food production and dispensary area for the dining hall to the north. Of particular interest is a machine near the door. You should probably examine it more closely."
.GSTR STR?144,"Although the room is quite barren, an octagonally shaped canteen is sitting on one of the benches."
.GSTR STR?145,"A north-south corridor intersects the main corridor here. To the west, the main corridor extends as far as you can see; a nonworking walkway from that direction ends here. To the east, the corridor widens into a well-lit area."
.GSTR STR?146,"This section of hallway seems to have suffered some minor structural damage. The walls are cracked, and a jagged crevice crosses the floor. An opening leads east and the corridor heads north and south."
.GSTR STR?147,"Lying at the bottom of a narrow crevice is a shiny object."
.GSTR STR?148,"You get a brief (but much closer) view of the sharp and nasty rocks at the bottom of the rift."
.GSTR STR?149,"Here is another sanitary facility. Like the others, it is dusty and nonfunctional."
.GSTR STR?150,"This is a small room whose far wall is covered with many small cubbyholes, all empty. The left wall is covered with an enormous map, labelled ""Kalamontee Kompleks"", showing two installations connected by a long hallway. Near the upper part of this map is a red arrow saying ""Yuu ar heer."" The right wall is covered with a similar map, labelled ""Lawanda Kompleks"", showing two installations, one apparently buried deep underground."
.GSTR STR?151,"You have just located a serious bug."
.GSTR STR?152,"You have entered a small office of some sort. A small desk faces the main doorway which lies to the east. Another exit leads west."
.GSTR STR?153,"The card is embossed ""kitcin akses kard."""
.GSTR STR?154,"The card is embossed ""upur elivaatur akses kard."""
.GSTR STR?155,"The card is embossed ""shutul akses kard."""
.GSTR STR?156,"The card is embossed ""loowur elivaatur akses kard."""
.GSTR STR?157,"This is a large, plush office. The far wall is one large picture window, scratched but unbroken, offering a view of this installation and the ocean beyond. In front of the window is a wide wooden desk. The only exit is east."
.GSTR STR?158,"Entrances to rooms lie to the east and west from this north-south hall."
.GSTR STR?159,"The corridor ends here with doorways to the southwest, south, and southeast."
.GSTR STR?160,"A small room for storage. The exit is to the west."
.GSTR STR?161,"One dusty shelf, otherwise bare, holds a small oil can."
.GSTR STR?162,"On the floor beneath the shelves sits a small cardboard box."
.GSTR STR?163,"Kerzap!! You should know better than to touch an active bedistor!"
.GSTR STR?164,"This is a huge, dim room with exits in the northeast and southeast corners. The room is criss-crossed with catwalks and is filled with heavy equipment presumably intended to heat and ventilate this complex. Hardly any of the equipment is still operating."
.GSTR STR?165,"This room contains many dials and gauges for controlling a massive planetary power reactor which, according to a diagram on the wall, must be buried far below this very complex. The exit is to the west. To the east is a metal door, and next to it, a button. A dark stairway winds downward."
.GSTR STR?166,"This is an elevator with a door to the west, currently open. A control panel contains an Up button, a Down button, and a small slot."
.GSTR STR?167,"This is apparently a storage room for tools. Exits lead northeast and east."
.GSTR STR?168,"Sitting on the floor below the lowest shelf is a large glass flask."
.GSTR STR?169,"On an upper shelf is a metal bar, curved into a U-shape."
.GSTR STR?170,"red"
.GSTR STR?171,"blue"
.GSTR STR?172,"green"
.GSTR STR?173,"yellow"
.GSTR STR?174,"gray"
.GSTR STR?175,"brown"
.GSTR STR?176,"black"
.GSTR STR?177,"clear"
.GSTR STR?178,"This room, with exits west and northwest, is filled with robot-like devices of every conceivable description, all in various states of disassembly."
.GSTR STR?179,"Only one robot, about four feet high, looks even remotely close to being in working order."
.GSTR STR?180,"Your former companion, Floyd, is lying on the ground in a pool of oil."
.GSTR STR?181,"paces impatiently"
.GSTR STR?182,"absentmindedly recites the first six hundred digits of pi"
.GSTR STR?183,"lowers his voice and tells you the latest rumors about Dr. Fizpick"
.GSTR STR?184,"recalls the time he bruised his knee"
.GSTR STR?185,"chants the death scene from ""Carmen"""
.GSTR STR?186,"cranes his neck to see what you are doing"
.GSTR STR?187,"rubs his head affectionately against your shoulder"
.GSTR STR?188,"asks if you want to play Hucka-Bucka-Beanstalk"
.GSTR STR?189,"examines himself for signs of rust"
.GSTR STR?190,"absentmindedly oils one of his joints"
.GSTR STR?191,"wanders restlessly around the room"
.GSTR STR?192,"notices a mouse scurrying by and tries to hide behind you"
.GSTR STR?193,"sings an ancient ballad, totally out of key"
.GSTR STR?194,"frets about the possibility of his batteries failing"
.GSTR STR?195,"reminisces about his friend Lazarus, a medical robot"
.GSTR STR?196,"relates some fond memories about his robotic friend Lazarus"
.GSTR STR?197,"whistles tunelessly"
.GSTR STR?198,"tells you about the time he helped someone sharpen a pencil"
.GSTR STR?199,"yawns and looks bored"
.GSTR STR?200,"produces a crayon from one of his compartments and scrawls his name on the wall"
.GSTR STR?201,"You'll have to use the elevator controls."
.GSTR STR?202,"A recording says ""Elevator no longer enabled."""
.GSTR STR?203,"The elevator door slides shut. After a moment, you feel a sensation of vertical movement."
.GSTR STR?204,"This is a tiny room with a large ""2"" painted on the wall. A panel contains a slot about ten centimeters wide, a brown button labelled ""1"" and a tan button labelled ""3."""
.GSTR STR?205,"This is a small, circular room. A sliding door leads north, and a spiral staircase heads upwards. Other exits lie to the northeast and southwest."
.GSTR STR?206,"You are at the center of a wide, flat area atop the tower. A fence prevents you from approaching the perimeter, so your view is limited to cloud-filled sky. A large vehicle, severely weathered and topped with rotor blades, lies nearby. A spiral staircase leads down into the tower."
.GSTR STR?207,"A fence keeps you away from the edge, where you would probably be swept over the brink by the high winds."
.GSTR STR?208,"This is a large vehicle with a lot of cargo space. A complex control panel is closed and locked. Everything is covered with a thick layer of rust. Through the windows of the vehicle you can see a wide Helipad, and beyond that, endless ocean far below. Several doors lead out to the Helipad."
.GSTR STR?209,"""Tuu enee ship uv xe Sekund Galaktik Yuunyun: Planitwiid plaag haz struk entiir popyuulaashun. Tiim iz kritikul. Eemurjensee asistins reekwestid. <reepeet mesij>"""
.GSTR STR?210,"Mmmmm....that tasted just like delicious poisonous chemicals!"
.GSTR STR?211,"Unfortunately, those two liquids seem to react quite violently with each other. The resulting exothermic reaction might have been interesting to watch from a distance of, say, several hundred feet."
.GSTR STR?212,"Have you always had this desire to see melting flesh?"
.GSTR STR?213,"The chemical drips all over the silicon strip, which immediately begins to dissolve. As it does so, you plunge into the void below."
.GSTR STR?214,"This is a balcony girdling the tower. The view is breathtaking; the tower must be half a kilometer tall. From here it is clear that you are on an island. The dormitory section of the complex is visible on the other side of the island, and the rest of the complex sprawls out directly below. In the distance, about 20 kilometers to the east, you can spot another island similar to this one. The only exit is a doorway leading northeast."
.GSTR STR?215,"This is a concrete platform sparsely furnished with benches. The platform continues to the east, and to the south is a metal door."
.GSTR STR?216,"You are in the middle of a long mechanical stairway. It is not running, and seems to be in disrepair."
.GSTR STR?217,"This is a hallway which forks to the northeast and southeast. To the west is the top of a long escalator."
.GSTR STR?218,"You have entered a clean, well-lighted place. There are a number of beds, some complicated looking equipment, and many shelves that are mostly bare."
.GSTR STR?219,"Lying on one of the beds is a small red spool."
.GSTR STR?220,"The spool is labelled ""Simptumz uv Xe Dizeez."""
.GSTR STR?221,"On a low shelf is a translucent bottle with a small white label."
.GSTR STR?222,"""Dizeez supreshun medisin -- eksperimentul"""
.GSTR STR?223,"At the bottom of the bottle is a small quantity of medicine."
.GSTR STR?224,"You are in a dimly lit room, filled with strange machines and wide storage cabinets, all locked. To the south, a narrow stairway leads upward. On the north wall of the room is a very small doorway."
.GSTR STR?225,"It is a robot-sized doorway -- a bit too small for you."
.GSTR STR?226,"Lying face down at the bottom of the stairs is a motionless robot. It appears to be damaged beyond repair."
.GSTR STR?227,"The corridor bends here, leading east and southwest. A doorway opens to the northwest, and a narrow stairway leads down to the north."
.GSTR STR?228,"This section of hallway has a doorway to the north labelled ""Planateree Deefens."" The corridor continues east and west."
.GSTR STR?229,"The hallway ends here with a large doorway leading east, and smaller doorways to the north and south. The northern doorway is labelled ""Planateree Kors Kontrool."" The hallway itself leads west."
.GSTR STR?230,"This is an enormous room full of environmental control equipment presumably intended to heat and ventilate the Lawanda Complex. Oddly, although the Lawanda Complex is slightly smaller than its counterpart, this plant is much larger than the one in the Kalamontee Complex. The only exit is westward."
.GSTR STR?231,"This is a carpeted room, thick with dust, with exits to the north and south. To the west, up a few steps, is a wide doorway. A small booth lies to the east."
.GSTR STR?232,"You catch a glimpse of a small object nestled among the dust."
.GSTR STR?233,"The spool is labelled ""Helikoptur Opuraateeng Manyuuwul."""
.GSTR STR?234,"This is a tiny room with a large ""3"" painted on the wall. A panel contains a slot about ten centimeters wide, a brown button labelled ""1"" and a beige button labelled ""2."""
.GSTR STR?235,"This is a large carpeted room with a desk and many small tables. The sole exit is down a few steps to the east."
.GSTR STR?236,"Sitting on a wide table is a machine of sorts, consisting of a video screen and a keyboard. It is currently turned off."
.GSTR STR?237,"On the table is a computer terminal."
.GSTR STR?238,"The terminal feeps, and a message briefly appears on the screen explaining that typing that character has no meaning at the moment."
NO-MEANING=STR?238
.GSTR STR?239,"The screen clears and a different menu appears:
"
SCREEN-CLEARS=STR?239
.GSTR STR?240,"The screen clears and some text appears:
"
TEXT-APPEARS=STR?240
.GSTR STR?241,"
""Foor moor deetaald infoormaashun on xis tapik, konsult xe liibrereein foor xe aproopreeit spuulz. Tiip zeeroo tuu goo tuu aa hiiyur levul."""
.GSTR STR?242,"""Yuu hav reect xe loowist levul uv xe liibreree indeks. Pleez tiip zeeroo tuu goo tuu aa hiiyur levul. If yuu reekwiir asistins, kawl xe liibrereein."""
.GSTR STR?243," 1. Histooree
2. Kulcur
3. Teknolojee
4. Jeeografee
5. Xe Prajekt
6. Inturlajik Gaamz"
.GSTR STR?244," 0. Maan Menyuu
1. Raashul Orijinz
2. Graat Hiiaatus
3. Riiz uv xe Nuu Teknakrasee"
.GSTR STR?245," 0. Maan Menyuu
1. Lituracur
2. Art
3. Muusik"
.GSTR STR?246," 0. Maan Menyuu
1. Medisin
2. Agrikultcur
3. Tranzportaashun
4. Roobotiks
5. Planateree Sistumz"
TECHNOLOGY-MENU=STR?246
.GSTR STR?247," 0. Maan Menyuu
1. Planit Landmasiz
2. Undursee Reejunz
3. Spaas Kolooneez"
.GSTR STR?248," 0. Maan Menyuu
1. Orijinz uv xe Dizeez
2. Xe Instalaashunz
3. Prajekt Kuntrool
"
PROJECT-MENU=STR?248
.GSTR STR?249," 0. Maan Menyuu
1. Zoork
2. Dedliin and Witnis
3. Starkros and Suspendid"
.GSTR STR?250,"""Xe aancint lejindz saa xat ships frum xe Sekund Yuunyun wuns fild ar skiis and wil wun daa kum agen. Madern siientists, huu wuns dismist suc lejindz and felt xat liif eevolvd heer on Resida, now feel xat ar planit wuz reelee setuld bii men uv xe Sekund Yuunyun."""
.GSTR STR?251,"""Wexur oor not xe lejindz uv xe Sekund Yuunyun ar truu, arkeeoloojists ar surtin xat aa peereeid uv hii teknoolojikul and sooshul deevelupmint egzistid xowzindz uv yeerz agoo, but foor sum reezin sivilizaashun slid intuu aa dark aaj lasteeng senshureez."""
.GSTR STR?252,"""Wixin xe last fiiv senshureez, xe riiz uv xe Nuu Teknakrasee haz reeturnd sivilizaashun tuu xe levul ataand beefoor xe Hiiaatus. Sooshul histooreeunz xink xat wen xe Dizeez struk, ar raas had aceevd aa levul uv sufistikaashun eekwal tuu xe pree-Hiiaatus."""
.GSTR STR?253,"""Menee volyuumz on xe deevelupmint uv Residan lituracur ar on fiil in xe liibreree. Alsoo, kopeez uv awl graat wurks uv riiteeng, sum daateeng bak tuu xe mixikul daaz uv xe Sekund Yuunyun, ar lookaatid heer."""
.GSTR STR?254,"""Histoorikul studeez and reeproodukshunz uv Residan art ar avaalibul heer foor awl xree maajur peereeids uv art deevelupmint: xe Primitiv peereeid, xe Renasans peereeid uv xe urlee poost-Hiiaatus, and xe moost reesint peereeid uv videeoo and laazur art."""
.GSTR STR?255,"""Reekoordeengz uv awl impoortint kompoozishunz uv xe last fiiv hundrid yeerz ar lookaatid in xe liibrereez data banks."""
.GSTR STR?256,"""Awl maajur dizeezuz hav bin kyuuribul foor oovur aa senshuree. Xe deevelupmint uv kriioojeniks now alowz dokturz tuu put paashints in staasis until aa kyuur iz fownd. Avurij Residan liif ekspektinsee iz now 147 revooluushunz."""
.GSTR STR?257,"""Durt farmeeng iz awl but obsooleet, wix moost fuud kumeeng frum xe hiidrooponiks kompleksiz oor xe undurwatur aljee farmz."""
.GSTR STR?258,"""Planateree travul iz noormulee priivit skuutur foor shoort hops, and aarbus foor longur trips. Spaas travul haz reesintlee bin revooluushuniizd bii xe invenshun uv nuukleeur-fyuuld enjinz."""
.GSTR STR?259,"""Untoold senshureez agoo, entiir teemz uv roobots wur reekwiird tuu purfoorm eevin xe simplist tasks...wun roobot wud handul viszuuwul funkshunz, wun roobot wud handul awditooree funkshunz, and soo foorx. Now, xanks tuu advansis in mineeatshurizaashun, xeez tasks kan bee purfoormd bii singul roobots, suc az xe multiipurpis B-19 seereez."""
.GSTR STR?260,"""Xe priimeree Planateree Sistumz ar Kors Kuntrool (foor maantaaneeng an iideel kliimit), Deefens (foor destroieeng pootenshulee daanjuris meeteeoorz), and xe reesintlee adid Prajekt Kuntrool (foor monitureeng proogres uv Xe Prajekt)."""
.GSTR STR?261,"""Sins xe staabulizaashun uv xe oorbit uv Resida, preesiislee 47.79 pursent uv xe planits surfis iz land. Xe land iz diviidid intuu tuu priimeree landmasiz, Andoor and Fruulik, plus siks lesur landmasiz. Xe gloobul kapitul, Pilandoor, iz on xe eesturn koost uv Andoor."""
.GSTR STR?262,"""Xe furst undursee habutats wur oopind in 2992, and tuudaa, neerlee tuu senshureez laatur, abowt 9 pursent uv Residaz popyuulaashun livz in wun uv xe twentee sprawleeng undursee siteez."""
.GSTR STR?263,"""Alxoo setulmints hav bin establisht on Fristin, and on sevrul uv xe muunz uv xe gas jiiunt Blustin, xe vast majooritee uv of-woorldurz liv in xe spaas kolooneez establisht at Residaz troojin points."""
.GSTR STR?264,"""Xe oorijin uv Xe Dizeez haz bin linkt tuu xe Sentur foor Advanst Kriioojenik Reesurc, wic wuz kondukteeng reesurc intuu waaz uv ekstendeeng xe Kriioojenik peereeid indefinitlee. Alxoo xis reesurc wuz aa sukses, sumhow Xe Dizeez wuz reeleest and beegan spredeeng."""
.GSTR STR?265,"""Xe tuu kompleksiz wur establisht on xe twin peek platooz uv Kalamontee and Lawanda. Xeez lookaashunz wur coozin beekawz xaar hiit wud maak transpoortaashun and komyuunikaashunz eezeeur, and soo xat xe vast reeakturz and kriioojeniks caamburz kud bee kunstruktid in xe mowntinz beeloo."""
.GSTR STR?266,"""Faaz Wun: xe kunstrukshun uv xe Kalamontee and Lawanda Kompleksiz. Faaz Tuu: mass kriioojenik freezeeng uv Residan popyuulaashun. Faaz Xree: siimultaaneeus monitureeng uv kriioojeniks wiil awtoomaatid reesurc iz konduktid bii inkrediblee soofistikaatid kumpyuuturiizd fasiliteez. Faaz Foor: reeviivul and inokyuulaashun uv xe popyuulaashun."""
.GSTR STR?267,"""Xe Zoork triloojee, an adventshur klasik, taaks plaas in aa deeliitful but daanjuris undurgrownd seteeng."""
.GSTR STR?268,"""Dedliin iz xe furst graat misturee uv xe kumpyuutur aaj, and Witnis iz its wurxee suksesur."""
.GSTR STR?269,"""Starkros iz Infookamz miind-bendeeng siiens-fikshun adventshur. Suspendid iz aa kriioojenik siiens-fikshun niitmaar."""
.GSTR STR?270,"On the desk is a machine with a screen and a small circular opening. It seems to be turned off."
.GSTR STR?271,"There is a microfilm reader on one of the tables."
.GSTR STR?272,"The spool fits neatly into the opening."
SPOOL-FITS=STR?272
.GSTR STR?273," Some information appears on the screen."
SOME-INFO=STR?273
.GSTR STR?274,"""Oonlee peepul wix propur traaneeng shud piilot xe helikopturz. Reekwiird ekwipmint inkluudz aa Helikoptur Akses Kard and aa Kuntrool Panul Kee. Xeez kan bee obtaand frum Tranzportaashun Stoorij.""
The rest is all very technical."
.GSTR STR?275,"""Xe jestaashun peereeid uv Xe Dizeez, folooweeng ekspoozur, vaareez treemenduslee frum pursin tuu pursin, raanjeeng frum wun daa tuu sevrul rootaashunz. Wuns xe furst simptumz ar shoon, dex alwaaz okurz in aat tuu ten daaz.
Xe priimeree simptum iz aa hii feevur. Xe sekunderee simptum iz aa sharp inkrees in xe amownt uv sleep needid eec niit.""
The rest of the information is about symptoms which can be detected only by using complicated medical procedures."
RED-TEXT=STR?275
.GSTR STR?276,"This is a curving hallway leading east and northwest. There is an opening to the west."
.GSTR STR?277,"This is another dusty sanitary facility. Unlike the ones near the dorms, this one is smaller and has no bathing fixtures."
.GSTR STR?278,"You are at the center of a long east-west hallway. A doorway, labelled ""PrajKon Awfis"", opens to the south."
.GSTR STR?279,"The hallway ends here but continues back toward the west. Doorways lead north, south and east."
.GSTR STR?280,"This is the main computer room for the Project. The only sign of activity is a glowing red light. The exits are north, west, and northeast. To the south is a small booth."
.GSTR STR?281,"This is a small room barely large enough for one person. Mounted on the wall is a small slot, and next to it a keyboard with numeric keys. The exit is to the north."
.GSTR STR?282,"The card is embossed ""minitcurizaashun akses kard."""
.GSTR STR?283,"This is the heart of the Project's vast laboratory complex. There are exits to the west and southwest, and heavy metal doors to the northeast and southeast. A small doorway leads south."
.GSTR STR?284,"This is a tiny room for the storage of laboratory supplies. The sole exit is to the north."
.GSTR STR?285,"Hanging on a rack is a pale blue lab uniform. Sewn onto its pocket is a nondescript logo."
.GSTR STR?286,"The card is embossed ""teliportaashun akses kard."""
.GSTR STR?287,"This is the first half of a sterilization chamber to prevent contamination of the delicate biological experiments in the Bio Lab which lies beyond. The door to the west leads to the main lab, and the bio lock continues eastward."
.GSTR STR?288,"The is the second half of the sterilization chamber leading from the main lab to the Bio Lab. The door to the east, leading to the Bio Lab, has a window. The bio lock continues to the west."
.GSTR STR?289,"This is the western half of a decontamination chamber to prevent dangerous radioactive materials from leaving the Radiation Lab which lies to the east. The door leads west to the main lab."
.GSTR STR?290,"This is the eastern half of the decontamination chamber. The door to the east leads to the Radiation Lab, and the chamber continues westward. A sign on the wall reads ""WORNEENG! Raadeeaashun suuts must bee worn beeyond xis point."""
.GSTR STR?291,"Opening the door reveals a Bio-Lab full of horrible mutations. You stare at them, frozen with horror. Growling with hunger and delight, the mutations march into the bio-lock and devour you."
.GSTR STR?292,"A very bored-sounding recorded voice explains that, in order to prevent contamination, both lock doors cannot be open simultaneously."
.GSTR STR?293,"The door opens."
.GSTR STR?294,"The door closes."
.GSTR STR?295,"The biological nightmares reach you. Gripping coils wrap around your limbs as powerful teeth begin tearing at your flesh. Something bites your leg, and you feel a powerful poison begin to work its numbing effects..."
.GSTR STR?296," Unfortunately, you don't seem to be that hardy."
.GSTR STR?297,"The mutants attack you and rip you to shreds within seconds."
.GSTR STR?298,"
Dozens of hungry eyes fix on you as the mutations surround you and begin feasting."
.GSTR STR?299,"
You stupidly run right into the jaws of the pursuing mutants."
.GSTR STR?300,"The growling humanoid is charging straight at you, waving his axe-like implement!"
.GSTR STR?301,"A pair of slavering fangs removes part of your clothing!"
.GSTR STR?302,"Needle-sharp mandibles nip at your arms!"
.GSTR STR?303,"The mobile plant whips its poisonous tentacles against your ankles!"
.GSTR STR?304,"This room is filled with unfathomable equipment and large canisters bearing radioactive warnings. Many of the canisters are split open. You can see the Bio Lab through a large crack in the south wall. Sinister-looking forms move about within the Bio Lab. Although the lights here are off, the room is suffused with a pale blue glow."
.GSTR STR?305,"
It seems you have picked up a bad case of radiation poisoning."
.GSTR STR?306,"Sitting on a long table is a small brown spool."
.GSTR STR?307,"The spool is labelled ""Instrukshunz foor Reepaareeng Reepaar Roobots."""
.GSTR STR?308,"There is a powerful portable lamp here, currently off."
.GSTR STR?309,"Mutated monsters from the Bio Lab pour into the office. You are devoured."
.GSTR STR?310,"""Memoo tuu awl lab pursunel: Duu tuu xe daanjuris naatshur uv xe biioo eksperiments, an eemurjensee sistum haz bin instawld. Xis sistum wud flud xe entiir Biioo Lab wic aa dedlee fungasiid. Propur preecawshunz shud bee taakin if xis sistum iz evur yuuzd."""
.GSTR STR?311,"You hear the faint sound of a relay clicking."
.GSTR STR?312,"This is another small booth. Unlike the Miniaturization Booth, this room has no slot or keyboard, so presumably it is intended only as a receiving station. The exit is on the northern side."
.GSTR STR?313,"You are standing on a square plate of heavy metal. Above your head, parallel to the plate beneath you, is an identical metal plate. To the east is a wide, metallic strip."
.GSTR STR?314,"You feel the familiar wrenching of your innards, and find yourself in a vast room whose distant walls are rushing straight toward you...
"
.GSTR STR?315,"You are standing on a silicon filament, which looks to you like a wide metal highway. South of here, the filament makes a right angle and heads straight down, like a cliff overlooking a black void. The filament can be followed north, however. Station 384 lies westward."
.GSTR STR?316,"The plunge would probably be fatal."
.GSTR STR?317,"You are standing on a section of the strip with a bottomless void stretching out on both sides. The strip continues to the north and south."
.GSTR STR?318,"Not a chance -- unless, of course, you don't mind walking into the gullet of a hungry microbe."
.GSTR STR?319,"Do you have a penchant for bottomless voids?"
.GSTR STR?320,"There is a huge featureless wall there, remember?"
.GSTR STR?321,"A small device, labelled ""Akmee Portabul Laazur"", is resting on one of the lower shelves."
.GSTR STR?322,"There is a worn-out laser battery here."
.GSTR STR?323,"The odds and ends on the shelves include a small round object, which closer inspection reveals to be a fresh laser battery."
.GSTR STR?324,"slightly warm now"
.GSTR STR?325,"somewhat warm now"
.GSTR STR?326,"very warm now"
.GSTR STR?327,"quite hot"
.GSTR STR?328,"very warm"
.GSTR STR?329,"somewhat warm"
.GSTR STR?330,"slightly warm"
.GSTR STR?331,"The beam just misses the speck!"
.GSTR STR?332,"A near miss!"
.GSTR STR?333,"A good shot, but just a little wide of the target."
.GSTR STR?334,"
With a furious storm of electrical mayhem, Sector 384 comes to life. A few microvolts course through the silicon strip on which you stand. Unfortunately, at your current size, this is enough to barbecue you."
.GSTR STR?335,"A hungry microbe blocks your way, its cilia waving and its pseudopods towering over you."
.GSTR STR?336," The microbe, whipped into a rabid frenzy by the waves of heat from the pulsing laser, literally lunges at it. You jump back and, losing your balance, fall over the edge of the strip. The microbe, writhing madly, hurls itself after its prey. You and the microbe both plunge into the void below."
.GSTR STR?337,"
The microbe wraps several pseudopods around you and shoves you into its mucus-covered gullet. Digestive juices begin their work. The experience is not pleasant."
.GSTR STR?338,"A pseudopod extends toward you. You jump back just in time to avoid being engulfed."
.GSTR STR?339,"A slimy pseudopod brushes against your shoulder. You twist away in the nick of time."
.GSTR STR?340,"A pseudopod shoots out toward your head! Ducking quickly, you save your life."
.GSTR STR?341,"Two protoplasm-filled blobs sneak toward you from the left. You jump to the side and almost fall off the strip into the void below!"
.GSTR STR?342,"The microbe slithers closer. The cilia around its gullet glisten with mucus, giving the impression that the microbe is salivating."
.GSTR STR?343,"The microbe flows toward you. It towers above you, its cilia waving madly in your face."
.GSTR STR?344,"The monster wriggles nearer. It is now so close that you can make out details in the protoplasm beneath its translucent skin."
.GSTR STR?345,"The microbe's outer membrane sizzles a bit, and some protoplasm oozes out. The microbe recoils momentarily, but quickly recovers."
.GSTR STR?346,"The beam slices through the microbe's skin! A tremendous shudder passes through the microbe, but the wound quickly seals itself."
.GSTR STR?347,"The monster rears back for a moment, but almost as soon as the beam goes off, it advances again."
.GSTR STR?348,"A ferocious feral creature, with a hairy shelled body and a whip-like tail snaps its enormous mandibles at you."
.GSTR STR?349,"Rushing toward you is an ugly, deformed humanoid, bellowing in a guttural tongue. It brandishes a piece of lab equipment shaped somewhat like a battle axe."
.GSTR STR?350,"Lurking nearby is a vicious-looking creature with slavering fangs. Squinting in the light, it eyes you hungrily."
.GSTR STR?351,"A giant plant, teeming with poisonous tentacles, is shuffling toward you on three leg-like stalks."
.GSTR STR?352," RETURN = see hint"
.GSTR STR?353,"Q = main menu"
.GSTR STR?354,"INVISICLUES (tm)"
.GSTR STR?355,"Q = see hint menu"
.GSTR STR?356,"Q = Resume story"
.GSTR STR?357,"P = Previous"
.GSTR STR?358,"How do I get past Blather?"
.GSTR STR?359,"There's no way to get beyond Deck Eight or the Reactor Lobby."
.GSTR STR?360,"Really! There's no way!"
.GSTR STR?361,"How can I stop getting demerits?"
.GSTR STR?362,"Scrub harder?"
.GSTR STR?363,"I wouldn't worry too much; demerits aren't that important."
.GSTR STR?364,"What about Lieutenant Measle?"
.GSTR STR?365,"All he wants is some information for your records."
.GSTR STR?366,"Ahem. Lieutenant Measle???"
.GSTR STR?367,"What do I do with the Ambassador?"
.GSTR STR?368,"Enjoy his company. He's just there to liven up the game opening."
.GSTR STR?369,"How do I get the translator?"
.GSTR STR?370,"You can't."
.GSTR STR?371,"How do I get the celery?"
.GSTR STR?372,"How do I get the Ambassador's map?"
.GSTR STR?373,"The Ambassador doesn't have any map!"
.GSTR STR?374,"What should I do in the Galley?"
.GSTR STR?375,"Try eating the stew."
.GSTR STR?376,"Did you find the handbook for programming autopilots?"
.GSTR STR?377,"How did you get to a nonexistent place?"
.GSTR STR?378,"How do I get out of the Brig?"
.GSTR STR?379,"The best way to get out is to never get thrown in."
.GSTR STR?380,"If you don't upset Blather by leaving your post, you'll never get thrown in the Brig."
.GSTR STR?381,"Once you're in the Brig, there's no way out."
.GSTR STR?382,"How can I save the Feinstein?"
.GSTR STR?383,"It might be a malfunction in the Hyperspatial Jump Machinery Room."
.GSTR STR?384,"Of course, since you can't enter that room, you'll never know."
.GSTR STR?385,"There's no way to prevent it, and you won't find out until later what caused it. Best thing to do is try to survive the shipwreck."
.GSTR STR?386,"Can I open the escape pod bulkhead?"
.GSTR STR?387,"It opens automatically during any emergency."
.GSTR STR?388,"For example, when the Feinstein begins exploding."
.GSTR STR?389,"How do I control the pod?"
.GSTR STR?390,"The controls are entirely automated."
.GSTR STR?391,"Sit back and relax. Let the autopilot do the driving."
.GSTR STR?392,"I keep getting killed! Help!"
.GSTR STR?393,"Are you standing?"
.GSTR STR?394,"The adjective associated with the web is notable."
.GSTR STR?395,"Get in the safety web and don't stand until you've landed."
.GSTR STR?396,"Can I keep the pod from sinking?"
.GSTR STR?397,"Sorry, you can't."
.GSTR STR?398,"Will I use the emergency provisions?"
.GSTR STR?399,"It's always a good idea in adventure games to take anything that you can carry."
.GSTR STR?400,"Can I leave the pod after landing?"
.GSTR STR?401,"Sure. Have you tried opening the door?"
.GSTR STR?402,"You can't reach the door while you're still in the web."
.GSTR STR?403,"Once the door is open, either UP or OUT works."
.GSTR STR?404,"Needless to say, don't dally too long."
.GSTR STR?405,"I keep drowning underwater. Help!"
.GSTR STR?406,"The water is a dangerous place to be. Leave it immediately."
.GSTR STR?407,"There is light filtering down from above."
.GSTR STR?408,"Say UP."
.GSTR STR?409,"What can I do on the Balcony?"
.GSTR STR?410,"The plaque is the only thing of interest there."
.GSTR STR?411,"Of what use is the ruined castle?"
.GSTR STR?412,"Not much."
.GSTR STR?413,"What can I do in the Rec Area?"
.GSTR STR?414,"There are some interesting tapes and games there."
.GSTR STR?415,"Have you noticed the locked door leading north?"
.GSTR STR?416,"Can I unlock the door with the dial?"
.GSTR STR?417,"It's a combination lock."
.GSTR STR?418,"You could try setting it to every number from 1 to 1000."
.GSTR STR?419,"The combination can be found in the lab area."
.GSTR STR?420,"It is in the pocket of the lab uniform."
.GSTR STR?421,"What use are the four dorms?"
.GSTR STR?422,"They are all identical."
.GSTR STR?423,"They make good places to sleep."
.GSTR STR?424,"What about the sanitary facilities?"
.GSTR STR?425,"You won't need to use them. The game isn't THAT realistic."
.GSTR STR?426,"They are of no importance."
.GSTR STR?427,"How do I open the padlock?"
.GSTR STR?428,"You'll need a key."
.GSTR STR?429,"Have you seen a ""glint of light"" anywhere while exploring?"
.GSTR STR?430,"It's in the crevice in Admin Corridor South."
.GSTR STR?431,"You can't reach it with your hands. You'll need something else."
.GSTR STR?432,"The curved metal bar."
.GSTR STR?433,"It's a magnet. Try holding it over the key."
.GSTR STR?434,"How do I open the tin can?"
.GSTR STR?435,"Don't develop the next hint until you've found the can opener."
.GSTR STR?436,"There is no can opener. You must be cheating."
.GSTR STR?437,"There is no way to open the can."
.GSTR STR?438,"Does the door in the Mess Hall open?"
.GSTR STR?439,"If you mean the locked door in the southern end, yes."
.GSTR STR?440,"The slot next to the door is important."
.GSTR STR?441,"You'll need the kitchen access card."
.GSTR STR?442,"It's located beyond the rift."
.GSTR STR?443,"It's in the desk in the Small Office. Slide it through the slot."
.GSTR STR?444,"What is the ladder for?"
.GSTR STR?445,"It is needed to get past a major obstacle."
.GSTR STR?446,"You've probably seen the obstacle."
.GSTR STR?447,"The rift."
.GSTR STR?448,"What use is the kitchen dispenser?"
.GSTR STR?449,"Have you tried pushing the button?"
.GSTR STR?450,"That liquid is food."
.GSTR STR?451,"You'll need something to catch the liquid."
.GSTR STR?452,"The octagonal shape of the niche is important."
.GSTR STR?453,"Open the canteen and put it in the niche."
.GSTR STR?454,"What can I do in the Physical Plant?"
.GSTR STR?455,"Nothing."
.GSTR STR?456,"It's there just for show. Every large complex of buildings needs one."
.GSTR STR?457,"Is the crack in the floor important?"
.GSTR STR?458,"Yes."
.GSTR STR?459,"Is the deactivated robot important?"
.GSTR STR?460,"Yes, indeed!"
.GSTR STR?461,"Turn it on."
.GSTR STR?462,"How do I run the reactor elevator?"
.GSTR STR?463,"The slot in the elevator is important."
.GSTR STR?464,"You'll need the reactor elevator access pass."
.GSTR STR?465,"Don't develop further until you've been on the helicopter trip."
.GSTR STR?466,"Cheating again, eh? There's no way to operate that elevator."
.GSTR STR?467,"How do I fix the reactors?"
.GSTR STR?468,"Have you opened the repair panel?"
.GSTR STR?469,"Some of the megafuses seem to be burned out."
.GSTR STR?470,"Try replacing the megafuses with the good ones from the box in Storage East."
.GSTR STR?471,"Oh, come now. You haven't been to the reactors, have you?"
.GSTR STR?472,"How do I cross the rift?"
.GSTR STR?473,"Jumping is a bad idea."
.GSTR STR?474,"You'll need an item which you may not have seen yet."
.GSTR STR?475,"It's behind the padlocked door."
.GSTR STR?476,"Extend the ladder and put it across the rift."
.GSTR STR?477,"How can I see in the darkened area?"
.GSTR STR?478,"You'll need a light source."
.GSTR STR?479,"What is the chemical dispenser for?"
.GSTR STR?480,"Have you tried pushing any of the buttons on it?"
.GSTR STR?481,"The flask can be used to hold the chemical fluid."
.GSTR STR?482,"The first seven buttons are obviously coolants and catalysts."
.GSTR STR?483,"The two white buttons produce an acid and a base."
.GSTR STR?484,"You'll need the coolants and catalysts for the Comm Room problem."
.GSTR STR?485,"What do I do with the acid and base?"
.GSTR STR?486,"Batteries are made out of acids and bases."
.GSTR STR?487,"Have you run into any dangerous creatures? You might be able to use the acid or base as a weapon."
.GSTR STR?488,"Actually, these two chemicals are totally useless."
.GSTR STR?489,"Can I fix the disassembled robots?"
.GSTR STR?490,"A repair robot might be of help."
.GSTR STR?491,"Don't go on until you've repaired Achilles."
.GSTR STR?492,"There's no way to reassemble those robots."
.GSTR STR?493,"What about the Plan Room?"
.GSTR STR?494,"There's nothing for you to do in there, but you might pick up some useful information there."
.GSTR STR?495,"What about the Systems Monitors?"
.GSTR STR?496,"Is there any way to take the hose?"
.GSTR STR?497,"What hose?"
.GSTR STR?498,"Can I open the Elevator Lobby doors?"
.GSTR STR?499,"Try pushing the red and blue buttons."
.GSTR STR?500,"Then wait a little while."
.GSTR STR?501,"How do the elevators work?"
.GSTR STR?502,"The slot on the control panels is important."
.GSTR STR?503,"You'll need to find the respective access passes."
.GSTR STR?504,"When you find them, slide them through the slot, and then say PUSH UP BUTTON or PUSH DOWN BUTTON."
.GSTR STR?505,"The upper elevator access card is located beyond the rift."
.GSTR STR?506,"It's in the desk in the Small Office."
.GSTR STR?507,"Floyd has the lower elevator access card."
.GSTR STR?508,"He may give it to you when you use another access card in his presence. Alternately, you can turn him off and search him."
.GSTR STR?509,"What is the Helipad for?"
.GSTR STR?510,"The helicopters probably land and take off from there."
.GSTR STR?511,"How do I enter the Helicopter?"
.GSTR STR?512,"Try ENTER THE HELICOPTER."
.GSTR STR?513,"TELL ME ABOUT THE OBSERVATION DECK"
.GSTR STR?514,"Nice view of another complex of buildings on a nearby island."
.GSTR STR?515,"Should I do anything with the birds?"
.GSTR STR?516,"Try feeding them."
.GSTR STR?517,"Birds like insects."
.GSTR STR?518,"What birds? What insects?"
.GSTR STR?519,"What is the comm. receive console?"
.GSTR STR?520,"Try pressing the button on it."
.GSTR STR?521,"Apparently, it received a transmission from the Feinstein just before the ship blew up."
.GSTR STR?522,"What is the comm. send console?"
.GSTR STR?523,"Read the screen. The message is very interesting."
.GSTR STR?524,"The message isn't being sent, however."
.GSTR STR?525,"You can repair the communication system using the chemical dispenser in the Machine Shop."
.GSTR STR?526,"The colored light on the enunciator panel refers to one of the colored buttons on the dispenser."
.GSTR STR?527,"Keep pouring the proper chemical fluid into the hole on the console until it is fixed. It will take anywhere from three to five trips."
.GSTR STR?528,"Where do I find the helicopter?"
.GSTR STR?529,"You need to use the upper elevator to get to it."
.GSTR STR?530,"How do I unlock the control panel?"
.GSTR STR?531,"Try reading the green spool using the microfilm reader."
.GSTR STR?532,"According to the spool, you'll find a key in Transportation Supply."
.GSTR STR?533,"Where is the helicopter access card?"
.GSTR STR?534,"According to the spool, the card would be in Transportation Supply."
.GSTR STR?535,"How do I use the helicopter?"
.GSTR STR?536,"Unless you have the helicopter control panel key and the helicopter access card, don't read any further."
.GSTR STR?537,"Use the key to open the control panel cover."
.GSTR STR?538,"Use the access card to activate the controls."
.GSTR STR?539,"Just tell your intended destination to the voice-controlled autopilot, then sit back and enjoy the trip."
.GSTR STR?540,"Amazing feat, your managing to get this far, considering the key and card don't exist."
.GSTR STR?541,"What destination should I select?"
.GSTR STR?542,"Where would you expect to find people?"
.GSTR STR?543,"A large city, perhaps?"
.GSTR STR?544,"Try the capital city of Resida, Pilandoor."
.GSTR STR?545,"Don't you feel pretty silly, considering there's no way to even get the helicopter off the ground?"
.GSTR STR?546,"Where do I find the shuttle?"
.GSTR STR?547,"You need to use the lower elevator to get to it."
.GSTR STR?548,"How do I operate the shuttle?"
.GSTR STR?549,"You'll need the shuttle access card. By now you should know how to use these cards."
.GSTR STR?550,"You can't operate the shuttle after 6000."
.GSTR STR?551,"Hopefully, you can figure out that you want to be in the control cabin facing the set of tracks, not the one facing the blank wall."
.GSTR STR?552,"How do I use the shuttle controls?"
.GSTR STR?553,"First, activate the controls (see previous question)."
.GSTR STR?554,"Pushing the lever up into the ""+"" position causes the shuttle to accelerate. Pulling the lever down into the ""-"" position causes the shuttle to decelerate."
.GSTR STR?555,"When the lever is in the central position, the shuttle will continue to move at its current velocity."
.GSTR STR?556,"The digital display tells the current velocity of the shuttle."
.GSTR STR?557,"I always crash at the other station!"
.GSTR STR?558,"You're going too fast. Decelerate sooner."
.GSTR STR?559,"If you're going faster than 20 when you get to the far station, you'll be killed."
.GSTR STR?560,"If you're going between 5 and 20 you will survive, but the shuttle will be damaged."
.GSTR STR?561,"What is the medicine for?"
.GSTR STR?562,"Read the label."
.GSTR STR?563,"The Repair Room door is too small!"
.GSTR STR?564,"It's too small for YOU to get through."
.GSTR STR?565,"It's ""robot-sized""."
.GSTR STR?566,"Ask Floyd to go through the doorway."
.GSTR STR?567,"Do the Repair Room cabinets open?"
.GSTR STR?568,"You'll have to repair Achilles first."
.GSTR STR?569,"How can I repair Achilles?"
.GSTR STR?570,"Waldo won't be of any help (unless you're playing SUSPENDED)."
.GSTR STR?571,"Try using the microfilm reader to read the brown spool."
.GSTR STR?572,"The brown spool is in the Radiation Lab."
.GSTR STR?573,"Unfortunately, there's no way to get the brown spool to the microfilm reader."
.GSTR STR?574,"There is also no way to repair Achilles."
.GSTR STR?575,"Is there a good fromitz board?"
.GSTR STR?576,"Have you been beyond the small door in the Repair Room?"
.GSTR STR?577,"You'll have to ask Floyd to get the good fromitz board."
.GSTR STR?578,"Is there a good bedistor anywhere?"
.GSTR STR?579,"It's in Storage East, just off Mech Corridor North. If you missed it, you'd better improve your exploring and mapping abilities."
.GSTR STR?580,"TELL ME ABOUT PLANETARY DEFENSE"
.GSTR STR?581,"The library might tell you something."
.GSTR STR?582,"Apparently, it is an automatic meteor defense. Perhaps this solar system has a high meteor density."
.GSTR STR?583,"The system's discrimination circuit seems to have failed."
.GSTR STR?584,"This is probably why the Feinstein was destroyed. You'd better repair it."
.GSTR STR?585,"Open the access panel."
.GSTR STR?586,"Figure out which board is malfunctioning and remove it."
.GSTR STR?587,"It's the second board. Take it and put the good fromitz board in the resulting empty socket."
.GSTR STR?588,"TELL ME ABOUT THE COURSE CONTROL"
.GSTR STR?589,"The library might tell you something about it."
.GSTR STR?590,"Apparently, the entire planet was moved into a more favorable but less stable orbit. This system ensures that the planet stays in the proper orbit."
.GSTR STR?591,"The course control system seems to be malfunctioning. If the planet was approaching its sun, it would explain the melting ice caps and water level rise."
.GSTR STR?592,"You'd better repair this system."
.GSTR STR?593,"Try opening the cube and removing the fused bedistor."
.GSTR STR?594,"You'll need a tool."
.GSTR STR?595,"Use the pliers from the Tool Room to remove the fused bedistor."
.GSTR STR?596,"Put the good bedistor into the cube."
.GSTR STR?597,"Why is this Physical Plant so big?"
.GSTR STR?598,"True, this plant is larger than its counterpart in the Kalamontee Complex, even though the Lawanda Complex is slightly smaller."
.GSTR STR?599,"Perhaps there is a large section of the Lawanda Compex that you haven't seen yet..."
.GSTR STR?600,"...such as the cryo-chambers, buried deep underground."
.GSTR STR?601,"How do I use the computer terminal?"
.GSTR STR?602,"Firstly, turn it on."
.GSTR STR?603,"To select an item in the menu, use the TYPE command. For example, to select item 2, type TYPE 2."
.GSTR STR?604,"Typing TYPE 0 returns you to the next highest menu level (except, of course, if you are at the Main Menu, which is the highest level)."
.GSTR STR?605,"How do I use the microfilm reader?"
.GSTR STR?606,"It must be turned on."
.GSTR STR?607,"The colored spools are spools of microfilm."
.GSTR STR?608,"Put one in the opening in the reader."
.GSTR STR?609,"How do I summon the librarian?"
.GSTR STR?610,"Really!"
.GSTR STR?611,"What is the signficance of SanFac F?"
.GSTR STR?612,"Haven't you realized by now that these SanFacs are of no interest?"
.GSTR STR?613,"What about the ProjCon Office?"
.GSTR STR?614,"The library might be of some help."
.GSTR STR?615,"It was the main office for the Project."
.GSTR STR?616,"Is the logo important?"
.GSTR STR?617,"It also appears on the lab uniform."
.GSTR STR?618,"It's yet another little hint about what's going on."
.GSTR STR?619,"Is the mural important?"
.GSTR STR?620,"Examination reveals that there might be an area behind it."
.GSTR STR?621,"But don't worry about it now."
.GSTR STR?622,"When the time comes, you'll know it."
.GSTR STR?623,"Who is Burstini Bonz?"
.GSTR STR?624,"Wasn't he the great Respectivist artist who became famous for painting awesomely phenomenal murals during the 89th century?"
.GSTR STR?625,"What is the laboratory area for?"
.GSTR STR?626,"The library might have some information on that."
.GSTR STR?627,"It is the laboratory built to find a cure for the Disease."
.GSTR STR?628,"Is the Bio-Lab safe to enter?"
.GSTR STR?629,"Try it."
.GSTR STR?630,"Nope, I guess it wasn't. Hope you did a SAVE first."
.GSTR STR?631,"Is the Radiation Lab safe to enter?"
.GSTR STR?632,"Nope, I guess you can't. Hope you did a SAVE first."
.GSTR STR?633,"Where is the radiation suit?"
.GSTR STR?634,"It might be down near the Reactors."
.GSTR STR?635,"Find a light source, then use the Reactor Access Stairs."
.GSTR STR?636,"There's a lamp in the Radiation Lab."
.GSTR STR?637,"Going in circles? There's no radiation suit anywhere."
.GSTR STR?638,"What is the card in the Bio-Lab?"
.GSTR STR?639,"Floyd will tell you when he sees it."
.GSTR STR?640,"It's for the Miniaturization Booth."
.GSTR STR?641,"Can I get the card from the Bio-Lab?"
.GSTR STR?642,"You'll die trying."
.GSTR STR?643,"Floyd's a robot. He might be tougher."
.GSTR STR?644,"He'll volunteer to get the card if he has a good enough reason."
.GSTR STR?645,"Do you know what the card is and what you would use it for?"
.GSTR STR?646,"The Miniaturization Booth is for repairing the Computer."
.GSTR STR?647,"Show Floyd the computer printout, or let him see the warning light in the Computer Room."
.GSTR STR?648,"Then take him into Bio-Lock East and do what he says."
.GSTR STR?649,"What does the computer do?"
.GSTR STR?650,"The library might have something on it."
.GSTR STR?651,"It runs the automated Project..."
.GSTR STR?652,"...which is trying to find a cure for the Disease."
.GSTR STR?653,"Is the printout important?"
.GSTR STR?654,"It appears that the Project was incredibly close to a successful conclusion."
.GSTR STR?655,"Then the computer broke down."
.GSTR STR?656,"If you've been in the Repair Room, you'll know that summoning the repair robot didn't help."
.GSTR STR?657,"You'll have to fix the computer yourself."
.GSTR STR?658,"Use the Miniaturization Booth."
.GSTR STR?659,"Does the Miniaturization Booth work?"
.GSTR STR?660,"You'll need the proper access card, of course."
.GSTR STR?661,"It's in the Bio-Lab."
.GSTR STR?662,"Once you've activated the booth, type the damaged sector number."
.GSTR STR?663,"Have you read the printout?"
.GSTR STR?664,"The damaged sector is 384. Type TYPE 384."
.GSTR STR?665,"You will then be miniaturized and teleported into the damaged sector, where you can attempt to effect repairs."
.GSTR STR?666,"I am at Station 384. What now?"
.GSTR STR?667,"Explore around."
.GSTR STR?668,"Have you seen and examined the relay?"
.GSTR STR?669,"You'll have to figure out a way to remove the speck."
.GSTR STR?670,"The laser."
.GSTR STR?671,"You must destroy the speck without harming the relay."
.GSTR STR?672,"The dial must be set to 1, so that the beam will pass harmlessly through the red translucent exterior of the relay."
.GSTR STR?673,"You'll have to shoot the speck a number of times to destroy it."
.GSTR STR?674,"Can I talk to the giant spider?"
.GSTR STR?675,"Play STARCROSS."
.GSTR STR?676,"How do I get past the giant microbe?"
.GSTR STR?677,"Try shooting it with the laser."
.GSTR STR?678,"That won't have any effect while the laser is set to 1, of course."
.GSTR STR?679,"If you don't keep shooting the microbe, it will get close enough to eat you."
.GSTR STR?680,"Repeated shootings of the microbe merely hold it at bay, and sooner or later you're killed when sector 384 comes to life."
.GSTR STR?681,"Has the microbe become interested in anything besides you?"
.GSTR STR?682,"The microbe is attracted to the warmth of the laser."
.GSTR STR?683,"When the laser gets warm enough, throw it over the edge of the strip, into the void below. The microbe will leap after it."
.GSTR STR?684,"How do I get back from the Strip?"
.GSTR STR?685,"Go to Station 384."
.GSTR STR?686,"How do I get out of the Lab Office?"
.GSTR STR?687,"Opening the door right off isn't a healthy idea."
.GSTR STR?688,"There are some buttons on the wall..."
.GSTR STR?689,"To get a clue, search the desk."
.GSTR STR?690,"Have you opened the desk?"
.GSTR STR?691,"Put on the gas mask, then press the red button."
.GSTR STR?692,"Then, move fast. You don't have a millichron to spare."
.GSTR STR?693,"How do I get rid of the mutants?"
.GSTR STR?694,"You can't kill them."
.GSTR STR?695,"There's only one way to lose them."
.GSTR STR?696,"You're very close to the end of the game."
.GSTR STR?697,"Did you hear an announcement?"
.GSTR STR?698,"Remember the mural?"
.GSTR STR?699,"Go to the ProjCon Office."
.GSTR STR?700,"Go south into the elevator and push the button."
.GSTR STR?701,"What do I do with my ID card?"
.GSTR STR?702,"It's useless."
.GSTR STR?703,"Why did my things go when I slept?"
.GSTR STR?704,"Do you normally go to sleep holding things? You dropped them while you were sleeping. Check the floor of the room where you slept."
.GSTR STR?705,"How do I read the native language?"
.GSTR STR?706,"It's actually a phonetic version of English."
.GSTR STR?707,"""X"" is used in place of ""TH"" and ""C"" is used in place of ""CH""."
.GSTR STR?708,"Double vowels signify the long vowel sound, and single vowels indicate the short vowel sound."
.GSTR STR?709,"I keep starving to death. Feed me!"
.GSTR STR?710,"Didn't you take the survival kit from the safety pod?"
.GSTR STR?711,"Of course, that doesn't last long."
.GSTR STR?712,"There's a can of spam and eggs in Storage West."
.GSTR STR?713,"Unfortunately, there's no way to open it."
.GSTR STR?714,"You'll have to get into the Kitchen."
.GSTR STR?715,"It's just south of the Mess Hall."
.GSTR STR?716,"Where can I sleep?"
.GSTR STR?717,"Civilized people usually sleep in beds."
.GSTR STR?718,"If you sleep elsewhere, you might be devoured (by grues?)."
.GSTR STR?719,"There are beds in the four dorms, and the Infirmary."
.GSTR STR?720,"Of course, the bed in the Infirmary is a bad idea for other reasons."
.GSTR STR?721,"Where can I find a light source?"
.GSTR STR?722,"Have you tried burning the towel?"
.GSTR STR?723,"Okay, that didn't work. There IS a lantern somewhere."
.GSTR STR?724,"It's in the Radiation Lab."
.GSTR STR?725,"You can't enter the Radiation Lab and survive without a radiation suit."
.GSTR STR?726,"There is no radiation suit."
.GSTR STR?727,"There is no way to get a light source into the dark rooms."
.GSTR STR?728,"What is a grue?"
.GSTR STR?729,"Ask the game."
.GSTR STR?730,"Do the teleportation booths work?"
.GSTR STR?731,"Of course! But you'll have to find the teleportation access card first."
.GSTR STR?732,"It's in the lab area, which you may not have been to yet."
.GSTR STR?733,"It's in the pocket of the lab uniform."
.GSTR STR?734,"Slide the card thru the slot, then press the button corresponding to the booth you want to teleport to."
.GSTR STR?735,"How does the laser work?"
.GSTR STR?736,"You must be holding it to fire it."
.GSTR STR?737,"It has six settings. Each setting produces a different colored beam."
.GSTR STR?738,"The battery in it when you find it won't last very long."
.GSTR STR?739,"You'll need a fresh battery."
.GSTR STR?740,"Open the laser, remove the old battery, and put the new battery in."
.GSTR STR?741,"Where do I find a new laser battery?"
.GSTR STR?742,"Have you tried making one?"
.GSTR STR?743,"Some batteries are made by mixing acids and bases."
.GSTR STR?744,"However, there's no way to make your own battery. There is a fresh battery lying around somewhere."
.GSTR STR?745,"It's in Lab Storage."
.GSTR STR?746,"What are megafuses for?"
.GSTR STR?747,"They're electrical components."
.GSTR STR?748,"They're usually used for repairing Reactor systems."
.GSTR STR?749,"What are fromitz boards for?"
.GSTR STR?750,"They're usually used for repairing Planetary Defense systems."
.GSTR STR?751,"What are bedistors for?"
.GSTR STR?752,"They're usually used for repairing Course Control systems."
.GSTR STR?753,"Doctor, doctor! Why am I so sick?"
.GSTR STR?754,"You'll find out when you get to the Library."
.GSTR STR?755,"You have contracted the Disease. It is fatal."
.GSTR STR?756,"The medicine in the Infirmary might help a bit."
.GSTR STR?757,"But your only long-term hope is to help bring the Project to its ultimate goal."
.GSTR STR?758,"I finished, but without 80 points!"
.GSTR STR?759,"You didn't repair all the broken systems."
.GSTR STR?760,"Consult the Systems Monitors."
.GSTR STR?761,"You must repair the Communication System, the Planetary Defense System, and the Course Control System in order to get the optimum ending."
.GSTR STR?762,"How can I talk to Floyd?"
.GSTR STR?763,"He has to be on, of course."
.GSTR STR?764,"Talk to him the same way you would talk to any other character in the game: FLOYD, EAT THE CAKE (for example)."
.GSTR STR?765,"How to get all 80 points"
.GSTR STR?766,"This section should only be used as a last resort, or for your own interest after you've completed PLANETFALL."
.GSTR STR?767,"3 points for entering the Escape Pod."
.GSTR STR?768,"3 points for entering the Crag."
.GSTR STR?769,"2 points for turning Floyd on for the first time."
.GSTR STR?770,"2 points for firing the laser for the first time."
.GSTR STR?771,"4 points for entering Storage West."
.GSTR STR?772,"4 points for entering Admin Corridor North."
.GSTR STR?773,"4 points for entering the Kitchen."
.GSTR STR?774,"4 points for entering the Tower Core."
.GSTR STR?775,"4 points for entering the Kalamontee Platform."
.GSTR STR?776,"4 points for entering the Lawanda Platform."
.GSTR STR?777,"1 point for taking the kitchen access card."
.GSTR STR?778,"1 point for taking the shuttle access card."
.GSTR STR?779,"1 point for taking the upper elevator access card."
.GSTR STR?780,"1 point for taking the lower elevator access card."
.GSTR STR?781,"1 point for taking the miniaturization access card."
.GSTR STR?782,"2 points for Floyd's death."
.GSTR STR?783,"6 points for fixing the communications system."
.GSTR STR?784,"6 points for fixing the planetary defense system."
.GSTR STR?785,"6 points for fixing the course control system."
.GSTR STR?786,"4 points for entering the Strip Near Station."
.GSTR STR?787,"4 points for entering the Auxiliary Booth."
.GSTR STR?788,"8 points for fixing the computer."
.GSTR STR?789,"5 points for entering the Cryo-Elevator."
.GSTR STR?790,"Have you tried...?"
.GSTR STR?791,"Don't expose these amusing suggestions until you've finished Planetfall. They may give away the answers to puzzles in the game."
.GSTR STR?792,"Reading the graffiti in the Brig?"
.GSTR STR?793,"Attacking, talking to, or throwing something at Blather?"
.GSTR STR?794,"Attacking or talking to the ambassador?"
.GSTR STR?795,"Touching, eating, smelling, or looking at the slime?"
.GSTR STR?796,"Scrubbing the slime?"
.GSTR STR?797,"Eating the celery?"
.GSTR STR?798,"Examining the games and tapes in the Rec Area?"
.GSTR STR?799,"Looking under the table in the Mess Hall?"
.GSTR STR?800,"Kicking, attacking, rubbing, or kissing Floyd?"
.GSTR STR?801,"Throwing acid at the mutants?"
.GSTR STR?802,"Reading your chronometer?"
.GSTR STR?803,"Taking off your chronometer or pouring acid on it?"
.GSTR STR?804,"Getting into bed in the Infirmary?"
.GSTR STR?805,"Scrubbing yourself?"
.GSTR STR?806,"Reading the towel?"
.GSTR STR?807,"Removing your uniform while Blather or Floyd are present?"
.GSTR STR?808,"Destroying the mural?"
.GSTR STR?809,"""Stealing"" the lower elevator card from Floyd and then showing it to him?"
.GSTR STR?810,"Giving Floyd the Lazarus breast plate?"
.GSTR STR?811,"Typing ZORK?"
.GSTR STR?812,"THE FEINSTEIN"
.GSTR STR?813,"THE POD TRIP"
.GSTR STR?814,"THE DORMITORY"
.GSTR STR?815,"ADMIN/MECH AREA"
.GSTR STR?816,"ELEVATORS/TOWER"
.GSTR STR?817,"HELICOPTER TRIP"
.GSTR STR?818,"SHUTTLE TRIP"
.GSTR STR?819,"SYSTEMS/LIBRARY"
.GSTR STR?820,"PROJCON AND LAB"
.GSTR STR?821,"COMPUTER/ENDGAME"
.GSTR STR?822,"GENERAL QUESTIONS"
.GSTR STR?823,"MISCELLANEOUS"
.GSTR STR?824,"RETURN = see new hint"
.GSTR STR?825," N = Next"
.GSTR STR?826," RETURN = See hint"
.ENDI

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[Automatic transcript: User is JOE]
PLANETFALL
Infocom interactive fiction - a science fiction story
Copyright (c) 1983, 1988 by Infocom, Inc. All rights reserved.
PLANETFALL is a registered trademark of Infocom, Inc.
Release 10 / Serial number 880531 / Interpreter 1 Version
Another routine day of drudgery aboard the Stellar Patrol Ship Feinstein. This
morning's assignment for a certain lowly Ensign Seventh Class: scrubbing the
filthy metal deck at the port end of Level Nine. With your Patrol-issue
self-contained multi-purpose all-weather scrub brush you shine the floor with
a diligence born of the knowledge that at any moment dreaded Ensign First
Class Blather, the bane of your shipboard existence, could appear.
Deck Nine
This is a featureless corridor similar to every other corridor on the ship. It
curves away to starboard, and a gangway leads up. To port is the entrance to
one of the ship's primary escape pods. The pod bulkhead is closed.
>

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"SYNTAX for PLANETFALL
(c) Copyright 1983 Infocom, Inc. All Rights Reserved"
"SUBTITLE VOCABULARY"
<BUZZ A AN THE IS ARE EQUALS ;= AND OF THEN ALL ONE BUT EXCEPT \. \, \" OUR
AGAIN G OOPS O>
<SYNONYM WITH USING THROUGH THRU>
<SYNONYM IN INSIDE INTO>
<SYNONYM ALL BOTH>
<SYNONYM ON ONTO>
<SYNONYM OVER ABOVE>
<SYNONYM NORTH N FORE FORWARD FOREWARD F>
<SYNONYM SOUTH S AFT>
<SYNONYM EAST E CW STARBOARD SB>
<SYNONYM WEST W CCW PORT P>
<SYNONYM DOWN D>
<SYNONYM UP U>
\
<SYNTAX BRIEF = V-BRIEF>
<SYNTAX SUPER = V-SUPER-BRIEF>
<SYNONYM SUPER SUPERBRIEF>
<SYNTAX DIAGNOSE = V-DIAGNOSE>
<SYNTAX INVENTORY = V-INVENTORY>
<SYNONYM INVENTORY I>
<SYNTAX QUIT = V-QUIT>
<SYNONYM QUIT Q>
<SYNTAX RESTART = V-RESTART>
<SYNTAX RESTORE = V-RESTORE>
<SYNTAX SAVE = V-SAVE>
<SYNTAX SCORE = V-SCORE>
<SYNTAX SCRIPT = V-SCRIPT>
<SYNTAX UNSCRIPT = V-UNSCRIPT>
<SYNTAX $VERIFY = V-$VERIFY>
<SYNTAX $VERIFY OBJECT = V-$VERIFY>
<SYNTAX $REFRESH = V-$REFRESH>
<SYNTAX VERSION = V-VERSION>
<SYNTAX VERBOSE = V-VERBOSE>
<SYNTAX \#RANDOM OBJECT = V-$RANDOM>
<SYNTAX \#COMMAND = V-$COMMAND>
<SYNTAX \#RECORD = V-$RECORD>
<SYNTAX \#UNRECORD = V-$UNRECORD>
\
;<SYNTAX AGAIN = V-AGAIN>
;<SYNONYM AGAIN G>
<SYNTAX ANSWER = V-ANSWER>
<SYNTAX ANSWER OBJECT = V-REPLY>
<SYNONYM ANSWER REPLY>
<SYNTAX APPLY OBJECT TO OBJECT = V-PUT PRE-PUT>
<SYNTAX ATTACK OBJECT (FIND ACTORBIT) (ON-GROUND IN-ROOM) = V-ATTACK>
<SYNTAX ATTACK OBJECT WITH OBJECT (HAVE) = V-ATTACK>
<SYNONYM ATTACK FIGHT HURT INJURE HIT KILL MURDER SLAY DISPATCH>
<SYNTAX BOARD OBJECT (FIND VEHBIT) (ON-GROUND IN-ROOM) = V-BOARD PRE-BOARD>
<SYNTAX CLIMB = V-GO-UP>
<SYNTAX CLIMB ON OBJECT (FIND CLIMBBIT) (ON-GROUND IN-ROOM) = V-CLIMB-ON>
<SYNTAX CLIMB UP OBJECT (FIND RMUNGBIT) = V-CLIMB-UP>
<SYNTAX CLIMB TO OBJECT = V-CLIMB-UP>
<SYNTAX CLIMB WITH OBJECT = V-THROUGH>
<SYNTAX CLIMB DOWN OBJECT (FIND CLIMBBIT) (ON-GROUND IN-ROOM) = V-CLIMB-DOWN>
<SYNTAX CLIMB OBJECT (FIND CLIMBBIT) (ON-GROUND IN-ROOM) = V-CLIMB-FOO>
<SYNTAX CLIMB IN OBJECT (FIND CLIMBBIT)(ON-GROUND IN-ROOM) = V-BOARD PRE-BOARD>
<SYNTAX SIT = V-SIT>
<SYNTAX SIT ON OBJECT (FIND VEHBIT) (ON-GROUND IN-ROOM) = V-CLIMB-ON>
<SYNTAX SIT DOWN OBJECT (FIND RMUNGBIT) = V-SIT-DOWN>
<SYNTAX SIT IN OBJECT (FIND VEHBIT) (ON-GROUND IN-ROOM) = V-BOARD PRE-BOARD>
<SYNTAX SIT OBJECT (HELD MANY HAVE TAKE) IN OBJECT = V-PUT PRE-PUT>
<SYNTAX SIT OBJECT (HELD MANY HAVE TAKE) UNDER OBJECT
= V-PUT-UNDER PRE-PUT-UNDER>
<SYNTAX SIT OBJECT (TAKE) OVER OBJECT = V-ATTRACT>
<SYNTAX SIT OBJECT (TAKE) NEAR OBJECT = V-ATTRACT>
<SYNTAX SIT OBJECT ACROSS OBJECT = V-SPAN>
<SYNONYM SIT RECLINE LIE LAY>
<SYNTAX STAND = V-STAND>
<SYNTAX STAND UP OBJECT (FIND RMUNGBIT) = V-STAND>
<SYNTAX STAND ON OBJECT = V-STAND-ON>
<SYNONYM STAND>
<SYNTAX CLOSE OBJECT (HELD CARRIED ON-GROUND IN-ROOM) = V-CLOSE>
<SYNONYM CLOSE COLLAPSE FOLD SHORTEN>
<SYNTAX CURSE = V-CURSE>
<SYNONYM CURSE DAMN SHIT FUCK TROT KRIP MEGAKRIP TROTTING>
<SYNTAX DISEMBARK OBJECT (FIND RMUNGBIT) (ON-GROUND IN-ROOM) = V-DISEMBARK>
<SYNTAX DROP OBJECT (HELD MANY HAVE) = V-DROP>
<SYNTAX DROP OBJECT (HELD MANY HAVE) DOWN OBJECT = V-PUT PRE-PUT>
<SYNTAX DROP OBJECT (HELD MANY HAVE) IN OBJECT = V-PUT PRE-PUT>
<SYNTAX DROP OBJECT (HELD MANY HAVE) ON OBJECT = V-PUT-ON PRE-PUT>
<SYNONYM DROP RELEASE>
<SYNTAX EAT OBJECT (FIND FOODBIT) (TAKE) = V-EAT>
<SYNTAX EAT FROM OBJECT (TAKE) = V-EAT-FROM>
<SYNONYM EAT DRINK SWALLOW>
<SYNTAX ENTER = V-ENTER>
<SYNTAX ENTER OBJECT = V-THROUGH>
<SYNTAX EXIT = V-EXIT>
<SYNTAX EXIT OBJECT = V-EXIT>
<SYNTAX EXAMINE OBJECT (HELD CARRIED ON-GROUND IN-ROOM MANY)
= V-EXAMINE PRE-EXAMINE>
<SYNTAX EXAMINE IN OBJECT (HELD CARRIED IN-ROOM ON-GROUND MANY)
= V-LOOK-INSIDE>
<SYNTAX EXAMINE ON OBJECT (HELD CARRIED IN-ROOM ON-GROUND MANY)
= V-LOOK-INSIDE>
<SYNONYM EXAMINE X DESCRIBE WHAT WHATS WHAT\'S>
<SYNTAX FIND OBJECT = V-FIND>
<SYNONYM FIND WHERE SEEK SEE>
<SYNTAX FIRE OBJECT WITH OBJECT (HELD) = V-SZAP PRE-SZAP>
<SYNTAX FIRE OBJECT = V-ZAP PRE-ZAP>
<SYNTAX FIRE AT OBJECT = V-ZAP PRE-ZAP>
<SYNTAX FIRE OBJECT (HELD) AT OBJECT = V-ZAP PRE-ZAP>
<SYNONYM FIRE ZAP BLAST SHOOT BURN>
<SYNTAX FOLLOW OBJECT (FIND ACTORBIT) = V-FOLLOW>
<SYNONYM FOLLOW PURSUE CHASE>
<SYNTAX FLUSH OBJECT = V-FLUSH>
<SYNTAX FLY = V-FLY>
<SYNTAX FLY OBJECT = V-FLY>
<SYNTAX GIVE OBJECT (MANY HELD HAVE) TO OBJECT (FIND ACTORBIT)
= V-GIVE PRE-GIVE>
<SYNTAX GIVE OBJECT (FIND ACTORBIT) (ON-GROUND)
OBJECT (MANY HELD HAVE) = V-SGIVE PRE-SGIVE>
<SYNONYM GIVE HAND DONATE OFFER FEED>
<SYNTAX HELLO = V-HELLO>
<SYNTAX HELLO OBJECT = V-HELLO>
<SYNONYM HELLO HI>
<SYNTAX HELP = V-HINT>
<SYNTAX HELP OFF OBJECT (FIND RMUNGBIT) = V-HINTS-NO>
<SYNONYM HELP HINT HINTS CLUE CLUES INVISICLUE>
<SYNTAX JUMP = V-LEAP>
<SYNTAX JUMP OVER OBJECT = V-LEAP>
<SYNTAX JUMP ACROSS OBJECT = V-LEAP>
<SYNTAX JUMP IN OBJECT = V-LEAP>
<SYNTAX JUMP FROM OBJECT = V-LEAP>
<SYNTAX JUMP OFF OBJECT = V-LEAP>
<SYNONYM JUMP LEAP>
<SYNTAX KICK OBJECT = V-KICK>
<SYNTAX KISS OBJECT (FIND ACTORBIT) (ON-GROUND IN-ROOM) = V-KISS>
<SYNTAX KNOCK AT OBJECT = V-KNOCK>
<SYNTAX KNOCK ON OBJECT = V-KNOCK>
<SYNTAX KNOCK DOWN OBJECT (FIND ACTORBIT) (ON-GROUND IN-ROOM) = V-ATTACK>
<SYNONYM KNOCK RAP>
<SYNTAX LEAVE = V-LEAVE>
<SYNTAX LEAVE OBJECT = V-DROP>
<SYNTAX LISTEN TO OBJECT = V-LISTEN>
<SYNTAX LOCK OBJECT (ON-GROUND IN-ROOM) WITH OBJECT (HELD) = V-LOCK>
<SYNTAX LOOK = V-LOOK>
<SYNTAX LOOK OBJECT = V-LOOK-CRETIN>
<SYNTAX LOOK AROUND OBJECT (FIND RMUNGBIT) = V-LOOK>
<SYNTAX LOOK AT OBJECT (HELD CARRIED ON-GROUND IN-ROOM MANY)
= V-EXAMINE PRE-EXAMINE>
<SYNTAX LOOK ON OBJECT (HELD CARRIED ON-GROUND IN-ROOM MANY)
= V-EXAMINE PRE-EXAMINE>
<SYNTAX LOOK WITH OBJECT = V-LOOK-INSIDE>
<SYNTAX LOOK UNDER OBJECT = V-LOOK-UNDER>
<SYNTAX LOOK BEHIND OBJECT = V-LOOK-BEHIND>
<SYNTAX LOOK IN OBJECT (HELD CARRIED ON-GROUND IN-ROOM MANY) = V-LOOK-INSIDE>
<SYNTAX LOOK OUT OBJECT (HELD CARRIED ON-GROUND IN-ROOM MANY) = V-LOOK-INSIDE>
<SYNTAX LOOK FOR OBJECT = V-FIND>
<SYNTAX LOOK DOWN OBJECT (FIND RMUNGBIT) = V-LOOK-DOWN>
<SYNONYM LOOK L STARE GAZE>
<SYNTAX SEARCH OBJECT = V-SEARCH>
<SYNTAX SEARCH IN OBJECT = V-SEARCH>
<SYNTAX SEARCH FOR OBJECT = V-FIND>
<SYNTAX SEARCH WITH OBJECT = V-SEARCH> ;"THROUGH"
<SYNONYM SEARCH RUMMAGE SORT SIFT>
<SYNTAX MOVE OBJECT (ON-GROUND IN-ROOM) = V-MOVE PRE-MOVE>
<SYNTAX MOVE UP OBJECT = V-PUSH-UP>
<SYNTAX MOVE DOWN OBJECT = V-PUSH-DOWN>
<SYNTAX POINT AT OBJECT (ON-GROUND IN-ROOM) = V-POINT>
<SYNTAX POINT TO OBJECT (ON-GROUND IN-ROOM) = V-POINT>
<SYNTAX POINT OBJECT (HELD CARRIED HAVE) AT OBJECT (ON-GROUND IN-ROOM)
= V-POINT>
<SYNONYM POINT GESTURE AIM>
<SYNTAX PULL OBJECT = V-PULL>
<SYNTAX PULL DOWN OBJECT = V-PUSH-DOWN>
<SYNTAX PULL UP OBJECT = V-PUSH-UP>
<SYNTAX PULL ON OBJECT = V-PULL>
<SYNTAX PULL OBJECT WITH OBJECT (TAKE) = V-ZATTRACT>
<SYNONYM PULL TUG>
<SYNTAX DESTROY OBJECT (ON-GROUND IN-ROOM HELD CARRIED) = V-MUNG>
<SYNTAX DESTROY OBJECT (ON-GROUND IN-ROOM HELD CARRIED)
WITH OBJECT (HAVE) = V-MUNG>
<SYNTAX DESTROY DOWN OBJECT (ON-GROUND IN-ROOM HELD CARRIED) = V-MUNG>
<SYNONYM DESTROY DAMAGE BREAK SMASH>
<SYNTAX OPEN OBJECT (HELD CARRIED ON-GROUND IN-ROOM) = V-OPEN>
<SYNTAX OPEN UP OBJECT (FIND DOORBIT)(HELD CARRIED ON-GROUND IN-ROOM) = V-OPEN>
<SYNTAX OPEN OBJECT WITH OBJECT (HAVE) = V-OPEN-WITH>
<SYNONYM OPEN EXTEND UNFOLD LENGTHEN>
<SYNTAX PICK UP OBJECT (FIND TAKEBIT) (ON-GROUND MANY) = V-TAKE PRE-TAKE>
<SYNTAX PICK UP OBJECT WITH OBJECT (TAKE) = V-ZATTRACT>
<SYNTAX PLAY OBJECT = V-PLAY>
<SYNTAX PLAY WITH OBJECT (FIND ACTORBIT) = V-PLAY-WITH>
<SYNTAX PLAY OBJECT WITH OBJECT (FIND ACTORBIT) = V-PLAY>
<SYNTAX PUSH OBJECT = V-PUSH>
<SYNTAX PUSH ON OBJECT = V-PUSH>
<SYNTAX PUSH OFF OBJECT = V-PUSH>
<SYNTAX PUSH AGAINST OBJECT = V-PUSH>
<SYNTAX PUSH UP OBJECT = V-PUSH-UP>
<SYNTAX PUSH DOWN OBJECT = V-PUSH-DOWN>
<SYNTAX PUSH OBJECT UNDER OBJECT = V-PUT-UNDER PRE-PUT-UNDER>
<SYNONYM PUSH PRESS>
<SYNTAX PUT OBJECT (HELD MANY HAVE TAKE) IN OBJECT = V-PUT PRE-PUT>
<SYNTAX PUT OBJECT (HELD MANY) ON OBJECT = V-PUT-ON PRE-PUT>
<SYNTAX PUT DOWN OBJECT (HELD MANY HAVE) = V-DROP>
<SYNTAX PUT OBJECT (HELD MANY HAVE TAKE) UNDER OBJECT = V-PUT-UNDER PRE-PUT-UNDER>
<SYNTAX PUT ON OBJECT (HAVE TAKE) = V-WEAR>
<SYNTAX PUT OBJECT (TAKE) OVER OBJECT = V-ATTRACT>
<SYNTAX PUT OBJECT (TAKE) NEAR OBJECT = V-ATTRACT>
<SYNTAX PUT OBJECT ACROSS OBJECT = V-SPAN>
<SYNTAX PUT OBJECT (HELD CARRIED HAVE) WITH OBJECT = V-SLIDE>
<SYNTAX PUT OBJECT = V-INSERT>
<SYNONYM PUT STUFF INSERT PLACE>
<SYNTAX RAPE OBJECT (FIND ACTORBIT) = V-RAPE>
<SYNONYM RAPE MOLEST>
<SYNTAX REACH IN OBJECT (FIND CONTBIT) = V-REACH>
<SYNTAX REACH FOR OBJECT = V-REACH-FOR>
<SYNTAX READ OBJECT (FIND READBIT) (TAKE) = V-READ PRE-READ>
<SYNONYM READ SKIM>
<SYNTAX RUB OBJECT = V-RUB>
<SYNTAX RUB OBJECT WITH OBJECT (TAKE) = V-ZATTRACT>
<SYNTAX RUB OBJECT (TAKE) TO OBJECT = V-ATTRACT>
<SYNONYM RUB TOUCH FEEL PAT PET>
<SYNTAX SCRUB OBJECT = V-SCRUB>
<SYNTAX SCRUB UP OBJECT = V-SCRUB>
<SYNTAX SCRUB OBJECT WITH OBJECT (HAVE) = V-SCRUB>
<SYNONYM SCRUB SWAB POLISH CLEAN SHINE MOP BRUSH>
<SYNTAX SLEEP = V-SLEEP>
<SYNTAX SHAKE OBJECT = V-SHAKE>
<SYNTAX SHAKE OBJECT WITH OBJECT (FIND ACTORBIT) = V-SHAKE-WITH>
<SYNTAX SLIDE OBJECT UNDER OBJECT = V-PUT-UNDER PRE-PUT-UNDER>
<SYNTAX SLIDE OBJECT (HELD CARRIED HAVE) WITH OBJECT = V-SLIDE>
<SYNTAX SLIDE OBJECT ACROSS OBJECT = V-SPAN>
<SYNONYM SLIDE SWING>
<SYNTAX SKIP = V-SKIP>
<SYNONYM SKIP HOP>
<SYNTAX SMELL OBJECT = V-SMELL>
<SYNONYM SMELL SNIFF>
<SYNTAX STEP ON OBJECT = V-STEP-ON>
<SYNTAX STEP IN OBJECT = V-STEP-ON>
<SYNTAX STRIKE OBJECT (FIND ACTORBIT) (ON-GROUND IN-ROOM) WITH
OBJECT (HELD CARRIED ON-GROUND IN-ROOM HAVE) = V-ATTACK>
<SYNTAX STRIKE OBJECT (FIND ACTORBIT) (ON-GROUND IN-ROOM) = V-ATTACK>
<SYNTAX SWIM = V-SWIM>
<SYNTAX SWIM OBJECT = V-SWIM-DIR>
<SYNTAX SWIM TO OBJECT = V-SWIM-DIR>
<SYNTAX SWIM IN OBJECT = V-SWIM>
<SYNTAX SWIM UP OBJECT (FIND RMUNGBIT) = V-SWIM-UP>
<SYNTAX SWIM DOWN OBJECT (FIND RMUNGBIT) = V-SWIM-DIR>
<SYNONYM SWIM BATHE WADE>
<SYNTAX TAKE OBJECT (FIND TAKEBIT) (ON-GROUND MANY) = V-TAKE PRE-TAKE>
<SYNTAX TAKE IN OBJECT (FIND VEHBIT) (ON-GROUND IN-ROOM) = V-BOARD PRE-BOARD>
<SYNTAX TAKE OUT OBJECT (FIND RMUNGBIT) (ON-GROUND IN-ROOM) = V-DISEMBARK>
<SYNTAX TAKE ON OBJECT (FIND VEHBIT) (ON-GROUND IN-ROOM) = V-CLIMB-ON>
<SYNTAX TAKE OBJECT (FIND TAKEBIT) (CARRIED IN-ROOM) OUT OBJECT
= V-TAKE PRE-TAKE>
<SYNTAX TAKE OBJECT (FIND TAKEBIT) (CARRIED IN-ROOM) OFF OBJECT
= V-TAKE PRE-TAKE>
<SYNTAX TAKE OBJECT (FIND TAKEBIT) (IN-ROOM CARRIED MANY)
FROM OBJECT (ON-GROUND HELD) = V-TAKE PRE-TAKE>
<SYNTAX TAKE OFF OBJECT (FIND WEARBIT) (HELD CARRIED MANY) = V-TAKE-OFF>
<SYNTAX TAKE UP OBJECT (FIND RMUNGBIT) = V-STAND>
<SYNTAX TAKE OBJECT (TAKE) OVER OBJECT = V-ATTRACT>
<SYNTAX TAKE OBJECT (TAKE) NEAR OBJECT = V-ATTRACT>
<SYNTAX TAKE OBJECT WITH OBJECT (TAKE) = V-ZATTRACT>
<SYNONYM TAKE GET HOLD CARRY>
<SYNTAX REMOVE OBJECT = V-REMOVE>
<SYNTAX REMOVE OBJECT FROM OBJECT = V-TAKE PRE-TAKE>
<SYNTAX REMOVE OBJECT WITH OBJECT (TAKE) = V-ZATTRACT>
<SYNTAX TELL OBJECT (FIND ACTORBIT) (IN-ROOM) = V-TELL>
<SYNTAX TELL OBJECT (FIND ACTORBIT) (IN-ROOM) FOR OBJECT = V-ASK-FOR>
<SYNONYM TELL ASK>
<SYNTAX SMILE AT OBJECT (FIND ACTORBIT) = V-SMILE>
<SYNTAX SMILE = V-SMILE>
<SYNONYM SMILE GRIN>
<SYNTAX SALUTE OBJECT = V-SALUTE>
<SYNTAX SAY TO OBJECT (FIND ACTORBIT) (IN-ROOM) = V-TALK>
<SYNTAX SAY = V-SAY>
<SYNONYM SAY TALK>
<SYNTAX THROW OBJECT (HELD CARRIED HAVE) AT OBJECT (ON-GROUND IN-ROOM)
= V-THROW>
<SYNTAX THROW OBJECT (HELD CARRIED HAVE) WITH OBJECT (ON-GROUND IN-ROOM)
= V-THROW>
<SYNTAX THROW OBJECT (HELD CARRIED HAVE) OFF OBJECT = V-THROW-OFF>
<SYNTAX THROW OBJECT (HELD CARRIED HAVE) IN OBJECT = V-PUT PRE-PUT>
<SYNTAX THROW OBJECT (HELD CARRIED HAVE) ON OBJECT = V-PUT PRE-PUT>
<SYNTAX THROW OBJECT (HELD CARRIED HAVE) OVER OBJECT = V-THROW-OFF>
<SYNTAX THROW OBJECT (HELD CARRIED HAVE) = V-THROW>
<SYNONYM THROW HURL CHUCK TOSS>
<SYNTAX TURN OBJECT (HELD CARRIED ON-GROUND IN-ROOM)
WITH OBJECT (ON-GROUND IN-ROOM HELD CARRIED HAVE) = V-TURN>
<SYNTAX TURN ON OBJECT (FIND LIGHTBIT) (HELD CARRIED ON-GROUND IN-ROOM)
= V-LAMP-ON>
<SYNTAX TURN OFF OBJECT (FIND LIGHTBIT) (HELD CARRIED ON-GROUND IN-ROOM)
= V-LAMP-OFF>
<SYNTAX TURN OBJECT (ON-GROUND IN-ROOM) TO OBJECT = V-SET>
<SYNTAX TURN OBJECT (ON-GROUND IN-ROOM) = V-SET>
<SYNONYM TURN SET>
<SYNTAX ACTIVATE OBJECT (FIND LIGHTBIT) = V-LAMP-ON>
<SYNTAX TYPE OBJECT = V-TYPE>
<SYNTAX TYPE IN OBJECT = V-TYPE>
<SYNTAX UNLOCK OBJECT (ON-GROUND IN-ROOM) WITH
OBJECT (FIND TOOLBIT) (HELD CARRIED ON-GROUND IN-ROOM TAKE)
= V-UNLOCK>
<SYNTAX WAIT = V-WAIT>
<SYNONYM WAIT Z>
<SYNTAX WAKE OBJECT (FIND ACTORBIT) (ON-GROUND IN-ROOM) = V-ALARM>
<SYNTAX WAKE UP OBJECT (FIND ACTORBIT) (ON-GROUND IN-ROOM) = V-ALARM>
<SYNONYM WAKE AWAKE SURPRISE STARTLE>
<SYNTAX WALK OBJECT = V-WALK>
<SYNTAX WALK IN OBJECT = V-THROUGH>
<SYNTAX WALK WITH OBJECT = V-THROUGH>
<SYNTAX WALK AROUND OBJECT = V-WALK-AROUND>
<SYNTAX WALK UP OBJECT (FIND CLIMBBIT) (ON-GROUND IN-ROOM) = V-CLIMB-UP>
<SYNTAX WALK DOWN OBJECT (FIND CLIMBBIT) (ON-GROUND IN-ROOM) = V-CLIMB-DOWN>
<SYNTAX WALK TO OBJECT = V-WALK-TO>
<SYNTAX WALK OUT OBJECT = V-EXIT>
<SYNTAX WALK OBJECT (HELD CARRIED HAVE) WITH OBJECT = V-SLIDE>
<SYNONYM WALK GO RUN PROCEED>
<SYNTAX WAVE OBJECT (HELD CARRIED) = V-WAVE>
<SYNTAX WAVE OBJECT (HELD CARRIED) AT OBJECT = V-WAVE>
<SYNTAX WAVE OBJECT (TAKE) OVER OBJECT = V-ATTRACT>
<SYNTAX WAVE OBJECT (TAKE) NEAR OBJECT = V-ATTRACT>
<SYNONYM WAVE BRANDISH>
<SYNTAX WEAR OBJECT (HAVE TAKE) = V-WEAR>
<SYNONYM WEAR>
<SYNTAX YELL = V-YELL>
<SYNTAX YELL AT OBJECT (FIND ACTORBIT) = V-SCOLD>
<SYNONYM YELL SCREAM SHOUT>
<SYNTAX ZORK = V-ZORK>
<SYNONYM ZORK SNEEZE>
<SYNTAX YES = V-YES>
<SYNTAX YES OBJECT = V-YES>
<SYNONYM YES Y AFFIRMATIVE>
<SYNTAX NO = V-NO>
<SYNONYM NO NEGATIVE>
<SYNTAX MAYBE = V-MAYBE>
<SYNONYM MAYBE POSSIBLY DUNNO>
%<COND (<NOT <GASSIGNED? PREDGEN>>
<SYNTAX Z = V-ESCAPE>)>
<SYNTAX POUR OBJECT = V-POUR>
<SYNTAX POUR OBJECT OVER OBJECT = V-POUR>
<SYNTAX POUR OBJECT ON OBJECT = V-POUR>
<SYNTAX POUR OBJECT OUT OBJECT = V-POUR>
<SYNTAX POUR OBJECT IN OBJECT = V-POUR>
<SYNONYM POUR SPILL>
<SYNTAX EMPTY OBJECT (HAVE) = V-EMPTY>
<SYNTAX EMPTY OBJECT (HAVE) IN OBJECT = V-EMPTY>
<SYNTAX ATTRACT OBJECT WITH OBJECT (TAKE) = V-ZATTRACT>
<SYNTAX FIX OBJECT = V-FIX-IT>
<SYNONYM FIX REPAIR>
<SYNTAX OIL OBJECT = V-OIL>
<SYNTAX OIL OBJECT WITH OBJECT (HAVE) = V-OIL>
<SYNONYM OIL LUBRICATE>
<SYNTAX SHOW OBJECT (HAVE) TO OBJECT (FIND ACTORBIT) = V-SHOW>
<SYNTAX TASTE OBJECT = V-TASTE>
<SYNTAX ESCAPE = V-ZESCAPE>
<SYNTAX TIME = V-TIME>
<SYNONYM TIME T>
<SYNTAX SCOLD OBJECT (FIND ACTORBIT) = V-SCOLD>
^L
;"debugging and game-testing features"
;<SYNTAX $CRAG = V-CRAG>
;<SYNTAX $FORK = V-FORK>
;<SYNTAX $CARDS = V-CARDS>
;<SYNTAX $BOOTH = V-BOOTH>
;<SYNTAX $FIX = V-FIX>

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

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