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"CS for
The Lurking Horror
(c) Copyright 1986 Infocom, Inc. All Rights Reserved."
"Computer Center: three floors plus basement and roof. has a computer
room, a terminal room, an elevator, etc."
<OBJECT OFFICE-DOOR
(IN LOCAL-GLOBALS)
(SYNONYM OFFICE DOOR DOORS)
(ADJECTIVE CLOSED DARK LOCKED)
(DESC "office")
(FLAGS NDESCBIT DOORBIT OPENABLE)
(GENERIC GENERIC-DOOR-F)
(ACTION OFFICE-DOOR-F)>
<ROUTINE OFFICE-DOOR-F ()
<TELL "The offices are inaccessible." CR>>
<ROUTINE GENERIC-DOOR-F ()
<COND (<HERE? ,CHEMISTRY-BLDG>
,ALCHEMY-DOOR)
(<HERE? ,INF-1 ,INF-3>
,OUTSIDE-DOOR)>>
<ROOM SMITH-ST
(IN ROOMS)
(DESC "Smith Street")
(SOUTH TO COMP-CENTER)
(IN TO COMP-CENTER)
(WEST "Impenetrable snow drifts block the street.")
(EAST TO SMITH-ST-2)
(GLOBAL OUTSIDE-DOOR)
(ACTION SMITH-ST-F)
(FLAGS ONBIT OUTSIDE)>
<ROUTINE SMITH-ST-F (RARG)
<COND (<RARG? LOOK>
<TELL
'SMITH-ST " runs east and west along the north side of the main campus
area. At the moment, it is an arctic wasteland of howling wind and
drifting snow. On the other side of the street, barely visible, are
the lidless eyes of streetlights. The street hasn't been plowed, or
if it has been, it did no good." CR>)
(<AND <RARG? ENTER>
<NOT <EQUAL? ,OHERE ,SMITH-ST-2>>>
<EXIT-TO-COLD>)>>
<ROOM SMITH-ST-2
(IN ROOMS)
(DESC "Smith Street")
(SOUTH TO TEMPORARY-LAB)
(IN TO TEMPORARY-LAB)
(WEST TO SMITH-ST)
(EAST "Impenetrable snow drifts block the street.")
(GLOBAL OUTSIDE-DOOR)
(ACTION SMITH-ST-2-F)
(FLAGS ONBIT OUTSIDE)>
<ROUTINE SMITH-ST-2-F (RARG)
<COND (<RARG? LOOK>
<TELL
'SMITH-ST " runs west towards the computer center here. To the south is
a dilapidated grey wooden building. The street is an impassable sea of
blowing and drifting snow." CR>)
(<RARG? ENTER>
<COND (<EQUAL? ,OHERE ,TEMPORARY-LAB>
<EXIT-TO-COLD>)>)>>
<GLOBAL FREEZE-COUNT 0>
<GLOBAL FREEZING
<LTABLE (PURE)
"Bitter, bone-cracking cold assaults you continuously. The
temperature and the blizzard conditions are both horrible."
"You can feel the cold worming its way through your layers of
clothing and biting into your flesh."
"You can no longer feel the tips of your fingers. As for your toes,
they have long since ceased to report."
"Your eyes are icing up."
"Each breath you take is like swallowing knives.">>
<ROUTINE I-FREEZE-TO-DEATH ()
<COND (<NOT <FSET? ,HERE ,OUTSIDE>>
<RFALSE>)
(<G? <SETG FREEZE-COUNT <+ ,FREEZE-COUNT 1>> 5>
<CRLF>
<JIGS-UP
"You are suffused with a warm, blissful numbness. It is marred only by
the knowledge that before you wake again, you will die.">)
(ELSE
<QUEUE I-FREEZE-TO-DEATH 4>
<TELL CR <GET ,FREEZING ,FREEZE-COUNT> CR>)>>
<ROUTINE CS-BEGS ()
<COND (<AND <VERB? WALK>
<AND <NOT <EQUAL? ,P-WALK-DIR ,P?SOUTH>>
<OR <NOT <HERE? ,CS-BASEMENT>>
<NOT <EQUAL? ,P-WALK-DIR ,P?DOWN ,P?IN>>>>>
<MOVE-FROM-DOORS>)
(<P? ENTER <>>
<NEW-PRSO ,ELEVATOR>
<RTRUE>)>>
<ROOM COMP-CENTER
(IN ROOMS)
(DESC "Computer Center")
(NORTH TO SMITH-ST)
(IN PER CS-ELEVATOR-ENTER)
(SOUTH PER CS-ELEVATOR-ENTER)
(UP TO CS-2ND)
(DOWN TO CS-BASEMENT)
(FLOOR 1)
(FLAGS ONBIT)
(GLOBAL ELEVATOR ;ELEVATOR-DOOR-1 UP-BUTTON DOWN-BUTTON)
(ACTION COMP-CENTER-F)>
<ROUTINE COMP-CENTER-F (RARG)
<COND (<RARG? LOOK>
<TELL
,THE-LOBBY 'COMP-CENTER ". ">
<ELEVATOR-AND-BUTTONS>
<TELL "to the south.">
<DESCRIBE-STAIRS>
<TELL
S "To the north is " 'SMITH-ST "." CR>)
(<RARG? BEG>
<CS-BEGS>)
(<RARG? ENTER>
<EXIT-FROM-COLD>)>>
<ROOM CS-2ND
(IN ROOMS)
(DESC "Second Floor")
(NORTH TO TERMINAL-ROOM)
(WEST TO KITCHEN)
(SOUTH PER CS-ELEVATOR-ENTER)
(IN PER CS-ELEVATOR-ENTER)
(UP TO CS-3RD)
(DOWN TO COMP-CENTER)
(FLOOR 2)
(FLAGS ONBIT)
(GLOBAL ELEVATOR ;ELEVATOR-DOOR-2 UP-BUTTON DOWN-BUTTON)
(ACTION CS-2ND-F)>
<ROUTINE DESCRIBE-ELEVATOR-AND-BUTTONS ()
<TELL
" floor of the " 'COMP-CENTER ". ">
<ELEVATOR-AND-BUTTONS>
<TELL "on the south side of the hallway.">>
<ROUTINE ELEVATOR-AND-BUTTONS ()
<TELL "An elevator and call button">
<COND (<NOT <HERE? CS-3RD CS-BASEMENT>> <TELL "s">)>
<TELL " are ">>
<ROUTINE CS-2ND-F (RARG)
<COND (<RARG? LOOK>
<TELL
"This is the second">
<DESCRIBE-ELEVATOR-AND-BUTTONS>
<TELL " A large, noisy room is to the north.">
<DESCRIBE-STAIRS>
<TELL
"To the west
a corridor leads into a smaller room." CR>)
(<RARG? BEG>
<CS-BEGS>)>>
<ROOM CS-3RD
(IN ROOMS)
(DESC "Third Floor")
(NORTH "There is a glass wall in the way.")
(IN PER CS-ELEVATOR-ENTER)
(SOUTH PER CS-ELEVATOR-ENTER)
(UP TO CS-ROOF)
(OUT TO CS-ROOF)
(DOWN TO CS-2ND)
(FLOOR 3)
(FLAGS ONBIT)
(GLOBAL ELEVATOR DOWN-BUTTON OUTSIDE-DOOR)
(ACTION CS-3RD-F)
(THINGS
<PSEUDO (COMPUTER EQUIPMENT RANDOM-PSEUDO)
(<> COMPUTER RANDOM-PSEUDO)
(<> GLASS RANDOM-PSEUDO)
(GLASS WALL RANDOM-PSEUDO)
(GLASS WINDOW RANDOM-PSEUDO)>)>
<ROUTINE CS-3RD-F (RARG)
<COND (<RARG? LOOK>
<TELL
"This is the third">
<DESCRIBE-ELEVATOR-AND-BUTTONS>
<DESCRIBE-STAIRS>
<TELL
S "To the north is ""a glass wall beyond which
you can see a computer room crammed with computer equipment. A stairway
leads up." CR>)
(<RARG? BEG>
<CS-BEGS>)>>
<ROOM CS-ROOF
(IN ROOMS)
(DESC "Roof")
(DOWN TO CS-3RD)
(IN TO CS-3RD)
(GLOBAL OUTSIDE-DOOR)
(ACTION CS-ROOF-F)
(FLAGS ONBIT OUTSIDE)>
<ROUTINE CS-ROOF-F (RARG)
<COND (<RARG? LOOK>
<TELL
"This is the roof of the " 'COMP-CENTER ". A door leads to the stairway.
The roof is covered with tarred pea gravel and drifted snow. The wind
howls around your ears. To the south and southeast you can dimly see the
looming shapes of the Great Dome and the Brown Building." CR>)
(<RARG? BEG>
<ROOF-BEGS>)
(<RARG? ENTER>
<TELL "You push through the door to the roof. ">
<EXIT-TO-COLD>)
(<RARG? LEAVE>
<EXIT-FROM-COLD>)>>
<ROOM TERMINAL-ROOM
(IN ROOMS)
(DESC "Terminal Room")
(LDESC
"This is a large room crammed with computer terminals, small
computers, and printers. An exit leads south. Banners, posters, and
signs festoon the walls. Most of the tables are covered with waste
paper, old pizza boxes, and empty Coke cans. There are usually a lot of
people here, but tonight it's almost deserted.")
(SOUTH PER HACKER-EXIT) ;CS-2ND
(OUT PER HACKER-EXIT) ;CS-2ND
(ACTION TERMINAL-ROOM-F)
(GLOBAL PROGRAM OUTLET)
(FLAGS ONBIT)
(THINGS <PSEUDO (<> BANNER RANDOM-PSEUDO)
(<> POSTER RANDOM-PSEUDO)
(<> SIGN RANDOM-PSEUDO)
(<> SIGNS RANDOM-PSEUDO)>)>
<ROUTINE HACKER-EXIT ()
<COND (<OR <HELD? ,PC> <HELD? ,CHAIR>>
<TELL
,HACKER-PREVENTS ,YOU-CANT "walk off with that!
It's Tech property!\"" CR>
<RFALSE>)
(ELSE ,CS-2ND)>>
<ROUTINE TERMINAL-ROOM-F (RARG)
<COND ;(<RARG? LOOK>
<TELL
CR>)
(<RARG? BEG>
<COND (<AND <NOT <VERB? TELL>> <GAME-VERB?>>
<RFALSE>)
(<QUEUED? I-HACKER-HELPS>
<COND (<P? (RUB POINT CLICK HELP)
(MENU-BOX MORE-BOX <>)>
<TELL
,HACKER-PREVENTS "Who's the hacker here?\" he snarls." CR>)>)
(<QUEUED? I-COMPULSION>
<COND (<P? (RUB POINT CLICK PUSH ATTACK) MORE-BOX>
<RFALSE>)
(<P? READ ,ODD-PAPER>
<RFALSE>)
(ELSE
<COND (<VERB? TELL HELLO>
<TELL
"Your throat tightens, and no sound issues forth. ">)
(<VERB? INVENTORY LAMP-OFF>
<TELL
"Your body refuses to obey your brain's command. ">)>
<TELL
"Instead, you find your finger moving towards the MORE box, and you touch
it. The screen feels oddly cold." CR>
<COND (<VERB? TELL>
<END-QUOTE>)
(ELSE <RTRUE>)>)>)>)
(<AND <RARG? ENTER>
<EQUAL? ,OHERE ,PLATFORM-ROOM>>
<QUEUE I-HACKER-HELPS -1>
<TELL
"You are awakened by the thump of your head hitting the terminal
in front of you. Falling asleep over term papers! It must have been a
nightmare. Embarrassed, you glance around. Yes, the hacker is looking
in your direction. He must have heard the thump." CR CR>)>>
<GLOBAL HACKER-HELP 0>
<ROUTINE I-HACKER-HELPS ()
<COND (<HERE? ,TERMINAL-ROOM>
<SETG HACKER-HELP <+ ,HACKER-HELP 1>>
<CRLF>
<COND (<EQUAL? ,HACKER-HELP 1>
<TELL
S "The hacker wanders ""over, trying to look nonchalant">
<COND (<IN? ,PLAYER ,CHAIR>
<MOVE ,PLAYER ,HERE>
<FCLEAR ,HACKER ,CONTBIT>
<MOVE ,HACKER ,CHAIR>
<TELL
" as he takes over your chair">)>
<TELL ". \"Losing,
huh?\" he asks wittily. He ">
<COND (<FSET? ,PC ,POWERBIT>
<TELL "glances at">)
(ELSE
<TELL "turns on">)>
<TELL
" your terminal, which displays a pattern of snow and unusual characters.
He appears somewhat excited." CR>)
(<EQUAL? ,HACKER-HELP 2>
<TELL
"The hacker, mumbling under his breath,
begins a flurry of activity. First the screen returns to something
nearly normal, then windows begin popping up like toadstools after a
rain. The screen looks a lot like the top of his terminal table (or the
bottom of a trash can)." CR>)
(<EQUAL? ,HACKER-HELP 3>
<TELL
"The hacker types furiously, and the screen displays what to you looks
like an explosion in a teletype factory. After a while he says. \"Chomping
file system. Your directory has gone seriously west. I fixed it.\" He
checks the screen. \"It was mixed up on the file server with some files
from the Department of
Alchemy.\" He grunts. \"People's names for their nodes are getting
weird. This one is called 'Lovecraft.'\" He pauses. \"Your paper is gone,
though. Sorry. Maybe they could help you down there.\"" CR>)
(ELSE
<MOVE ,HACKER ,TERMINAL-ROOM>
<FSET ,HACKER ,CONTBIT>
<DEQUEUE I-HACKER-HELPS>
<TELL
S "The hacker wanders " "back to his terminal and returns to
his hacking." CR>)>)
(ELSE <DEQUEUE I-HACKER-HELPS>)>>
<ROOM CS-BASEMENT
(IN ROOMS)
(DESC "Basement")
(UP TO COMP-CENTER)
(SOUTH PER CS-ELEVATOR-ENTER)
(IN PER CS-ELEVATOR-ENTER)
(EAST TO TEMPORARY-BASEMENT)
(WEST TO AERO-BASEMENT)
(DOWN PER CS-PIT-ENTER)
(FLOOR 0)
(FLAGS ONBIT)
(GLOBAL ELEVATOR ELEVATOR-DOOR-B UP-BUTTON CABLE STEAM-PIPES)
(ACTION CS-BASEMENT-F)>
<ROUTINE CS-PIT-ENTER ()
<COND (<WINNER? ,URCHIN> <RFALSE>)
(<AND <FSET? ,ELEVATOR-DOOR-B ,OPENBIT>
<NOT <ZERO? ,ELEVATOR-LOC>>>
<TELL
"You drop to the floor below, which isn't all that far down.">
<COND (,HOLDING-DOORS?
<SETG HOLDING-DOORS? <>>
<FCLEAR ,ELEVATOR-DOOR-B ,OPENBIT>
<ELEVATOR-WANTED?>
<TELL
" The doors shut as soon as you release them">
<IN-DARK?>)
(ELSE <CRLF>)>
<CRLF>
,ELEVATOR-PIT)
(ELSE
<CANT-GO>
<RFALSE>)>>
<ROUTINE CS-BASEMENT-F (RARG)
<COND (<RARG? LOOK>
<TELL
"Bare concrete walls line a wide corridor leading east and west. ">
<ELEVATOR-AND-BUTTONS>
<TELL "to the south.">
<DESCRIBE-STAIRS>
<TELL S
"From floor to ceiling run wire channels and steam pipes.|">)
(<RARG? BEG>
<CS-BEGS>)>>
<ROOM TEMPORARY-BASEMENT
(IN ROOMS)
(DESC "Temporary Basement")
(LDESC
"During the Second World War, some temporary buildings were built to house
war-related research. Naturally, these buildings, though flimsy and ugly,
are still around. This is the basement of one of them. The basement
extends west, a stairway leads up, and a large passage is to the east.")
(WEST TO CS-BASEMENT)
(EAST TO DEAD-STORAGE)
(UP TO TEMPORARY-LAB)
(FLAGS ONBIT)>
<ROOM DEAD-STORAGE
(IN ROOMS)
(DESC "Dead Storage")
(WEST TO TEMPORARY-BASEMENT)
(EAST PER STORAGE-EXIT)
(IN PER STORAGE-EXIT)
(GLOBAL JUNK)
(ACTION DEAD-STORAGE-F)>
<ROUTINE DEAD-STORAGE-F (RARG)
<COND (<RARG? LOOK>
<TELL
"This is a storage room. It contains an incredible assemblage of discarded
junk. Some of it is so old and mouldering that you can't be sure where one
bit of junk stops and the next begins. It's piled to the ceiling on
ancient, rotting pallets">
<COND (<L? ,JUNK-MOVED? ,JUNK-MOVES-NEEDED>
<TELL
"; you can't even see the east wall.">)
(ELSE
<TELL
". A narrow path winds eastward through the junk.">)>
<CRLF>)
(<RARG? BEG>
<COND (<P? THROUGH ROOMS>
<DO-WALK ,P?EAST>)
(<P? MOVE CORRIDOR>
<NEW-PRSO ,JUNK>
<RTRUE>)>)>>
<GLOBAL JUNK-MOVED? <>>
<CONSTANT JUNK-MOVES-NEEDED 3>
<ROUTINE STORAGE-EXIT ()
<COND (<WINNER? ,URCHIN> <RFALSE>)
(<G? ,JUNK-MOVED? ,JUNK-MOVES-NEEDED> ,STORAGE-ROOM)
(,JUNK-MOVED?
<TELL
"There is still no path all the way through the junk, but you can now
tell for sure that there's a room to the east." CR>
<RFALSE>)
(ELSE
<TELL
"You climb around on the junk for a while, and you get the impression that
there is an opening 'way on the east wall, but there is so much stuff in
the way that you can't get to it." CR>
<RFALSE>)>>
<OBJECT JUNK
(IN LOCAL-GLOBALS)
(DESC "junk")
(SYNONYM JUNK DEBRIS PALLET PILE)
(ADJECTIVE MOULDERING OLD PILE)
(FLAGS NDESCBIT NOABIT)
(ACTION JUNK-F)>
<ROUTINE JUNK-F ()
<COND (<VERB? EXAMINE>
<TELL
"Looking more closely only emphasizes how completely entropy has taken
over this room." CR>)
(<VERB? MOVE PRY>
<TELL
"You have obviously underestimated the amount of junk in here. It's
not only voluminous, it's heavy." CR>)
(<VERB? SEARCH>
<TELL
"You find many worthless items of hardware, old discarded memos and
papers, but nothing of any use or value." CR>)>>
<OBJECT FORKLIFT
(IN AERO-BASEMENT)
(DESC "forklift")
(SYNONYM FORKLIFT LIFT)
(ADJECTIVE FORK)
(FLAGS VEHBIT SURFACEBIT OPENBIT CONTBIT SEARCHBIT)
(ACTION FORKLIFT-F)>
<GLOBAL FORKLIFT-WONT-FIT "The forklift won't fit into the ">
<GLOBAL A-DEAD-FORKLIFT " a forklift that isn't running.">
<ROUTINE FORKLIFT-F ("OPT" (RARG <>) "AUX" O)
<COND (<RARG? BEG>
<COND (<P? OPEN MANHOLE-COVER FORKLIFT>
<RFALSE>)
(<AND <VERB? LEAP BOARD MUNG>
,PRSO
<NOT <IN? ,PRSO ,FORKLIFT>>
<NOT <PRSO? ,FORKLIFT>>>
<PERFORM ,V?DRIVE-ON ,FORKLIFT ,PRSO>
<RTRUE>)
(<VERB? DRIVE-ON DRIVE-TO> <RFALSE>)
(<P? THROUGH JUNK>
<TELL
"The forklift isn't that powerful." CR>)
(<VERB? WALK>
<COND (<EQUAL? ,P-WALK-DIR ,P?DOWN>
<PERFORM ,V?DISEMBARK>
<RTRUE>)
(<NOT <FSET? ,FORKLIFT ,POWERBIT>>
<TELL
,YOU-CANT "go anywhere in" ,A-DEAD-FORKLIFT CR>)
(<AND <IN? ,FORKLIFT ,DEAD-STORAGE>
<EQUAL? ,P-WALK-DIR ,P?EAST>>
<COND (<G? ,JUNK-MOVED? ,JUNK-MOVES-NEEDED>
<GOTO ,STORAGE-ROOM>)
(<NOT ,JUNK-MOVED?>
<TELL
"There is no path through the junk for you, much less for a forklift." CR>)
(ELSE
<TELL
,YOU-HAVE-TO "move some more junk first, I'm afraid." CR>)>)
(<OR <AND <IN? ,FORKLIFT ,AERO-BASEMENT>
<EQUAL? ,P-WALK-DIR ,P?WEST ,P?UP>>
<AND <IN? ,FORKLIFT ,TEMPORARY-BASEMENT>
<EQUAL? ,P-WALK-DIR ,P?UP>>>
<TELL
,FORKLIFT-WONT-FIT "stairwell." CR>)
(<IN? ,FORKLIFT ,CS-BASEMENT>
<COND (<AND <EQUAL? ,P-WALK-DIR
,P?SOUTH ,P?IN ,P?DOWN>
<FSET? ,ELEVATOR-DOOR-B ,OPENBIT>>
<TELL ,FORKLIFT-WONT-FIT>
<COND (<ELEVATOR-HERE?>
<TELL "elevator." CR>)
(ELSE <TELL "shaft." CR>)>)
(<EQUAL? ,P-WALK-DIR ,P?UP>
<TELL
,FORKLIFT-WONT-FIT "stairwell." CR>)>)>)
(<P? LAMP-ON FORKLIFT>
<COND (<NOT <FSET? ,PRSO ,POWERBIT>>
<FSET ,FORKLIFT ,POWERBIT>
<TELL
"The forklift sputters to life." CR>)
(ELSE
<TELL "It's wheezing away already." CR>)>)
(<P? (LAMP-OFF STOP) FORKLIFT>
<COND (<FSET? ,PRSO ,POWERBIT>
<FCLEAR ,FORKLIFT ,POWERBIT>
<TELL
"The forklift coughs once, and dies." CR>)
(ELSE
<ITS-ALREADY-X "off">)>)
(<OR <P? MOVE>
<P? PRY * FORKLIFT>>
<COND (<NOT ,LIT>
<TELL ,TOO-DARK>)
(<NOT <FSET? ,FORKLIFT ,POWERBIT>>
<TELL
,YOU-CANT "move anything with" ,A-DEAD-FORKLIFT CR>)
(<PRSO? ,JUNK>
<COND (<HERE? ,STORAGE-ROOM>
<TELL
S "There's nothing ""on pallets here, hence the forklift is useless." CR>)
(<NOT ,JUNK-MOVED?>
<SETG JUNK-MOVED? 1>
<TELL
"You have a little trouble using the forklift, but it's not really all
that hard. You start clearing junk, moving it around and trying to
create a passage." CR>
<RTRUE>)
(<G? <SETG JUNK-MOVED? <+ ,JUNK-MOVED? 1>>
,JUNK-MOVES-NEEDED>
<COND (<G? ,JUNK-MOVED?
<+ ,JUNK-MOVES-NEEDED 1>>
<TELL
"I suppose you're planning to clear the entire room? You've made a nice
path to the next room already." CR>)
(ELSE
<TELL
"You've built a fairly narrow (about one forklift wide) path through the
junk. You can see an opening into a further storage room beyond this
one." CR>)>)
(ELSE
<TELL
"You continue moving junk, becoming more proficient with the forklift." CR>)>)
(ELSE
<TELL
"The forklift is ineffective in manipulating " THE ,PRSO ,PERIOD>)>)
(<SET O <NOT-REACHABLE?>>
<CANT-REACH-FROM-VEHICLE .O>)>)
(<RARG? <>>
<COND (<VERB? EXAMINE>
<TELL
"This is a rusty ">
<COND (<FSET? ,FORKLIFT ,POWERBIT>
<TELL "and wheezing ">)>
<TELL "old forklift. It looks like you could
control it fairly easily, though." CR>)
(<VERB? LAMP-ON LAMP-OFF STOP>
<TELL
,YOU-HAVE-TO "get in it first." CR>)
(<P? (MOVE PRY) JUNK FORKLIFT>
<TELL
"You're trying to operate the forklift by telepathy?" CR>)>)>>
<ROOM STORAGE-ROOM
(IN ROOMS)
(DESC "Ancient Storage")
(LDESC
"What's deader than dead storage? That's what's in this room. Most of the
contents have collapsed or rusted back to the primordial ooze. There is
mold growing on some of the unidentifiable piles. Stagnant
puddles of water pollute the floor. You can now believe how old some of these
foundations are said to be.")
(WEST TO DEAD-STORAGE)
(DOWN PER MANHOLE-EXIT)
(VALUE 5)
(GLOBAL JUNK POOL)
(ACTION STORAGE-ROOM-F)>
<ROUTINE STORAGE-ROOM-F (RARG)
<COND (<RARG? ENTER>
<FCLEAR ,MANHOLE ,NDESCBIT>
<MOVE ,MANHOLE ,HERE>)>>
<ROUTINE MANHOLE-EXIT ()
<COND (<NOT <IN? ,MANHOLE-COVER ,MANHOLE>>
<SETG SCORE <+ ,SCORE ,MANHOLE-SCORE>>
<SETG MANHOLE-SCORE 0>
,BRICK-TUNNEL)
(ELSE
<COND (<WINNER? ,PLAYER>
<TELL
S "There is a ""steel cover on the manhole." CR>)>
<RFALSE>)>>
<OBJECT MANHOLE
(IN STORAGE-ROOM)
(DESC "manhole")
(SYNONYM MANHOLE HOLE RING)
(ADJECTIVE MAN STEEL)
(FLAGS OPENBIT CONTBIT SEARCHBIT RMUNGBIT DOORBIT)
(CAPACITY 200)
(DESCFCN MANHOLE-DESC)
(ACTION MANHOLE-F)>
<ROUTINE MANHOLE-DESC (RARG OBJ)
<COND (<RARG? OBJDESC?> <RTRUE>)
(ELSE
<COND (<IN? ,MANHOLE-COVER ,MANHOLE>
<TELL
S "There is a ""closed, disused-looking manhole here.">)
(ELSE
<TELL
S "There is an open ""manhole here.">)>
<RFATAL>)>>
<ROUTINE MANHOLE-F ()
<COND (<VERB? EXAMINE>
<COND (<NOT <IN? ,MANHOLE-COVER ,MANHOLE>>
<TELL
"It's a manhole.">
<COND (<HERE? ,STORAGE-ROOM>
<TELL
" It's very dark inside, but you can see that crude
brick handholds provide a slippery path down. Cool air rises out of
the hole.">)>
<CRLF>)
(ELSE
<TELL
"It's a steel ring set in the ">
<COND (<HERE? ,STORAGE-ROOM>
<TELL "floor">)
(ELSE <TELL "ceiling">)>
<TELL ". It's probably a manhole." CR>)>)
(<VERB? LOOK-INSIDE LOOK-DOWN>
<COND (<IN? ,MANHOLE-COVER ,MANHOLE>
<TELL "You see only the cover." CR>)
(<HERE? ,BRICK-TUNNEL>
<TELL
"You can't see much." CR>)
(ELSE
<TELL
"You can see a dark, grimy tunnel below." CR>)>)
(<P? (PUT PUT-ON) * MANHOLE>
<COND (<PRSO? ,MANHOLE-COVER> <RFALSE>)
(<NOT <IN? ,MANHOLE-COVER ,MANHOLE>>
<MOVE ,PRSO ,BRICK-TUNNEL>
<TELL
"You drop " THE ,PRSO ", and it hits the ground not far below." CR>)
(ELSE
<TELL "The manhole is covered right now." CR>)>)
(<P? (THROUGH BOARD CLIMB-DOWN) MANHOLE>
<COND (<HERE? ,STORAGE-ROOM>
<DO-WALK ,P?DOWN>)
(ELSE <DO-WALK ,P?UP>)>)
(<P? (RAISE PRY MOVE) MANHOLE>
<PERFORM-PRSA ,MANHOLE-COVER ,PRSI>
<RTRUE>)
(<VERB? OPEN>
<COND (<PRSI? ,CROWBAR>
<NEW-VERB ,V?PRY>
<RTRUE>)
(<IN? ,MANHOLE-COVER ,MANHOLE>
<TELL
"The only way would seem to be to remove the manhole cover." CR>)>)
(<VERB? CLOSE>
<PERFORM ,V?PUT ,MANHOLE-COVER ,MANHOLE>
<RTRUE>)>>
<OBJECT MANHOLE-COVER
(IN MANHOLE)
(DESC "manhole cover")
(FDESC
"In one corner of the room a manhole cover is partly buried in the dirt and
crud.")
(SYNONYM COVER DISC DISK)
(ADJECTIVE MANHOLE OLD RUSTY STEEL)
(FLAGS TAKEBIT TRYTAKEBIT SURFACEBIT CONTBIT OPENBIT
SEARCHBIT)
(SIZE 200)
(ACTION MANHOLE-COVER-F)>
<ROUTINE MANHOLE-COVER-F ()
<COND (<PRSO? ,MANHOLE-COVER>
<COND (<VERB? EXAMINE>
<TELL
"It's an old, rusty, steel " 'MANHOLE-COVER>
<COND (<IN? ,MANHOLE-COVER ,MANHOLE>
<TELL
" set in a steel ring embedded in the ">
<COND (<HERE? ,STORAGE-ROOM> <TELL "floor">)
(ELSE <TELL "ceiling">)>)>
<TELL "." CR>)
(<VERB? TAKE TAKE-OFF>
<COND (<IN? ,MANHOLE-COVER ,MANHOLE>
<TELL
,YOU-CANT S "get a good grip on " "it; it's heavy and in a steel ring;
impossible to just ">
<COND (<HERE? ,STORAGE-ROOM>
<TELL "drag it away." CR>)
(ELSE
<TELL "push it off." CR>)>)>)
(<P? (CLIMB-ON STEP-ON)>
<TELL ,WASTE-OF-TIME>)
(<AND <P? (PRY OPEN) * CROWBAR>
<IN? ,MANHOLE-COVER ,MANHOLE>>
<MOVE ,MANHOLE-COVER ,STORAGE-ROOM>
<TELL
"You lever the " 'MANHOLE-COVER " aside">
<COND (<HERE? ,STORAGE-ROOM>
<TELL ", and crusted dirt falls into a dark">
<COND (<FSET? ,MANHOLE ,RMUNGBIT>
<TELL ", partly obstructed">)>
<TELL " hole below." CR>)
(ELSE <TELL "." CR>)>)
(<P? (PUSH-TO PUT-ON PUT) * MANHOLE>
<MOVE ,MANHOLE-COVER ,MANHOLE>
<TELL
"You manage to shove the " 'MANHOLE-COVER " back over the hole." CR>)
(<VERB? OPEN>
<COND (<IN? ,MANHOLE-COVER ,MANHOLE>
<TELL "An interesting idea, but how?" CR>)>)
(<VERB? MOVE RAISE>
<COND (<NOT <IN? ,MANHOLE-COVER ,MANHOLE>>
<TELL
"You move it a little way, but it's very heavy." CR>)
(ELSE
<TELL
"It doesn't budge." CR>)>)
(<VERB? PUSH>
<COND (<IN? ,MANHOLE-COVER ,MANHOLE>
<TELL
"It's sitting inside a steel ring, so pushing it does nothing." CR>)>)
(<VERB? CUT MUNG>
<TELL
"The cover is heavy.">
<COND (,PRSI
<TELL
" Your " 'PRSI " won't thank you for this.">)>
<CRLF>)>)>>
<ROOM BRICK-TUNNEL
(IN ROOMS)
(DESC "Brick Tunnel")
(UP PER BRICK-TUNNEL-EXIT)
(NORTH TO CAVE-ROOM)
(SOUTH TO UNDER-ALCHEMY-LAB)
(ACTION BRICK-TUNNEL-F)
(THINGS <PSEUDO (<> BRICKS RANDOM-PSEUDO)
(<> STONES RANDOM-PSEUDO)>)>
<GLOBAL MANHOLE-SCORE 5>
<ROUTINE BRICK-TUNNEL-EXIT ()
<COND (<NOT <IN? ,MANHOLE-COVER ,MANHOLE>>
,STORAGE-ROOM)
(ELSE
<TELL
S "There is a " 'MANHOLE-COVER " blocking your way." CR>
<RFALSE>)>>
<ROUTINE BRICK-TUNNEL-F (RARG)
<COND (<RARG? LOOK>
<TELL
"This is an ancient tunnel constructed of roughly
mortared bricks and stones. ">
<COND (<ZERO? ,MANHOLE-SCORE>
<TELL "A slippery and almost invisible set of
handholds leads up. ">)>
<TELL "The tunnel continues a long way north and south from here." CR>)
(<RARG? ENTER>
<FSET ,MANHOLE ,NDESCBIT>
<MOVE ,MANHOLE ,HERE>
<COND (<AND <EQUAL? ,OHERE ,STORAGE-ROOM>
<FSET? ,MANHOLE ,RMUNGBIT>>
<FCLEAR ,MANHOLE ,RMUNGBIT>
<TELL
S "You push your way through ""cobwebs, damp fungus,
and other obstructions." CR CR>)
(<EQUAL? ,OHERE ,UNDER-ALCHEMY-LAB>
<TELL ,DOWN-LONG-TUNNEL>)>)
(<RARG? LEAVE>
<COND (<EQUAL? ,OHERE ,UNDER-ALCHEMY-LAB ,CAVE-ROOM>
<TELL ,DOWN-LONG-TUNNEL>)>)>>
<GLOBAL DOWN-LONG-TUNNEL "You make your way along the long tunnel.||">
<ROOM CAVE-ROOM
(IN ROOMS)
(DESC "Renovated Cave")
(SOUTH TO BRICK-TUNNEL)
(DOWN TO CAVE-ALTAR)
(GLOBAL SLAB CARVINGS)
(ACTION CAVE-ROOM-F)>
<ROUTINE CAVE-ROOM-F (RARG)
<COND (<RARG? LOOK>
<TELL
"You are in a huge, cave-like construction. A path leads down to a
floor partly covered with rough concrete. The walls and ceiling
are high and reinforced with beams of wood, iron, and steel. In the center
of the floor you can see a large, flat " 'SLAB ". The only
exit is behind you to the south." CR>)>>
<OBJECT SLAB
(IN CAVE-ALTAR)
(DESC "slab of granite")
(SYNONYM SLAB ALTAR)
(ADJECTIVE GRANITE)
(FLAGS NDESCBIT SEARCHBIT VEHBIT OPENBIT SURFACEBIT CONTBIT)
(CAPACITY 200)
(ACTION SLAB-F)>
<ROUTINE SLAB-F ()
<COND (<VERB? EXAMINE>
<TELL
"The slab is roughly circular, made of indifferently dressed New England
granite, and about three feet high.">
<COND (<HERE? ,CAVE-ALTAR>
<TELL " It is carved all over with odd glyphs,
symbols, and strange animal (or part-animal?) figures. The top is covered
with a brown stain shading to red at the edges.">)>
<CRLF>)
(<VERB? BOARD RUB READ PUSH>
<COND (<HERE? ,CAVE-ROOM>
<TELL ,ARENT-CLOSE-ENOUGH>)
(<VERB? READ>
<NEW-PRSO ,CARVINGS>
<RTRUE>)
(<AND <VERB? RUB>
,PRSI
<NOT <PRSI? ,HANDS>>>
<TELL ,NOTHING-HAPPENS>)
(ELSE
<TELL
"An inexplicable revulsion prevents you from touching it." CR>)>)
(<VERB? WALK-TO>
<COND (<HERE? ,CAVE-ROOM>
<DO-WALK ,P?DOWN>)
(ELSE
<TELL
S "You approach the " "slab warily. It is disquieting to look at." CR>)>)>>
<OBJECT CARVING-SYMBOL
(IN SLAB)
(DESC "incised symbol")
(SYNONYM SYMBOL)
(ADJECTIVE INCISED LARGE)
(FLAGS NDESCBIT)
(GENERIC GENERIC-SYMBOL-F)
(ACTION CARVING-SYMBOL-F)>
<ROUTINE CARVING-SYMBOL-F ()
<COND (<VERB? EXAMINE READ>
<TELL
"The symbol appears to be the oldest thing carved on the altar.
It is beautifully incised in the rocks. Its age is apparent from
its wear and the overlay of newer carvings and scratchings over it. ">
<TELL-SYMBOL ,CARVINGS>
<CRLF>)>>
<OBJECT CARVINGS
(IN LOCAL-GLOBALS)
(DESC "carvings")
(SYNONYM CARVINGS GRAFFITI CREATURE PEOPLE)
(ADJECTIVE CARVED STAINED OBSCENE REVOLTING INDESCRIBABLE)
(FLAGS NDESCBIT READBIT SEARCHBIT OPENBIT CONTBIT)
(GENERIC GENERIC-CREATURE-F)
(ACTION CARVINGS-F)>
<ROUTINE CARVINGS-F ()
<COND (<VERB? EXAMINE READ>
<COND (<HERE? ,CAVE-ALTAR>
<TELL
"The carvings are in a variety of styles. Some are almost like graffiti,
and have carved dates as early as 1655 and as recent as last year. Some
are creatures, or people, or combinations of the two. Some are obscene,
or revolting, or just indescribable. One is a strange " 'CARVING-SYMBOL ".
Most are at least partly spotted with brown stains." CR>)
(ELSE
<TELL ,ARENT-CLOSE-ENOUGH>)>)
(<VERB? RUB>
<NEW-PRSO ,SLAB>
<RTRUE>)>>
<GLOBAL ARENT-CLOSE-ENOUGH "You aren't close enough.|">
<ROOM CAVE-ALTAR
(IN ROOMS)
(DESC "Before the Altar")
(UP TO CAVE-ROOM)
(GLOBAL ;SLAB CARVINGS)
(ACTION CAVE-ALTAR-F)>
<ROUTINE CAVE-ALTAR-F (RARG)
<COND (<RARG? LOOK>
<THIS-IS-IT ,CARVING-SYMBOL>
<TELL
"You are at the bottom of the cave. The huge " 'SLAB " in the center
is a sort of altar. It is carved with strange and
disturbing symbols, the largest of which looks very familiar. Some
of the symbols are obscured by rusty red stains. Nearby
is an iron plate set in the concrete of the floor." CR>)
(<RARG? BEG>
<COND (<AND <P? FIND STUDENTS>
,SEEN-PIT?>
<TELL
"You no longer need to look for them. You now understand the stains
on the altar." CR>)
(<AND <VERB? WALK>
<EQUAL? ,P-WALK-DIR ,P?DOWN>
,SEEN-PIT?>
<TELL
"You're joking." CR>)>)
(<RARG? ENTER>
<COND (<FSET? ,IRON-PLATE ,OPENBIT>
<QUEUE I-PANEL-NOISES -1>)>)>>
<OBJECT KNIFE
(IN CAVE-ALTAR)
(DESC "knife")
(FDESC
"Lying to one side of the altar stone is a sharp, thin-bladed
knife.")
(SYNONYM KNIFE BLADE)
(ADJECTIVE SHARP THIN THIN-BLADED)
(FLAGS TAKEBIT WEAPONBIT TOOLBIT)
(ACTION KNIFE-F)>
<ROUTINE KNIFE-F ()
<COND (<VERB? EXAMINE>
<TELL
"This small knife is clean, sharp, and has a long, thin blade
and a wooden handle. Only the tip of the blade appears at all dull or
used." CR>)
(<VERB? SHARPEN>
<TELL
"The blade doesn't look any different after this operation." CR>)>>
<OBJECT IRON-PLATE
(IN CAVE-ALTAR)
(DESC "iron plate")
(SYNONYM PLATE HOLE PANEL OPENING)
(ADJECTIVE IRON)
(FLAGS AN NDESCBIT CONTBIT TRANSBIT OPENABLE)
(ACTION IRON-PLATE-F)>
<ROUTINE IRON-PLATE-F ()
<COND (<VERB? EXAMINE>
<TELL
"The plate is iron, about two feet square, and ">
<COND (<NOT <FSET? ,IRON-PLATE ,OPENBIT>>
<TELL "looks like it could be slid ">)>
<TELL "open. A curious feature of the plate
is that it has upward projecting dents in it which appear to have
been punched from below.">
<CRLF>)
(<VERB? OPEN MOVE>
<COND (,SEEN-PIT?
<TELL S
"You would sooner die than open that panel again.|">)
(<NOT <FSET? ,PRSO ,OPENBIT>>
%<IFSOUND <SOUNDS ,S-MONSTR>>
<FSET ,PRSO ,OPENBIT>
<QUEUE I-PANEL-NOISES -1>
<TELL