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"COMPTWO for PLANETFALL
(C) COPYRIGHT 1983 INFOCOM, INC. ALL RIGHTS RESERVED
This file contains all the rooms, objects, and actions associated
with Complex Two / the Eastern Complex / the Lawanda Compleks."
<ROOM LAWANDA-PLATFORM
(IN ROOMS)
(DESC "Lawanda Platform")
(C-MOVE <TABLE 0 0 0 30 0 0 0 0 0 0 0 0>)
(NORTH PER SHUTTLE-ENTER-F)
(SOUTH PER SHUTTLE-ENTER-F)
(EAST TO ESCALATOR)
(UP TO ESCALATOR)
(FLAGS FLOYDBIT RLANDBIT ONBIT)
(VALUE 4)
(GLOBAL GLOBAL-SHUTTLE STAIRS)
(PSEUDO "ESCALATOR" ESCALATOR-PSEUDO)
(ACTION LAWANDA-PLATFORM-F)>
<GLOBAL LAWANDA-PLATFORM-FLAG <>>
<ROUTINE LAWANDA-PLATFORM-F (RARG)
<COND (<NOT ,LAWANDA-PLATFORM-FLAG>
<SETG LAWANDA-PLATFORM-FLAG T>
<SETG SICKNESS-WARNING-FLAG T>)>
<COND (<EQUAL? .RARG ,M-LOOK>
<TELL "This is a wide, flat strip of concrete. ">
<COND (<AND <NOT ,ALFIE-AT-KALAMONTEE>
<NOT ,BETTY-AT-KALAMONTEE>>
<TELL
"Open shuttle cars lie to the north and south.">)
(<OR <NOT ,ALFIE-AT-KALAMONTEE>
<NOT ,BETTY-AT-KALAMONTEE>>
<TELL "An open shuttle car lies to the ">
<COND (,ALFIE-AT-KALAMONTEE
<TELL "north.">)
(T
<TELL "south.">)>)>
<TELL
" A wide escalator, not currently operating, beckons upward at the east end of
the platform. A faded sign reads \"Shutul Platform -- Lawanda Staashun.\"" CR>)>>
<ROOM ESCALATOR
(IN ROOMS)
(DESC "Escalator")
(LDESC
"You are in the middle of a long mechanical stairway. It is not running,
and seems to be in disrepair.")
(C-MOVE <TABLE 0 0 15 30 0 0 0 0 0 0 0 0>)
(UP TO FORK)
(EAST TO FORK)
(DOWN TO LAWANDA-PLATFORM)
(WEST TO LAWANDA-PLATFORM)
(GLOBAL STAIRS)
(PSEUDO "ESCALATOR" ESCALATOR-PSEUDO)
(FLAGS RLANDBIT FLOYDBIT ONBIT)>
<ROOM FORK
(IN ROOMS)
(DESC "Fork")
(LDESC
"This is a hallway which forks to the northeast and southeast. To the west
is the top of a long escalator.")
(C-MOVE <TABLE 0 0 15 0
0 0 0 0
25 0 25 0>)
(WEST TO ESCALATOR)
(DOWN TO ESCALATOR)
(NE TO SYSTEMS-CORRIDOR-WEST)
(SE TO PROJECT-CORRIDOR-WEST)
(GLOBAL STAIRS)
(PSEUDO "ESCALATOR" ESCALATOR-PSEUDO)
(FLAGS FLOYDBIT RLANDBIT ONBIT)>
"He's dead, Jim"
<ROOM INFIRMARY
(IN ROOMS)
(DESC "Infirmary")
(LDESC
"You have entered a clean, well-lighted place. There are a number of beds,
some complicated looking equipment, and many shelves that are mostly bare.")
(C-MOVE <TABLE 25 0 0 0
0 0 0 0
25 0 0 0>)
(SE TO SYSTEMS-CORRIDOR-WEST)
(OUT TO SYSTEMS-CORRIDOR-WEST)
(FLAGS RLANDBIT ONBIT)
(GLOBAL BED SHELVES)
(PSEUDO "EQUIPM" EQUIPMENT-PSEUDO "MACHIN" EQUIPMENT-PSEUDO)
(ACTION INFIRMARY-F)>
<OBJECT LAZARUS-PART
(DESC "medical robot breastplate")
(SYNONYM LAZARUS PART BREAST PLATE)
(ADJECTIVE MEDICAL BREAST)
(SIZE 35)
(FLAGS TAKEBIT)>
<GLOBAL LAZARUS-FLAG <>>
<ROUTINE INFIRMARY-F (RARG)
<COND (<AND <EQUAL? .RARG ,M-END>
<NOT ,LAZARUS-FLAG>
<IN? ,FLOYD ,HERE>
<FSET? ,FLOYD ,RLANDBIT>
<PROB 30>>
<SETG LAZARUS-FLAG T>
<MOVE ,LAZARUS-PART ,HERE>
<MOVE ,FLOYD ,FORK>
<SETG FLOYD-FOLLOW <>>
<SETG FLOYD-SPOKE T>
<TELL
"Floyd, rummaging in a corner, finds something and carries it to the center of
the room to examine it in the brighter light. It seems to be the breast plate
of a robot, along with some connected inner circuitry. The entire piece is
bent and rusting. Floyd stares at it in complete silence. A moment later, he
begins sobbing quietly, awkwardly excuses himself, and runs out of the room.
You look at the breast plate, and notice the name \"Lazarus\" engraved on
it." CR>)>>
<OBJECT RED-SPOOL
(IN INFIRMARY)
(DESC "red spool")
(FDESC
"Lying on one of the beds is a small red spool.")
(SYNONYM SPOOL SPOOLS OBJECT)
(ADJECTIVE RED SMALL)
(SIZE 3)
(TEXT
"The spool is labelled \"Simptumz uv Xe Dizeez.\"")
(FLAGS TAKEBIT ACIDBIT READBIT)
(ACTION RED-SPOOL-F)>
<ROUTINE RED-SPOOL-F ()
<COND (<AND <VERB? TAKE>
<IN? ,RED-SPOOL ,SPOOL-READER>
<FSET? ,SPOOL-READER ,ONBIT>>
<MOVE ,RED-SPOOL ,ADVENTURER>
<FCLEAR ,RED-SPOOL ,TRYTAKEBIT>
<TELL "The screen goes blank as you take the spool." CR>)>>
<OBJECT MEDICINE-BOTTLE
(IN INFIRMARY)
(DESC "medicine bottle")
(FDESC
"On a low shelf is a translucent bottle with a small white label.")
(SYNONYM BOTTLE LABEL)
(ADJECTIVE MEDICINE SMALL WHITE TRANSL)
(SIZE 7)
(CAPACITY 7)
(TEXT
"\"Dizeez supreshun medisin -- eksperimentul\"")
(FLAGS CONTBIT SEARCHBIT TAKEBIT TRANSBIT READBIT)>
<OBJECT MEDICINE
(IN MEDICINE-BOTTLE)
(DESC "quantity of medicine")
(FDESC "At the bottom of the bottle is a small quantity of medicine.")
(SYNONYM MEDICINE)
(ADJECTIVE SMALL QUANTITY EXPERIMENTAL)
(SIZE 7)
(FLAGS FOODBIT)
(ACTION MEDICINE-F)>
<ROUTINE MEDICINE-F ("AUX" (X <>))
<COND (<AND <VERB? TASTE EAT POUR>
<NOT <IN? ,MEDICINE-BOTTLE ,ADVENTURER>>>
<SETG PRSO ,MEDICINE-BOTTLE>
<NOT-HOLDING>
<THIS-IS-IT ,MEDICINE-BOTTLE>)
(<AND <VERB? TASTE EAT POUR>
<NOT <FSET? ,MEDICINE-BOTTLE ,OPENBIT>>>
<TELL "The bottle is closed." CR>)
(<VERB? TASTE>
<TELL "It tastes fairly bitter." CR>)
(<VERB? EAT>
<REMOVE ,MEDICINE>
<SETG C-ELAPSED 15>
<SETG SICKNESS-LEVEL <- ,SICKNESS-LEVEL 2>>
<SETG LOAD-ALLOWED <+ ,LOAD-ALLOWED 20>>
<TELL "The medicine tasted extremely bitter." CR>)
(<VERB? POUR>
<REMOVE ,MEDICINE>
<COND (<NOT ,PRSI>
<SETG PRSI ,GROUND>)>
<COND (<EQUAL? ,PRSI ,FUNNEL-HOLE>
<COND (<IN? ,CHEMICAL-FLUID ,FLASK>
<SET X T>)>
<SETG CHEMICAL-REQUIRED 10>
<PERFORM ,V?POUR ,CHEMICAL-FLUID ,FUNNEL-HOLE>
<COND (.X
<MOVE ,CHEMICAL-FLUID ,FLASK>)>
<RTRUE>)
(T
<TELL
"It pours over the " D ,PRSI " and evaporates." CR>)>)
(<AND <VERB? TAKE>
<EQUAL? <GET ,P-VTBL 0> ,W?TAKE>>
<PERFORM ,V?EAT ,MEDICINE>
<RTRUE>)>>
<ROOM REPAIR-ROOM
(IN ROOMS)
(DESC "Repair Room")
(LDESC
"You are in a dimly lit room, filled with strange machines and wide storage
cabinets, all locked. To the south, a narrow stairway leads upward. On the
north wall of the room is a very small doorway.")
(C-MOVE <TABLE 0 0 0 30
0 0 0 0
0 0 0 0>)
(UP TO SYSTEMS-CORRIDOR-WEST)
(SOUTH TO SYSTEMS-CORRIDOR-WEST)
(NORTH "It is a robot-sized doorway -- a bit too small for you.")
(FLAGS RLANDBIT FLOYDBIT ONBIT)
(GLOBAL STAIRS)
(PSEUDO "CABINETS" CABINETS-PSEUDO "MACHIN" EQUIPMENT-PSEUDO)>
<GLOBAL ACHILLES-FLAG <>> ;"Set to T when Floyd babbles about Achilles"
<OBJECT ACHILLES
(IN REPAIR-ROOM)
(DESC "broken robot")
(LDESC
"Lying face down at the bottom of the stairs is a motionless robot. It
appears to be damaged beyond repair.")
(SYNONYM ROBOT ACHILLES)
(ADJECTIVE BROKEN DEAD)>
<OBJECT ROBOT-HOLE
(IN REPAIR-ROOM)
(DESC "small doorway")
(SYNONYM DOOR DOORWA HOLE)
(ADJECTIVE SMALL VERY)
(FLAGS NDESCBIT TRANSBIT CONTBIT)
(CAPACITY 0)
(ACTION ROBOT-HOLE-F)>
<ROUTINE ROBOT-HOLE-F ()
<COND (<VERB? EXAMINE>
<TELL
"It's too small for you to get through. It was presumably intended for
robots, such as the broken repair robot lying over there." CR>)
(<VERB? LOOK-INSIDE>
<TELL
"You can make out a small supply room of some sort." CR>)
(<VERB? OPEN CLOSE>
<TELL
"There's no door, just an opening in the wall." CR>)>>
<GLOBAL HOLE-TRIP-FLAG <>>
<ROUTINE FLOYD-THROUGH-HOLE ()
<COND (,HOLE-TRIP-FLAG
<TELL "\"Not again,\" whines Floyd." CR>
<RTRUE>)
(T
<SETG C-ELAPSED 50>
<SETG HOLE-TRIP-FLAG T>
<SETG BOARD-REPORTED T>
<FCLEAR ,GOOD-BOARD ,INVISIBLE>
<TELL
"Floyd squeezes through the opening and is gone for quite a while. You hear
thudding noises and squeals of enjoyment. After a while the noise stops, and
Floyd emerges, looking downcast. \"Floyd found a rubber ball inside. Lots of
fun for a while, but must have been old, because it fell apart. Nothing else
interesting inside. Just a shiny fromitz board.\"" CR>)>>
<OBJECT GOOD-BOARD
(IN ROBOT-HOLE)
(DESC "shiny seventeen-centimeter fromitz board")
(SYNONYM BOARD BOARDS)
(ADJECTIVE SHINY GOOD SEVENTEEN CENTIMETER FROMITZ)
(SIZE 10)
(FLAGS ACIDBIT INVISIBLE NDESCBIT)
(ACTION GOOD-BOARD-F)>
<ROUTINE GOOD-BOARD-F ()
<COND (<AND <FSET? ,GOOD-BOARD ,NDESCBIT>
<VERB? TAKE EXAMINE RUB PUSH PULL MOVE LOOK-UNDER>
<EQUAL? ,GOOD-BOARD ,PRSO>>
<TELL "You can't see any " D ,PRSO " here." CR>)
(<VERB? EXAMINE>
<EXAMINE-BOARD>
<CRLF>)>>
<GLOBAL BOARD-REPORTED <>>
<ROOM SYSTEMS-CORRIDOR-WEST
(IN ROOMS)
(DESC "Systems Corridor West")
(LDESC
"The corridor bends here, leading east and southwest. A doorway opens
to the northwest, and a narrow stairway leads down to the north.")
(C-MOVE <TABLE 0 0 15 0
0 0 25 0
0 0 0 0>)
(NW TO INFIRMARY)
(NORTH TO REPAIR-ROOM)
(DOWN TO REPAIR-ROOM)
(EAST TO SYSTEMS-CORRIDOR)
(SW TO FORK)
(FLAGS ONBIT RLANDBIT)
(GLOBAL STAIRS)>
<ROOM SYSTEMS-CORRIDOR
(IN ROOMS)
(DESC "Systems Corridor")
(LDESC
"This section of hallway has a doorway to the north labelled \"Planateree
Deefens.\" The corridor continues east and west.")
(C-MOVE 0)
(NORTH TO PLANETARY-DEFENSE)
(WEST TO SYSTEMS-CORRIDOR-WEST)
(EAST TO SYSTEMS-CORRIDOR-EAST)
(FLAGS RLANDBIT ONBIT)>
<ROOM SYSTEMS-CORRIDOR-EAST
(IN ROOMS)
(DESC "Systems Corridor East")
(LDESC
"The hallway ends here with a large doorway leading east, and smaller doorways
to the north and south. The northern doorway is labelled \"Planateree Kors
Kontrool.\" The hallway itself leads west.")
(C-MOVE 0)
(WEST TO SYSTEMS-CORRIDOR)
(SOUTH TO LIBRARY-LOBBY)
(NORTH TO PLANETARY-COURSE-CONTROL)
(EAST TO PHYSICAL-PLANT-TWO)
(FLAGS RLANDBIT ONBIT)>
<ROOM PHYSICAL-PLANT-TWO
(IN ROOMS)
(DESC "Physical Plant")
(LDESC
"This is an enormous room full of environmental control equipment presumably
intended to heat and ventilate the Lawanda Complex. Oddly, although the
Lawanda Complex is slightly smaller than its counterpart, this plant is much
larger than the one in the Kalamontee Complex. The only exit is westward.")
(C-MOVE 0)
(WEST TO SYSTEMS-CORRIDOR-EAST)
(OUT TO SYSTEMS-CORRIDOR-EAST)
(FLAGS FLOYDBIT RLANDBIT ONBIT)
(PSEUDO "EQUIPM" EQUIPMENT-PSEUDO)>
"Planetary systems and repairs"
<GLOBAL DEFENSE-FIXED <>>
<GLOBAL COURSE-CONTROL-FIXED <>>
<GLOBAL ACCESS-PANEL-FULL T>
<ROOM PLANETARY-DEFENSE
(IN ROOMS)
(DESC "Planetary Defense")
(C-MOVE 0)
(SOUTH TO SYSTEMS-CORRIDOR)
(OUT TO SYSTEMS-CORRIDOR)
(FLAGS RLANDBIT FLOYDBIT ONBIT)
(GLOBAL CONTROLS LIGHTS)
(ACTION PLANETARY-DEFENSE-F)>
<ROUTINE PLANETARY-DEFENSE-F (RARG)
<COND (<EQUAL? .RARG ,M-LOOK>
<TELL
"This room is filled with a dazzling array of lights and controls. ">
<COND (<NOT ,DEFENSE-FIXED>
<TELL
"One light, blinking quickly, catches your eye. It reads \"Surkit Boord
Faalyur. WORNEENG: xis boord kuntroolz xe diskriminaashun surkits.\"" >)>
<TELL" There is a small access panel on one wall which is ">
<DDESC ,ACCESS-PANEL>
<TELL "." CR>)>>
<OBJECT ACCESS-PANEL
(IN PLANETARY-DEFENSE)
(DESC "access panel")
(SYNONYM PANEL DOOR SOCKET)
(ADJECTIVE SMALL ACCESS REPAIR)
(FLAGS VOWELBIT NDESCBIT CONTBIT SEARCHBIT)
(CAPACITY 40)
(ACTION ACCESS-PANEL-F)>
<ROUTINE ACCESS-PANEL-F ()
<COND (<VERB? OPEN>
<COND (<FSET? ,ACCESS-PANEL ,OPENBIT>
<ALREADY-OPEN>)
(T
<FSET ,ACCESS-PANEL ,OPENBIT>
<TELL "The panel swings open." CR>
<PERFORM ,V?LOOK-INSIDE ,ACCESS-PANEL>
<RTRUE>)>)
(<VERB? CLOSE>
<COND (<FSET? ,ACCESS-PANEL ,OPENBIT>
<FCLEAR ,ACCESS-PANEL ,OPENBIT>
<TELL "The panel swings closed." CR>)
(T
<IS-CLOSED>)>)
(<AND <VERB? PUT>
<EQUAL? ,PRSI ,ACCESS-PANEL>>
<COND (<NOT <FSET? ,ACCESS-PANEL ,OPENBIT>>
<TELL "The panel is closed." CR>)
(,ACCESS-PANEL-FULL
<TELL "There's no room." CR>)
(<EQUAL? ,PRSO ,GOOD-BOARD>
<REMOVE ,GOOD-BOARD>
<MOVE ,SECOND-BOARD ,ACCESS-PANEL>
<THIS-IS-IT ,SECOND-BOARD>
<SETG DEFENSE-FIXED T>
<SETG SCORE <+ ,SCORE 6>>
<SETG ACCESS-PANEL-FULL T>
<PUT-BOARD>
<TELL " The warning lights stop flashing." CR>)
(<EQUAL? ,PRSO ,CRACKED-BOARD ,FRIED-BOARD>
<REMOVE ,PRSO>
<THIS-IS-IT ,SECOND-BOARD>
<MOVE ,SECOND-BOARD ,ACCESS-PANEL>
<SETG ACCESS-PANEL-FULL T>
<COND (<EQUAL? ,PRSO ,CRACKED-BOARD>
<SETG ITS-CRACKED T>)>
<PUT-BOARD>
<CRLF>)
(T
<TELL "The " D, PRSO " doesn't fit.">)>)>>
<OBJECT FIRST-BOARD
(IN ACCESS-PANEL)
(DESC "first seventeen-centimeter fromitz board")
(SYNONYM BOARD BOARDS)
(ADJECTIVE FIRST SEVENTEEN CENTIMETER FROMITZ)
(ACTION BOARD-F)>
<OBJECT FOURTH-BOARD
(IN ACCESS-PANEL)
(DESC "fourth seventeen-centimeter fromitz board")
(SYNONYM BOARD BOARDS)
(ADJECTIVE FOURTH SEVENTEEN CENTIMETER FROMITZ)
(ACTION BOARD-F)>
<OBJECT THIRD-BOARD
(IN ACCESS-PANEL)
(DESC "third seventeen-centimeter fromitz board")
(SYNONYM BOARD BOARDS)
(ADJECTIVE THIRD SEVENTEEN CENTIMETER FROMITZ)
(ACTION BOARD-F)>
<OBJECT SECOND-BOARD
(IN ACCESS-PANEL)
(DESC "second seventeen-centimeter fromitz board")
(SYNONYM BOARD BOARDS)
(ADJECTIVE SECOND SEVENTEEN CENTIMETER FROMITZ)
(FLAGS TRYTAKEBIT TAKEBIT)
(ACTION BOARD-F)>
<OBJECT FRIED-BOARD
(DESC "fried seventeen-centimeter fromitz board")
(SYNONYM BOARD BOARDS)
(ADJECTIVE FRIED SEVENTEEN CENTIMETER FROMITZ)
(SIZE 10)
(FLAGS ACIDBIT TAKEBIT)
(ACTION FRIED-BOARD-F)>
<ROUTINE FRIED-BOARD-F ()
<COND (<VERB? EXAMINE>
<EXAMINE-BOARD>
<TELL
" This one is a bit blackened around the edges, though." CR>)>>
<GLOBAL ITS-CRACKED <>>
<ROUTINE BOARD-F ()
<COND (<VERB? TAKE>
<COND (<EQUAL? ,PRSO ,SECOND-BOARD>
<COND (,DEFENSE-FIXED
<BOARD-SHOCK>)
(T
<TELL
"The fromitz board slides out of the panel, producing an empty socket
for another board." CR>
<REMOVE ,SECOND-BOARD>
<SETG ACCESS-PANEL-FULL <>>
<COND (<EQUAL? ,ITS-CRACKED T>
<MOVE ,CRACKED-BOARD ,ADVENTURER>)
(T
<MOVE ,FRIED-BOARD ,ADVENTURER>)>
<THIS-IS-IT ,FRIED-BOARD>)>)
(T
<BOARD-SHOCK>)>)
(<VERB? EXAMINE>
<EXAMINE-BOARD>
<CRLF>)>>
<ROUTINE EXAMINE-BOARD ()
<TELL
"Like most fromitz boards, it is a twisted maze of silicon circuits. It is
square, approximately seventeen centimeters on each side.">>
<ROUTINE PUT-BOARD ()
<TELL "The card clicks neatly into the socket.">>
<ROUTINE BOARD-SHOCK ()
<TELL "You jerk your hand back as you receive a powerful
shock from the fromitz board." CR>>
<ROOM PLANETARY-COURSE-CONTROL
(IN ROOMS)
(DESC "Course Control")
(C-MOVE 0)
(SOUTH TO SYSTEMS-CORRIDOR-EAST)
(OUT TO SYSTEMS-CORRIDOR-EAST)
(FLAGS FLOYDBIT RLANDBIT ONBIT)
(GLOBAL CONTROLS LIGHTS)
(ACTION PLANETARY-COURSE-CONTROL-F)>
<ROUTINE PLANETARY-COURSE-CONTROL-F (RARG)
<COND (<EQUAL? .RARG ,M-LOOK>
<TELL
"This is a long room whose walls are covered with complicated controls
and colored lights. ">
<COND (,COURSE-CONTROL-FIXED
<TELL
"One blinking light says \"Kors diivurjins minimiizeeng.\"">)
(T
<TELL
"Two of these lights are blinking. The first one reads \"Bedistur Faalyur!\"
The other light reads \"Kritikul diivurjins frum pland kors.\"">)>
<TELL " In one corner is a large metal cube whose lid is ">
<COND (<FSET? ,CUBE ,OPENBIT>
<TELL "open">)
(T
<TELL "closed">)>
<TELL "." CR>)>>
<OBJECT CUBE
(IN PLANETARY-COURSE-CONTROL)
(DESC "large metal cube")
(SYNONYM CUBE LID SOCKET)
(ADJECTIVE LARGE METAL)
(FLAGS MUNGBIT NDESCBIT CONTBIT SEARCHBIT)
(ACTION CUBE-F)>
<ROUTINE CUBE-F ()
<COND (<VERB? OPEN>
<COND (<FSET? ,CUBE ,OPENBIT>
<ALREADY-OPEN>)
(T
<FSET ,CUBE ,OPENBIT>
<TELL "The lid swings open." CR>
<PERFORM ,V?LOOK-INSIDE ,CUBE>
<RTRUE>)>)
(<VERB? CLOSE>
<COND (<FSET? ,CUBE ,OPENBIT>
<FCLEAR ,CUBE ,OPENBIT>
<TELL "The lid swings closed." CR>)
(T
<IS-CLOSED>)>)
(<AND <VERB? PUT>
<EQUAL? ,PRSI ,CUBE>>
<COND (<NOT <FSET? ,CUBE ,OPENBIT>>
<TELL "The cube is closed." CR>)
(<IN? ,BAD-BEDISTOR ,CUBE>
<TELL "There's a fused bedistor in the way." CR>)
(<EQUAL? ,PRSO ,GOOD-BEDISTOR>
<MOVE ,GOOD-BEDISTOR ,CUBE>
<COND (<NOT <FSET? ,CUBE ,MUNGEDBIT>>
<SETG COURSE-CONTROL-FIXED T>
<FSET ,GOOD-BEDISTOR ,TRYTAKEBIT>
<SETG SCORE <+ ,SCORE 6>>
<TELL
"Done. The warning lights go out and another light goes on." CR>)
(T
<TELL "Done." CR>)>)
(<EQUAL? ,PRSO ,BAD-BEDISTOR>
<MOVE ,BAD-BEDISTOR ,CUBE>
<TELL "Done." CR>)
(T
<TELL "The " D, PRSO " doesn't fit.">)>)>>
<OBJECT BAD-BEDISTOR
(IN CUBE)
(DESC "fused ninety-ohm bedistor")
(SYNONYM BEDISTOR)
(ADJECTIVE FUSED NINETY OHM)
(SIZE 8)
(FLAGS ACIDBIT TRYTAKEBIT TAKEBIT)
(ACTION BAD-BEDISTOR-F)>
<ROUTINE BAD-BEDISTOR-F ()
<COND (<AND <VERB? TAKE>
<IN? ,BAD-BEDISTOR ,CUBE>>
<TELL "It seems to be fused to its socket." CR>)
(<VERB? ZATTRACT>
<COND (<EQUAL? ,PRSI ,PLIERS>
<MOVE ,BAD-BEDISTOR ,ADVENTURER>
<FCLEAR ,BAD-BEDISTOR ,TRYTAKEBIT>
<TELL
"With a tug, you manage to remove the fused bedistor." CR>)
(T
<TELL
"You can't get a grip on the bedistor with that." CR>)>)>>
"The Library"
<ROOM LIBRARY-LOBBY
(IN ROOMS)
(DESC "Library Lobby")
(LDESC
"This is a carpeted room, thick with dust, with exits to the north and south.
To the west, up a few steps, is a wide doorway. A small booth lies to the
east.")
(C-MOVE 0)
(UP TO LIBRARY)
(WEST TO LIBRARY)
(NORTH TO SYSTEMS-CORRIDOR-EAST)
(SOUTH TO PROJECT-CORRIDOR-EAST)
(EAST TO BOOTH-3)
(IN TO BOOTH-3)
(FLAGS FLOYDBIT RLANDBIT ONBIT)
(GLOBAL TABLES STAIRS)
(PSEUDO "CARPET" CARPET-PSEUDO "BOOTH" NEAR-BOOTH-PSEUDO)>
<OBJECT GREEN-SPOOL
(IN LIBRARY-LOBBY)
(DESC "green spool")
(FDESC
"You catch a glimpse of a small object nestled among the dust.")
(SYNONYM SPOOL SPOOLS OBJECT)
(ADJECTIVE GREEN SMALL)
(SIZE 3)
(TEXT
"The spool is labelled \"Helikoptur Opuraateeng Manyuuwul.\"")
(FLAGS ACIDBIT TAKEBIT READBIT)
(ACTION GREEN-SPOOL-F)>
<ROUTINE GREEN-SPOOL-F ()
<COND (<AND <VERB? TAKE>
<IN? ,GREEN-SPOOL ,SPOOL-READER>
<FSET? ,SPOOL-READER ,ONBIT>>
<MOVE ,GREEN-SPOOL ,ADVENTURER>
<FCLEAR ,GREEN-SPOOL ,TRYTAKEBIT>
<TELL "The screen goes blank as you take the spool." CR>)>>
<ROOM BOOTH-3
(IN ROOMS)
(DESC "Booth 3")
(LDESC
"This is a tiny room with a large \"3\" painted on the wall. A panel contains
a slot about ten centimeters wide, a brown button labelled \"1\" and a beige
button labelled \"2.\"")
(C-MOVE 0)
(WEST TO LIBRARY-LOBBY)
(OUT TO LIBRARY-LOBBY)
(FLAGS RLANDBIT ONBIT)
(GLOBAL CONTROLS SLOT TELEPORTATION-BUTTON-1 TELEPORTATION-BUTTON-2)
(PSEUDO "BOOTH" IN-BOOTH-PSEUDO)>
<ROOM LIBRARY
(IN ROOMS)
(DESC "Library")
(LDESC
"This is a large carpeted room with a desk and many small tables. The sole
exit is down a few steps to the east.")
(C-MOVE 0)
(EAST TO LIBRARY-LOBBY)
(OUT TO LIBRARY-LOBBY)
(FLAGS RLANDBIT ONBIT FLOYDBIT)
(GLOBAL TABLES STAIRS)
(PSEUDO "CARPET" CARPET-PSEUDO "DESK" DESK-PSEUDO)>
<OBJECT TERMINAL
(IN LIBRARY-LOBBY)
(DESC "terminal")
(FDESC
"Sitting on a wide table is a machine of sorts, consisting of a video
screen and a keyboard. It is currently turned off.")
(LDESC
"On the table is a computer terminal.")
(SYNONYM TERMINAL KEYBOARD SCREEN MACHIN)
(ADJECTIVE COMPUTER VIDEO)
(FLAGS LIGHTBIT)
(ACTION TERMINAL-F)>
<GLOBAL MENU-LEVEL 0>
<ROUTINE TERMINAL-F ()
<COND (<VERB? EXAMINE>
<TELL
"The computer terminal consists of a video display screen, a keyboard with
ten keys numbered from zero through nine, and an on-off switch. ">
<COND (<FSET? ,TERMINAL ,ONBIT>
<TELL
"The screen displays some writing:" CR ,SCREEN-TEXT CR>
<COND (<G? ,MENU-LEVEL 9>
<TELL ,MORE-INFO CR>)>
<RTRUE>)
(T
<TELL "The screen is dark." CR>)>)
(<VERB? READ>
<COND (<FSET? ,TERMINAL ,ONBIT>
<TELL ,SCREEN-TEXT CR>
<COND (<G? ,MENU-LEVEL 9>
<TELL ,MORE-INFO CR>)>
<RTRUE>)
(T
<TELL "The screen is blank." CR>)>)
(<VERB? LAMP-ON>
<COND (<FSET? ,TERMINAL ,ONBIT>
<TELL "It's already on." CR>)
(T
<FSET ,TERMINAL ,ONBIT>
<FSET ,TERMINAL ,TOUCHBIT>
<SETG SCREEN-TEXT ,MAIN-MENU>
<TELL
"The screen gives off a green flash, and then some writing appears on
the screen:" CR>
<TELL ,SCREEN-TEXT CR>)>)
(<VERB? LAMP-OFF>
<COND (<FSET? ,TERMINAL ,ONBIT>
<FCLEAR ,TERMINAL ,ONBIT>
<SETG MENU-LEVEL 0>
<TELL "The screen goes dark." CR>)
(T
<TELL "It isn't on!" CR>)>)>>
<ROUTINE LIBRARY-TYPE ()
<COND (<NOT <EQUAL? ,PRSO ,INTNUM>>
<NUMBERS-ONLY>)
(<EQUAL? ,MENU-LEVEL 0>
<COND (<EQUAL? ,P-NUMBER 0>
<TELL ,NO-MEANING CR>)
(<EQUAL? ,P-NUMBER 1>
<TELL ,SCREEN-CLEARS CR>
<SETG SCREEN-TEXT ,HISTORY-MENU>
<TELL ,SCREEN-TEXT CR>
<SETG MENU-LEVEL 1>)
(<EQUAL? ,P-NUMBER 2>
<TELL ,SCREEN-CLEARS CR>
<SETG SCREEN-TEXT ,CULTURE-MENU>
<TELL ,SCREEN-TEXT CR>
<SETG MENU-LEVEL 2>)
(<EQUAL? ,P-NUMBER 3>
<TELL ,SCREEN-CLEARS CR>
<SETG SCREEN-TEXT ,TECHNOLOGY-MENU>
<TELL ,SCREEN-TEXT CR>
<SETG MENU-LEVEL 3>)
(<EQUAL? ,P-NUMBER 4>
<TELL ,SCREEN-CLEARS CR>
<SETG SCREEN-TEXT ,GEOGRAPHY-MENU>
<TELL ,SCREEN-TEXT CR>
<SETG MENU-LEVEL 4>)
(<EQUAL? ,P-NUMBER 5>
<TELL ,SCREEN-CLEARS CR>
<SETG SCREEN-TEXT ,PROJECT-MENU>
<TELL ,SCREEN-TEXT CR>
<SETG MENU-LEVEL 5>)
(<EQUAL? ,P-NUMBER 6>
<SETG MENU-LEVEL 6>
<TELL ,SCREEN-CLEARS CR>
<SETG SCREEN-TEXT ,INTERLOGIC-MENU>
<TELL ,SCREEN-TEXT CR>)
(<G? ,P-NUMBER 6>
<TELL ,NO-MEANING CR>)>)
(<EQUAL? ,MENU-LEVEL 1>
<COND (<EQUAL? ,P-NUMBER 0>
<SETG MENU-LEVEL 0>
<TELL ,SCREEN-CLEARS CR>
<SETG SCREEN-TEXT ,MAIN-MENU>
<TELL ,SCREEN-TEXT CR>)
(<EQUAL? ,P-NUMBER 1>
<SETG MENU-LEVEL 11>
<TELL ,TEXT-APPEARS CR>
<SETG SCREEN-TEXT ,11-TEXT>
<TELL ,SCREEN-TEXT CR>
<TELL ,MORE-INFO CR>)
(<EQUAL? ,P-NUMBER 2>
<SETG MENU-LEVEL 12>
<TELL ,TEXT-APPEARS CR>
<SETG SCREEN-TEXT ,12-TEXT>
<TELL ,SCREEN-TEXT CR>
<TELL ,MORE-INFO CR>)
(<EQUAL? ,P-NUMBER 3>
<SETG MENU-LEVEL 13>
<TELL ,TEXT-APPEARS CR>
<SETG SCREEN-TEXT ,13-TEXT>
<TELL ,SCREEN-TEXT CR>
<TELL ,MORE-INFO CR>)
(<G? ,P-NUMBER 3>
<TELL ,NO-MEANING CR>)>)
(<EQUAL? ,MENU-LEVEL 2>
<COND (<EQUAL? ,P-NUMBER 0>
<SETG MENU-LEVEL 0>
<TELL ,SCREEN-CLEARS CR>
<SETG SCREEN-TEXT ,MAIN-MENU>
<TELL ,SCREEN-TEXT CR>)
(<EQUAL? ,P-NUMBER 1>
<SETG MENU-LEVEL 21>
<TELL ,TEXT-APPEARS CR>
<SETG SCREEN-TEXT ,21-TEXT>
<TELL ,SCREEN-TEXT CR>
<TELL ,MORE-INFO CR>)
(<EQUAL? ,P-NUMBER 2>
<SETG MENU-LEVEL 22>
<TELL ,TEXT-APPEARS CR>
<SETG SCREEN-TEXT ,22-TEXT>
<TELL ,SCREEN-TEXT CR>
<TELL ,MORE-INFO CR>)
(<EQUAL? ,P-NUMBER 3>
<SETG MENU-LEVEL 23>
<TELL ,TEXT-APPEARS CR>
<SETG SCREEN-TEXT ,23-TEXT>
<TELL ,SCREEN-TEXT CR>
<TELL ,MORE-INFO CR>)
(<G? ,P-NUMBER 4>
<TELL ,NO-MEANING CR>)>)
(<EQUAL? ,MENU-LEVEL 3>
<COND (<EQUAL? ,P-NUMBER 0>
<SETG MENU-LEVEL 0>
<TELL ,SCREEN-CLEARS CR>
<SETG SCREEN-TEXT ,MAIN-MENU>
<TELL ,SCREEN-TEXT CR>)
(<EQUAL? ,P-NUMBER 1>
<SETG MENU-LEVEL 31>
<TELL ,TEXT-APPEARS CR>
<SETG SCREEN-TEXT ,31-TEXT>
<TELL ,SCREEN-TEXT CR>
<TELL ,MORE-INFO CR>)
(<EQUAL? ,P-NUMBER 2>
<SETG MENU-LEVEL 32>
<TELL ,TEXT-APPEARS CR>
<SETG SCREEN-TEXT ,32-TEXT>
<TELL ,SCREEN-TEXT CR>
<TELL ,MORE-INFO CR>)
(<EQUAL? ,P-NUMBER 3>
<SETG MENU-LEVEL 33>
<TELL ,TEXT-APPEARS CR>
<SETG SCREEN-TEXT ,33-TEXT>
<TELL ,SCREEN-TEXT CR>
<TELL ,MORE-INFO CR>)
(<EQUAL? ,P-NUMBER 4>
<SETG MENU-LEVEL 34>
<TELL ,TEXT-APPEARS CR>
<SETG SCREEN-TEXT ,34-TEXT>
<TELL ,SCREEN-TEXT CR>
<TELL ,MORE-INFO CR>)
(<EQUAL? ,P-NUMBER 5>
<SETG MENU-LEVEL 35>
<TELL ,TEXT-APPEARS CR>
<SETG SCREEN-TEXT ,35-TEXT>
<TELL ,SCREEN-TEXT CR>
<TELL ,MORE-INFO CR>)
(<G? ,P-NUMBER 5>
<TELL ,NO-MEANING CR>)>)
(<EQUAL? ,MENU-LEVEL 4>
<COND (<EQUAL? ,P-NUMBER 0>
<SETG MENU-LEVEL 0>
<TELL ,SCREEN-CLEARS CR>
<SETG SCREEN-TEXT ,MAIN-MENU>
<TELL ,SCREEN-TEXT CR>)
(<EQUAL? ,P-NUMBER 1>
<SETG MENU-LEVEL 41>
<TELL ,TEXT-APPEARS CR>
<SETG SCREEN-TEXT ,41-TEXT>
<TELL ,SCREEN-TEXT CR>
<TELL ,MORE-INFO CR>)
(<EQUAL? ,P-NUMBER 2>
<SETG MENU-LEVEL 42>
<TELL ,TEXT-APPEARS CR>
<SETG SCREEN-TEXT ,42-TEXT>
<TELL ,SCREEN-TEXT CR>
<TELL ,MORE-INFO CR>)
(<EQUAL? ,P-NUMBER 3>
<SETG MENU-LEVEL 43>
<TELL ,TEXT-APPEARS CR>
<SETG SCREEN-TEXT ,43-TEXT>
<TELL ,SCREEN-TEXT CR>
<TELL ,MORE-INFO CR>)
(<G? ,P-NUMBER 3>
<TELL ,NO-MEANING CR>)>)
(<EQUAL? ,MENU-LEVEL 5>
<COND (<EQUAL? ,P-NUMBER 0>
<SETG MENU-LEVEL 0>
<TELL ,SCREEN-CLEARS CR>
<SETG SCREEN-TEXT ,MAIN-MENU>
<TELL ,SCREEN-TEXT CR>)
(<EQUAL? ,P-NUMBER 1>
<SETG MENU-LEVEL 51>
<TELL ,TEXT-APPEARS CR>
<SETG SCREEN-TEXT ,51-TEXT>
<TELL ,SCREEN-TEXT CR>
<TELL ,MORE-INFO CR>)
(<EQUAL? ,P-NUMBER 2>
<SETG MENU-LEVEL 52>
<TELL ,TEXT-APPEARS CR>
<SETG SCREEN-TEXT ,52-TEXT>
<TELL ,SCREEN-TEXT CR>
<TELL ,MORE-INFO CR>)
(<EQUAL? ,P-NUMBER 3>
<SETG MENU-LEVEL 53>
<TELL ,TEXT-APPEARS CR>
<SETG SCREEN-TEXT ,53-TEXT>
<TELL ,SCREEN-TEXT CR>
<TELL ,MORE-INFO CR>)
(<G? ,P-NUMBER 3>
<TELL ,NO-MEANING CR>)>)
(<EQUAL? ,MENU-LEVEL 6>
<COND (<EQUAL? ,P-NUMBER 0>
<SETG MENU-LEVEL 0>
<TELL ,SCREEN-CLEARS CR>
<SETG SCREEN-TEXT ,MAIN-MENU>
<TELL ,SCREEN-TEXT CR>)
(<EQUAL? ,P-NUMBER 1>
<SETG MENU-LEVEL 61>
<TELL ,TEXT-APPEARS CR>
<SETG SCREEN-TEXT ,61-TEXT>
<TELL ,SCREEN-TEXT CR>
<TELL ,MORE-INFO CR>
<COND (<IN? ,FLOYD ,HERE>
<SETG FLOYD-SPOKE T>
<TELL
"Floyd, peering over your shoulder, says \"Oh, I love that game! Solved every
problem, except couldn't figure out how to get into white house.\"" CR>)>)
(<EQUAL? ,P-NUMBER 2>
<SETG MENU-LEVEL 62>
<TELL ,TEXT-APPEARS CR>
<SETG SCREEN-TEXT ,62-TEXT>
<TELL ,SCREEN-TEXT CR>
<TELL ,MORE-INFO CR>)
(<EQUAL? ,P-NUMBER 3>
<SETG MENU-LEVEL 63>
<TELL ,TEXT-APPEARS CR>
<SETG SCREEN-TEXT ,63-TEXT>
<TELL ,SCREEN-TEXT CR>
<TELL ,MORE-INFO CR>)
(<G? ,P-NUMBER 3>
<TELL ,NO-MEANING CR>)>)
(<AND <G? ,MENU-LEVEL 10>
<L? ,MENU-LEVEL 20>>
<COND (<EQUAL? ,P-NUMBER 0>
<SETG MENU-LEVEL 1>
<TELL ,SCREEN-CLEARS CR>
<SETG SCREEN-TEXT ,HISTORY-MENU>
<TELL ,SCREEN-TEXT CR>)
(T
<TELL ,LOW-END CR>)>)
(<AND <G? ,MENU-LEVEL 20>
<L? ,MENU-LEVEL 30>>
<COND (<EQUAL? ,P-NUMBER 0>
<SETG MENU-LEVEL 2>
<TELL ,SCREEN-CLEARS CR>
<SETG SCREEN-TEXT ,CULTURE-MENU>
<TELL ,SCREEN-TEXT CR>)
(T
<TELL ,LOW-END CR>)>)
(<AND <G? ,MENU-LEVEL 30>
<L? ,MENU-LEVEL 40>>
<COND (<EQUAL? ,P-NUMBER 0>
<SETG MENU-LEVEL 3>
<TELL ,SCREEN-CLEARS CR>
<SETG SCREEN-TEXT ,TECHNOLOGY-MENU>
<TELL ,SCREEN-TEXT CR>)
(T
<TELL ,LOW-END CR>)>)
(<AND <G? ,MENU-LEVEL 40>
<L? ,MENU-LEVEL 50>>
<COND (<EQUAL? ,P-NUMBER 0>
<SETG MENU-LEVEL 4>
<TELL ,SCREEN-CLEARS CR>
<SETG SCREEN-TEXT ,GEOGRAPHY-MENU>
<TELL ,SCREEN-TEXT CR>)
(T
<TELL ,LOW-END CR>)>)
(<AND <G? ,MENU-LEVEL 50>
<L? ,MENU-LEVEL 60>>
<COND (<EQUAL? ,P-NUMBER 0>
<SETG MENU-LEVEL 5>
<TELL ,SCREEN-CLEARS CR>
<SETG SCREEN-TEXT ,PROJECT-MENU>
<TELL ,SCREEN-TEXT CR>)
(T
<TELL ,LOW-END CR>)>)
(<AND <G? ,MENU-LEVEL 60>
<L? ,MENU-LEVEL 70>>
<COND (<EQUAL? ,P-NUMBER 0>
<SETG MENU-LEVEL 6>
<TELL ,SCREEN-CLEARS CR>
<SETG SCREEN-TEXT ,INTERLOGIC-MENU>
<TELL ,SCREEN-TEXT CR>)
(T
<TELL ,LOW-END CR>)>)>>
<GLOBAL SCREEN-TEXT <>>