951 lines
21 KiB
Plaintext
951 lines
21 KiB
Plaintext
"DUNGEON3 for
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ZORK III: The Dungeon Master
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The Great Underground Empire (Part 3)
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(c) Copyright 1982 Infocom, Inc. All Rights Reserved.
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"
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<DIRECTIONS NORTH EAST WEST SOUTH NE NW SE SW UP DOWN IN OUT LAND CROSS>
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"SUBTITLE GLOBAL OBJECTS"
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<OBJECT RUBBLE
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(IN LOCAL-GLOBALS)
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(SYNONYM ROCK ROCKS BOULDER RUBBLE)
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(DESC "rubble")
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(FLAGS NDESCBIT)>
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<OBJECT DEBRIS
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(IN GLOBAL-OBJECTS)
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(SYNONYM DUST DEBRIS)
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(DESC "dust and debris")
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(FLAGS NDESCBIT)>
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<OBJECT CHASM
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(IN LOCAL-GLOBALS)
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(SYNONYM CHASM GORGE RAVINE)
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(ADJECTIVE ROCKY DEEP)
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(DESC "chasm")
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(ACTION CHASM-FCN)
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(FLAGS NDESCBIT)>
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<OBJECT TUNNEL
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(IN GLOBAL-OBJECTS)
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(SYNONYM PASSAGE CRAWLWAY)
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(ADJECTIVE DARK SMOKY)
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(DESC "tunnel")
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(FLAGS NDESCBIT)
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(ACTION TUNNEL-OBJECT)>
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<OBJECT EAST-WALL ;"was EAST-WALL"
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(IN GLOBAL-OBJECTS)
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(SYNONYM WALL)
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(ADJECTIVE EAST EASTERN)
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(DESC "eastern wall")
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(FLAGS NDESCBIT)
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(ACTION RANDOM-WALL)>
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<OBJECT SOUTH-WALL ;"was SOUTH-WALL"
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(IN GLOBAL-OBJECTS)
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(SYNONYM WALL)
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(ADJECTIVE SOUTH SOUTHE) ;"only 6 chars count and southeast exists"
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(DESC "southern wall")
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(FLAGS NDESCBIT)
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(ACTION RANDOM-WALL)>
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<OBJECT WEST-WALL ;"was WEST-WALL"
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(IN GLOBAL-OBJECTS)
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(SYNONYM WALL)
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(ADJECTIVE WEST WESTERN)
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(DESC "western wall")
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(FLAGS NDESCBIT)
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(ACTION RANDOM-WALL)>
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<OBJECT NORTH-WALL ;"was NORTH-WALL"
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(IN GLOBAL-OBJECTS)
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(SYNONYM WALL)
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(ADJECTIVE NORTH NORTHE) ;"only six chars used..."
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(DESC "northern wall")
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(FLAGS NDESCBIT)
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(ACTION RANDOM-WALL)>
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<OBJECT GLOBAL-WATER ;"was GLOBAL-WATER"
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(IN LOCAL-GLOBALS)
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(SYNONYM WATER QUANTITY)
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(DESC "water")
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(FLAGS DRINKBIT)
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(ACTION WATER-FCN)>
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<OBJECT BROKEN-LAMP ;"was BLAMP"
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(SYNONYM LAMP LANTERN)
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(ADJECTIVE BROKEN BRASS)
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(DESC "broken lantern")
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(FLAGS TAKEBIT)
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(SIZE 15)>
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<OBJECT LAMP ;"was LAMP"
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(IN CP-ANTE)
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(SYNONYM LAMP LANTERN)
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(ADJECTIVE BRASS)
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(DESC "lamp")
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(FLAGS TAKEBIT LIGHTBIT)
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(FDESC "Your old friend, the brass lantern, is at your feet.")
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(ACTION LANTERN)
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(SIZE 15)>
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<OBJECT SWORD ;"was SWORD"
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(IN STONE)
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(SYNONYM SWORD ORCRIST GLAMDRING BLADE)
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(ADJECTIVE ELVISH OLD ANTIQUE)
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(DESC "sword")
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(FLAGS TAKEBIT WEAPONBIT TRYTAKEBIT)
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(ACTION SWORD-FCN)
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(SIZE 25)
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(VALUE 0)>
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"CHINESE PUZZLE ROOMS/OBJECTS"
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<ROOM CP-ANTE
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(IN ROOMS)
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(DESC "Royal Puzzle Entrance")
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(WEST TO CP-OUT)
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(NORTH TO MUSEUM-ENTRANCE)
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(UP TO MUSEUM-ENTRANCE)
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(DOWN PER CPENTER)
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(FLAGS RLANDBIT ONBIT)
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(ACTION CPANT-ROOM)
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(GLOBAL STAIRS)>
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<ROOM CP-OUT
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(IN ROOMS)
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(DESC "Side Room")
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(NORTH TO CP-ANTE)
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(UP TO CP-ANTE)
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(EAST TO CP IF CP-FLAG ELSE "The steel door is closed.")
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(FLAGS RLANDBIT ONBIT)
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(ACTION CPOUT-ROOM)
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(GLOBAL CPDOOR STAIRS)>
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<ROOM CP
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(IN ROOMS)
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(DESC "Room in a Puzzle")
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(NORTH PER CPEXIT)
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(SOUTH PER CPEXIT)
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(EAST PER CPEXIT)
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(WEST PER CPEXIT)
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(NE PER CPEXIT)
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(NW PER CPEXIT)
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(SE PER CPEXIT)
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(UP PER CPEXIT)
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(SW PER CPEXIT)
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(ACTION CP-ROOM)
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(FLAGS RLANDBIT ONBIT)
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(GLOBAL CPLADDER CPDOOR CPEWL CPWWL CPNWL CPSWL)>
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;"SUBTITLE CHINESE PUZZLE OBJECTS"
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<OBJECT WARNING-NOTE
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(IN CP-ANTE)
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(DESC "warning note")
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(SYNONYM NOTE WARNING TEXT)
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(ADJECTIVE WARNING SMALL)
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(FDESC "Lying on the ground is a small note of some kind.")
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(FLAGS TAKEBIT READBIT BURNBIT)
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(SIZE 2)
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(TEXT
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"Warning:|
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The Royal Puzzle is dangerous and it is possible to become
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trapped within its confines. Please do not enter the puzzle after hours
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when museum personnel are not present.|
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The Management|")>
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<OBJECT CP-SLOT
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(SYNONYM CPSLT SLIT SLOT)
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(ADJECTIVE SMALL)
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(DESC "small slot")
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(FLAGS NDESCBIT OPENBIT)
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(ACTION CP-SLOT-FCN)
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(CAPACITY 4)>
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<OBJECT CPDOOR
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(IN LOCAL-GLOBALS)
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(SYNONYM DOOR)
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(ADJECTIVE STEEL METAL)
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(DESC "steel door")
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(FLAGS NDESCBIT)
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(ACTION CPDOOR-F)>
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<OBJECT LORE-BOOK
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(SYNONYM BOOK LORE TEXT)
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(ADJECTIVE LORE OLD STRANGE)
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(DESC "very ancient book")
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(FLAGS TAKEBIT READBIT)
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(LDESC
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"There is an old book here.")
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(FDESC
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"Nestled inside the niche is an old and dusty book.")
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(TEXT
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"The book is written in a strong and elegant hand and is full of strange,
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wondrous pictures. The text, penned in many colours, is in a tongue unknown
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to you. The words seem to change colour as you read them.
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The book itself is very old and the pages dry and brittle.")
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(SIZE 4)
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(ACTION LORE-BOOK-F)>
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<GLOBAL CP-FLAG <>>
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<OBJECT CPEWL ;"defined CPWALL"
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(IN LOCAL-GLOBALS)
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(SYNONYM WALL)
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(ADJECTIVE EAST EASTERN)
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(DESC "eastern wall")
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(FLAGS NDESCBIT)
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(ACTION CPWALL-OBJECT)>
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<OBJECT CPWWL ;"defined CPWALL"
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(IN LOCAL-GLOBALS)
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(SYNONYM WALL)
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(ADJECTIVE WEST WESTERN)
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(DESC "western wall")
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(FLAGS NDESCBIT)
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(ACTION CPWALL-OBJECT)>
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<OBJECT CPSWL ;"defined CPWALL"
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(IN LOCAL-GLOBALS)
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(SYNONYM WALL)
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(ADJECTIVE SOUTH)
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(DESC "southern wall")
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(FLAGS NDESCBIT)
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(ACTION CPWALL-OBJECT)>
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<OBJECT CPNWL ;"defined CPWALL"
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(IN LOCAL-GLOBALS)
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(SYNONYM WALL)
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(ADJECTIVE NORTH)
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(DESC "northern wall")
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(FLAGS NDESCBIT)
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(ACTION CPWALL-OBJECT)>
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<OBJECT CPLADDER ;"defined CPLADDER"
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(IN GLOBAL-OBJECTS)
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(SYNONYM LADDER)
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(DESC "ladder")
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(ACTION CPLADDER-OBJECT)>
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;"Objects/rooms for old end-game"
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<OBJECT INTDIR
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(IN GLOBAL-OBJECTS)
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(SYNONYM INTDIR)
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(FLAGS TOOLBIT)
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(DESC "direction")>
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<OBJECT GUARDIAN
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(IN LOCAL-GLOBALS)
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(DESC "Guardians of Zork")
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(SYNONYM STATUE GUARDIAN GUARD GUARDS)
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(FLAGS ACTORBIT)
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(ACTION GUARDIANS)>
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<OBJECT ROSE
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(IN LOCAL-GLOBALS)
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(DESC "compass rose")
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(SYNONYM ROSE)
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(ADJECTIVE COMPASS)
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(ACTION ROSE-F)>
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<OBJECT MASTER
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(IN LOCAL-GLOBALS)
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(DESC "dungeon master")
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(SYNONYM MASTER)
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(ADJECTIVE DUNGEON)
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(FLAGS ACTORBIT)
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(ACTION MASTER-F)>
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<OBJECT DUNGEON-MASTER
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(IN BEHIND-DOOR)
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(DESC "dungeon master")
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(LDESC
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"The dungeon master is quietly leaning on his staff here.")
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(SYNONYM MASTER DUNGEON)
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(ADJECTIVE DUNGEON)
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(FLAGS ACTORBIT)
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(ACTION DUNGEON-MASTER-F)>
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<OBJECT MIRROR
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(IN LOCAL-GLOBALS)
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(DESC "mirror")
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(SYNONYM MIRROR STRUCTURE)
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(ACTION MIRROR-FUNCTION)>
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<OBJECT PANEL
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(IN LOCAL-GLOBALS)
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(DESC "panel")
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(SYNONYM PANEL)
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(ACTION PANEL-FUNCTION)>
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<OBJECT CHANNEL
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(IN LOCAL-GLOBALS)
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(DESC "stone channel")
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(SYNONYM CHANNEL HOLE)
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(ADJECTIVE STONE)>
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<ROOM MRD
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(IN ROOMS)
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(DESC "Hallway")
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(LDESC " ")
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(NORTH TO FRONT-DOOR)
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(NE TO FRONT-DOOR)
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(NW TO FRONT-DOOR)
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(SOUTH PER MRGO)
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(SE PER MRGO)
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(SW PER MRGO)
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(ACTION MRDF)
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(FLAGS RLANDBIT ONBIT)
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(GLOBAL ROSE CHANNEL GUARDIAN WOODEN-WALL)>
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<ROOM MRG
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(IN ROOMS)
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(DESC "Hallway")
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(LDESC " ")
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(NORTH PER MRGO)
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(NW PER MRGO)
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(NE PER MRGO)
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(ENTER PER MIRIN)
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(SOUTH PER MRGO)
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(SW PER MRGO)
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(SE PER MRGO)
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(ACTION GUARDIANS)
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(FLAGS RLANDBIT ONBIT)
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(GLOBAL GUARDIAN)>
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<ROOM MRC
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(IN ROOMS)
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(DESC "Hallway")
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(LDESC " ")
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(NORTH PER MRGO)
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(NW PER MRGO)
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(NE PER MRGO)
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(ENTER PER MIRIN)
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(SOUTH PER MRGO)
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(SW PER MRGO)
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(SE PER MRGO)
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(ACTION MRCF)
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(FLAGS RLANDBIT ONBIT)
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(GLOBAL MIRROR PANEL ROSE CHANNEL GUARDIAN WOODEN-WALL)>
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<ROOM MRB
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(IN ROOMS)
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(DESC "Hallway")
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(LDESC " ")
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(NORTH PER MRGO)
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(NW PER MRGO)
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(NE PER MRGO)
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(ENTER PER MIRIN)
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(SOUTH PER MRGO)
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(SW PER MRGO)
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(SE PER MRGO)
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(ACTION MRBF)
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(FLAGS RLANDBIT ONBIT)
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(GLOBAL MIRROR PANEL ROSE CHANNEL WOODEN-WALL)>
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<ROOM MRA
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(IN ROOMS)
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(DESC "Hallway")
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(LDESC " ")
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(NORTH PER MRGO)
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(NW PER MRGO)
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(NE PER MRGO)
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(ENTER PER MIRIN)
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(SOUTH TO MREYE)
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(ACTION MRAF)
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(FLAGS RLANDBIT ONBIT)
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(GLOBAL MIRROR PANEL ROSE CHANNEL WOODEN-WALL)>
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<ROOM MRDE
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(IN ROOMS)
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(DESC "Narrow Room")
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(LDESC " ")
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(ENTER PER MIRIN)
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(WEST PER MIRIN)
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(NORTH TO FRONT-DOOR)
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(SOUTH TO MRG)
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(ACTION MRDEW)
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(FLAGS RLANDBIT ONBIT)
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(GLOBAL MIRROR PANEL GUARDIAN)>
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<ROOM MRDW
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(IN ROOMS)
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(DESC "Narrow Room")
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(LDESC " ")
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(ENTER PER MIRIN)
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(WEST PER MIRIN)
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(NORTH TO FRONT-DOOR)
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(SOUTH TO MRG)
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(ACTION MRDEW)
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(FLAGS RLANDBIT ONBIT)
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(GLOBAL MIRROR PANEL GUARDIAN)>
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<ROOM MRGE
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(IN ROOMS)
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(DESC "Narrow Room")
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(LDESC " ")
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(ENTER PER MIRIN)
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(WEST PER MIRIN)
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(NORTH TO MRD)
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(SOUTH TO MRC)
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(ACTION GUARDIANS)
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(FLAGS RLANDBIT ONBIT)
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(GLOBAL MIRROR PANEL GUARDIAN)>
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<ROOM MRGW
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(IN ROOMS)
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(DESC "Narrow Room")
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(LDESC " ")
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(ENTER PER MIRIN)
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(EAST PER MIRIN)
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(NORTH TO MRD)
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(SOUTH TO MRC)
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(ACTION GUARDIANS)
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(FLAGS RLANDBIT ONBIT)
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(GLOBAL MIRROR PANEL GUARDIAN)>
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<ROOM MRCE
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(IN ROOMS)
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(DESC "Narrow Room")
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(LDESC " ")
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(ENTER PER MIRIN)
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(WEST PER MIRIN)
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(NORTH TO MRG)
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(SOUTH TO MRB)
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(ACTION MRCEW)
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(FLAGS RLANDBIT ONBIT)
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(GLOBAL MIRROR PANEL GUARDIAN)>
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<ROOM MRCW
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(IN ROOMS)
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(DESC "Narrow Room")
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(LDESC " ")
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(ENTER PER MIRIN)
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(EAST PER MIRIN)
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(NORTH TO MRG)
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(SOUTH TO MRB)
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(ACTION MRCEW)
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(FLAGS RLANDBIT ONBIT)
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(GLOBAL MIRROR PANEL GUARDIAN)>
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<ROOM MRBE
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(IN ROOMS)
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(DESC "Narrow Room")
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(LDESC " ")
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(ENTER PER MIRIN)
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(WEST PER MIRIN)
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(NORTH TO MRC)
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||
(SOUTH TO MRA)
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||
(ACTION MRBEW)
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(FLAGS RLANDBIT ONBIT)
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(GLOBAL MIRROR PANEL GUARDIAN)>
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<ROOM MRBW
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(IN ROOMS)
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||
(DESC "Narrow Room")
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||
(LDESC " ")
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||
(ENTER PER MIRIN)
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||
(EAST PER MIRIN)
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(NORTH TO MRC)
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||
(SOUTH TO MRA)
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||
(ACTION MRBEW)
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(FLAGS RLANDBIT ONBIT)
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||
(GLOBAL MIRROR PANEL GUARDIAN)>
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<ROOM MRAE
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(IN ROOMS)
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(DESC "Narrow Room")
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(LDESC " ")
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(ENTER PER MIRIN)
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||
(WEST PER MIRIN)
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||
(NORTH TO MRB)
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||
(SOUTH TO MREYE)
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||
(ACTION MRAEW)
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||
(FLAGS RLANDBIT ONBIT)
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||
(GLOBAL MIRROR PANEL GUARDIAN)>
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||
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||
<ROOM MRAW
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(IN ROOMS)
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(DESC "Narrow Room")
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||
(LDESC " ")
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(ENTER PER MIRIN)
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||
(EAST PER MIRIN)
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||
(NORTH TO MRB)
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||
(SOUTH TO MREYE)
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||
(ACTION MRAEW)
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||
(FLAGS RLANDBIT ONBIT)
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||
(GLOBAL MIRROR PANEL GUARDIAN)>
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||
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||
<ROOM IN-MIRROR
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(IN ROOMS)
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||
(DESC "Inside Mirror")
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(LDESC " ")
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(OUT PER MIROUT)
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||
(NORTH PER MIROUT)
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||
(SOUTH PER MIROUT)
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||
(NW PER MIROUT)
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||
(NE PER MIROUT)
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(SE PER MIROUT)
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||
(SW PER MIROUT)
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||
(WEST PER MIROUT)
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||
(EAST PER MIROUT)
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||
(ACTION MAGIC-MIRROR)
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(FLAGS RLANDBIT ONBIT)
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||
(GLOBAL ROSE CHANNEL GUARDIAN)>
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||
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||
<ROOM MR-ANTE
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||
(IN ROOMS)
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||
(DESC "Button Room")
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||
(LDESC
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"You are at the southern end of a long hall. To the south, stairs ascend
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into darkness. To the north the corridor is illuminated by torches set
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high in the walls, out of reach. On one wall is a red button.")
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(SOUTH TO MSTAIRS IF SECRET-DOOR IS OPEN)
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(UP TO MSTAIRS IF SECRET-DOOR IS OPEN)
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(NORTH TO MREYE)
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(FLAGS RLANDBIT ONBIT)
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(GLOBAL SECRET-DOOR STAIRS)
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(PSEUDO "TORCH" TORCH-PSEUDO "TORCHE" TORCH-PSEUDO)>
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<ROOM MREYE
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(IN ROOMS)
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(DESC "Beam Room")
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(LDESC " ")
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(NORTH PER MRGO)
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||
(NW PER MRGO)
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(NE PER MRGO)
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(SOUTH TO MR-ANTE)
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(ACTION MREYE-ROOM)
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(FLAGS RLANDBIT ONBIT)>
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<ROOM MSTAIRS
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(IN ROOMS)
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(DESC "Engravings Room")
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||
(NORTH TO MR-ANTE IF SECRET-DOOR IS OPEN ELSE "You can't go that way.")
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||
(DOWN TO MR-ANTE IF SECRET-DOOR IS OPEN ELSE "You can't go that way.")
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||
(SW TO DAMP-PASSAGE)
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||
(SE TO DEAD-END)
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(FLAGS RLANDBIT)
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(ACTION MSTAIRS-F)
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||
(GLOBAL SECRET-DOOR STAIRS)>
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||
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||
<ROOM DEAD-END
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(IN ROOMS)
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||
(DESC "Dead End")
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||
(LDESC
|
||
"You have come to the end of two adjoining passages to the west and the
|
||
northwest.")
|
||
(WEST TO DAMP-PASSAGE)
|
||
(NW TO MSTAIRS)
|
||
(FLAGS RLANDBIT)>
|
||
|
||
<ROOM DAMP-PASSAGE
|
||
(IN ROOMS)
|
||
(DESC "Damp Passage")
|
||
(LDESC
|
||
"This is a particularly damp spot even by dungeon standards. You can see
|
||
the junction to the west, and two similar passages to the east and northeast.
|
||
A wide stone channel steeply descends into the room from the south. It is
|
||
covered with slippery moss and lichen. The channel crosses the room, but the
|
||
opening where it once continued north is now blocked by rubble.")
|
||
(WEST TO JUNCTION)
|
||
(EAST TO DEAD-END)
|
||
(NE TO MSTAIRS)
|
||
(NORTH "The opening is blocked by tons of debris.")
|
||
(UP "The channel is too steep and the moss too slippery.")
|
||
(SOUTH "The channel is too steep and the moss too slippery.")
|
||
(FLAGS RLANDBIT)
|
||
(GLOBAL MOSS RUBBLE WATER-CHANNEL)>
|
||
|
||
<ROOM EAST-CORRIDOR
|
||
(IN ROOMS)
|
||
(DESC "East Corridor")
|
||
(LDESC
|
||
"This is a hall with polished marble walls. It widens slightly as it turns
|
||
west at its northern and southern ends.")
|
||
(NORTH TO NORTH-CORRIDOR)
|
||
(SOUTH TO SOUTH-CORRIDOR)
|
||
(FLAGS RLANDBIT ONBIT)>
|
||
|
||
<ROOM WEST-CORRIDOR
|
||
(IN ROOMS)
|
||
(DESC "West Corridor")
|
||
(LDESC
|
||
"This is a hall with polished marble walls. It widens slightly as it turns
|
||
east at its northern and southern ends.")
|
||
(NORTH TO NORTH-CORRIDOR)
|
||
(SOUTH TO SOUTH-CORRIDOR)
|
||
(FLAGS RLANDBIT ONBIT)>
|
||
|
||
<ROOM SOUTH-CORRIDOR
|
||
(IN ROOMS)
|
||
(DESC "South Corridor")
|
||
(EAST TO EAST-CORRIDOR)
|
||
(WEST TO WEST-CORRIDOR)
|
||
(NORTH PER BRONZE-DOOR-EXIT)
|
||
(SOUTH TO BEHIND-DOOR)
|
||
(ACTION SOUTH-CORRIDOR-F)
|
||
(FLAGS RLANDBIT ONBIT)
|
||
(GLOBAL BRONZE-DOOR)>
|
||
|
||
<ROOM BEHIND-DOOR
|
||
(IN ROOMS)
|
||
(DESC "Narrow Corridor")
|
||
(NORTH TO SOUTH-CORRIDOR)
|
||
(SOUTH TO FRONT-DOOR IF DUNGEON-DOOR IS OPEN)
|
||
(ACTION BEHIND-DOOR-F)
|
||
(FLAGS RLANDBIT ONBIT)
|
||
(GLOBAL DUNGEON-DOOR DUNGEON-PANEL)>
|
||
|
||
<ROOM FRONT-DOOR
|
||
(IN ROOMS)
|
||
(DESC "Dungeon Entrance")
|
||
(LDESC " ")
|
||
(NORTH TO BEHIND-DOOR IF DUNGEON-DOOR IS OPEN)
|
||
(ENTER TO BEHIND-DOOR IF DUNGEON-DOOR IS OPEN)
|
||
(SOUTH PER MRGO)
|
||
(SE TO MRDE)
|
||
(SW TO MRDW)
|
||
(ACTION FRONT-DOOR-F)
|
||
(FLAGS RLANDBIT ONBIT)
|
||
(GLOBAL MASTER DUNGEON-DOOR DUNGEON-PANEL WOODEN-WALL)>
|
||
|
||
<OBJECT WOODEN-WALL
|
||
(IN LOCAL-GLOBALS)
|
||
(DESC "wooden wall")
|
||
(SYNONYM WALL)
|
||
(ADJECTIVE WOOD WOODEN)
|
||
(ACTION WOODEN-WALL-F)>
|
||
|
||
<ROOM NORTH-CORRIDOR
|
||
(IN ROOMS)
|
||
(DESC "North Corridor")
|
||
(LDESC " ")
|
||
(EAST TO EAST-CORRIDOR)
|
||
(WEST TO WEST-CORRIDOR)
|
||
(NORTH TO PARAPET)
|
||
(SOUTH TO CELL IF CELL-DOOR IS OPEN)
|
||
(ENTER TO CELL IF CELL-DOOR IS OPEN)
|
||
(ACTION NORTH-CORRIDOR-F)
|
||
(FLAGS RLANDBIT ONBIT)
|
||
(GLOBAL MASTER CELL-DOOR PARAPET-OBJ FLAMING-PIT)>
|
||
|
||
<ROOM PARAPET
|
||
(IN ROOMS)
|
||
(DESC "Parapet")
|
||
(LDESC " ")
|
||
(SOUTH TO NORTH-CORRIDOR)
|
||
(NORTH "You would be burned to a crisp in no time.")
|
||
(ACTION PARAPET-F)
|
||
(FLAGS RLANDBIT ONBIT)
|
||
(GLOBAL MASTER PARAPET-OBJ FLAMING-PIT)>
|
||
|
||
<ROOM CELL
|
||
(IN ROOMS)
|
||
(DESC "Prison Cell")
|
||
(LDESC " ")
|
||
(OUT TO NORTH-CORRIDOR IF CELL-DOOR IS OPEN)
|
||
(NORTH TO NORTH-CORRIDOR IF CELL-DOOR IS OPEN)
|
||
(ACTION CELL-ROOM)
|
||
(FLAGS RLANDBIT ONBIT)
|
||
(GLOBAL MASTER BRONZE-DOOR CELL-DOOR PARAPET-OBJ FLAMING-PIT)>
|
||
|
||
<ROOM PRISON-CELL
|
||
(IN ROOMS)
|
||
(DESC "Prison Cell")
|
||
(LDESC
|
||
"You are in a bare prison cell. Its wooden door is securely fastened, and
|
||
you can see only flames and smoke through its small window.")
|
||
(OUT "The door is securely fastened.")
|
||
(FLAGS RLANDBIT ONBIT)
|
||
(GLOBAL LOCKED-DOOR MASTER FLAMING-PIT)>
|
||
|
||
<ROOM GOOD-CELL
|
||
(IN ROOMS)
|
||
(DESC "Prison Cell")
|
||
(LDESC " ")
|
||
(OUT TO NIRVANA IF BRONZE-DOOR IS OPEN)
|
||
(SOUTH TO NIRVANA IF BRONZE-DOOR IS OPEN)
|
||
(ACTION NCELL-ROOM)
|
||
(FLAGS RLANDBIT ONBIT)
|
||
(GLOBAL GOOD-LOCKED-DOOR MASTER BRONZE-DOOR FLAMING-PIT)>
|
||
|
||
<ROOM NIRVANA
|
||
(IN ROOMS)
|
||
(DESC "Treasury of Zork")
|
||
(LDESC
|
||
"This is a large room, richly appointed in a style that bespeaks exquisite
|
||
taste. To judge from its contents, it is the ultimate storehouse of the
|
||
wealth of the Great Underground Empire.|
|
||
|
|
||
There are chests containing precious jewels, mountains of
|
||
zorkmids, rare paintings, ancient statuary, and beguiling curios.|
|
||
|
|
||
On one wall is an annotated map of the Empire, showing the locations of
|
||
various troves of treasure, and of many superior scenic views.|
|
||
|
|
||
On a desk at the far end of the room are stock certificates
|
||
representing a controlling interest in FrobozzCo International, the
|
||
multinational conglomerate and parent company of
|
||
the Frobozz Magic Boat Co., etc.|
|
||
")
|
||
(ACTION NIRVANA-F)
|
||
(FLAGS RLANDBIT ONBIT)>
|
||
|
||
\
|
||
|
||
<OBJECT RUNES
|
||
(IN MSTAIRS)
|
||
(DESC "runes")
|
||
(SYNONYM ENGRAV TEXT WALL RUNES)
|
||
(ADJECTIVE CARVED)
|
||
(FLAGS NDESCBIT READBIT)
|
||
(ACTION RUNES-F)>
|
||
|
||
<OBJECT T-BAR
|
||
(IN IN-MIRROR)
|
||
(DESC "T-bar")
|
||
(SYNONYM T-BAR BAR)
|
||
(FLAGS NDESCBIT)
|
||
(ACTION T-BAR-F)>
|
||
|
||
<OBJECT BLACK-PANEL
|
||
(IN IN-MIRROR)
|
||
(DESC "black panel")
|
||
(SYNONYM WALL PANEL)
|
||
(ADJECTIVE BLACK)
|
||
(FLAGS NDESCBIT)
|
||
(ACTION MPANELS)>
|
||
|
||
<OBJECT BRONZE-DOOR
|
||
(IN LOCAL-GLOBALS)
|
||
(DESC "bronze door")
|
||
(SYNONYM DOOR)
|
||
(ADJECTIVE BRONZE)
|
||
(FLAGS CONTBIT DOORBIT INVISIBLE)
|
||
(ACTION BRONZE-DOOR-F)>
|
||
|
||
<OBJECT CELL-DOOR
|
||
(IN LOCAL-GLOBALS)
|
||
(DESC "cell door")
|
||
(SYNONYM DOOR)
|
||
(ADJECTIVE WOOD WOODEN CELL)
|
||
(FLAGS CONTBIT DOORBIT)
|
||
(ACTION CELL-DOOR-F)>
|
||
|
||
<OBJECT COMPASS-ARROW
|
||
(IN IN-MIRROR)
|
||
(DESC "compass arrow")
|
||
(SYNONYM ARROW)
|
||
(ADJECTIVE COMPASS)
|
||
(FLAGS NDESCBIT)>
|
||
|
||
<OBJECT DIAL-BUTTON
|
||
(IN PARAPET)
|
||
(DESC "large button")
|
||
(SYNONYM BUTTON)
|
||
(ADJECTIVE LARGE)
|
||
(FLAGS NDESCBIT)
|
||
(ACTION DIALBUTTON)>
|
||
|
||
<OBJECT GOOD-LOCKED-DOOR
|
||
(IN LOCAL-GLOBALS)
|
||
(DESC "cell door")
|
||
(SYNONYM DOOR)
|
||
(ADJECTIVE LOCKED WOOD WOODEN CELL)
|
||
(FLAGS NDESCBIT)
|
||
(ACTION LOCKED-DOOR-F)>
|
||
|
||
<OBJECT LOCKED-DOOR
|
||
(IN LOCAL-GLOBALS)
|
||
(DESC "cell door")
|
||
(SYNONYM DOOR)
|
||
(ADJECTIVE LOCKED WOOD WOODEN CELL)
|
||
(FLAGS NDESCBIT)
|
||
(ACTION LOCKED-DOOR-F)>
|
||
|
||
<OBJECT LONG-POLE
|
||
(IN IN-MIRROR)
|
||
(DESC "long pole")
|
||
(SYNONYM POLE)
|
||
(ADJECTIVE LONG CENTER)
|
||
(FLAGS NDESCBIT)>
|
||
|
||
<OBJECT MAHOGANY-PANEL
|
||
(IN IN-MIRROR)
|
||
(DESC "mahogany panel")
|
||
(SYNONYM WALL PANEL)
|
||
(ADJECTIVE MAHOGANY)
|
||
(FLAGS NDESCBIT)
|
||
(ACTION MENDS)>
|
||
|
||
<OBJECT FLAMING-PIT
|
||
(IN LOCAL-GLOBALS)
|
||
(DESC "flaming pit")
|
||
(SYNONYM PIT ABYSS)
|
||
(ADJECTIVE FIERY FLAMING)
|
||
(FLAGS NDESCBIT)
|
||
(ACTION FLAMING-PIT-F)>
|
||
|
||
<OBJECT PARAPET-OBJ
|
||
(IN LOCAL-GLOBALS)
|
||
(DESC "parapet")
|
||
(SYNONYM PARAPET)
|
||
(FLAGS NDESCBIT)
|
||
(ACTION PARAPET-OBJ-F)>
|
||
|
||
<OBJECT PINE-PANEL
|
||
(IN IN-MIRROR)
|
||
(DESC "pine panel")
|
||
(SYNONYM PANEL WALL)
|
||
(ADJECTIVE PINE)
|
||
(FLAGS NDESCBIT)
|
||
(ACTION MENDS)>
|
||
|
||
<OBJECT BEAM
|
||
(IN MREYE)
|
||
(DESC "red beam of light")
|
||
(SYNONYM BEAM LIGHT)
|
||
(ADJECTIVE RED)
|
||
(FLAGS NDESCBIT OPENBIT CONTBIT)
|
||
(CAPACITY 100)
|
||
(ACTION BEAM-FUNCTION)>
|
||
|
||
<OBJECT RED-BUTTON
|
||
(IN MR-ANTE)
|
||
(DESC "red button")
|
||
(SYNONYM BUTTON)
|
||
(ADJECTIVE RED)
|
||
(FLAGS NDESCBIT)
|
||
(ACTION MRSWITCH)>
|
||
|
||
<OBJECT RED-PANEL
|
||
(IN IN-MIRROR)
|
||
(DESC "red panel")
|
||
(SYNONYM PANEL WALL)
|
||
(ADJECTIVE RED)
|
||
(FLAGS NDESCBIT)
|
||
(ACTION MPANELS)>
|
||
|
||
<OBJECT SHORT-POLE
|
||
(IN IN-MIRROR)
|
||
(DESC "short pole")
|
||
(SYNONYM POLE POST HANDGRIP GRIP)
|
||
(ADJECTIVE SHORT SMALL HAND)
|
||
(FLAGS NDESCBIT)
|
||
(ACTION SHORT-POLE-F)>
|
||
|
||
<OBJECT SUNDIAL
|
||
(IN PARAPET)
|
||
(DESC "sundial")
|
||
(SYNONYM DIAL INDICATOR ARROW SUNDIAL)
|
||
(ADJECTIVE INDICATOR SUN)
|
||
(FLAGS NDESCBIT TURNBIT)
|
||
(ACTION DIAL)>
|
||
|
||
<OBJECT YELLOW-PANEL
|
||
(IN IN-MIRROR)
|
||
(DESC "yellow panel")
|
||
(SYNONYM PANEL WALL)
|
||
(ADJECTIVE YELLOW)
|
||
(FLAGS NDESCBIT)
|
||
(ACTION MPANELS)>
|
||
|
||
<OBJECT WHITE-PANEL
|
||
(IN IN-MIRROR)
|
||
(DESC "white panel")
|
||
(SYNONYM PANEL WALL)
|
||
(ADJECTIVE WHITE)
|
||
(FLAGS NDESCBIT)
|
||
(ACTION MPANELS)>
|
||
|
||
<OBJECT WOODEN-BAR
|
||
(IN IN-MIRROR)
|
||
(DESC "wooden bar")
|
||
(SYNONYM BAR)
|
||
(ADJECTIVE WOOD WOODEN)
|
||
(FLAGS NDESCBIT)>
|
||
|
||
<OBJECT DUNGEON-PANEL
|
||
(IN LOCAL-GLOBALS)
|
||
(DESC "panel")
|
||
(SYNONYM PANEL)
|
||
(FLAGS NDESCBIT)
|
||
(ACTION DUNGEON-PANEL-F)>
|
||
|
||
<OBJECT DUNGEON-DOOR
|
||
(IN LOCAL-GLOBALS)
|
||
(DESC "wooden door")
|
||
(SYNONYM DOOR)
|
||
(ADJECTIVE WOOD WOODEN)
|
||
(FLAGS NDESCBIT DOORBIT CONTBIT)
|
||
(ACTION DUNGEON-DOOR-F)>
|
||
|
||
<OBJECT SECRET-DOOR
|
||
(IN LOCAL-GLOBALS)
|
||
(DESC "secret door")
|
||
(SYNONYM DOOR)
|
||
(ADJECTIVE SECRET)
|
||
(FLAGS DOORBIT CONTBIT INVISIBLE)
|
||
(ACTION SECRET-DOOR-F)>
|
||
|
||
<OBJECT OLD-MAN
|
||
(DESC "old man")
|
||
(SYNONYM MAN)
|
||
(ADJECTIVE OLD)
|
||
(FLAGS ACTORBIT)
|
||
(ACTION OLD-MAN-F)
|
||
(DESCFCN OLD-MAN-F)>
|
||
|
||
<OBJECT CP-HOLE
|
||
(IN CP-ANTE)
|
||
(DESC "hole")
|
||
(SYNONYM HOLE)
|
||
(ADJECTIVE ROUND)
|
||
(FLAGS NDESCBIT)
|
||
(ACTION CP-HOLE-F)>
|
||
|
||
<ROUTINE GO ()
|
||
<PUTB ,P-LEXV 0 59>
|
||
;"put interrupts on clock chain"
|
||
<QUEUE I-LANTERN 200>
|
||
;"clean up junk compiler can't do"
|
||
<SETG CURRENT-LAMP ,LAMP>
|
||
<PUT ,CPOBJS <* 8 21> 1>
|
||
<PUT ,CPOBJS <+ <* 8 21> 1> ,LORE-BOOK>
|
||
<PUT ,CPOBJS <* 8 32> 1>
|
||
<PUT ,CPOBJS <+ <* 8 32> 1> ,CP-SLOT>
|
||
;"set up and go"
|
||
<SETG LIT T>
|
||
<SETG WINNER ,ADVENTURER>
|
||
<SETG PLAYER ,WINNER>
|
||
<SETG MLOC ,MRB>
|
||
<SETG HERE ,ZORK2-STAIR>
|
||
<MOVE ,WINNER ,HERE>
|
||
<ENABLE <QUEUE I-CLEFT <+ 70 <RANDOM 70>>>>
|
||
<ENABLE <QUEUE I-VIEW-CHANGE 4>>
|
||
<SETG P-IT-OBJECT <>>
|
||
<COND (<NOT <FSET? ,HERE ,TOUCHBIT>>
|
||
<TELL
|
||
"As in a dream, you see yourself tumbling down a great, dark staircase.
|
||
All about you are shadowy images of struggles against fierce opponents
|
||
and diabolical traps. These give way to another round of images: of
|
||
imposing stone figures, a cool, clear lake, and, now, of an old, yet
|
||
oddly youthful man. He turns toward you slowly, his long, silver hair
|
||
dancing about him in a fresh breeze. \"You have reached the final test,
|
||
my friend! You are proved clever and powerful, but this is not yet
|
||
enough! Seek me when you feel yourself worthy!\" The dream dissolves
|
||
around you as his last words echo through the void...." CR>
|
||
<CRLF>
|
||
<V-VERSION>
|
||
<CRLF>)>
|
||
<MOVE ,WINNER ,HERE>
|
||
<MOVE ,LAMP ,HERE>
|
||
<V-LOOK>
|
||
<MAIN-LOOP>
|
||
<AGAIN>> |