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first-floor.zil
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"FIRST-FLOOR for ANTHILL (C)1986 Infocom Inc. All rights reserved."
;"poster text: Melts in your mouth-- Scientists discover that people who
crave chocolate can actually get more pleasure from human flesh, but the
acne is much worse. Soon the word leaks out and one brave chocaholic
takes a bite out of her brother. The next ninety minutes are a frenzy of
munching while scientist and candy makers race to find a cure.
Morticians, sensing they are sitting on a gold mine, begin to market
bizzare products like . Soon the forces of good rally,
with the aid of chainmail armor, rounding up the mis-guided flesh eaters
along with anyone with a bad complexion."
;"poster idea Grapefruit diet from planet 9"
;"some yuppie take off"
;"plan 9 from marketing"
<OBJECT LETTER
(IN PLAYER)
(DESC "Aunt Hildegarde's letter")
(SYNONYM LETTER)
(ADJECTIVE AUNT HILDEG)
(FLAGS TAKEBIT BURNBIT READBIT NARTICLEBIT)
(SIZE 1)
(ACTION LETTER-F)>
<ROUTINE LETTER-F ()
<COND (<VERB? EXAMINE READ>
<COND (<FSET? ,LETTER ,WETBIT>
<WET-PAPER>
<RTRUE>)
(T
<TELL
"The letter looks exactly like the letter in your exquisitely designed
game package." CR>)>)>>
<OBJECT PHOTO
(IN PLAYER)
(DESC "photo of Uncle Buddy")
(SYNONYM PHOTO BUDDY UNCLE)
(ADJECTIVE UNCLE)
(FLAGS TAKEBIT BURNBIT)
(SIZE 1)
(ACTION PHOTO-F)>
<ROUTINE PHOTO-F ()
<COND (<VERB? READ EXAMINE>
<COND (<FSET? ,PHOTO ,WETBIT>
<WET-PAPER>
<RTRUE>)>
<COND (<NOT <FSET? ,PHOTO ,READBIT>>
<FSET ,PHOTO ,READBIT>
;<SETG BUCK-KEY <PICK-ONE ,BUCK-COMBS>>)>
<TELL
"The photo looks exactly like the one that came in your game package." CR>
;<TELL
"You fumble through your numerous package elements and find a note reading:~
~
Be brave as Sheriff Roy in \"Fastest Blender in the West\".~
The day the rustlin' outlaws put their chainsaws to the test.~
Old Sheriff Roy used whip then chop then liquify/puree,~
but his blender proved no match for the chainsaw's mean foray.~
As pieces of Roy scattered, we knew that we had trouble.~
We hadn't switched the sheriff with his plastic life-size double!~
~
___~
~
Be couragous as Capt. Bob in \"Cannibal Buffet East\".~
Who attended the headhunter's dinner not knowing he was the feast.~
The appetizers gave him indigestion, sauteed fingers were the source.~
Things did not get better when he was informed he was the main course.~
Don't feel bad for Capt. Bob, whose agent was a real smarty.~
He signed Bob for the sequel \"Cannibal Meatloaf Party\".~
~
___~
~
Be clever like the tailor in \"Vampire Penguins of the North\".~
A cummerbund for each penguin was the plan he set forth.~
The first penguins he met were of Transylvanian extraction,~
and their fondness for his neck was a natural reaction.~
Down in a casket, daisies the tailor is now pushin'~
while the penguins are in search of a new pin cushion."CR>
<RTRUE>)
;(<AND <VERB? CUT> ;"vocab word TEAR removed 8/1"
<PRSO? ,PHOTO>>
<REMOVE ,PHOTO>
<TELL
"Well done! You meticulously reduce the paper to near microscopic proportions.
The note is history." CR>)>>
;<ROUTINE PHOTO-F ()
<COND (<VERB? READ EXAMINE LOOK-INSIDE>
<COND (<NOT <FSET? ,PHOTO ,READBIT>>
<FSET ,PHOTO ,READBIT>
<SETG BUCK-KEY <PICK-ONE ,BUCK-COMBS>>)>
<TELL
"Dearie,
The magic number is \"" N <GET ,BUCK-KEY 0> ".\"
Love, Aunt Hildegard" CR>
<RTRUE>)>>
;" Buck "
<OBJECT BUCK
(IN SOUTH-JUNCTION)
(DESC "statue of Buck Palace, the fighting letter carrier")
(SYNONYM BUCK PALACE CARRIER STATUE)
(ADJECTIVE BUCK LETTER FIGHTING)
(DESCFCN BUCK-F)
(ACTION BUCK-F)>
<GLOBAL STEPS-THROUGH-BUCK 0>
<GLOBAL BUCK-DIR <>>
<GLOBAL BUCK-TURNED? <>>
<GLOBAL SOUTH-JUNCTION-VISITS 1> ;"since game opens in South Junction"
<ROUTINE BUCK-F ("OPTIONAL" (OARG <>))
<COND (.OARG
<COND (<EQUAL? .OARG ,M-OBJDESC?>
<RTRUE>)>
<COND (<AND <NOT ,BUCK-TURNED?>
<EQUAL? ,SOUTH-JUNCTION-VISITS 2>>
<SETG BUCK-DIR ,P?SOUTH>)>
<TELL CR
"A life-size statue of Buck Palace, one of the stars of Uncle Buddy's talent
stables, stands here. He's holding a bazooka pointing ">
<SAY-BUCK-DIR>
<TELL ".">
<COND (<AND <NOT ,BUCK-TURNED?>
<EQUAL? ,SOUTH-JUNCTION-VISITS 2>>
;<SETG BUCK-DIR ,P?SOUTH>
<TELL
" Hmmm. It looks as if" T ,BUCK ", has changed position.">)>
<RTRUE>)
(<VERB? TURN>
<COND (<NOT ,PRSI>
<TELL "Next time, say which direction to turn it." CR>)
(<NOT <PRSI? ,INTDIR>>
<RFALSE>)
(<EQUAL? ,P-DIRECTION ,BUCK-DIR>
<ITS-ALREADY "turned that way">)
(T
<SETG BUCK-DIR ,P-DIRECTION>
<SETG BUCK-TURNED? T>
<COND (<AND <EQUAL? ,STEPS-THROUGH-BUCK 0>
<EQUAL? ,P-DIRECTION ,P?WEST>>
<SETG STEPS-THROUGH-BUCK 1>)
(<AND <EQUAL? ,STEPS-THROUGH-BUCK 1>
<EQUAL? ,P-DIRECTION ,P?EAST>>
<SETG STEPS-THROUGH-BUCK 2>)
(<AND <EQUAL? ,STEPS-THROUGH-BUCK 2>
<EQUAL? ,P-DIRECTION ,P?NORTH>>
<SETG STEPS-THROUGH-BUCK 3>)
(T
<SETG STEPS-THROUGH-BUCK 0>)>
<TELL "You turn" T ,BUCK ", to the ">
<SAY-BUCK-DIR>
<COND (<EQUAL? ,STEPS-THROUGH-BUCK 3>
<TELL ", and hear a click from off to the north">
<FCLEAR ,OAK-DOOR ,LOCKEDBIT>)>
<TELL "." CR>)>)
(<VERB? EXAMINE>
<TELL
"It's pretty much what you would expect of a sculpture of Buck Palace.
One hand is holding a pair of Uzi machine guns and his other hand is
gripping a bazooka on his shoulder which he is pointing ">
<SAY-BUCK-DIR>
<TELL
". Several belts of ammunition crisscross his half-naked chest. He's
wearing a double belt of grenades around his waist, and has a high-powered
rifle stuck in one of his combat boots and a bayonet between his teeth.
Of course Buck Palace, the fighting letter carrier, would not be complete
without his government-issue mailbag over his shoulder. The statue is on
a round, rotating pedestal, encircled by a compass rose." CR>)
(<VERB? PUSH MOVE>
<TELL
"The " D ,BUCK " turns slightly, then twists back with the bazooka pointing ">
<SAY-BUCK-DIR>
<TELL "." CR>)>>
<ROUTINE SAY-BUCK-DIR ()
<COND (<EQUAL? ,BUCK-DIR ,P?NORTH <>>
<SETG BUCK-DIR ,P?NORTH>
<TELL "north">)
(<EQUAL? ,BUCK-DIR ,P?EAST>
<TELL "east">)
(<EQUAL? ,BUCK-DIR ,P?SOUTH>
<TELL "south">)
(<EQUAL? ,BUCK-DIR ,P?WEST>
<TELL "west">)
(<EQUAL? ,BUCK-DIR ,P?NE>
<TELL "northeast">)
(<EQUAL? ,BUCK-DIR ,P?NW>
<TELL "northwest">)
(<EQUAL? ,BUCK-DIR ,P?SE>
<TELL "southeast">)
(<EQUAL? ,BUCK-DIR ,P?SW>
<TELL "southwest">)>>
<OBJECT FLASHLIGHT
(IN PLAYER)
(SYNONYM FLASHLIGHT LIGHT TORCH LAMP)
(ADJECTIVE FLASH)
(DESC "flashlight")
(FLAGS TAKEBIT LIGHTBIT)
(SIZE 5)
(ACTION FLASHLIGHT-F)>
<ROUTINE FLASHLIGHT-F ()
<COND (<VERB? EXAMINE>
<COND (<FSET? ,FLASHLIGHT ,WETBIT>
<TELL
"The soggy flashlight is switched on, but isn't working." CR>)
(T
<TELL
"The rugged-looking " D ,FLASHLIGHT " is turned ">
<COND (<FSET? ,FLASHLIGHT ,ONBIT>
<TELL "on">)
(T
<TELL "off">)>
<TELL "." CR>)>)
(<VERB? LAMP-ON>
<COND (<FSET? ,FLASHLIGHT ,WETBIT>
<TELL
"You turn it on, but nothing happens!" CR>
<RTRUE>)>)
(<VERB? OPEN>
<TELL
"I'll bet you were the kind of kid who always took their toys apart." CR>)>>
<OBJECT STAIRS ;"front porch steps, cellar stairs"
(IN LOCAL-GLOBALS)
(DESC "stairs")
(SYNONYM STAIRS STAIRCASE STEPS)
(ADJECTIVE STEEP)
(FLAGS NDESCBIT)
(ACTION STAIRS-F)>
<ROUTINE STAIRS-F ()
<COND (<VERB? PUSH-DOWN>
<MOVE-OBJ-DOWN>)
(<VERB? SKI>
<DO-WALK ,P?DOWN>)
(<VERB? CLIMB-UP>
<DO-WALK ,P?UP>)
(<VERB? CLIMB-DOWN>
<DO-WALK ,P?DOWN>)>>
"--- Inside House ---"
"--- Foyer ---"
<ROOM FOYER
(IN ROOMS)
(DESC "Foyer")
(SOUTH TO FRONT-PORCH IF OAK-DOOR IS OPEN)
(IN PER FOYER-CLOSET-ENTER-F)
(EAST TO OUTSIDE-PARLOR)
(UP PER TO-UPSTAIRS-HALL-MIDDLE)
(NORTH TO GAME-ROOM)
(WEST TO LIVING-ROOM)
(FLAGS RLANDBIT LOCKEDBIT)
(GLOBAL OAK-DOOR FOYER-CD CLOSET-REF FOYER-STAIRS WINDOW)
(CAPACITY 20) ;"Tell--sun coming up"
(ACTION FOYER-F)>
<ROUTINE FOYER-F (RARG)
<COND (<EQUAL? .RARG ,M-LOOK>
<TELL
"This is the elegant foyer, covered in rich mahogany paneling. Your
footsteps echo sharply in this large, hollow space. A broad, graceful
staircase sweeps upstairs. Pillared archways beckon you east, west and
north. The front door to the south is ">
<COND (<FSET? ,OAK-DOOR ,OPENBIT>
<TELL "open" >)
(T
<TELL "closed">)>
<TELL
". There is a coat closet by the front door. The door to the closet is ">
<COND (<FSET? ,FOYER-CD ,OPENBIT>
<TELL "open">)
(T
<TELL "closed">)>
<TELL ".">)>>
<OBJECT FOYER-CD
(IN LOCAL-GLOBALS)
(DESC "closet door")
(SYNONYM DOOR)
(ADJECTIVE CLOSET)
(FLAGS DOORBIT NDESCBIT)
(GENERIC WHICH-DOOR?)
(ACTION FOYER-CD-F)>
<ROUTINE FOYER-CD-F ()
<COND (<AND <VERB? OPEN>
<NOT <FSET? ,FOYER-CD ,OPENBIT>>
<NOT <EQUAL? ,CLOSET-FLOOR ,FOYER>>
<EQUAL? ,HERE ,FOYER>>
<OPEN-DOOR-TO-SHAFT>
<FSET ,FOYER-CD ,OPENBIT>)>> ;"SEM"?
<OBJECT FOYER-STAIRS
(IN LOCAL-GLOBALS)
(DESC "stairs")
(SYNONYM STAIRS STAIRCASE STEPS)
(ADJECTIVE FOYER)
(FLAGS NDESCBIT)
(ACTION FOYER-STAIRS-F)>
<ROUTINE FOYER-STAIRS-F ()
<COND (<VERB? PUSH-DOWN>
<MOVE-OBJ-DOWN>)
(<VERB? EXAMINE>
<TELL "The stairs are made of rich mahogany and lead ">
<COND (<EQUAL? ,HERE ,FOYER>
<TELL "up">)
(T
<TELL "down">)>
<TELL "." CR>)
(<VERB? CLIMB-UP>
<DO-WALK ,P?UP>)
(<VERB? CLIMB-DOWN SKI>
<DO-WALK ,P?DOWN>)>>
<ROUTINE TO-UPSTAIRS-HALL-MIDDLE ()
<COND (<NOT <FSET? ,NEWEL ,NEWEL-TURNED-BIT>>
<TELL
"You start to go up, but suddenly the staircase flattens out. After you
awkwardly slide back down, the flattened stairs return to normal." CR>
<RFALSE>)
(T
<TELL "You climb up the stairs to the..." CR CR>
<RETURN ,UPSTAIRS-HALL-MIDDLE>)>>
<OBJECT NEWEL
(IN UPSTAIRS-HALL-MIDDLE)
(DESC "newel in the shape of Roger Corman's head")
(SYNONYM NEWEL HEAD ROGER CORMAN)
(FLAGS NDESCBIT)
(ACTION NEWEL-F)>
<ROUTINE NEWEL-F ()
<COND (<VERB? TURN>
<COND (<FSET? ,NEWEL ,NEWEL-TURNED-BIT>
<FCLEAR ,NEWEL ,NEWEL-TURNED-BIT>)
(T
<FSET ,NEWEL ,NEWEL-TURNED-BIT>)>;"stairs don't flatten"
<TELL
"You turn" T ,NEWEL " and hear a click from the staircase." CR>)
(<VERB? EXAMINE>
<TELL
"It's a life-size, wooden replica of the head of one of Uncle Buddy's rivals,
Roger Corman." CR>)>>
<GLOBAL CLOSET-FLOOR FOYER> ;"starts at foyer-2"
<ROUTINE FOYER-CLOSET-ENTER-F ()
<COND (<NOT <FSET? ,FOYER-CD ,OPENBIT>>
<ITS-CLOSED ,FOYER-CD>
<RFALSE>)
(<EQUAL? ,CLOSET-FLOOR ,FOYER>
<RETURN ,CLOSET>)
(<EQUAL? ,CLOSET-FLOOR ,CELLAR>
<RETURN ,CLOSET-TOP>)
(T
<TELL
"You enter the shaft and plunge down a floor. A bit shaken, you
find yourself at..." CR CR>
<RETURN ,SHAFT-BOTTOM>)>>
;<JIGS-UP
"You step into the shaft and plunge down a floor, landing on your back
at the bottom of the shaft. As you lie in the shaft bottom regaining
your wits, you hear a humming noise coming from above. Suddenly you
realize it's the closet you were expecting descending, assuring you a
closed-casket service.">;<RFALSE>;"check for light or candle and blow it out"
;<OBJECT ARMOR
(IN FOYER)
(DESC "suit of armor")
(SYNONYM SUIT ARMOR)
(ADJECTIVE METAL STEEL)
(FLAGS TRYTAKEBIT)
(DESCFCN ARMOR-F)
(ACTION ARMOR-F)>
;<ROUTINE ARMOR-F ("OPTIONAL" (OARG <>))
<COND (.OARG
<COND (<EQUAL? .OARG ,M-OBJDESC?>
<RTRUE>)>
<TELL CR
"Standing demurely in the corner is a suit of armor, somewhat reminiscent
of the suits of armor that once graced the castle of Winston Churchill.
It is currently in the position that Masters and Johnson described as "
<GET ,ARMOR-DESCS ,ARMOR-DESC-NUM> ".">)
(<VERB? EXAMINE>
<ARMOR-F ,M-OBJDESC>
<CRLF>)>>
;<GLOBAL ARMOR-DESC-NUM 0>
;<ROUTINE I-ARMOR-MOVE ()
<COND (<EQUAL? ,HERE ,FOYER>
<QUEUE I-ARMOR-MOVE 2>)
(T
<SETG ARMOR-DESC-NUM <+ ,ARMOR-DESC-NUM 1>>
<COND (<EQUAL? ,ARMOR-DESC-NUM 7>
<SETG ARMOR-DESC-NUM 0>)>)>
<RFALSE>>
;<GLOBAL ARMOR-DESCS
<TABLE
"Desc 0"
"Desc 1"
"Desc 2"
"Desc 3"
"Desc 4"
"Decs 5"
"Desc 6">>
"--- Cellar ---"
<ROOM CELLAR
(IN ROOMS)
(DESC "Cellar")
(IN PER CELLAR-CLOSET-ENTER-F)
(SOUTH PER CELLAR-CLOSET-ENTER-F)
(UP TO KITCHEN)
(GLOBAL STAIRS CELLAR-CD CLOSET-REF)
(CAPACITY 10) ;"don't light room when sun comes up"
(THINGS <PSEUDO (<> CELLAR CELLAR-PSEUDO)>)
(FLAGS RLANDBIT)
(ACTION CELLAR-F)>
<ROUTINE CELLAR-F (RARG)
<COND (<EQUAL? .RARG ,M-LOOK>
<TELL
"You are in a musty cellar. One of Uncle Buddy's old movie props, a
huge, over-teched " D ,COMPUTER " is here. There is a">
<COND (<FSET? ,CELLAR-CD ,OPENBIT>
<TELL "n open">)
(T
<TELL " closed">)>
<TELL " closet door to the south. A staircase leads up.">)>>
<ROUTINE CELLAR-PSEUDO ()
<COND (<VERB? EXAMINE>
<V-LOOK>)>>
<OBJECT CELLAR-CD
(IN LOCAL-GLOBALS)
(DESC "closet door")
(SYNONYM DOOR)
(ADJECTIVE CLOSET)
(FLAGS DOORBIT NDESCBIT)
(GENERIC WHICH-DOOR?)
(ACTION CELLAR-CD-F)>
<ROUTINE CELLAR-CD-F ()
<COND (<AND <VERB? OPEN>
<NOT <FSET? ,CELLAR-CD ,OPENBIT>>
<NOT <EQUAL? ,CLOSET-FLOOR ,CELLAR>>
<EQUAL? ,HERE ,CELLAR>>
<OPEN-DOOR-TO-SHAFT>
<FSET ,CELLAR-CD ,OPENBIT>)>>
<ROUTINE CELLAR-CLOSET-ENTER-F ()
<COND (<NOT <FSET? ,CELLAR-CD ,OPENBIT>>
<ITS-CLOSED ,CELLAR-CD>
<RFALSE>)
(<EQUAL? ,CLOSET-FLOOR ,CELLAR>
<RETURN ,CLOSET>)
(T
<TELL "You step down a foot into the..." CR CR>
<RETURN ,SHAFT-BOTTOM>)>>
"--- Computer ---"
;<OBJECT CONSOLE
(IN CELLAR)
(DESC "command console")
(SYNONYM KEYBOARD CONSOLE)
(ADJECTIVE COMMAND)
(FLAGS NDESCBIT)>
<OBJECT DISPLAY-LIGHTS
(IN CELLAR)
(DESC "display lights")
(SYNONYM LIGHTS DISPLAY)
(ADJECTIVE COMPUTER)
(FLAGS NDESCBIT)
(ACTION DISPLAY-LIGHTS-F)>
<ROUTINE DISPLAY-LIGHTS-F ()
<COND (<VERB? EXAMINE READ>
<COND (<FSET? ,COMPUTER ,ONBIT>
<TELL
"You study the display of lights and see:" CR CR>
<FIXED-FONT-ON>
<TELL
<GET ,DISPLAY-TABLE 0> CR
<GET ,DISPLAY-TABLE 1> CR
<GET ,DISPLAY-TABLE 2> CR
<GET ,DISPLAY-TABLE 3> CR
<GET ,DISPLAY-TABLE 4> CR
<GET ,DISPLAY-TABLE 5> CR
<GET ,DISPLAY-TABLE 6> CR>
<FIXED-FONT-OFF>)
(T
<TELL "The " D ,DISPLAY-LIGHTS " are off." CR>)>)>>
<OBJECT COMPUTER
(IN CELLAR)
(DESC "computer")
(SYNONYM COMPUTER SLOT)
(FLAGS NDESCBIT LIGHTBIT)
(ACTION COMPUTER-F)>
<GLOBAL WHERE-TO-PRINT 0>
<GLOBAL CARD-COUNT 0>
<ROUTINE COMPUTER-F ()
<COND (<VERB? EXAMINE>
<TELL
"It's the huge, massive, steel contraption of" A ,COMPUTER " that saved
the earth from the maurading marketeers in \"Plan Nine from Marketing.\"
The front of" T ,COMPUTER " is covered with rows of lights. Beneath the
lights are a slot and a button. There is a hopper on one end of it.
The " D ,COMPUTER " is ">
<COND (<FSET? ,COMPUTER ,ONBIT>
<TELL "on">)
(T
<TELL "off">)>
<TELL "." CR>)
(<AND <VERB? PUT>
<PRSI? ,COMPUTER>>
<COND (<GETPT ,PRSO ,P?CARD-NUM>
<COND (<NOT <FSET? ,COMPUTER ,ONBIT>>
<TELL ,NO-DATA>)
(<FSET? ,PRSO ,WETBIT>
<MOVE ,PRSO ,HERE>
<TELL
"The " D ,COMPUTER " starts to suck in the wet punch card,
then spits it back out at you." CR>)
(T
<TELL
"The " D ,COMPUTER " sucks in the card, making a slurping noise">
<COND (<IN? ,TOUPEE ,RESET-BUTTON>
<TELL
", then begins to rumble like something inside is trying to get out">)>
<TELL
". It pauses as if it were thinking about what to do next,
then" T ,DISPLAY-LIGHTS " change." CR>
<PUT ,DISPLAY-TABLE ,WHERE-TO-PRINT
<GET ,CARD-TABLE <GETP ,PRSO ,P?CARD-NUM>>>
<SETG WHERE-TO-PRINT <+ ,WHERE-TO-PRINT 1>>
<SETG CARD-COUNT <+ ,CARD-COUNT 1>>
<MOVE ,PRSO ,COMPUTER>
<COND (<EQUAL? ,CARD-COUNT 7>
;<AND <EQUAL? ,CARD-COUNT 7>
<EQUAL? <GET ,DISPLAY-TABLE 0>
<GET ,CARD-TABLE 0>>
<EQUAL? <GET ,DISPLAY-TABLE 1>
<GET ,CARD-TABLE 1>>
<EQUAL? <GET ,DISPLAY-TABLE 2>
<GET ,CARD-TABLE 2>>
<EQUAL? <GET ,DISPLAY-TABLE 3>
<GET ,CARD-TABLE 3>>
<EQUAL? <GET ,DISPLAY-TABLE 4>
<GET ,CARD-TABLE 4>>
<EQUAL? <GET ,DISPLAY-TABLE 5>
<GET ,CARD-TABLE 5>>
<EQUAL? <GET ,DISPLAY-TABLE 6>
<GET ,CARD-TABLE 6>>>
<FSET ,TOUPEE ,CARDS-RIGHT-BIT>)>
<RTRUE>)>)
(<EQUAL? <GETP ,PRSO ,P?SIZE> 1>
<COND (<FSET? ,COMPUTER ,ONBIT>
<TELL
"The " D ,COMPUTER " sucks in" T ,PRSO ", pauses momentarily, then spits out"
T ,PRSO " with a whining noise." CR>
<MOVE ,PRSO ,HERE>)
(T
<TELL ,NO-DATA>)>)
(T
<TELL
"How are you going to fit" T ,PRSO " in" T ,COMPUTER "'s card slot?" CR>)>)
(<VERB? LAMP-ON>
<COND (<FSET? ,COMPUTER ,ONBIT>
<ITS-ALREADY "on">)
(T ;<NOT <FSET? ,COMPUTER ,ONBIT>>
<TELL
"The " D ,COMPUTER"'s machinery begins to roar as you turn it on. The
seven rows of display lights on the front of" T ,COMPUTER " flash on and
off in unison several times as it comes to life." CR>
<FSET ,COMPUTER ,ONBIT>
<FSET ,CELLAR ,ONBIT>)>)
(<AND <VERB? LAMP-OFF>
<FSET? ,COMPUTER ,ONBIT>>
<TELL
"The " D ,COMPUTER " winds down slowly coming to a stop and the lights of
the display dim and go out. ">
<RESET-COMPUTER>
<FCLEAR ,CELLAR ,ONBIT> ;"SEM?"
<FCLEAR ,COMPUTER ,ONBIT>)
(<VERB? RESET>
<PERFORM ,V?PUSH ,RESET-BUTTON>
<RTRUE>)
;(<VERB? LOOK-INSIDE OPEN>
<TELL "That's a job for the DEC twits." CR>)>>
<GLOBAL NO-DATA "You can't feed data to a computer that isn't turned on!~">
<ROUTINE RESET-COMPUTER ()
<COND (<FIRST? ,COMPUTER>
<COND (<EQUAL? ,CARD-COUNT 1>
<TELL "A punch card drops">)
(T
<COND (<L? ,CARD-COUNT 3>
<TELL "A couple of">)
(<L? ,CARD-COUNT 4>
<TELL "A few">)
(<L? ,CARD-COUNT 8>
<TELL "Some">)>
<TELL " punch cards drop">)>
<TELL " into" T ,HOPPER "." CR>)
(T
<CRLF>)>
<SETG WHERE-TO-PRINT 0>
<ROB ,COMPUTER ,HOPPER>
<SETG CARD-COUNT 0>
<PUT ,DISPLAY-TABLE 0 ,COMPUTER-LIGHTS>
<PUT ,DISPLAY-TABLE 1 ,COMPUTER-LIGHTS>
<PUT ,DISPLAY-TABLE 2 ,COMPUTER-LIGHTS>
<PUT ,DISPLAY-TABLE 3 ,COMPUTER-LIGHTS>
<PUT ,DISPLAY-TABLE 4 ,COMPUTER-LIGHTS>
<PUT ,DISPLAY-TABLE 5 ,COMPUTER-LIGHTS>
<PUT ,DISPLAY-TABLE 6 ,COMPUTER-LIGHTS>>
<OBJECT RESET-BUTTON
(IN CELLAR)
(DESC "reset button")
(SYNONYM BUTTON)
(ADJECTIVE RESET)
(FLAGS NDESCBIT)
(ACTION RESET-BUTTON-F)>
<ROUTINE RESET-BUTTON-F ()
<COND (<VERB? PUSH>
<COND (<FSET? ,COMPUTER ,ONBIT>
<TELL
"All" T ,DISPLAY-LIGHTS " flash off and on several times. ">
<RESET-COMPUTER>)
(T ;"meaning the computer isn't on"
<TELL "You hear a click, but that's all." CR>)>)
(<VERB? EXAMINE>
<TELL "It's a small button labeled \"Reset.\"" CR>)>>
<OBJECT CARD
(IN MAILBOX)
(DESC "business card")
(SYNONYM CARD)
(ADJECTIVE BUSINESS)
(SIZE 1)
(FLAGS READBIT TAKEBIT)
(TEXT
"~
For fast service, call~
~
ROY G. BIV~
COMPUTER SERVICE & REPAIR~
576-1851")>
<OBJECT HOPPER
(IN CELLAR)
(DESC "hopper")
(SYNONYM HOPPER)
(ADJECTIVE CARD PUNCH)
(CAPACITY 8)
(FLAGS NDESCBIT CONTBIT OPENBIT SEARCHBIT)>
<GLOBAL COMPUTER-LIGHTS "OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO">
;<ROUTINE RESET-DISPLAY ()
<SETG WHERE-TO-PRINT 0>
<ROB ,COMPUTER ,HOPPER>
<SETG CARD-COUNT 0>
<PUT ,DISPLAY-TABLE 0 ,COMPUTER-LIGHTS>
<PUT ,DISPLAY-TABLE 1 ,COMPUTER-LIGHTS>
<PUT ,DISPLAY-TABLE 2 ,COMPUTER-LIGHTS>
<PUT ,DISPLAY-TABLE 3 ,COMPUTER-LIGHTS>
<PUT ,DISPLAY-TABLE 4 ,COMPUTER-LIGHTS>
<PUT ,DISPLAY-TABLE 5 ,COMPUTER-LIGHTS>
<PUT ,DISPLAY-TABLE 6 ,COMPUTER-LIGHTS>>
<GLOBAL CARD-TABLE
<TABLE
;"0 Red " "OOOO OOOO O OOOO O OOOO OOOO"
;"1 Orange" "O O O O O O O O O"
;"2 Yellow" "O O O O O O O O O"
;"3 Green " "OOOO O OOOO OOO OOOO O OOOO O O"
;"4 Blue " " O O O O O O O O O"
;"5 Indigo" " O O O O O O O O O"
;"6 Violet" "OOOO O OOOO OOOO O O OOOO">>
;"OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO"
<GLOBAL DISPLAY-TABLE
<TABLE
;"0" "OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO"
;"1" "OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO"
;"2" "OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO"
;"3" "OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO"
;"4" "OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO"
;"5" "OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO"
;"6" "OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO">>
<OBJECT TOUPEE
(IN RESET-BUTTON) ;"so you can check it's LOC to see if it's untaken"
(DESC "Uncle Buddy's toupee")
(SYNONYM TOUPEE RUG HAIR PIECE)
(ADJECTIVE BUDDY BURBAN HAIR)
(FLAGS TAKEBIT WEARBIT NARTICLEBIT)
(SIZE 5)
(VALUE 10)
(ACTION TOUPEE-F)>
<ROUTINE TOUPEE-F ()
<COND (<VERB? EXAMINE>
<TELL
"Ah, ahem, well, it looks like Uncle Buddy's toupee. One of the worst
kept secrets in Hollywood." CR>)
;(<VERB? WEAR>
<COND (<NOT <ITAKE>>
<RTRUE>)
(T
<TELL
"You put on " D ,TOUPEE " in an attempt to cover that Burbank bald
spot." CR>
<RFALSE>)>)
(<VERB? ROLL-UP>
<TELL "Now come on, it's not that kind of a rug!" CR>)>>
<OBJECT INDIGO-CARD
(IN FIREPLACE)
(DESC "indigo punch card")
(SYNONYM CARD CARDS)
(ADJECTIVE PUNCH INDIGO)
(FLAGS TAKEBIT VOWELBIT INVISIBLE)
(SIZE 1)
(CARD-NUM 5)
(ACTION PUNCH-CARD-F)>
<OBJECT YELLOW-CARD
(IN SCREENING-ROOM)
(DESC "yellow punch card")
(SYNONYM CARD CARDS)
(ADJECTIVE PUNCH YELLOW CARDS)
(FLAGS TAKEBIT)
(SIZE 1)
(CARD-NUM 2)
(ACTION PUNCH-CARD-F)>
<OBJECT GREEN-CARD
(IN OUTSIDE-PARLOR)
(DESC "green punch card")
(SYNONYM CARD CARDS)
(ADJECTIVE PUNCH GREEN)
(FLAGS TAKEBIT INVISIBLE)
(SIZE 1)
(CARD-NUM 3)
(ACTION PUNCH-CARD-F)>
<OBJECT RED-CARD
(IN UPSTAIRS-BATHROOM)
(DESC "red punch card")
(SYNONYM CARD CARDS)
(ADJECTIVE PUNCH RED)
(FLAGS TAKEBIT INVISIBLE)
(SIZE 1)
(CARD-NUM 0)
(ACTION PUNCH-CARD-F)>
<OBJECT BLUE-CARD
;(IN BEDROOM-3)
(IN SHAFT-BOTTOM)
(DESC "blue punch card")
(SYNONYM CARD CARDS)
(ADJECTIVE PUNCH BLUE)
(FLAGS TAKEBIT)
(SIZE 1)
(CARD-NUM 4)
(ACTION PUNCH-CARD-F)>
<OBJECT ORANGE-CARD
(IN PATIO)
(DESC "orange punch card")
(SYNONYM CARD CARDS)
(ADJECTIVE PUNCH ORANGE CARDS)
(FLAGS TAKEBIT VOWELBIT)
(SIZE 1)
(CARD-NUM 1)
(ACTION PUNCH-CARD-F)>
<OBJECT VIOLET-CARD
(IN PIANO)
(DESC "violet punch card")
(SYNONYM CARD CARDS)
(ADJECTIVE PUNCH VIOLET)
(FLAGS TAKEBIT)
(SIZE 1)
(CARD-NUM 6)
(ACTION PUNCH-CARD-F)>
<ROUTINE PUNCH-CARD-F ()
<COND (<VERB? EXAMINE>
<TELL
"The surface of" T ,PRSO " is covered with holes">
<COND (<FSET? ,PRSO ,WETBIT>
<TELL " and it's rather soggy">)>
<TELL "." CR>)
(<VERB? READ>
<TELL "Only a computer can read a punch card!" CR>)>>
"--- Living room ---"
<ROOM LIVING-ROOM
(IN ROOMS)
(DESC "Living Room")
(LDESC
"This is the living room where Uncle Buddy and Aunt Hildegarde used to
spend their evenings. Most of the west wall is covered by a grand stone
fireplace with a mantle over it. A long sofa, several cushy chairs and a
telephone fill the room. Most of the hardwood floor is covered by a
monstrous Persian rug. A doorway leads north and an archway exits to the
east.")
(FLAGS RLANDBIT ;LOCKEDBIT)
(NORTH TO DINING-ROOM)
(EAST TO FOYER)
(IN TO FIREPLACE)
(WEST "If you want to go in the fireplace, say so.")
(GLOBAL PHONE FIREPLACE-GLOBAL SEAT WINDOW SOFA)
(CAPACITY 20)> ;"Tell--sun coming up"
<OBJECT PERSIAN-RUG
(IN LIVING-ROOM)
(DESC "Persian rug")
(SYNONYM RUG CARPET)
(ADJECTIVE PERSIAN)
(FLAGS TRYTAKEBIT NDESCBIT)
(ACTION PERSIAN-RUG-F)>
<ROUTINE PERSIAN-RUG-F ()
<COND (<VERB? TAKE>
<TELL ,SPINACH CR>)
(<AND <VERB? PUT-ON>
<PRSI? ,PERSIAN-RUG>>
<PERFORM ,V?DROP ,PRSO>
<RTRUE>)
(<VERB? ROLL-UP MOVE LOOK-UNDER>
<TELL
"You move the rug but don't find any trap door. Amidst your sorrow you return
the carpet to its original splendor." CR>)>>
<OBJECT MANTLE
(IN LIVING-ROOM)
(DESC "mantle")
(SYNONYM MANTLE)
(FLAGS CONTBIT SEARCHBIT OPENBIT SURFACEBIT NDESCBIT)
(CAPACITY 60)>
"--- Statuettes ---"
<OBJECT BLUE-CANDLE
(IN MANTLE)
(DESC "blue wax statuette")
(SYNONYM CANDLE STATUE WICK)
(ADJECTIVE WAX BLUE)
(FLAGS TAKEBIT CONTBIT SEARCHBIT SURFACEBIT OPENBIT BURNBIT)
(CAPACITY 1)
(SIZE 10)
(GENERIC GENERIC-CANDLE-F)
(ACTION BLUE-CANDLE-F)>
<ROUTINE BLUE-CANDLE-F ()
<CANDLE-F ,BLUE-CANDLE>>
<OBJECT WHITE-CANDLE
(IN MANTLE)
(DESC "white wax statuette")
(SYNONYM CANDLE STATUE WICK)
(ADJECTIVE WAX WHITE)
(FLAGS TAKEBIT CONTBIT SEARCHBIT SURFACEBIT OPENBIT BURNBIT)
(CAPACITY 1)
(SIZE 10)
(GENERIC GENERIC-CANDLE-F)
(ACTION WHITE-CANDLE-F)>
<ROUTINE WHITE-CANDLE-F ()
<CANDLE-F ,WHITE-CANDLE>>
<OBJECT RED-CANDLE
(IN MANTLE)
(DESC "red wax statuette")
(SYNONYM CANDLE STATUE WICK)
(ADJECTIVE WAX RED)
(FLAGS TAKEBIT CONTBIT SEARCHBIT SURFACEBIT OPENBIT BURNBIT)
(CAPACITY 1)
(SIZE 10)
(GENERIC GENERIC-CANDLE-F)
(ACTION RED-CANDLE-F)>
<ROUTINE RED-CANDLE-F ()
<CANDLE-F ,RED-CANDLE>>
<ROUTINE GENERIC-CANDLE-F ("AUX" NUM LIT-CANDLE)
<COND (<VERB? LAMP-OFF>
<SET NUM 0>
<COND (<AND <FSET? ,RED-CANDLE ,FLAMEBIT>
<VISIBLE? ,RED-CANDLE>>
<SET NUM <+ .NUM 1>>
<SET LIT-CANDLE ,RED-CANDLE>)
(<AND <FSET? ,WHITE-CANDLE ,FLAMEBIT>
<VISIBLE? ,WHITE-CANDLE>>
<SET NUM <+ .NUM 1>>
<SET LIT-CANDLE ,WHITE-CANDLE>)
(<AND <FSET? ,BLUE-CANDLE ,FLAMEBIT>
<VISIBLE? ,BLUE-CANDLE>>
<SET NUM <+ .NUM 1>>
<SET LIT-CANDLE ,BLUE-CANDLE>)>
<COND (<EQUAL? .NUM 1>
<RETURN .LIT-CANDLE>)
(T
<RFALSE>)>)
(T
<RFALSE>)>>
<ROUTINE CANDLE-F (CANDLE "AUX" SIZE FEET I-CANDLE CANDLE-WAX)
<SET SIZE <GETP ,PRSO ,P?SIZE>>
<COND (<EQUAL? .CANDLE ,RED-CANDLE>
<SET FEET ,RED-FEET>
<SET I-CANDLE ,I-RED-CANDLE-BURN>
<SET CANDLE-WAX ,RED-WAX>)
(<EQUAL? .CANDLE ,WHITE-CANDLE>
<SET FEET ,WHITE-FEET>
<SET I-CANDLE ,I-WHITE-CANDLE-BURN>
<SET CANDLE-WAX ,WHITE-WAX>)
(<EQUAL? .CANDLE ,BLUE-CANDLE>
<SET FEET ,BLUE-FEET>
<SET I-CANDLE ,I-BLUE-CANDLE-BURN>
<SET CANDLE-WAX ,BLUE-WAX>)>
<COND (<VERB? EXAMINE>
<COND (<EQUAL? .SIZE 1>
<WAX-FEET .FEET>
<RTRUE>)>
<TELL "It's ">
<COND (<L? .SIZE 10>
<TELL "what's left of ">)>
<TELL
"a thin, wax statuette of a Hindu god, dressed in a long gown. ">
<COND (<G? .SIZE 7>
<TELL "The foot-high god is holding up its ">
<COND (<PRSO? ,WHITE-CANDLE>
<TELL "lef">)
(T
<TELL "righ">)>
<TELL "t hand, showing ">
<COND (<PRSO? ,RED-CANDLE>
<TELL "three">)
(<PRSO? WHITE-CANDLE>
<TELL "seven">)
(T
<TELL "five">)>
<TELL " fingers. ">)>
<COND (<FSET? ,PRSO ,ONBIT>
<TELL
"The wax statuette is lit, and a bit of wax is dripping down it">)
(T
<COND (<G? .SIZE 1>
<TELL "A wick is sticking up from ">
<COND (<G? .SIZE 4>
<TELL "the top of the statuette">)
(T
<TELL
"the little that remains of the statuette">)>)>)>
<COND (<AND <L? .SIZE 10>
<G? .SIZE 1>>
<TELL
". The wax statuette has burned down to the god's "
<GET ,CANDLE-DESC .SIZE>>)>
<TELL "." CR>
<RTRUE>)
(<AND <VERB? PUT>
<PRSI? .CANDLE>>
<TELL "You can't possibly do that." CR>)
(<AND <VERB? LAMP-ON BURN>
<PRSO? ,RED-CANDLE ,WHITE-CANDLE ,BLUE-CANDLE>>
<COND (<SET-FLAME-SOURCE>