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;"***************************************************************************"
; "game : Abyss"
; "file : SUB-BAY.ZIL"
; "auth : $Author: DEB $"
; "date : $Date: 20 Mar 1989 8:45:40 $"
; "rev : $Revision: 1.30 $"
; "vers : 1.0"
;"---------------------------------------------------------------------------"
; "Sub bay"
; "Copyright (C) 1988 Infocom, Inc. All rights reserved."
;"***************************************************************************"
;"---------------------------------------------------------------------------"
; "RM-SUB-BAY"
;"---------------------------------------------------------------------------"
<ROOM RM-SUB-BAY
(LOC ROOMS)
(DESC "sub bay")
(FLAGS FL-INDOORS FL-LIGHTED)
(SYNONYM BAY)
(ADJECTIVE SUB)
(DOWN TO RM-UNDER-MOONPOOL)
(FORE TO RM-CORRIDOR)
(AFT TO RM-GAS-MIX-ROOM)
; (PORT TO RM-SHOWER-ROOM)
(GLOBAL LG-WALL RM-UNDER-MOONPOOL RM-CORRIDOR RM-GAS-MIX-ROOM ;RM-SHOWER-ROOM)
(ACTION RT-RM-SUB-BAY)
>
<ROUTINE RT-RM-SUB-BAY ("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 ,RM-SUB-BAY ", which seems cavernous compared to the other cramped
compartments aboard Deepcore. It is dominated by the MoonPool, which looks
just like a huge swimming pool, except that it is open to the sea below.|
Along one edge of the MoonPool is a large dive locker. A door in the port
bulkhead leads to the shower room. Aft is the gas-mix room, and in the fore
wall is the doorway that leads to the corridor.|"
>
<RFALSE>
)
(<MC-CONTEXT? ,M-BEG>
<COND
(<FSET? ,TH-PLASTIC-CARD ,FL-SEEN>
<COND
(<FSET? ,CH-COFFEY ,FL-BROKEN>
<RFALSE>
)
(<OR <GAME-VERB?>
<VERB? GIVE-SWP>
>
<RFALSE>
)
(<OR <NOT <VERB? GIVE>>
<NOT <MC-PRSO? ,TH-PLASTIC-CARD>>
<NOT <MC-PRSI? ,CH-COFFEY>>
>
<COND
(<ZERO? ,GL-COFFEY-SHOOT>
<SETG GL-COFFEY-SHOOT <+ ,GL-COFFEY-SHOOT 1>>
<TELL
" Coffey fires a bullet just past your head. \"Next one's for you, drill
boy.\"" CR
>
)
(T
<TELL
" Coffey raises his aim until the gun is pointed right between your eyes.
\"Bye, bye, Mr Chips.\" He starts to squeeze the trigger. The last thing you
notice before you die is how perfectly round the end of a gun's barrel is.|"
>
<RT-END-OF-GAME>
)
>
)
>
)
>
)
(<MC-CONTEXT? ,M-ENTERED>
<COND
(<FSET? ,TH-PLASTIC-CARD ,FL-SEEN>
<COND
(<NOT ,GL-RETURN2-DONE?>
; "Return #2 puzzle."
<MOVE ,TH-DRY-SUIT ,HERE>
<FCLEAR ,TH-DRY-SUIT ,FL-WORN>
<MOVE ,CH-CATFISH ,RM-SUB-BAY>
<MOVE ,CH-COFFEY ,RM-SUB-BAY>
<SETG GL-RETURN2-DONE? T>
<TELL
" You surface in the MoonPool. 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.|
Suddenly Coffey comes into the room and levels his gun at your chest.
\"I'll take those codes,\" he announces." CR
>
)
>
)
(<FSET? ,LG-BUCKLED-DOOR ,FL-OPEN>
<COND
(<NOT ,GL-RETURN1-DONE?>
; "Return #1 puzzle."
<MOVE ,TH-DRY-SUIT ,HERE>
<FCLEAR ,TH-DRY-SUIT ,FL-WORN>
<MOVE ,CH-LINDSEY ,RM-SUB-BAY>
<MOVE ,CH-COFFEY ,RM-MESS-HALL>
<MOVE ,CH-CATFISH ,RM-MESS-HALL>
<FSET ,CH-CATFISH ,FL-ASLEEP>
<SETG GL-RETURN1-DONE? T>
<TELL
" You surface in the MoonPool. Lindsey pulls you out of the water. She
strips you of the cumbersome dive suit, towels you off, and helps you into
dry clothes.|
Then she says, \"Bud we've got a problem. Coffey caught Catfish trying to
break into the dive locker in the Sub-bay. The asshole knocked Catfish over
the head with the butt of his gun and then dragged him to the mess hall. Now
he's standing over him in the mess hall and claiming that Cat's a Russian
spy. He says as soon at Catfish comes around, he's going to give him a
summary court martial, find him guilty, and shoot him on the spot!\"" CR
>
)
>
)
>
)
(.CONTEXT
<RFALSE>
)
>
>
<OBJECT TH-MOON-POOL
(LOC RM-SUB-BAY)
(DESC "moon pool")
(FLAGS FL-CONTAINER FL-OPEN FL-SEARCH FL-WATER)
(SYNONYM POOL)
(ADJECTIVE MOON)
(ACTION RT-TH-MOON-POOL)
>
<ROUTINE RT-TH-MOON-POOL ("OPT" (CONTEXT <>))
<COND
(.CONTEXT
<RFALSE>
)
(<VERB? ENTER>
<COND
(<MC-HERE? ,RM-SUB-BAY>
<RT-DO-WALK ,P?DOWN>
)
(<MC-HERE? ,RM-UNDER-MOONPOOL>
<RT-DO-WALK ,P?UP>
)
>
)
>
>
;"***************************************************************************"
; "FIRE PUZZLE"
;"***************************************************************************"
<OBJECT TH-FIRE
; (LOC RM-SUB-BAY)
(DESC "fire")
(FLAGS FL-CONTAINER FL-OPEN FL-SEARCH)
(SYNONYM FIRE)
(ACTION RT-TH-FIRE)
>
<ROUTINE RT-TH-FIRE ("OPT" (CONTEXT <>))
<COND
(.CONTEXT
<RFALSE>
)
(<VERB? EXTINGUISH>
<COND
(<AND <IN? ,TH-WATER-HOSE ,WINNER>
<FSET? ,TH-WATER-HOSE ,FL-ON>
>
<REMOVE ,TH-FIRE>
<RT-DEQUEUE ,RT-I-FIRE-1>
<RT-DEQUEUE ,RT-I-FIRE-2>
<TELL
" The water hisses into the wall of flame without appearing to have any
effect. Then, slowly, the intensity of the fire seems to lessen. After a few
moments, the flames die back, and all that remains of the fire are charred
bits of smouldering embers." CR
>
)
(T
<TELL ,K-HOW-INTEND-MSG CR>
)
>
)
>
>
<ROUTINE RT-I-FIRE-1 ()
<RT-QUEUE ,RT-I-FIRE-2 <+ ,GL-MOVES 6>>
<COND
(<MC-HERE? ,RM-SUB-BAY>
<TELL
" The flames reach the wooden locker, and it starts to burn." CR
>
)
>
>
<ROUTINE RT-I-FIRE-2 ()
<TELL
" Suddenly the dive locker explodes with tremendous fury, ripping a gaping
hole in the roof of the Sub-bay. Seconds later you are engulfed by a wall of
water and you drown.|"
>
<RT-END-OF-GAME>
>
<OBJECT TH-WATER-HOSE
(LOC RM-SUB-BAY)
(DESC "hose")
(FLAGS FL-CONTAINER FL-OPEN FL-SEARCH FL-TAKEABLE)
(SYNONYM HOSE)
(ADJECTIVE FRESH WATER)
(ACTION RT-TH-WATER-HOSE)
>
<ROUTINE RT-TH-WATER-HOSE ("OPT" (CONTEXT <>))
<COND
(.CONTEXT
<RFALSE>
)
(<VERB? TURN-ON>
<RT-TH-NOZZLE>
)
>
>
<OBJECT TH-NOZZLE
(LOC TH-WATER-HOSE)
(DESC "nozzle")
(SYNONYM NOZZLE)
(ADJECTIVE HOSE)
(ACTION RT-TH-NOZZLE)
>
<ROUTINE RT-TH-NOZZLE ("OPT" (CONTEXT <>))
<COND
(.CONTEXT
<RFALSE>
)
(<VERB? TURN TURN-ON OPEN>
<COND
(,GL-WATER-PUMP-ON
<FSET ,TH-WATER-HOSE ,FL-ON>
<TELL " A stream of water leaps from the nozzle." CR>
)
(T
<TELL " Nothing happens." CR>
)
>
)
>
>
<OBJECT TH-OXYGEN-CYLINDER
(LOC RM-SUB-BAY)
(DESC "oxygen cylinder")
(FLAGS FL-NO-DESC)
(SYNONYM CYLINDER)
(ADJECTIVE OXYGEN)
(ACTION RT-TH-OXYGEN-CYLINDER)
>
<ROUTINE RT-TH-OXYGEN-CYLINDER ("OPT" (CONTEXT <>))
<RFALSE>
>
;"***************************************************************************"
; "PEOPLE"
;"***************************************************************************"
<OBJECT CH-LINDSEY
(LOC RM-COMMAND-MODULE)
(DESC "Lindsey")
(FLAGS FL-ALIVE FL-FEMALE FL-NO-ARTICLE FL-OPEN FL-PERSON FL-SEARCH)
(SYNONYM LINDSEY WOMAN PERSON)
>
<OBJECT CH-COFFEY
(LOC RM-CORRIDOR)
(DESC "Coffey")
(FLAGS FL-ALIVE FL-NO-ARTICLE FL-NO-DESC FL-OPEN FL-PERSON FL-SEARCH)
(SYNONYM COFFEY DIVER MAN PERSON)
(ADJECTIVE NAVY)
(ACTION RT-CH-COFFEY)
>
<ROUTINE RT-CH-COFFEY ("OPT" (CONTEXT <>))
<COND
(.CONTEXT
<RFALSE>
)
(,NOW-PRSI
<COND
(<VERB? GIVE>
<COND
(<AND <IN? ,CH-COFFEY ,RM-SUB-BAY>
<FSET? ,TH-PLASTIC-CARD ,FL-SEEN>
<MC-PRSO? ,TH-PLASTIC-CARD>
>
<MOVE ,TH-PLASTIC-CARD ,CH-COFFEY>
<REMOVE ,TH-GUN>
<FSET ,CH-COFFEY ,FL-BROKEN>
<FSET ,TH-COMPRESSOR ,FL-BROKEN>
<MOVE ,CH-COFFEY ,RM-COMPRESSION-CHAMBER>
<SETG OHERE ,HERE>
<SETG HERE ,RM-GAS-MIX-ROOM>
<MOVE ,CH-PLAYER ,RM-GAS-MIX-ROOM>
<TELL
" Coffey bends over the wiring codes, glancing up occasionally to make sure
you don't try to attack him.|
Suddenly you notice a strange phenomenon in the MoonPool behind him. Some
water is slowly forming into a shining column and rising above the surrounding
surface. After a few moments, a sort of three-fingered hand forms at the end
of the column. As you stare at in fascination, it slowly, silently, creeps up
behind Coffey, who remains oblivious to its presence.||
[GRAPHIC]||
Suddenly the pseudopod reaches out and snatches the gun from Coffey. He
whips around in time to see the column disappear below the surface of the
water, carrying his gun with it.|
Something inside Coffey seems to snap. He looks at you wildly and shouts,
\"I know you're behind this, Brigman. I don't know what you want from that
sub, but I'm gonna make sure you never see it again.\" He turns and runs from
the room.|
You follow Coffey. When he reaches the compressor room, Coffey brandishes
a tool over the compressor. As he sees you enter, he thrusts the tool deep
into the workings of the machine. It screams to a halt with an ear-piercing
shriek. Coffey yells over the noise, \"Up yours, Brigman!\" and dashes out of
the cylinder.|
He then runs into the compression chamber. Through the open door to the
compression chamber, you can see Coffey tugging at the hatch that leads up to
Cab Three. He is unable to open it because Lindsey has locked it from the
other side." CR
>
)
>
)
>
)
(<VERB? ASK-ABOUT>
<COND
(<MC-PRSI? ,CH-SEALS ;,CH-RUSSIANS>
<TELL " \"Goddam bitch killed some of my best men.\"" CR>
)
(<MC-PRSI? ,LG-MONTANA>
<TELL
" \"I took a quick look at her before I had to come back. They closed the
mid-ships hatch, but it's clear that some of the interior bulkheads are
buckled. We're probably going to need some explosives to move around in there.
There's a gash in her side up near the bow, but the opening isn't big enough
for a man to fit through.\"" CR
>
)
(<MC-PRSI? ,TH-SAFE>
<COND
(<NOT <FSET? ,TH-SAFE ,FL-SEEN>>
<TELL
" It'll be in his cabin, just forward of the attack center." CR
>
)
(T ;<NOT <FSET? ,TH-SAFE ,FL-OPENED>>
<TELL
" I don't know how to open it. Each captain sets his own combination." CR
>
)
; (T
; "Bob"
<TELL
>
)
>
)
(<MC-PRSI? ,TH-PLASTIC-CARD ;,TH-WIRING-CODES>
<COND
(<NOT <FSET? ,CH-COFFEY ,FL-BROKEN>> ;"Not crazy?"
<TELL
" \"Different missiles have different wiring diagrams. When you want to
disarm one, you need the wiring codes to tell you the order to cut the
wires.\"" CR
>
)
(<FSET? ,CH-COFFEY ,FL-ASLEEP> ;"Under nitrogen narcosis"
<TELL
" One of mnemonic series:|
Oxford rows great big wide yachts.|
Yankees rarely win over Green Bay.|
Get rid of your wet bananas.|
Go west, young boy, or rot." CR
>
)
(T
<TELL " \"I ain't tellin you nothing, pinko.\"" CR>
)
>
)
(<MC-PRSI? ,TH-FLATBED>
<TELL
" \"The goddam bitch just rode it into the trench. I'll get even with her
yet.\"" CR
>
)
(<MC-PRSI? ,TH-MISSILE-TIMER>
<TELL
" \"They set it for 12 hours so they'd have enough time to get away and
save their skins. It may be booby-trapped, so we can't risk trying to disable
it. Our only hope is to disarm the MIRV.\"" CR
>
)
(<MC-PRSI? ,TH-MISSILE-ACCESS-KEY>
<TELL
" \"There's always a duplicate access key on board somewhere. Usually the
executive officer has it, but it's not as important as the missile firing
key, so sometimes he just hangs it on the wall in the maintenance room so the
technicians can get to it if they need it.\"" CR
>
)
(<FSET? ,CH-COFFEY ,FL-BROKEN> ;"Crazy?"
<TELL
" \"Coffey, James G.; Lieutenant U.S. Navy; Serial Number 5894256\"" CR
>
)
(T
<TELL " \"I don't know about that.\"" CR>
)
>
)
>
>
<OBJECT CH-ONE-NIGHT
(LOC RM-CORRIDOR)
(DESC "One-night")
(FLAGS FL-ALIVE FL-FEMALE FL-NO-ARTICLE FL-NO-DESC FL-OPEN FL-PERSON FL-SEARCH)
(SYNONYM NIGHT ONE-NIGHT WOMAN PERSON)
(ADJECTIVE ONE)
(ACTION RT-CH-ONE-NIGHT)
>
<ROUTINE RT-CH-ONE-NIGHT ("OPT" (CONTEXT <>))
<COND
(.CONTEXT
<RFALSE>
)
(,NOW-PRSI
<RFALSE>
)
(<VERB? ASK-ABOUT>
<COND
(<MC-PRSI? ,TH-UFO>
<TELL
" \"I only saw it for a moment. It was big and shiny. But until it started
pulling us into the trench it somehow seemed, well, sort of friendly.\"" CR
>
)
>
)
>
>
<OBJECT CH-HIPPY
(LOC RM-CORRIDOR)
(DESC "Hippy")
(FLAGS FL-ALIVE FL-NO-ARTICLE FL-NO-DESC FL-OPEN FL-PERSON FL-SEARCH)
(SYNONYM HIPPY MAN PERSON)
>
<OBJECT CH-CATFISH
(LOC RM-COMMAND-MODULE)
(DESC "Catfish")
(FLAGS FL-ALIVE FL-NO-ARTICLE FL-OPEN FL-PERSON FL-SEARCH)
(SYNONYM CATFISH DEVRIES FISH MAN PERSON)
(ADJECTIVE CAT)
>
<OBJECT CH-SEALS
(LOC GENERIC-OBJECTS)
(DESC "SEALs")
(SYNONYM
WILLHITE SCHOENICK MONK SEAL SEALS DIVER DIVERS MAN MEN PERSON PEOPLE
)
(ADJECTIVE NAVY)
>
; "Is the following right?"
<NEW-ADD-WORD "PEOPLE" NOUN <VOC "PERSON"> ,PLURAL-FLAG>
<NEW-ADD-WORD "WOMEN" NOUN <VOC "WOMAN"> ,PLURAL-FLAG>
<NEW-ADD-WORD "MEN" NOUN <VOC "MAN"> ,PLURAL-FLAG>
;<NEW-ADD-WORD "FROBS" NOUN <VOC "FROB"> ,PLURAL-FLAG>
;"---------------------------------------------------------------------------"
; "TH-DRY-SUIT"
;"---------------------------------------------------------------------------"
<OBJECT TH-DRY-SUIT
(LOC TH-BUD-GEAR-LOCKER)
(DESC "dry suit")
(FLAGS FL-CLOTHING FL-CONTAINER FL-OPEN FL-SEARCH FL-TAKEABLE)
(SYNONYM SUIT)
(ADJECTIVE DRY)
(SIZE 5)
(ACTION RT-TH-DRY-SUIT)
>
<ROUTINE RT-TH-DRY-SUIT ("OPT" (CONTEXT <>))
<COND
(.CONTEXT
<RFALSE>
)
(<VERB? EXAMINE>
<TELL
" It is a custom-made, one-piece dry suit that was designed especially for
you. It zips up the front and includes flippers, a weight belt, and a helmet.
The helmet has two threaded sockets on the side, and the faceplate is"
open ,TH-FACEPLATE "." CR
>
)
(<VERB? WEAR>
<COND
(<MC-WINNER? ,CH-PLAYER>
<RT-MOVE-ALL ,CH-PLAYER ,HERE> ;"RT-MOVE-ALL clears FL-WORN."
<MOVE ,TH-DRY-SUIT ,CH-PLAYER>
<FSET ,TH-DRY-SUIT ,FL-WORN>
<TELL
" You drop everything you were carrying, strip down to your bathing suit,
and step into the dry suit. You pull up the zipper and adjust the weight
belt." CR
>
)
(T
; "Bob"
<TELL " The dry suit won't fit" the ,WINNER "." CR>
)
>
)
>
>
;"---------------------------------------------------------------------------"
; "TH-FACEPLATE"
;"---------------------------------------------------------------------------"
<OBJECT TH-FACEPLATE
(LOC TH-DRY-SUIT)
(DESC "faceplate")
(FLAGS FL-NO-DESC FL-OPEN FL-OPENABLE FL-TRANSPARENT)
(SYNONYM FACEPLATE PLATE)
(ADJECTIVE FACE)
(ACTION RT-TH-FACEPLATE)
>
<ROUTINE RT-TH-FACEPLATE ("OPT" (CONTEXT <>))
<COND
(.CONTEXT
<RFALSE>
)
(<VERB? EXAMINE>
<TELL " The faceplate is" open ,TH-FACEPLATE "." CR>
)
>
>
;"---------------------------------------------------------------------------"
; "TH-HELMET"
;"---------------------------------------------------------------------------"
<OBJECT TH-HELMET
(LOC TH-DRY-SUIT)
(DESC "helmet")
(FLAGS FL-CONTAINER FL-NO-DESC FL-OPEN FL-SEARCH)
(SYNONYM HELMET)
(ADJECTIVE DRY SUIT)
(ACTION RT-TH-HELMET)
>
<ROUTINE RT-TH-HELMET ("OPT" (CONTEXT <>))
<COND
(.CONTEXT
<RFALSE>
)
(<VERB? EXAMINE>
<TELL
" The helmet has two threaded sockets on the side, and the faceplate is"
open ,TH-FACEPLATE "." CR
>
)
>
>
<OBJECT TH-HOOK-1
(LOC RM-SUB-BAY)
(DESC "hook")
(FLAGS FL-SURFACE)
(SYNONYM HOOK)
(ACTION RT-TH-HOOK-1)
>
<ROUTINE RT-TH-HOOK-1 ("OPT" (CONTEXT <>))
<RFALSE>
>
;"---------------------------------------------------------------------------"
; "TH-LIFT-BAG"
;"---------------------------------------------------------------------------"
<OBJECT TH-LIFT-BAG
(LOC TH-HOOK-1)
(DESC "lift bag")
(FLAGS FL-SURFACE FL-SEARCH FL-TAKEABLE)
(SYNONYM BAG)
(ADJECTIVE LIFT)
(SIZE 5)
(ACTION RT-TH-LIFT-BAG)
>
; "TH-LIFT-BAG flags:"
; " FL-LOCKED - Inflated."
; " FL-BROKEN - Cut & can't be inflated."
<GLOBAL GL-LIFT-OBJ <>> ; "The object the lift bag is tied to"
<ROUTINE RT-TH-LIFT-BAG ("OPT" (CONTEXT <>))
<COND
(.CONTEXT
<RFALSE>
)
(<AND <VERB? TAKE>
,GL-LIFT-OBJ
>
<COND
(<FSET? ,GL-LIFT-OBJ ,FL-TAKEABLE>
; "Pick up lift bag and ,GL-LIFT-OBJ"
)
(T
<TELL " The lift bag is tied to" the ,GL-LIFT-OBJ "." CR>
)
>
)
(<AND <VERB? TIE-TO ATTACH>
<MC-PRSO? ,TH-LIFT-BAG>
>
<SETG GL-LIFT-OBJ ,PRSI>
<SET L <LOC ,PRSI>>
<COND
(<EQUAL? .L ,LOCAL-GLOBALS ,GLOBAL-OBJECTS>
<SET L ,HERE>
)
>
<MOVE ,TH-LIFT-BAG .L>
<TELL " You tie the lift bag to" the ,GL-LIFT-OBJ "." CR>
)
(<VERB? EXAMINE>
<COND
(,GL-LIFT-OBJ
<TELL " The lift bag is tied to" the ,GL-LIFT-OBJ "." CR>
)
(T
<TELL " The lift bag is a">
<COND
(<FSET? ,TH-LIFT-BAG ,FL-LOCKED>
<TELL "n inflated">
)
(T
<TELL " collapsed">
)
>
<TELL " watertight sack ">
<COND
(<FSET? ,TH-LIFT-BAG ,FL-BROKEN>
<TELL "that has been sliced open." CR>
)
(T
<TELL
"with a small nylon loop at the top and two loose ropes hanging down from the
bottom. Attached to the bag is a CO2 cannister that has a red button on it." CR
>
)
>
)
>
)
(<VERB? INFLATE>
<TELL ,K-HOW-INTEND-MSG CR>
)
(<AND <VERB? CUT>
<MC-PRSI? ,TH-KNIFE>
>
<FSET ,TH-LIFT-BAG ,FL-BROKEN>
<TELL " You slice the fabric with your knife,">
<COND
(<FSET? ,TH-LIFT-BAG ,FL-LOCKED>
<TELL " releasing the gas">
<COND
(<FSET? ,HERE ,FL-WATER>
<TELL " in a huge bubble and">
)
(T
<TELL " and">
)
>
)
>
<TELL " rendering the bag completely useless.|">
<COND
(<AND <FSET? ,TH-LIFT-BAG ,FL-LOCKED>
<EQUAL? ,LG-MIDSHIP-HATCH ,GL-LIFT-OBJ>
>
<FCLEAR ,LG-MIDSHIP-HATCH ,FL-OPEN>
<TELL " The hatch slams shut." CR>
)
(<IN? ,TH-LIFT-BAG ,CH-PLAYER>
<COND
(<AND <FSET? ,HERE ,FL-WATER>
<FSET? ,HERE ,FL-INDOORS>
>
<TELL " The bag no longer contrains your movements." CR>
)
; (<IN? ,CH-PLAYER ,TH-MOON-POOL>
<TELL " You sink below the surface of the water." CR>
)
>
)
>
<RTRUE>
)
>
>
;"---------------------------------------------------------------------------"
; "TH-CO2-CANNISTER"
;"---------------------------------------------------------------------------"
<OBJECT TH-CO2-CANNISTER
(LOC TH-LIFT-BAG)
(DESC "CO2 cannister")
(FLAGS FL-NO-DESC FL-SURFACE FL-SEARCH)
(SYNONYM CANNISTER)
(ADJECTIVE CO2 CARBON DIOXIDE)
(SIZE 5)
(ACTION RT-TH-CO2-CANNISTER)
>
; "TH-CO2-CANNISTER flags:"
; " FL-BROKEN - Cannister is empty."
<ROUTINE RT-TH-CO2-CANNISTER ("OPT" (CONTEXT <>))
<COND
(.CONTEXT
<RFALSE>
)
(<VERB? EXAMINE LOOK-ON>
<TELL " The cannister has a red button on it." CR>
)
>
>
;"---------------------------------------------------------------------------"
; "TH-RED-BUTTON"
;"---------------------------------------------------------------------------"
<OBJECT TH-RED-BUTTON
(LOC TH-CO2-CANNISTER)
(DESC "red button")
(FLAGS FL-NO-DESC)
(SYNONYM BUTTON)
(ADJECTIVE RED)
(ACTION RT-TH-RED-BUTTON)
>
; "FLAGS: FL-BROKEN = the red button has been pushed already."
<ROUTINE RT-TH-RED-BUTTON ("OPT" (CONTEXT <>))
<COND
(.CONTEXT
<RFALSE>
)
(<VERB? EXAMINE>
<TELL " Pretty normal-looking red button." CR>
)
(<VERB? PUSH>
<COND
(<FSET? ,TH-CO2-CANNISTER ,FL-BROKEN>
<TELL " Nothing happens." CR>
)
(T
<FSET ,TH-CO2-CANNISTER, FL-BROKEN>
<COND
(<FSET? ,TH-LIFT-BAG ,FL-BROKEN>
<TELL
" The gas rushes into the lift bag and out the gash in the fabric"
>
<COND
(<FSET? ,HERE ,FL-WATER>
<TELL
", rising quickly out of sight in a large bubble"
>
)
>
<TELL "." CR>
)
(T
<FSET ,TH-LIFT-BAG ,FL-LOCKED>
<TELL " The bag inflates like a hot air balloon">
<COND
(<IN? ,TH-LIFT-BAG ,CH-PLAYER>
<COND
(<FSET? ,HERE ,FL-WATER>
<COND
(<MC-HERE? ,RM-UNDER-MOONPOOL>
<TELL
", pulling you up to the surface of the MoonPool." CR
>
; <MOVE ,CH-PLAYER ,RM-MOONPOOL>
; "DUANE - Prevent the player from swimming down into the water until he
drops the lift bag or cuts it open. 'You sink below the surface of the water.
On the bulkhead nearby you see the hookah nozzles protrude from their housing."
)
(<FSET? ,HERE ,FL-INDOORS>
<TELL
", pulling you up until you hit the ceiling." CR
>
; "DUANE - Prevent the player from doing anything until he drops the lift bag
or cuts it with his knife. If he cuts the bag, give him the gas escaping msg
and then 'The bag no longer contrains your movements.'"
)
(T
<TELL
". Before you know what's happening, the extra lift starts to pull you
rapidly toward the surface. Your ears pop and you feel excruciating pain
in your elbows and knees. Mercifully, you pass out before suffering the
gruesome death of sudden decompression.|"
>
<RT-END-OF-GAME>
)
>
)
(T
<TELL "." CR>
)
>
)
(<EQUAL? ,GL-LIFT-OBJ ,LG-MIDSHIP-HATCH>
<FSET ,LG-MIDSHIP-HATCH ,FL-OPEN>
<TELL ". The hatch slowly swings open." CR>
)
(<FSET? ,HERE ,FL-WATER>
<COND
(<MC-HERE? ,RM-UNDER-MOONPOOL>
)
(<FSET? ,HERE ,FL-INDOORS>
)
(T
)
>
)
(T
<TELL "." CR>
)
>
)
>
)
>
)
>
>
;"***************************************************************************"
; "OTHER ROOMS"
;"***************************************************************************"
;"---------------------------------------------------------------------------"
; "RM-COMPRESSION-CHAMBER"
;"---------------------------------------------------------------------------"
<ROOM RM-COMPRESSION-CHAMBER
(LOC ROOMS)
(DESC "compression chamber")
(MENU "chamber")
(FLAGS FL-INDOORS FL-LIGHTED)
(SYNONYM CHAMBER)
(ADJECTIVE COMPRESSION)
(FORE TO RM-GAS-MIX-ROOM IF LG-CHAMBER-DOOR IS OPEN)
(UP TO RM-CAB-THREE IF LG-CHAMBER-HATCH IS OPEN)
(GLOBAL LG-WALL RM-GAS-MIX-ROOM LG-CHAMBER-DOOR LG-CHAMBER-HATCH)
(ADJACENT <TABLE (BYTE PURE) RM-GAS-MIX-ROOM T>)
(ACTION RT-RM-COMPRESSION-CHAMBER)
>
<ROUTINE RT-RM-COMPRESSION-CHAMBER ("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 ,RM-COMPRESSION-CHAMBER ". This is a tiny cylinder constructed from HY-150
Steel, designed to withstand pressures of up to 300 atmospheres, or 10,000
feet below sea-level. Along one wall is a bench that is built like a window
seat. There is a hatch in the ceiling. A door in the fore bulkhead leads out
to the gas-mix room.|"
>
<RFALSE>
)
(<MC-CONTEXT? ,M-EXIT>
<COND
(<RT-IS-QUEUED? ,RT-I-UFO-MESSAGE>
<RT-DEQUEUE ,RT-I-UFO-MESSAGE>
<MOVE ,CH-COFFEY ,RM-SUB-BAY>
<MOVE ,CH-HIPPY ,RM-SUB-BAY>
<TELL
" You start to leave, but One-Night plucks at your sleeve and holds you
back. " ,K-UFO-MSG
>
)
>
)
(.CONTEXT
<RFALSE>
)
>
>
<OBJECT LG-CHAMBER-HATCH
(LOC LOCAL-GLOBALS)
(DESC "compression chamber hatch")
(MENU "hatch")
(FLAGS FL-DOOR FL-OPENABLE)
(SYNONYM HATCH)
(ADJECTIVE COMPRESSION CHAMBER)
(ACTION RT-LG-CHAMBER-HATCH)
>
<ROUTINE RT-LG-CHAMBER-HATCH ("OPT" (CONTEXT <>))
<COND
(.CONTEXT
<RFALSE>
)
(<VERB? OPEN>
<COND
(<FSET? ,LG-CHAMBER-HATCH ,FL-OPEN>
<RFALSE>
)
(<NOT ,GL-CAB-DOCKED?>
<TELL
" Since a cab is not docked, the hatch refuses to open." CR
>
)
(<AND <IN? ,CH-COFFEY ,RM-CAB-THREE>
<FSET? ,CH-COFFEY ,FL-ALIVE>
>
<FSET ,LG-CHAMBER-HATCH ,FL-OPEN>
<RT-DEQUEUE ,RT-I-RETURN-2>
<RT-DEQUEUE ,RT-I-RETURN-3>
<RT-DEQUEUE ,RT-I-RETURN-4>
<RT-QUEUE ,RT-I-UFO-MESSAGE <+ ,GL-MOVES 1>>
<MOVE ,CH-COFFEY ,RM-COMPRESSION-CHAMBER>
<MOVE ,CH-HIPPY ,RM-COMPRESSION-CHAMBER>
<MOVE ,CH-ONE-NIGHT ,RM-COMPRESSION-CHAMBER>
<TELL
" You open the hatch and an exhausted Coffey drops into the chamber. He no
longer looks crisp and military. His uniform is ragged and there is a gash in
his right shoulder. He slumps onto the bench. Hippy is next through the hatch.
He hangs briefly by one arm and then lets go. Another pair of legs dangles
from the ceiling, and then One-Night falls to the floor with a loud groan. Her
clothes are soaked, and she is shivering from the cold.||"
>
<MARGIN 50 50>