planetfall-gold/compone.zabstr

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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>