634 lines
37 KiB
Plaintext
634 lines
37 KiB
Plaintext
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<ROOM UNDERWATER (LOC ROOMS) (DESC "Underwater") (LDESC
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"You are momentarily disoriented as you enter the turbulent waters.
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Currents buffet you against the sharp rocks of an underwater
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cliff. A dim light filters down from above.") (C-MOVE <TABLE 0 0 0 35 0 0 0 0 0
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0 0 0>) (UP TO CRAG) (DOWN TO UNDERWATER) (WEST TO UNDERWATER) (NORTH TO
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UNDERWATER) (SOUTH TO UNDERWATER) (FLAGS ONBIT RWATERBIT) (ACTION UNDERWATER-F)
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>
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<GLOBAL DROWN 0 %<> WORD>
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<DEFINE-ROUTINE UNDERWATER-F>
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<ROOM CRAG (LOC ROOMS) (DESC "Crag") (LDESC
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"You have reached a cleft in the cliff wall where the island rises from the
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water. The edge of the cleft displays recently exposed rock where it collapsed
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under the weight of the escape pod. About two meters below, turbulent waters
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swirl against sharp rocks. A small structure clings to the face of the cliff
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about eight meters above you. Even an out-of-shape Ensign Seventh Class could
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probably climb up to it.") (C-MOVE <TABLE 0 0 10 40 0 0 0 0 0 0 0 0>) (DOWN TO
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UNDERWATER) (UP TO BALCONY) (FLAGS ONBIT RLANDBIT) (VALUE 3) (GLOBAL CLIFF
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OCEAN) (PSEUDO "STRUCTURE" STRUCTURE-PSEUDO "CLEFT" CLEFT-PSEUDO) (ACTION
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CRAG-F)>
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<DEFINE-ROUTINE CRAG-F>
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<ROOM BALCONY (LOC ROOMS) (DESC "Balcony") (C-MOVE <TABLE 0 0 25 30 0 0 0 0 0 0
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0 0>) (DOWN PER WATER-LEVEL-F) (UP TO WINDING-STAIR) (FLAGS ONBIT RLANDBIT) (
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PSEUDO "PLAQUE" PLAQUE-PSEUDO) (GLOBAL CLIFF OCEAN STAIRS WINDOW) (ACTION
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BALCONY-F)>
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<DEFINE-ROUTINE BALCONY-F>
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<ROOM WINDING-STAIR (LOC ROOMS) (DESC "Winding Stair") (C-MOVE <TABLE 0 0 15 30
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0 0 0 0 0 0 0 0>) (DOWN PER WATER-LEVEL-F) (UP TO COURTYARD) (FLAGS ONBIT
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RLANDBIT) (GLOBAL CLIFF STAIRS) (ACTION WINDING-STAIR-F)>
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<DEFINE-ROUTINE WINDING-STAIR-F>
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<ROOM COURTYARD (LOC ROOMS) (DESC "Courtyard") (C-MOVE <TABLE 0 0 15 0 0 0 0 0
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0 0 0 0>) (DOWN TO WINDING-STAIR) (SOUTH TO WINDING-STAIR) (WEST TO WEST-WING)
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(NORTH TO PLAIN-HALL) (FLAGS ONBIT RLANDBIT FLOYDBIT) (GLOBAL STAIRS) (PSEUDO
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"CASTLE" CASTLE-PSEUDO "RUBBLE" RUBBLE-PSEUDO) (ACTION COURTYARD-F)>
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<DEFINE-ROUTINE COURTYARD-F>
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<DEFINE-ROUTINE WATER-LEVEL-F>
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<ROOM WEST-WING (LOC ROOMS) (DESC "West Wing") (LDESC
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"This was once the west wing of the castle, but the walls are now mostly
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rubble, allowing a view of the cliff and ocean below. Rubble blocks all exits
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save one, eastward to the courtyard.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>)
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(EAST TO COURTYARD) (DOWN SORRY "Certain death.") (FLAGS ONBIT RLANDBIT
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FLOYDBIT) (GLOBAL CLIFF OCEAN) (PSEUDO "CASTLE" CASTLE-PSEUDO "RUBBLE"
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RUBBLE-PSEUDO)>
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<ROOM PLAIN-HALL (LOC ROOMS) (DESC "Plain Hall") (LDESC
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"This is a featureless hall leading north and south. Although the hallway is
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old and dusty, the construction is of a much more modern style than the
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castle to the south. A similar hall branches off to the northeast.") (C-MOVE <
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TABLE 0 0 0 0 0 0 0 0 0 0 25 0>) (SOUTH TO COURTYARD) (NORTH TO REC-AREA) (NE
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TO REC-CORRIDOR) (FLAGS ONBIT RLANDBIT)>
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<ROOM REC-AREA (LOC ROOMS) (DESC "Rec Area") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0
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0 0>) (NORTH TO CONFERENCE-ROOM IF CONFERENCE-DOOR IS OPEN) (SOUTH TO
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PLAIN-HALL) (EAST TO REC-CORRIDOR) (FLAGS ONBIT RLANDBIT FLOYDBIT) (GLOBAL
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CONFERENCE-DOOR) (PSEUDO "GAMES" GAMES-PSEUDO "TAPES" TAPES-PSEUDO) (ACTION
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REC-AREA-F)>
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<GLOBAL DIAL-NUMBER 0 %<> WORD>
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<GLOBAL NUMBER-NEEDED 0 %<> WORD>
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<DEFINE-ROUTINE REC-AREA-F>
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<ROOM CONFERENCE-ROOM (LOC ROOMS) (DESC "Conference Room") (C-MOVE <TABLE 0 0 0
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0 0 0 0 0 0 0 0 0>) (SOUTH TO REC-AREA IF CONFERENCE-DOOR IS OPEN) (OUT TO
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REC-AREA IF CONFERENCE-DOOR IS OPEN) (IN TO BOOTH-1) (NORTH TO BOOTH-1) (FLAGS
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RLANDBIT ONBIT) (PSEUDO "BOOTH" NEAR-BOOTH-PSEUDO) (GLOBAL CONFERENCE-DOOR
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TABLES) (ACTION CONFERENCE-ROOM-F)>
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<DEFINE-ROUTINE CONFERENCE-ROOM-F>
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<OBJECT CONFERENCE-DOOR (LOC LOCAL-GLOBALS) (DESC "door") (SYNONYM DOOR) (FLAGS
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DOORBIT NDESCBIT) (ACTION CONFERENCE-DOOR-F)>
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<OBJECT COMBINATION-DIAL (LOC REC-AREA) (DESC "combination dial") (SYNONYM DIAL
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) (ADJECTIVE COMBINATION) (FLAGS MUNGBIT NDESCBIT) (ACTION COMBINATION-DIAL-F)>
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<DEFINE-ROUTINE COMBINATION-DIAL-F>
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<DEFINE-ROUTINE CONFERENCE-DOOR-F>
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<ROOM BOOTH-1 (LOC ROOMS) (DESC "Booth 1") (LDESC
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"This is a tiny room with a large \"1\" painted on the wall. A panel contains
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a slot about ten centimeters wide, a beige button labelled \"2\" and a tan
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button labelled \"3.\"") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (SOUTH TO
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CONFERENCE-ROOM) (OUT TO CONFERENCE-ROOM) (PSEUDO "BOOTH" IN-BOOTH-PSEUDO) (
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FLAGS ONBIT RLANDBIT) (GLOBAL CONTROLS SLOT TELEPORTATION-BUTTON-2
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TELEPORTATION-BUTTON-3)>
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<ROOM REC-CORRIDOR (LOC ROOMS) (DESC "Rec Corridor") (LDESC
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"This is a wide, east-west hallway. Portals lead north and south, and another
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corridor branches southwest.") (C-MOVE <TABLE 0 0 0 0 0 0 25 0 0 0 0 0>) (WEST
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TO REC-AREA) (NORTH TO DORM-B) (SOUTH TO DORM-A) (EAST TO MESS-CORRIDOR) (SW TO
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PLAIN-HALL) (FLAGS ONBIT RLANDBIT)>
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<ROOM DORM-A (LOC ROOMS) (DESC "Dorm A") (LDESC
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"This is a very long room lined with multi-tiered bunks. Flimsy partitions
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between the tiers may have provided a modicum of privacy. These spartan
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living quarters could have once housed many hundreds, but it seems quite
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deserted now. There are openings at the north and south ends of the room.") (
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C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (SOUTH TO SANFAC-A) (NORTH TO
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REC-CORRIDOR) (FLAGS FLOYDBIT ONBIT RLANDBIT) (GLOBAL BED) (PSEUDO "PARTITION"
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PARTITION-PSEUDO)>
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<ROOM SANFAC-A (LOC ROOMS) (DESC "SanFac A") (LDESC
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"This must be the sanitary facility for the adjacent dormitory. The fixtures
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are dry and dusty, the room dead and deserted. You marvel at how little the
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millenia and cultural gulfs have changed toilet bowl design. The only exit is
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north.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (NORTH TO DORM-A) (FLAGS
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ONBIT RLANDBIT FLOYDBIT) (PSEUDO "FIXTURES" TOILET-PSEUDO "TOILET"
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TOILET-PSEUDO)>
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<ROOM DORM-B (LOC ROOMS) (DESC "Dorm B") (LDESC
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"This is a very long room lined with multi-tiered bunks. Flimsy partitions
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between the tiers may have provided a modicum of privacy. These spartan
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living quarters could have once housed many hundreds, but it seems quite
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deserted now. There are openings at the north and south ends of the room.") (
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C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (SOUTH TO REC-CORRIDOR) (NORTH TO
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SANFAC-B) (FLAGS FLOYDBIT ONBIT RLANDBIT) (GLOBAL BED) (PSEUDO "PARTITION"
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PARTITION-PSEUDO)>
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<ROOM SANFAC-B (LOC ROOMS) (DESC "SanFac B") (LDESC
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"This must be the sanitary facility for the adjacent dormitory. The fixtures
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are dry and dusty, the room dead and deserted. You marvel at how little the
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millenia and cultural gulfs have changed toilet bowl design. The only exit is
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south.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (SOUTH TO DORM-B) (FLAGS
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FLOYDBIT ONBIT RLANDBIT) (PSEUDO "FIXTURES" TOILET-PSEUDO "TOILET"
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TOILET-PSEUDO)>
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<ROOM DORM-C (LOC ROOMS) (DESC "Dorm C") (LDESC
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"This is a very long room lined with multi-tiered bunks. Flimsy partitions
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between the tiers may have provided a modicum of privacy. These spartan
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living quarters could have once housed many hundreds, but it seems quite
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deserted now. There are openings at the north and south ends of the room.") (
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C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (NORTH TO DORM-CORRIDOR) (SOUTH TO
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SANFAC-C) (FLAGS ONBIT FLOYDBIT RLANDBIT) (GLOBAL BED) (PSEUDO "PARTITION"
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PARTITION-PSEUDO)>
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<ROOM SANFAC-C (LOC ROOMS) (DESC "SanFac C") (LDESC
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"This must be the sanitary facility for the adjacent dormitory. The fixtures
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are dry and dusty, the room dead and deserted. You marvel at how little the
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millenia and cultural gulfs have changed toilet bowl design. The only exit is
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north.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (NORTH TO DORM-C) (FLAGS
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FLOYDBIT ONBIT RLANDBIT) (PSEUDO "FIXTURES" TOILET-PSEUDO "TOILET"
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TOILET-PSEUDO)>
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<ROOM DORM-D (LOC ROOMS) (DESC "Dorm D") (LDESC
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"This is a very long room lined with multi-tiered bunks. Flimsy partitions
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between the tiers may have provided a modicum of privacy. These spartan
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living quarters could have once housed many hundreds, but it seems quite
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deserted now. There are openings at the north and south ends of the room.") (
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C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (SOUTH TO DORM-CORRIDOR) (NORTH TO
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SANFAC-D) (FLAGS FLOYDBIT ONBIT RLANDBIT) (GLOBAL BED) (PSEUDO "PARTITION"
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PARTITION-PSEUDO)>
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<ROOM SANFAC-D (LOC ROOMS) (DESC "SanFac D") (LDESC
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"This must be the sanitary facility for the adjacent dormitory. The fixtures
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are dry and dusty, the room dead and deserted. You marvel at how little the
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millenia and cultural gulfs have changed toilet bowl design. The only exit is
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south.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (SOUTH TO DORM-D) (FLAGS
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ONBIT FLOYDBIT RLANDBIT) (PSEUDO "FIXTURES" TOILET-PSEUDO "TOILET"
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TOILET-PSEUDO)>
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<ROOM MESS-CORRIDOR (LOC ROOMS) (DESC "Mess Corridor") (C-MOVE <TABLE 0 0 0 0 0
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0 0 0 0 0 0 0>) (SOUTH TO MESS-HALL) (NORTH TO STORAGE-WEST IF
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STORAGE-WEST-DOOR IS OPEN) (EAST TO DORM-CORRIDOR) (WEST TO REC-CORRIDOR) (
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FLAGS ONBIT RLANDBIT) (GLOBAL STORAGE-WEST-DOOR) (ACTION MESS-CORRIDOR-F)>
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<DEFINE-ROUTINE MESS-CORRIDOR-F>
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<OBJECT STORAGE-WEST-DOOR (LOC LOCAL-GLOBALS) (DESC "door") (SYNONYM DOOR) (
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FLAGS DOORBIT NDESCBIT) (ACTION STORAGE-WEST-DOOR-F)>
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<DEFINE-ROUTINE STORAGE-WEST-DOOR-F>
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<OBJECT PADLOCK (LOC MESS-CORRIDOR) (DESC "padlock") (SYNONYM PADLOCK PAD LOCK)
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(ADJECTIVE SIMPLE STEEL METAL) (SIZE 10) (FLAGS MUNGBIT NDESCBIT TAKEBIT
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TRYTAKEBIT) (ACTION PADLOCK-F)>
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<GLOBAL PADLOCK-REMOVED <> %<> WORD>
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<DEFINE-ROUTINE PADLOCK-F>
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<ROOM STORAGE-WEST (LOC ROOMS) (DESC "Storage West") (LDESC
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"This is a small room obviously intended as a storage area.") (C-MOVE <TABLE 0
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0 0 0 0 0 0 0 0 0 0 0>) (SOUTH TO MESS-CORRIDOR IF STORAGE-WEST-DOOR IS OPEN) (
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OUT TO MESS-CORRIDOR IF STORAGE-WEST-DOOR IS OPEN) (FLAGS RLANDBIT ONBIT) (
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VALUE 4) (GLOBAL SHELVES STORAGE-WEST-DOOR)>
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<OBJECT CAN (LOC STORAGE-WEST) (DESC "tin can") (LDESC
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"There is a large tin can, labelled \"Spam and Egz,\" sitting here.") (FDESC
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"On a small shelf is a large, unopened tin can. It has a plain white
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label which reads \"Spam and Egz.\"") (SIZE 15) (SYNONYM CAN) (ADJECTIVE LARGE
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TIN UNOPENED) (FLAGS TAKEBIT) (ACTION CAN-F)>
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<DEFINE-ROUTINE CAN-F>
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<OBJECT LADDER (LOC STORAGE-WEST) (DESC "ladder") (FDESC
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"A heavy-duty extendable ladder is leaning against the rear wall.") (LDESC
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"There is a large aluminum ladder here.") (SYNONYM LADDER) (ADJECTIVE HEAVY
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DUTY HEAVY-DUTY ALUMINUM LARGE) (SIZE 80) (FLAGS TAKEBIT) (ACTION LADDER-F)>
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<GLOBAL LADDER-EXTENDED <> %<> WORD>
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<GLOBAL LADDER-FLAG <> %<> WORD>
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<DEFINE-ROUTINE LADDER-F>
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<ROOM DORM-CORRIDOR (LOC ROOMS) (DESC "Dorm Corridor") (LDESC
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"This is a wide, east-west hallway with openings to the north and south.
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To the east, the corridor stretches off into the distance. That section of
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the hallway is lined with a motorized walkway (no longer running) that
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was probably intended to transport people or cargo down that tremendously
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long hall.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 160 0 0>) (NORTH TO DORM-D) (
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SOUTH TO DORM-C) (WEST TO MESS-CORRIDOR) (EAST PER LONG-HALL-F) (FLAGS ONBIT
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RLANDBIT) (PSEUDO "WALKWAY" WALKWAY-PSEUDO)>
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<ROOM MESS-HALL (LOC ROOMS) (DESC "Mess Hall") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0
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0 0 0>) (NORTH TO MESS-CORRIDOR) (OUT TO MESS-CORRIDOR) (SOUTH TO KITCHEN IF
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KITCHEN-DOOR IS OPEN) (IN TO KITCHEN IF KITCHEN-DOOR IS OPEN) (GLOBAL TABLES
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KITCHEN-DOOR SLOT) (FLAGS ONBIT FLOYDBIT RLANDBIT) (PSEUDO "BENCH" BENCH-PSEUDO
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"BENCHES" BENCH-PSEUDO) (ACTION MESS-HALL-F)>
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<DEFINE-ROUTINE MESS-HALL-F>
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<OBJECT KITCHEN-DOOR (LOC LOCAL-GLOBALS) (DESC "door") (SYNONYM DOOR) (
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ADJECTIVE KITCHEN) (FLAGS DOORBIT NDESCBIT) (ACTION KITCHEN-DOOR-F)>
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<DEFINE-ROUTINE KITCHEN-DOOR-F>
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<ROOM KITCHEN (LOC ROOMS) (DESC "Kitchen") (LDESC
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"This is the food production and dispensary area for the dining hall to the
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north. Of particular interest is a machine near the door. You should probably
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examine it more closely.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (NORTH TO
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MESS-HALL) (OUT TO MESS-HALL) (GLOBAL KITCHEN-DOOR) (PSEUDO "SPOUT"
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SPOUT-PSEUDO "BUTTON" BUTTON-PSEUDO) (FLAGS ONBIT RLANDBIT) (VALUE 4)>
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<OBJECT DISPENSER (LOC KITCHEN) (DESC "dispenser unit") (SYNONYM UNIT NICHE
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MACHINE DISPENSER) (ADJECTIVE DISPENSER) (FLAGS MUNGBIT CONTBIT SEARCHBIT
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OPENBIT TRANSBIT NDESCBIT) (ACTION DISPENSER-F)>
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<OBJECT CANTEEN (LOC MESS-HALL) (DESC "canteen") (FDESC
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"Although the room is quite barren, an octagonally shaped
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canteen is sitting on one of the benches.") (SYNONYM CANTEEN) (ADJECTIVE
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OCTAGONAL) (CAPACITY 5) (SIZE 10) (FLAGS TAKEBIT CONTBIT SEARCHBIT)>
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<DEFINE-ROUTINE DISPENSER-F>
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<OBJECT HIGH-PROTEIN (DESC "quantity of protein-rich liquid") (SYNONYM LIQUID
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FLUID FOOD QUANTITY) (ADJECTIVE BROWN PROTEIN-RICH PROTEIN RICH) (SIZE 5) (
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FLAGS FOODBIT) (ACTION HIGH-PROTEIN-F)>
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<DEFINE-ROUTINE HIGH-PROTEIN-F>
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<DEFINE-ROUTINE WORTHLESS-ACTION>
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<ROOM CORRIDOR-JUNCTION (LOC ROOMS) (DESC "Corridor Junction") (LDESC
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"A north-south corridor intersects the main corridor here. To the west, the
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main corridor extends as far as you can see; a nonworking walkway from
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that direction ends here. To the east, the corridor widens into a well-lit
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area.") (C-MOVE <TABLE 0 0 0 0 0 160 0 0 0 30 0 0>) (NORTH TO ADMIN-CORRIDOR-S)
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(SOUTH TO MECH-CORRIDOR-N) (WEST PER LONG-HALL-F) (EAST TO ELEVATOR-LOBBY) (
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FLAGS FLOYDBIT RLANDBIT ONBIT) (PSEUDO "WALKWAY" WALKWAY-PSEUDO)>
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<DEFINE-ROUTINE LONG-HALL-F>
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<ROOM ADMIN-CORRIDOR-S (LOC ROOMS) (DESC "Admin Corridor South") (LDESC
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"This section of hallway seems to have suffered some minor structural
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damage. The walls are cracked, and a jagged crevice crosses the floor.
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An opening leads east and the corridor heads north and south.") (C-MOVE <TABLE
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0 0 0 0 0 0 0 0 0 0 0 0>) (SOUTH TO CORRIDOR-JUNCTION) (NORTH TO ADMIN-CORRIDOR
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) (EAST TO SANFAC-E) (FLAGS RLANDBIT ONBIT) (ACTION ADMIN-CORRIDOR-S-F)>
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<DEFINE-ROUTINE ADMIN-CORRIDOR-S-F>
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<OBJECT CREVICE (LOC ADMIN-CORRIDOR-S) (DESC "crevice") (SYNONYM CREVICE CRACK
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HOLE) (ADJECTIVE NARROW JAGGED) (FLAGS NDESCBIT) (ACTION CREVICE-F)>
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<DEFINE-ROUTINE CREVICE-F>
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<OBJECT KEY (LOC ADMIN-CORRIDOR-S) (DESC "key") (FDESC
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"Lying at the bottom of a narrow crevice is a shiny object.") (SIZE 3) (SYNONYM
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KEY METAL OBJECT) (ADJECTIVE PIECE STEEL IRON SHINY) (FLAGS ACIDBIT TAKEBIT
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TOOLBIT INVISIBLE TRYTAKEBIT) (ACTION KEY-F)>
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<DEFINE-ROUTINE KEY-F>
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<ROOM ADMIN-CORRIDOR (LOC ROOMS) (DESC "Admin Corridor") (C-MOVE <TABLE 0 0 0 0
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0 0 0 0 0 0 0 0>) (SOUTH TO ADMIN-CORRIDOR-S) (NORTH PER LADDER-EXIT-F) (WEST
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TO SYSTEMS-MONITORS) (FLAGS RLANDBIT ONBIT) (GLOBAL RIFT) (PSEUDO "RUBBLE"
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RUBBLE-PSEUDO) (ACTION ADMIN-CORRIDOR-F)>
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<DEFINE-ROUTINE ADMIN-CORRIDOR-F>
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<ROOM ADMIN-CORRIDOR-N (LOC ROOMS) (DESC "Admin Corridor North") (C-MOVE <TABLE
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0 0 0 0 0 0 0 0 0 0 0 0>) (SOUTH PER LADDER-EXIT-F) (NORTH TO
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TRANSPORTATION-SUPPLY) (EAST TO PLAN-ROOM) (WEST TO SMALL-OFFICE) (FLAGS
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RLANDBIT ONBIT) (VALUE 4) (GLOBAL RIFT) (ACTION ADMIN-CORRIDOR-N-F)>
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<DEFINE-ROUTINE ADMIN-CORRIDOR-N-F>
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<DEFINE-ROUTINE LADDER-EXIT-F>
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<OBJECT RIFT (LOC LOCAL-GLOBALS) (DESC "rift") (SYNONYM RIFT GULF PRECIPICE
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HOLE) (ADJECTIVE WIDE DEEP GAPING) (FLAGS NDESCBIT) (ACTION RIFT-F)>
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<DEFINE-ROUTINE RIFT-F>
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<ROOM SANFAC-E (LOC ROOMS) (DESC "SanFac E") (LDESC
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"Here is another sanitary facility. Like the others, it is dusty and
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nonfunctional.") (C-MOVE <TABLE 0 0 0 0 0 0 0 0 0 0 0 0>) (WEST TO
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ADMIN-CORRIDOR-S) (OUT TO ADMIN-CORRIDOR-S) (FLAGS FLOYDBIT RLANDBIT ONBIT) (
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PSEUDO "FIXTURES" TOILET-PSEUDO "TOILET" TOILET-PSEUDO)>
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<ROOM SYSTEMS-MONITORS (LOC ROOMS) (DESC "Systems Monitors") (C-MOVE <TABLE 0 0
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0 0 0 0 0 0 0 0 0 0>) (EAST TO ADMIN-CORRIDOR) (OUT TO ADMIN-CORRIDOR) (FLAGS
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FLOYDBIT RLANDBIT ONBIT) (GLOBAL TABLES) (PSEUDO "MONITORS" MONITORS-PSEUDO
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"EQUIPMENT" EQUIPMENT-PSEUDO) (ACTION SYSTEMS-MONITORS-F)>
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<DEFINE-ROUTINE SYSTEMS-MONITORS-F>
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<DEFINE-ROUTINE DESCRIBE-MONITORS>
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<ROOM PLAN-ROOM (LOC ROOMS) (DESC "Plan Room") (LDESC
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"This is a small room whose far wall is covered with many small cubbyholes,
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all empty. The left wall is covered with an enormous map, labelled
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\"Kalamontee Kompleks\", showing two installations connected by a long
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hallway. Near the upper part of this map is a red arrow saying \"Yuu ar
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heer.\" The right wall is covered with a similar map, labelled \"Lawanda
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Kompleks\", showing two installations, one apparently buried deep
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|
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> |