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;"***************************************************************************"
; "game : Abyss"
; "file : MONTANA.ZIL"
; "auth : $Author: DEB $"
; "date : $Date: 20 Mar 1989 8:45:22 $"
; "rev : $Revision: 1.12 $"
; "vers : 1.0"
;"---------------------------------------------------------------------------"
; "U.S.S. Montana"
; "Copyright (C) 1988 Infocom, Inc. All rights reserved."
;"***************************************************************************"
;"---------------------------------------------------------------------------"
; "RM-MIDSHIP-HATCH"
;"---------------------------------------------------------------------------"
<ROOM RM-MIDSHIP-HATCH
(LOC ROOMS)
(DESC "midship hatch")
(FLAGS FL-LIGHTED FL-WATER)
; (SYNONYM )
; (ADJECTIVE )
(UP TO RM-TROUGH-LIP)
(EAST TO RM-TROUGH-LIP)
(FORE TO RM-MISSILE-HATCH)
(NORTH TO RM-MISSILE-HATCH)
(WEST TO RM-ATTACK-CENTER IF LG-MIDSHIP-HATCH IS OPEN)
(IN TO RM-ATTACK-CENTER IF LG-MIDSHIP-HATCH IS OPEN)
(DOWN PER RT-TO-TRENCH-BOTTOM)
(GLOBAL LG-MIDSHIP-HATCH LG-MONTANA LG-TROUGH RM-ATTACK-CENTER)
(ACTION RT-RM-MIDSHIP-HATCH)
>
<ROUTINE RT-RM-MIDSHIP-HATCH ("OPTIONAL" (CONTEXT <>))
<COND
; (<MC-CONTEXT? ,M-F-LOOK>
)
(<MC-CONTEXT? ,M-F-LOOK ,M-V-LOOK ,M-LOOK>
<TELL " You ">
<COND
(<MC-CONTEXT? ,M-LOOK>
<TELL "are at">
)
(T
<TELL "come to">
)
>
<TELL
" the midship hatch of the Montana. The trough wall rises sharply to the east
and the missile hatch is to the fore. Through the hatch is the attack center.|"
>
<RFALSE>
)
(.CONTEXT
<RFALSE>
)
>
>
<OBJECT LG-MIDSHIP-HATCH
(LOC LOCAL-GLOBALS)
(DESC "midship hatch")
(FLAGS FL-DOOR)
(SYNONYM HATCH)
(ADJECTIVE MIDSHIP)
(ACTION RT-LG-MIDSHIP-HATCH)
>
<ROUTINE RT-LG-MIDSHIP-HATCH ("OPT" (CONTEXT <>))
<COND
(.CONTEXT
<RFALSE>
)
(<VERB? EXAMINE>
<TELL
" The hatch is a heavy, circular lid with a handle in the middle. Because
the sub is resting on its side, the hinges are at the top." CR
>
)
(<VERB? OPEN>
<COND
(<FSET? ,LG-MIDSHIP-HATCH ,FL-OPEN>
<RT-ALREADY-MSG ,PRSO "open">
)
(T
<TELL
" You grab the handle and try to lift the hatch, but only succeed in
pushing yourself down in the water." CR
>
)
>
)
(<VERB? CLOSE>
<COND
(<NOT <FSET? ,LG-MIDSHIP-HATCH ,FL-OPEN>>
<RT-ALREADY-MSG ,PRSO "closed">
)
(T
<TELL
" You can't close the hatch against the buoyancy of the lift bag." CR
>
)
>
)
>
>
<ROUTINE RT-TO-TRENCH-BOTTOM ("AUX" (QUIET <>))
<COND
(.QUIET
<RETURN ,RM-TRENCH-BOTTOM>
)
(<OR <NOT <IN? ,TH-FBS-SUIT ,CH-PLAYER>>
<NOT <FSET? ,TH-FBS-SUIT ,FL-WORN>>
>
<TELL " You can't go down that deep with a regular dry suit.|">
<RFALSE>
)
(T
<RETURN ,RM-TRENCH-BOTTOM>
)
>
>
;"---------------------------------------------------------------------------"
; "RM-MISSILE-HATCH"
;"---------------------------------------------------------------------------"
<ROOM RM-MISSILE-HATCH
(LOC ROOMS)
(DESC "missile hatch")
(FLAGS FL-LIGHTED FL-WATER)
(SYNONYM HATCH)
(ADJECTIVE MISSILE)
(FORE TO RM-BOW)
(AFT TO RM-MIDSHIP-HATCH)
(GLOBAL ;LG-MISSILE-HATCH LG-MONTANA LG-TROUGH RM-MISSILE-ROOM)
(ACTION RT-RM-MISSILE-HATCH)
>
<ROUTINE RT-RM-MISSILE-HATCH ("OPTIONAL" (CONTEXT <>))
<COND
(<MC-CONTEXT? ,M-F-LOOK ,M-V-LOOK ,M-LOOK>
<TELL " You ">
<COND
(<MC-CONTEXT? ,M-LOOK>
<TELL "are at">
)
(T
<TELL "come to">
)
>
<TELL
" the missile hatch of the Montana. To the aft is the midship hatch, and the
bow lies foreward.|"
>
<RFALSE>
)
(.CONTEXT
<RFALSE>
)
>
>
;<OBJECT LG-MISSILE-HATCH
(LOC LOCAL-GLOBALS)
(DESC "missile hatch")
(FLAGS FL-DOOR FL-OPENABLE)
(SYNONYM HATCH)
(ADJECTIVE MISSILE)
>
<OBJECT TH-MISSILE
(LOC RM-MISSILE-HATCH)
(DESC "missile")
(FLAGS FL-NO-DESC FL-SURFACE FL-SEARCH)
(SYNONYM MISSILE)
(ACTION RT-TH-MISSILE)
>
<ROUTINE RT-TH-MISSILE ("OPT" (CONTEXT <>))
<RFALSE>
>
<OBJECT TH-MISSILE-TIMER
(LOC TH-MISSILE)
(DESC "timer")
(FLAGS FL-NO-DESC)
(SYNONYM TIMER)
(ADJECTIVE MISSILE)
(ACTION RT-TH-MISSILE-TIMER)
>
<ROUTINE RT-TH-MISSILE-TIMER ("OPT" (CONTEXT <>))
<RFALSE>
>
<OBJECT TH-MISSILE-PANEL
(LOC TH-MISSILE)
(DESC "access panel")
(FLAGS FL-CONTAINER FL-LOCKED FL-OPENABLE FL-SEARCH)
(SYNONYM PANEL HATCH PLATE)
(ADJECTIVE MISSILE ACCESS COVER)
(ACTION RT-TH-MISSILE-PANEL)
>
<ROUTINE RT-TH-MISSILE-PANEL ("OPT" (CONTEXT <>))
<RFALSE>
>
<NEW-ADD-WORD "WIRES" NOUN <VOC "WIRE"> ,PLURAL-FLAG>
<GLOBAL GL-WIRE-SEQUENCE 0 <> BYTE>
<GLOBAL GL-WIRES-CUT 0>
<OBJECT TH-WIRES
(LOC TH-MISSILE-PANEL)
(DESC "wires")
(FLAGS FL-NO-DESC)
(SYNONYM WIRES)
(ACTION RT-TH-WIRES)
>
<ROUTINE RT-TH-WIRES ("OPT" (CONTEXT <>))
<COND
(.CONTEXT
<RFALSE>
)
(<VERB? EXAMINE>
<TELL
" The wires are red, green, orange, yellow, blue, and white." CR
>
)
(<VERB? CUT>
<TELL "[You must specify which wire you want to cut.]|">
<RFATAL>
)
>
>
<OBJECT TH-RED-WIRE
(LOC TH-MISSILE-PANEL)
(DESC "red wire")
(SYNONYM WIRE)
(ADJECTIVE RED)
(ACTION RT-TH-WIRE)
>
<OBJECT TH-BLUE-WIRE
(LOC TH-MISSILE-PANEL)
(DESC "blue wire")
(SYNONYM WIRE)
(ADJECTIVE BLUE)
(ACTION RT-TH-WIRE)
>
<OBJECT TH-GREEN-WIRE
(LOC TH-MISSILE-PANEL)
(DESC "green wire")
(SYNONYM WIRE)
(ADJECTIVE GREEN)
(ACTION RT-TH-WIRE)
>
<OBJECT TH-YELLOW-WIRE
(LOC TH-MISSILE-PANEL)
(DESC "yellow wire")
(SYNONYM WIRE)
(ADJECTIVE YELLOW)
(ACTION RT-TH-WIRE)
>
<OBJECT TH-ORANGE-WIRE
(LOC TH-MISSILE-PANEL)
(DESC "orange wire")
(SYNONYM WIRE)
(ADJECTIVE ORANGE)
(ACTION RT-TH-WIRE)
>
<OBJECT TH-WHITE-WIRE
(LOC TH-MISSILE-PANEL)
(DESC "white wire")
(SYNONYM WIRE)
(ADJECTIVE WHITE)
(ACTION RT-TH-WIRE)
>
<ROUTINE RT-TH-WIRE ("OPT" (CONTEXT <>))
<COND
(.CONTEXT
<RFALSE>
)
(<VERB? CUT>
<COND
(<MC-PRSI? ,TH-KNIFE>
<TELL
"The wires are too close together to get the large blade of your knife
between them." CR
>
)
(<MC-PRSI? ,TH-WIRE-CUTTERS>
<COND
(<FSET? ,PRSO ,FL-BROKEN>
<RT-ALREADY-MSG "cut">
)
(<RT-CORRECT-WIRE? ,PRSO>
<FSET ,PRSO ,FL-BROKEN>
<SETG GL-WIRES-CUT <+ ,GL-WIRES-CUT 1>>
<COND
(<EQUAL? ,GL-WIRES-CUT 6>
<SETG GL-FALLING-INTO-TRENCH? T>
<RT-QUEUE ,RT-I-INTO-TRENCH-1 <+ ,GL-MOVES 1>>
<TELL
" You hold your breath and cut the last wire. Nothing happens. Lindsey
smiles at you and gives you a big thumbs up.|
Lindsey pats you on the back and then starts to climb back into the Cab.
The sudden imbalance makes it wobble precariously. Suddenly you realize that
it is slipping off the curved side of the sub! Desperately, you make a lunge
for the hatch to try to scramble inside, but it's too late. The Cab is
falling into the trench, and you are going to be dragged along with it." CR
>
)
(T
<TELL " You cut" the ,PRSO "." CR>
)
>
)
(T
<TELL
" The explosion is so instantaneous and so massive that you have no
sensation of dying. You simply cease to be.|"
>
<RT-END-OF-GAME>
)
>
)
>
)
>
>
; "1 - orange, red, green, blue, white, yellow."
; "2 - yellow, red, white, orange, green, blue."
; "3 - green, red, orange, yellow, white, blue."
; "4 - green, white, yellow, blue, orange, red."
<ROUTINE RT-CORRECT-WIRE? (WIRE)
<COND
(<ZERO? ,GL-WIRE-SEQUENCE>
<RFALSE>
)
(<MC-PRSO? ,TH-RED-WIRE>
<COND
(<EQUAL? ,GL-WIRE-SEQUENCE 1 4>
<COND
(<FSET? ,TH-ORANGE-WIRE ,FL-BROKEN>
<RTRUE>
)
>
)
(<EQUAL? ,GL-WIRE-SEQUENCE 2>
<COND
(<FSET? ,TH-YELLOW-WIRE ,FL-BROKEN>
<RTRUE>
)
>
)
(<EQUAL? ,GL-WIRE-SEQUENCE 3>
<COND
(<FSET? ,TH-GREEN-WIRE ,FL-BROKEN>
<RTRUE>
)
>
)
>
)
(<MC-PRSO? ,TH-BLUE-WIRE>
<COND
(<EQUAL? ,GL-WIRE-SEQUENCE 1 2>
<COND
(<FSET? ,TH-GREEN-WIRE ,FL-BROKEN>
<RTRUE>
)
>
)
(<EQUAL? ,GL-WIRE-SEQUENCE 3>
<COND
(<FSET? ,TH-WHITE-WIRE ,FL-BROKEN>
<RTRUE>
)
>
)
(<EQUAL? ,GL-WIRE-SEQUENCE 4>
<COND
(<FSET? ,TH-YELLOW-WIRE ,FL-BROKEN>
<RTRUE>
)
>
)
>
)
(<MC-PRSO? ,TH-GREEN-WIRE>
<COND
(<EQUAL? ,GL-WIRE-SEQUENCE 1>
<COND
(<FSET? ,TH-RED-WIRE ,FL-BROKEN>
<RTRUE>
)
>
)
(<EQUAL? ,GL-WIRE-SEQUENCE 2>
<COND
(<FSET? ,TH-ORANGE-WIRE ,FL-BROKEN>
<RTRUE>
)
>
)
(T
<RTRUE>
)
>
)
(<MC-PRSO? ,TH-YELLOW-WIRE>
<COND
(<EQUAL? ,GL-WIRE-SEQUENCE 1 4>
<COND
(<FSET? ,TH-WHITE-WIRE ,FL-BROKEN>
<RTRUE>
)
>
)
(<EQUAL? ,GL-WIRE-SEQUENCE 2>
<RTRUE>
)
(<EQUAL? ,GL-WIRE-SEQUENCE 3>
<COND
(<FSET? ,TH-ORANGE-WIRE ,FL-BROKEN>
<RTRUE>
)
>
)
>
)
(<MC-PRSO? ,TH-ORANGE-WIRE>
<COND
(<EQUAL? ,GL-WIRE-SEQUENCE 1>
<RTRUE>
)
(<EQUAL? ,GL-WIRE-SEQUENCE 2>
<COND
(<FSET? ,TH-WHITE-WIRE ,FL-BROKEN>
<RTRUE>
)
>
)
(<EQUAL? ,GL-WIRE-SEQUENCE 3>
<COND
(<FSET? ,TH-RED-WIRE ,FL-BROKEN>
<RTRUE>
)
>
)
(<EQUAL? ,GL-WIRE-SEQUENCE 4>
<COND
(<FSET? ,TH-BLUE-WIRE ,FL-BROKEN>
<RTRUE>
)
>
)
>
)
(<MC-PRSO? ,TH-WHITE-WIRE>
<COND
(<EQUAL? ,GL-WIRE-SEQUENCE 1>
<COND
(<FSET? ,TH-BLUE-WIRE ,FL-BROKEN>
<RTRUE>
)
>
)
(<EQUAL? ,GL-WIRE-SEQUENCE 2>
<COND
(<FSET? ,TH-RED-WIRE ,FL-BROKEN>
<RTRUE>
)
>
)
(<EQUAL? ,GL-WIRE-SEQUENCE 3>
<COND
(<FSET? ,TH-YELLOW-WIRE ,FL-BROKEN>
<RTRUE>
)
>
)
(<EQUAL? ,GL-WIRE-SEQUENCE 4>
<COND
(<FSET? ,TH-GREEN-WIRE ,FL-BROKEN>
<RTRUE>
)
>
)
>
)
>
>
<OBJECT TH-WIRE-CUTTERS
(LOC TH-ELEC-SHOP-DRAWER)
(DESC "wire cutters")
(FLAGS FL-TAKEABLE FL-KNIFE)
(SYNONYM CUTTERS)
(ADJECTIVE WIRE)
(ACTION RT-TH-WIRE-CUTTERS)
>
<ROUTINE RT-TH-WIRE-CUTTERS ("OPT" (CONTEXT <>))
<RFALSE>
>
<GLOBAL GL-FALLING-INTO-TRENCH? <> <> BYTE>
<ROUTINE RT-I-INTO-TRENCH-1 ()
<RT-QUEUE ,RT-I-INTO-TRENCH-2 <+ ,GL-MOVES 1>>
<TELL
" The hookah line goes taut and drags you down after the sub. A quick glance
to your right reveals that Lindsey's hookah has caught on the Cab's open
hatch and she is being dragged down too. Your chest begins to tighten under
the additional pressure. If you don't do something quickly, you will die." CR
>
>
<ROUTINE RT-I-INTO-TRENCH-2 ()
<TELL
" The cab pulls you deeper and deeper. Suddenly you feel a massive pain in
your chest and you black out. The last thing you see before dying is
Lindsey's hand reaching toward you for help.|"
>
<RT-END-OF-GAME>
>
<ROUTINE RT-I-OUT-OF-AIR-1 ()
<RT-QUEUE ,RT-I-OUT-OF-AIR-2 <+ ,GL-MOVES 1>>
<TELL " You can't hold your breath much longer." CR>
>
<ROUTINE RT-I-OUT-OF-AIR-2 ()
<MOVE ,CH-PLAYER ,RM-SUB-BAY>
<MOVE ,TH-DRY-SUIT ,RM-SUB-BAY>
<FCLEAR ,TH-DRY-SUIT ,FL-WORN>
<FCLEAR ,TH-DIVE-LOCKER ,FL-LOCKED>
<FSET ,TH-DIVE-LOCKER ,FL-OPEN>
<MOVE ,CH-HIPPY ,RM-SUB-BAY>
<MOVE ,CH-CATFISH ,RM-SUB-BAY>
<TELL
" You realize that you can't hold your breath any longer and that you are
going to die. Your chest aches, and you see bright lights dancing before your
eyes. But all you can think of is Lindsey's face as she disappeared into the
trough. Just when you think you are going to pass out, you notice that the
lights seem to be clustering around you, pushing you gently back towards
Deepcore. Unable to hold the air any longer, you expel it and expect to
inhale a mouthful of water. Instead you discover that you can breathe quite
normally.|
You reach out to touch the lights, but your hand passes right through
them. After a few moments, you relax and enjoy the ride. Soon you find
yourself approaching Deepcore. The lights stay with you until you surface
inside the MoonPool, and then they streak away back toward the trench.|
Catfish grabs your hand and hoists you to firm ground as easily as if you
were a child. He helps you out of your dive suit and into dry clothes. He
says that he thinks that there is some kind of benevolent alien at the bottom
of the Trench, and that Lindsey's monitoring system shows she is still alive,
down near the bottom of the trench.|
Hippy comes in and says, \"I think I can open this locker now.\" He holds
an electronic device near the lock, and the locker pops open. Inside it is
the fluid breathing system suit." CR
>
>
;"---------------------------------------------------------------------------"
; "RM-BOW"
;"---------------------------------------------------------------------------"
<ROOM RM-BOW
(LOC ROOMS)
(DESC "bow")
(FLAGS FL-LIGHTED FL-WATER)
(SYNONYM BOW)
(AFT TO RM-MISSILE-HATCH)
(WEST TO RM-TORPEDO-ROOM)
(IN TO RM-TORPEDO-ROOM)
(GLOBAL LG-MONTANA LG-TROUGH RM-MISSILE-HATCH)
(ACTION RT-RM-BOW)
>
<ROUTINE RT-RM-BOW ("OPTIONAL" (CONTEXT <>))
<COND
(<MC-CONTEXT? ,M-F-LOOK ,M-V-LOOK ,M-LOOK>
<TELL " You ">
<COND
(<MC-CONTEXT? ,M-LOOK>
<TELL "are at">
)
(T
<TELL "come to">
)
>
<TELL
" the bow of the Montana. The missile hatch is aft of here. You see the huge
gash that was the Montana's death wound. When we get graphics into the game
you will only be able to fly the ROV in here. But for now, come on in!|"
>
<RFALSE>
)
(.CONTEXT
<RFALSE>
)
>
>
;"---------------------------------------------------------------------------"
; "RM-TORPEDO-ROOM"
;"---------------------------------------------------------------------------"
<ROOM RM-TORPEDO-ROOM
(LOC ROOMS)
(DESC "torpedo room")
(FLAGS FL-INDOORS FL-LIGHTED FL-WATER)
(SYNONYM ROOM)
(ADJECTIVE TORPEDO)
(EAST TO RM-BOW)
(OUT TO RM-BOW)
(AFT TO RM-ENGINE-ROOM)
(GLOBAL LG-WALL LG-MONTANA RM-BOW RM-ENGINE-ROOM)
(ACTION RT-RM-TORPEDO-ROOM)
>
<ROUTINE RT-RM-TORPEDO-ROOM ("OPTIONAL" (CONTEXT <>))
<COND
(<MC-CONTEXT? ,M-F-LOOK ,M-V-LOOK ,M-LOOK>
<TELL " You ">
<COND
(<MC-CONTEXT? ,M-LOOK>
<TELL "are in">
)
(T
<TELL "enter">
)
>
<TELL
" the Montana's torpedo room. Foreward lies the gash in the hull and aft is
the engine room.|"
>
<RFALSE>
)
(.CONTEXT
<RFALSE>
)
>
>
;"---------------------------------------------------------------------------"
; "RM-ENGINE-ROOM"
;"---------------------------------------------------------------------------"
<ROOM RM-ENGINE-ROOM
(LOC ROOMS)
(DESC "engine room")
(FLAGS FL-INDOORS FL-LIGHTED FL-WATER)
(SYNONYM ROOM)
(ADJECTIVE ENGINE)
(FORE TO RM-TORPEDO-ROOM)
(AFT TO RM-MISSILE-ROOM)
(GLOBAL LG-WALL LG-MONTANA RM-TORPEDO-ROOM RM-MISSILE-ROOM)
(ACTION RT-RM-ENGINE-ROOM)
>
<ROUTINE RT-RM-ENGINE-ROOM ("OPTIONAL" (CONTEXT <>))
<COND
(<MC-CONTEXT? ,M-F-LOOK ,M-V-LOOK ,M-LOOK>
<TELL " You ">
<COND
(<MC-CONTEXT? ,M-LOOK>
<TELL "are in">
)
(T
<TELL "enter">
)
>
<TELL
" the engine room of the Montana. The torpedo room is foreward, and aft is
the missile launching room.|"
>
<RFALSE>
)
(.CONTEXT
<RFALSE>
)
>
>
;"---------------------------------------------------------------------------"
; "RM-MISSILE-ROOM"
;"---------------------------------------------------------------------------"
<ROOM RM-MISSILE-ROOM
(LOC ROOMS)
(DESC "missile launching room")
(FLAGS FL-INDOORS FL-LIGHTED FL-WATER)
(SYNONYM ROOM)
(ADJECTIVE MISSILE LAUNCHING)
(FORE TO RM-ENGINE-ROOM)
(GLOBAL LG-WALL LG-MONTANA RM-ENGINE-ROOM)
(ACTION RT-RM-MISSILE-ROOM)
>
<ROUTINE RT-RM-MISSILE-ROOM ("OPTIONAL" (CONTEXT <>))
<COND
(<MC-CONTEXT? ,M-F-LOOK ,M-V-LOOK ,M-LOOK>
<TELL " You ">
<COND
(<MC-CONTEXT? ,M-LOOK>
<TELL "are in">
)
(T
<TELL "enter">
)
>
<TELL
" the missile launching room. On the wall hangs the missile access key.|"
>
<RFALSE>
)
(.CONTEXT
<RFALSE>
)
>
>
<OBJECT TH-MISSILE-ACCESS-KEY
(LOC RM-MISSILE-ROOM)
(DESC "access key")
(FLAGS FL-KEY FL-TAKEABLE)
(SYNONYM KEY)
(ADJECTIVE MISSILE ACCESS)
(ACTION RT-TH-MISSILE-ACCESS-KEY)
>
<ROUTINE RT-TH-MISSILE-ACCESS-KEY ("OPT" (CONTEXT <>))
<RFALSE>
>
;"---------------------------------------------------------------------------"
; "RM-ATTACK-CENTER"
;"---------------------------------------------------------------------------"
<ROOM RM-ATTACK-CENTER
(LOC ROOMS)
(DESC "attack center")
(FLAGS FL-INDOORS FL-LIGHTED FL-WATER)
(SYNONYM CENTER)
(ADJECTIVE ATTACK)
(EAST TO RM-MIDSHIP-HATCH IF LG-MIDSHIP-HATCH IS OPEN)
(OUT TO RM-MIDSHIP-HATCH IF LG-MIDSHIP-HATCH IS OPEN)
(AFT TO RM-SONAR-ROOM)
(GLOBAL LG-MIDSHIP-HATCH LG-WALL LG-MONTANA RM-SONAR-ROOM)
(ACTION RT-RM-ATTACK-CENTER)
>
<ROUTINE RT-RM-ATTACK-CENTER ("OPTIONAL" (CONTEXT <>))
<COND
(<MC-CONTEXT? ,M-F-LOOK>
<TELL
" Cautiously, you swim through the hatch. You pull yourself along by the
rungs on the ladder, and then find yourself in the attack center. Your helmet
light reveals an eerie scene of floating debris and lop-sided high-tech
wreckage. You fight off the disorientation caused by everything being on its
side, and then locate the body of the captain and confirm that the missile
access key has been removed from his neck. Fighting the urge to vomit, you
turn away and see a companionway leading aft." CR
>
)
(<MC-CONTEXT? ,M-V-LOOK ,M-LOOK>
<TELL " You ">
<COND
(<MC-CONTEXT? ,M-LOOK>
<TELL "are in">
)
(<EQUAL? ,OHERE ,RM-MIDSHIP-HATCH>
<TELL
"swim through the hatch to the attack center. Aft, you see a companionway
leading into the darkness.|"
>
)
(T
<TELL
"enter the attack center. Above you is the midship hatch and the sonar shack
lies aft.|"
>
)
>
<RFALSE>
)
(.CONTEXT
<RFALSE>
)
>
>
;"---------------------------------------------------------------------------"
; "RM-SONAR-ROOM"
;"---------------------------------------------------------------------------"
<ROOM RM-SONAR-ROOM
(LOC ROOMS)
(DESC "sonar room")
(FLAGS FL-INDOORS FL-LIGHTED FL-WATER)
(SYNONYM SHACK)
(ADJECTIVE SONAR)
(FORE TO RM-ATTACK-CENTER)
(AFT TO RM-COMM-ROOM)
(GLOBAL LG-WALL LG-MONTANA RM-ATTACK-CENTER RM-COMM-ROOM)
(ACTION RT-RM-SONAR-ROOM)
>
<ROUTINE RT-RM-SONAR-ROOM ("OPTIONAL" (CONTEXT <>))
<COND
(<MC-CONTEXT? ,M-F-LOOK>
<TELL
" Slowly, you swim through the doorway and come to the sonar room. The
sonarman is slewed sideways, still strapped into his chair. He stares at the
broken screen through blank eyes.|
Doors here lead fore and aft." CR
>
)
(<MC-CONTEXT? ,M-V-LOOK ,M-LOOK>
<TELL " You ">
<COND
(<MC-CONTEXT? ,M-LOOK>
<TELL "are in">
)
(T
<TELL "enter">
)
>
<TELL " the sonar room. Doors here lead fore and aft.|">
<RFALSE>
)
(.CONTEXT
<RFALSE>
)
>
>
;"---------------------------------------------------------------------------"
; "RM-COMM-ROOM"
;"---------------------------------------------------------------------------"
<ROOM RM-COMM-ROOM
(LOC ROOMS)
(DESC "comm room")
(FLAGS FL-INDOORS FL-LIGHTED FL-WATER)
(SYNONYM ROOM)
(ADJECTIVE COMM COMMUNICATIONS)
(FORE TO RM-SONAR-ROOM)
(AFT PER RT-THRU-BUCKLED-DOOR)
(GLOBAL LG-BUCKLED-DOOR LG-WALL LG-MONTANA RM-SONAR-ROOM RM-SUB-CORRIDOR)
(ACTION RT-RM-COMM-ROOM)
>
<ROUTINE RT-RM-COMM-ROOM ("OPTIONAL" (CONTEXT <>))
<COND
(<MC-CONTEXT? ,M-F-LOOK>
<TELL
" You swim into the communications room, which was stacked floor to
ceiling with high-tech equipment. The door in the aft bulkhead has buckled
and looks as if it is jammed shut." CR
>
)
(<MC-CONTEXT? ,M-V-LOOK ,M-LOOK>
<TELL " You ">
<COND
(<MC-CONTEXT? ,M-LOOK>
<TELL "are in">
)
(T
<TELL "enter">
)
>
<TELL
" the communications room. The sonar shack is to the fore and aft lies a
corridor.|"
>
<RFALSE>
)
(.CONTEXT
<RFALSE>
)
>
>
<ROUTINE RT-THRU-BUCKLED-DOOR ("OPT" (QUIET <>))
<COND
(<FSET? ,LG-BUCKLED-DOOR ,FL-OPEN>
<RETURN ,RM-SUB-CORRIDOR>
)
(T
<COND
(<NOT .QUIET>
<TELL
" You push up against the door. It gives a little, and then refuses to
budge.|"
>
)
>
<RFALSE>
)
>
>
;"---------------------------------------------------------------------------"
; "LG-BUCKLED-DOOR"
;"---------------------------------------------------------------------------"
<OBJECT LG-BUCKLED-DOOR
(LOC LOCAL-GLOBALS)
(DESC "door")
(FLAGS FL-DOOR FL-OPENABLE)
(SYNONYM DOOR)
(ADJECTIVE BUCKLED JAMMED)
(ACTION RT-LG-BUCKLED-DOOR)
>
<ROUTINE RT-LG-BUCKLED-DOOR ("OPT" (CONTEXT <>))
<COND
(.CONTEXT
<RFALSE>
)
(<VERB? EXAMINE>
<TELL
" The door in the aft bulkhead has buckled and looks as if it is jammed
shut." CR
>
)
(<VERB? OPEN PUSH>
<TELL
" You push up against the door. It gives a little, and then refuses to
budge.|"
>
)
>
>
;"---------------------------------------------------------------------------"
; "RM-SUB-CORRIDOR"
;"---------------------------------------------------------------------------"
<ROOM RM-SUB-CORRIDOR
(LOC ROOMS)
(DESC "corridor")
(FLAGS FL-INDOORS FL-LIGHTED FL-WATER)
(SYNONYM CORRIDOR)
(FORE TO RM-COMM-ROOM)
(DOWN TO RM-CAPTAINS-ROOM)
(GLOBAL LG-WALL LG-MONTANA RM-COMM-ROOM RM-CAPTAINS-ROOM)
(ACTION RT-RM-SUB-CORRIDOR)
>
<GLOBAL GL-CORRIDOR-BLOCKED? T <> BYTE>
<ROUTINE RT-RM-SUB-CORRIDOR ("OPTIONAL" (CONTEXT <>))
<COND
(<MC-CONTEXT? ,M-F-LOOK>
<TELL
" You enter a corridor that leads into the heart of the submarine. Below
you is an open door leading into a stateroom. Only a few feet beyond the
door, the floor starts to pinch in to meet the ceiling where the corridor has
been crushed like the end of a paper towel roll." CR
>
)
(<MC-CONTEXT? ,M-V-LOOK ,M-LOOK>
<TELL " You ">
<COND
(<MC-CONTEXT? ,M-LOOK>
<TELL "are in">
)
(T
<TELL "enter">
)
>
<TELL
" a corridor. The comm room is foreward and below you is the captain's
quarters.|">
<RFALSE>
)
(.CONTEXT
<RFALSE>
)
>
>