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compone.zil
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compone.zil
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"COMPONE for PLANETFALL
(C) COPYRIGHT 1983 INFOCOM, INC. ALL RIGHTS RESERVED
This file contains all the rooms, objects, and actions associated
with Complex One / the Western Complex / the Kalamontee Compleks."
<ROOM UNDERWATER
(IN ROOMS)
(DESC "Underwater")
(LDESC
"You are momentarily disoriented as you enter the turbulent waters.
Currents buffet you against the sharp rocks of an underwater
cliff. A dim light filters down from above.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 35
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(UP TO CRAG)
(DOWN TO UNDERWATER)
(WEST TO UNDERWATER)
(NORTH TO UNDERWATER)
(SOUTH TO UNDERWATER)
(FLAGS ONBIT RWATERBIT)
(ACTION UNDERWATER-F)>
<GLOBAL DROWN 0> ;"you die if you return to Underwater or stay too long"
<ROUTINE UNDERWATER-F (RARG)
<COND (<EQUAL? .RARG ,M-END>
<SETG DROWN <+ ,DROWN 1>>
<COND (<G? ,DROWN 2>
<JIGS-UP
"A mighty undertow drags you across some underwater obstructions.">)>)>>
<ROOM CRAG
(IN ROOMS)
(DESC "Crag")
(LDESC
"You have reached a cleft in the cliff wall where the island rises from the
water. The edge of the cleft displays recently exposed rock where it collapsed
under the weight of the escape pod. About two meters below, turbulent waters
swirl against sharp rocks. A small structure clings to the face of the cliff
about eight meters above you. Even an out-of-shape Ensign Seventh Class could
probably climb up to it.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN"10 ;"UP" 40
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(DOWN TO UNDERWATER)
(UP TO BALCONY)
(FLAGS ONBIT RLANDBIT)
(VALUE 3)
(GLOBAL CLIFF OCEAN)
(PSEUDO "STRUCTURE" STRUCTURE-PSEUDO "CLEFT" CLEFT-PSEUDO)
(ACTION CRAG-F)>
<ROUTINE CRAG-F (RARG)
<COND (<EQUAL? .RARG ,M-ENTER>
<SETG DROWN 3>)>>
<ROOM BALCONY
(IN ROOMS)
(DESC "Balcony")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN"25 ;"UP" 30
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(DOWN PER WATER-LEVEL-F)
(UP TO WINDING-STAIR)
(FLAGS ONBIT RLANDBIT)
(PSEUDO "PLAQUE" PLAQUE-PSEUDO)
(GLOBAL CLIFF OCEAN STAIRS WINDOW)
(ACTION BALCONY-F)>
<ROUTINE BALCONY-F (RARG)
<COND (<EQUAL? .RARG ,M-LOOK>
<TELL
"This is an octagonal room, half carved into and half built out from the cliff
wall. Through the shattered windows which ring the outer wall you can see
ocean to the horizon. A weathered metal plaque with barely readable lettering
rests below the windows. The language seems to be a corrupt form of
Galalingua. A steep stairway, roughly cut into the face of the cliff, leads
upward. ">
<COND (<EQUAL? ,DAY 1>
<TELL
"A rocky crag can be seen about eight meters below." CR>)
(<EQUAL? ,DAY 2>
<TELL
"The ocean waters swirl below. The crag where you landed yesterday is
now underwater!" CR>)
(<EQUAL? ,DAY 3>
<TELL
"Ocean waters are lapping at the base of the balcony." CR>)>)>>
<ROOM WINDING-STAIR
(IN ROOMS)
(DESC "Winding Stair")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN"15 ;"UP" 30
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(DOWN PER WATER-LEVEL-F)
(UP TO COURTYARD)
(FLAGS ONBIT RLANDBIT)
(GLOBAL CLIFF STAIRS)
(ACTION WINDING-STAIR-F)>
<ROUTINE WINDING-STAIR-F (RARG)
<COND (<EQUAL? .RARG ,M-LOOK>
<TELL
"The middle of a long, steep stairway carved into the face of a cliff.">
<COND (<EQUAL? ,DAY 4>
<TELL
" You hear the lapping of water from below.">)
(<EQUAL? ,DAY 5>
<TELL
" You can see ocean water splashing against the steps below you.">)>
<CRLF>)>>
<ROOM COURTYARD
(IN ROOMS)
(DESC "Courtyard")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN"15 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(DOWN TO WINDING-STAIR)
(SOUTH TO WINDING-STAIR)
(WEST TO WEST-WING)
(NORTH TO PLAIN-HALL)
(FLAGS ONBIT RLANDBIT FLOYDBIT)
(GLOBAL STAIRS)
(PSEUDO "CASTLE" CASTLE-PSEUDO "RUBBLE" RUBBLE-PSEUDO)
(ACTION COURTYARD-F)>
<ROUTINE COURTYARD-F (RARG)
<COND (<EQUAL? .RARG ,M-LOOK>
<TELL
"You are in the courtyard of an ancient stone edifice, vaguely reminiscent of
the castles you saw during your leave on Ramos Two. It has decayed to
the point where it can probably be termed a ruin. Openings lead north and west,
and a stairway downward is visible to the south. ">
<COND (<EQUAL? ,DAY 6 7>
<TELL
"From the direction of the stairway comes the sound of ocean surf.">)
(<EQUAL? ,DAY 8>
<TELL
"Ocean water washes against the top few steps.">)>
<CRLF>)>>
<ROUTINE WATER-LEVEL-F ()
<COND (<EQUAL? ,HERE ,BALCONY>
<COND (<EQUAL? ,DAY 1> ,CRAG)
(T ,UNDERWATER)>)
(<EQUAL? ,HERE ,WINDING-STAIR>
<COND (<L? ,DAY 4> ,BALCONY)
(T ,UNDERWATER)>)
(<EQUAL? ,HERE ,COURTYARD>
<COND (<L? ,DAY 6> ,WINDING-STAIR)
(T ,UNDERWATER)>)>>
<ROOM WEST-WING
(IN ROOMS)
(DESC "West Wing")
(LDESC
"This was once the west wing of the castle, but the walls are now mostly
rubble, allowing a view of the cliff and ocean below. Rubble blocks all exits
save one, eastward to the courtyard.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(EAST TO COURTYARD)
(DOWN "Certain death.")
(FLAGS ONBIT RLANDBIT FLOYDBIT)
(GLOBAL CLIFF OCEAN)
(PSEUDO "CASTLE" CASTLE-PSEUDO "RUBBLE" RUBBLE-PSEUDO)>
<ROOM PLAIN-HALL
(IN ROOMS)
(DESC "Plain Hall")
(LDESC
"This is a featureless hall leading north and south. Although the hallway is
old and dusty, the construction is of a much more modern style than the
castle to the south. A similar hall branches off to the northeast.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 25 ;"NORTH" 0>)
(SOUTH TO COURTYARD)
(NORTH TO REC-AREA)
(NE TO REC-CORRIDOR)
(FLAGS ONBIT RLANDBIT)>
<ROOM REC-AREA
(IN ROOMS)
(DESC "Rec Area")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(NORTH TO CONFERENCE-ROOM IF CONFERENCE-DOOR IS OPEN)
(SOUTH TO PLAIN-HALL)
(EAST TO REC-CORRIDOR)
(FLAGS ONBIT RLANDBIT FLOYDBIT)
(GLOBAL CONFERENCE-DOOR)
(PSEUDO "GAMES" GAMES-PSEUDO "TAPES" TAPES-PSEUDO)
(ACTION REC-AREA-F)>
<GLOBAL DIAL-NUMBER 0>
<GLOBAL NUMBER-NEEDED 0>
<ROUTINE REC-AREA-F (RARG)
<COND (<EQUAL? .RARG ,M-LOOK>
<TELL
"This is a recreational facility of some sort. Games and tapes are scattered
about the room. Hallways head off to the east and south, and to the north is
a door which is ">
<COND (<FSET? ,CONFERENCE-DOOR ,OPENBIT>
<TELL "open">)
(T
<TELL
"closed and locked. A dial on the door is currently set to "
N ,DIAL-NUMBER>)>
<TELL "." CR>)>>
<ROOM CONFERENCE-ROOM
(IN ROOMS)
(DESC "Conference Room")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(SOUTH TO REC-AREA IF CONFERENCE-DOOR IS OPEN)
(OUT TO REC-AREA IF CONFERENCE-DOOR IS OPEN)
(IN TO BOOTH-1)
(NORTH TO BOOTH-1)
(FLAGS RLANDBIT ONBIT)
(PSEUDO "BOOTH" NEAR-BOOTH-PSEUDO)
(GLOBAL CONFERENCE-DOOR TABLES)
(ACTION CONFERENCE-ROOM-F)>
<ROUTINE CONFERENCE-ROOM-F (RARG)
<COND (<EQUAL? .RARG ,M-LOOK>
<TELL
"This is a fairly square room, almost filled by a round conference table.
To the south is a door which is ">
<DDESC ,CONFERENCE-DOOR>
<TELL
". To the north is a small room about the size of a phone booth." CR>)>>
<OBJECT CONFERENCE-DOOR
(IN LOCAL-GLOBALS)
(DESC "door")
(SYNONYM DOOR)
(FLAGS DOORBIT NDESCBIT)
(ACTION CONFERENCE-DOOR-F)>
<OBJECT COMBINATION-DIAL
(IN REC-AREA)
(DESC "combination dial")
(SYNONYM DIAL)
(ADJECTIVE COMBINATION)
(FLAGS MUNGBIT NDESCBIT)
(ACTION COMBINATION-DIAL-F)>
<ROUTINE COMBINATION-DIAL-F ()
<COND (<VERB? EXAMINE>
<TELL
"The dial can be turned to any number between 0 and 1000." CR>)
(<AND <VERB? SET>
<EQUAL? ,PRSI ,INTNUM>>
<COND (<FSET? ,COMBINATION-DIAL ,MUNGEDBIT>
<TELL
"The dial has somehow become fused and won't move." CR>)
(<EQUAL? ,P-NUMBER ,DIAL-NUMBER>
<TELL "That's what the dial is set to now!" CR>)
(<EQUAL? ,P-NUMBER ,NUMBER-NEEDED>
<SETG DIAL-NUMBER 0>
<FSET ,CONFERENCE-DOOR ,OPENBIT>
<TELL
"The door swings open, and the dial resets to 0." CR>)
(<G? ,P-NUMBER 1000>
<TELL
"The dial cannot be turned to a number that high." CR>)
(T
<SETG DIAL-NUMBER ,P-NUMBER>
<TELL "The dial is now set to " N ,P-NUMBER "." CR>)>)>>
<ROUTINE CONFERENCE-DOOR-F ()
<COND (<VERB? OPEN>
<COND (<FSET? ,CONFERENCE-DOOR ,OPENBIT>
<ALREADY-OPEN>)
(T
<COND (<EQUAL? ,HERE ,REC-AREA>
<TELL
"The door is locked. You probably have to turn the dial to some number to
open it." CR>)
(T
<TELL
"The door seems to be locked from the other side." CR>)>)>)
(<VERB? CLOSE>
<COND (<FSET? ,CONFERENCE-DOOR ,OPENBIT>
<FCLEAR ,CONFERENCE-DOOR ,OPENBIT>
<TELL
"The door closes and you hear a click as it locks." CR>)
(T
<IS-CLOSED>)>)>>
<ROOM BOOTH-1
(IN ROOMS)
(DESC "Booth 1")
(LDESC
"This is a tiny room with a large \"1\" painted on the wall. A panel contains
a slot about ten centimeters wide, a beige button labelled \"2\" and a tan
button labelled \"3.\"")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(SOUTH TO CONFERENCE-ROOM)
(OUT TO CONFERENCE-ROOM)
(PSEUDO "BOOTH" IN-BOOTH-PSEUDO)
(FLAGS ONBIT RLANDBIT)
(GLOBAL CONTROLS SLOT TELEPORTATION-BUTTON-2 TELEPORTATION-BUTTON-3)>
<ROOM REC-CORRIDOR
(IN ROOMS)
(DESC "Rec Corridor")
(LDESC
"This is a wide, east-west hallway. Portals lead north and south, and another
corridor branches southwest.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 25 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(WEST TO REC-AREA)
(NORTH TO DORM-B)
(SOUTH TO DORM-A)
(EAST TO MESS-CORRIDOR)
(SW TO PLAIN-HALL)
(FLAGS ONBIT RLANDBIT)>
<ROOM DORM-A
(IN ROOMS)
(DESC "Dorm A")
(LDESC
"This is a very long room lined with multi-tiered bunks. Flimsy partitions
between the tiers may have provided a modicum of privacy. These spartan
living quarters could have once housed many hundreds, but it seems quite
deserted now. There are openings at the north and south ends of the room.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(SOUTH TO SANFAC-A)
(NORTH TO REC-CORRIDOR)
(FLAGS FLOYDBIT ONBIT RLANDBIT)
(GLOBAL BED)
(PSEUDO "PARTITION" PARTITION-PSEUDO)>
<ROOM SANFAC-A
(IN ROOMS)
(DESC "SanFac A")
(LDESC
"This must be the sanitary facility for the adjacent dormitory. The fixtures
are dry and dusty, the room dead and deserted. You marvel at how little the
millenia and cultural gulfs have changed toilet bowl design. The only exit is
north.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(NORTH TO DORM-A)
(FLAGS ONBIT RLANDBIT FLOYDBIT)
(PSEUDO "FIXTURES" TOILET-PSEUDO "TOILET" TOILET-PSEUDO)>
<ROOM DORM-B
(IN ROOMS)
(DESC "Dorm B")
(LDESC
"This is a very long room lined with multi-tiered bunks. Flimsy partitions
between the tiers may have provided a modicum of privacy. These spartan
living quarters could have once housed many hundreds, but it seems quite
deserted now. There are openings at the north and south ends of the room.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(SOUTH TO REC-CORRIDOR)
(NORTH TO SANFAC-B)
(FLAGS FLOYDBIT ONBIT RLANDBIT)
(GLOBAL BED)
(PSEUDO "PARTITION" PARTITION-PSEUDO)>
<ROOM SANFAC-B
(IN ROOMS)
(DESC "SanFac B")
(LDESC
"This must be the sanitary facility for the adjacent dormitory. The fixtures
are dry and dusty, the room dead and deserted. You marvel at how little the
millenia and cultural gulfs have changed toilet bowl design. The only exit is
south.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(SOUTH TO DORM-B)
(FLAGS FLOYDBIT ONBIT RLANDBIT)
(PSEUDO "FIXTURES" TOILET-PSEUDO "TOILET" TOILET-PSEUDO)>
<ROOM DORM-C
(IN ROOMS)
(DESC "Dorm C")
(LDESC
"This is a very long room lined with multi-tiered bunks. Flimsy partitions
between the tiers may have provided a modicum of privacy. These spartan
living quarters could have once housed many hundreds, but it seems quite
deserted now. There are openings at the north and south ends of the room.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(NORTH TO DORM-CORRIDOR)
(SOUTH TO SANFAC-C)
(FLAGS ONBIT FLOYDBIT RLANDBIT)
(GLOBAL BED)
(PSEUDO "PARTITION" PARTITION-PSEUDO)>
<ROOM SANFAC-C
(IN ROOMS)
(DESC "SanFac C")
(LDESC
"This must be the sanitary facility for the adjacent dormitory. The fixtures
are dry and dusty, the room dead and deserted. You marvel at how little the
millenia and cultural gulfs have changed toilet bowl design. The only exit is
north.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(NORTH TO DORM-C)
(FLAGS FLOYDBIT ONBIT RLANDBIT)
(PSEUDO "FIXTURES" TOILET-PSEUDO "TOILET" TOILET-PSEUDO)>
<ROOM DORM-D
(IN ROOMS)
(DESC "Dorm D")
(LDESC
"This is a very long room lined with multi-tiered bunks. Flimsy partitions
between the tiers may have provided a modicum of privacy. These spartan
living quarters could have once housed many hundreds, but it seems quite
deserted now. There are openings at the north and south ends of the room.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(SOUTH TO DORM-CORRIDOR)
(NORTH TO SANFAC-D)
(FLAGS FLOYDBIT ONBIT RLANDBIT)
(GLOBAL BED)
(PSEUDO "PARTITION" PARTITION-PSEUDO)>
<ROOM SANFAC-D
(IN ROOMS)
(DESC "SanFac D")
(LDESC
"This must be the sanitary facility for the adjacent dormitory. The fixtures
are dry and dusty, the room dead and deserted. You marvel at how little the
millenia and cultural gulfs have changed toilet bowl design. The only exit is
south.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(SOUTH TO DORM-D)
(FLAGS ONBIT FLOYDBIT RLANDBIT)
(PSEUDO "FIXTURES" TOILET-PSEUDO "TOILET" TOILET-PSEUDO)>
<ROOM MESS-CORRIDOR
(IN ROOMS)
(DESC "Mess Corridor")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(SOUTH TO MESS-HALL)
(NORTH TO STORAGE-WEST IF STORAGE-WEST-DOOR IS OPEN)
(EAST TO DORM-CORRIDOR)
(WEST TO REC-CORRIDOR)
(FLAGS ONBIT RLANDBIT)
(GLOBAL STORAGE-WEST-DOOR)
(ACTION MESS-CORRIDOR-F)>
<ROUTINE MESS-CORRIDOR-F (RARG)
<COND (<EQUAL? .RARG ,M-LOOK>
<TELL
"This is a wide, east-west hallway with a large portal to the south. A
small door to the north is ">
<DDESC ,STORAGE-WEST-DOOR>
<COND (<NOT ,PADLOCK-REMOVED>
<TELL " and hooked with a simple steel padlock">
<COND (<FSET? ,PADLOCK ,OPENBIT>
<TELL " which hangs unlocked">)
(T
<TELL " which is also closed">)>)>
<TELL "." CR>)>>
<OBJECT STORAGE-WEST-DOOR
(IN LOCAL-GLOBALS)
(DESC "door")
(SYNONYM DOOR)
(FLAGS DOORBIT NDESCBIT)
(ACTION STORAGE-WEST-DOOR-F)>
<ROUTINE STORAGE-WEST-DOOR-F ()
<COND (<VERB? OPEN>
<COND (<FSET? ,STORAGE-WEST-DOOR ,OPENBIT>
<ALREADY-OPEN>)
(,PADLOCK-REMOVED
<FSET ,STORAGE-WEST-DOOR ,OPENBIT>
<TELL "Opened." CR>)
(T
<TELL
"The door cannot be opened until the padlock is removed." CR>)>)
(<VERB? CLOSE>
<COND (<FSET? ,STORAGE-WEST-DOOR ,OPENBIT>
<FCLEAR ,STORAGE-WEST-DOOR ,OPENBIT>
<TELL "The door is now closed." CR>)
(T
<IS-CLOSED>)>)
(<VERB? UNLOCK>
<TELL "The door itself isn't locked.">
<COND (<NOT <FSET? ,PADLOCK ,OPENBIT>>
<TELL
" It is the padlock on the door which is locked.">)>
<TELL CR>)>>
<OBJECT PADLOCK
(IN MESS-CORRIDOR)
(DESC "padlock")
(SYNONYM PADLOCK PAD LOCK)
(ADJECTIVE SIMPLE STEEL METAL)
(SIZE 10)
(FLAGS MUNGBIT NDESCBIT TAKEBIT TRYTAKEBIT)
(ACTION PADLOCK-F)>
<GLOBAL PADLOCK-REMOVED <>> ;"is the padlock still on the door?"
<ROUTINE PADLOCK-F ()
<COND (<EQUAL? ,HERE ,BRIG>
<TELL
"You can't see or reach the lock from inside the cell." CR>)
(<AND <VERB? OPEN-WITH>
<EQUAL? ,PADLOCK ,PRSO>>
<PERFORM ,V?UNLOCK ,PADLOCK ,PRSI>
<RTRUE>)
(<VERB? UNLOCK OPEN>
<COND (<NOT <FSET? ,PADLOCK ,OPENBIT>>
<COND (<NOT ,PRSI>
<TELL "You can't open it with your hands." CR>)
(<EQUAL? ,PRSI ,KEY>
<COND (<FSET? ,PADLOCK ,MUNGEDBIT>
<TELL
"Tsk, tsk ... the padlock seems to be fused shut." CR>)
(T
<FSET ,PADLOCK ,OPENBIT>
<TELL "The padlock springs open." CR>)>)
(T
<TELL "That doesn't work." CR>)>)
(T
<TELL "The padlock is already unlocked." CR>)>)
(<VERB? CLOSE LOCK>
<COND (<FSET? ,PADLOCK ,OPENBIT>
<FCLEAR ,PADLOCK ,OPENBIT>
<TELL "The padlock closes with a sharp click." CR>)
(T
<TELL "The padlock is already locked." CR>)>)
(<AND <VERB? TAKE>
<NOT ,PADLOCK-REMOVED>>
<COND (<FSET? ,PADLOCK ,OPENBIT>
<SETG PADLOCK-REMOVED T>
<FCLEAR ,PADLOCK ,TRYTAKEBIT>
<FCLEAR ,PADLOCK ,NDESCBIT>
<RFALSE>)
(<NOT <FSET? ,PADLOCK ,OPENBIT>>
<TELL "The padlock is locked to the door." CR>)>)
(<VERB? MUNG>
<TELL
"And, as we go into the next round, it's Padlock 1, Adventurer 0..." CR>)>>
<ROOM STORAGE-WEST
(IN ROOMS)
(DESC "Storage West")
(LDESC
"This is a small room obviously intended as a storage area.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(SOUTH TO MESS-CORRIDOR IF STORAGE-WEST-DOOR IS OPEN)
(OUT TO MESS-CORRIDOR IF STORAGE-WEST-DOOR IS OPEN)
(FLAGS RLANDBIT ONBIT)
(VALUE 4)
(GLOBAL SHELVES STORAGE-WEST-DOOR)>
<OBJECT CAN
(IN STORAGE-WEST)
(DESC "tin can")
(LDESC
"There is a large tin can, labelled \"Spam and Egz,\" sitting here.")
(FDESC
"On a small shelf is a large, unopened tin can. It has a plain white
label which reads \"Spam and Egz.\"")
(SIZE 15)
(SYNONYM CAN)
(ADJECTIVE LARGE TIN UNOPENED)
(FLAGS TAKEBIT)
(ACTION CAN-F)>
<ROUTINE CAN-F ()
<COND (<VERB? EXAMINE>
<TELL
"This is a rather normal tin can. It is large and is labelled \"Spam
and Egz.\"" CR>)
(<VERB? OPEN>
<TELL
"You certainly can't open it with your hands, and you don't seem to have
found a can opener yet." CR>)>>
<OBJECT LADDER
(IN STORAGE-WEST)
(DESC "ladder")
(FDESC
"A heavy-duty extendable ladder is leaning against the rear wall.")
(LDESC
"There is a large aluminum ladder here.")
(SYNONYM LADDER)
(ADJECTIVE HEAVY DUTY ALUMINUM LARGE)
(SIZE 80)
(FLAGS TAKEBIT)
(ACTION LADDER-F)>
<GLOBAL LADDER-EXTENDED <>> ;"is the ladder extended?"
<GLOBAL LADDER-FLAG <>> ;"is the ladder spanning the rift?"
<ROUTINE LADDER-F ()
<COND (<VERB? TAKE>
<COND (,LADDER-EXTENDED
<TELL
"You can't possibly carry the ladder while it's extended." CR>)>)
(<VERB? EXAMINE>
<TELL
"It is a heavy-duty ladder built of sturdy aluminum tubing. It is currently ">
<COND (,LADDER-EXTENDED
<TELL
"extended to its full length of about 8 meters, but could be collapsed to
a shorter length for easier carrying." CR>)
(T
<TELL
"collapsed and is around two-and-a-half meters long, but if extended would
obviously be much longer." CR>)>)
(<VERB? OPEN>
<COND (,LADDER-EXTENDED
<TELL "The ladder is already extended." CR>)
(<OR <EQUAL? ,HERE ,STORAGE-EAST ,STORAGE-WEST ,BOOTH-2>
<EQUAL? ,HERE ,UPPER-ELEVATOR ,LOWER-ELEVATOR>>
<TELL
"You can't extend the ladder in this tiny space!" CR>)
(<IN? ,LADDER ,ADVENTURER>
<TELL
"You couldn't possibly extend the ladder while you're holding it." CR>)
(T
<FSET ,LADDER ,TRYTAKEBIT>
<SETG LADDER-EXTENDED T>
<SETG C-ELAPSED 36>
<TELL
"The ladder extends to a length of around eight meters." CR>)>)
(<VERB? CLOSE>
<COND (,LADDER-EXTENDED
<SETG C-ELAPSED 21>
<COND (,LADDER-FLAG
<SETG LADDER-FLAG <>>
<REMOVE ,LADDER>
<TELL
"As the ladder shortens it plunges into the rift." CR>)
(T
<SETG LADDER-EXTENDED <>>
<FCLEAR ,LADDER ,TRYTAKEBIT>
<TELL
"The ladder collapses to a length of around two-and-a-half meters." CR>)>)
(T
<TELL
"The ladder is already in its collapsed state." CR>)>)
(<AND <VERB? SPAN ATTRACT>
<EQUAL? ,PRSI ,RIFT>>
<COND (,LADDER-FLAG
<TELL "The ladder already spans the rift." CR>)
(T
<COND (,LADDER-EXTENDED
<SETG LADDER-FLAG T>
<FSET ,LADDER ,NDESCBIT>
<TELL
"The ladder swings out across the rift and comes to rest on the far edge,
spanning the precipice." CR>)
(T
<REMOVE ,LADDER>
<TELL
"The ladder, far too short to reach the other edge of the rift, plunges into
the rift and is lost forever." CR>)>)>)
(<VERB? CLIMB-UP CLIMB-FOO>
<COND (,LADDER-FLAG
<TELL "You can't climb a horizontal ladder!" CR>)
(<IN? ,LADDER ,ADVENTURER>
<TELL
"That would be a neat trick, considering that you're holding it." CR>)>)>>
<ROOM DORM-CORRIDOR
(IN ROOMS)
(DESC "Dorm Corridor")
(LDESC
"This is a wide, east-west hallway with openings to the north and south.
To the east, the corridor stretches off into the distance. That section of
the hallway is lined with a motorized walkway (no longer running) that
was probably intended to transport people or cargo down that tremendously
long hall.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 160 ;"NE" 0 ;"NORTH" 0>)
(NORTH TO DORM-D)
(SOUTH TO DORM-C)
(WEST TO MESS-CORRIDOR)
(EAST PER LONG-HALL-F)
(FLAGS ONBIT RLANDBIT)
(PSEUDO "WALKWAY" WALKWAY-PSEUDO)>
<ROOM MESS-HALL
(IN ROOMS)
(DESC "Mess Hall")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(NORTH TO MESS-CORRIDOR)
(OUT TO MESS-CORRIDOR)
(SOUTH TO KITCHEN IF KITCHEN-DOOR IS OPEN)
(IN TO KITCHEN IF KITCHEN-DOOR IS OPEN)
(GLOBAL TABLES KITCHEN-DOOR SLOT)
(FLAGS ONBIT FLOYDBIT RLANDBIT)
(PSEUDO "BENCH" BENCH-PSEUDO "BENCHE" BENCH-PSEUDO)
(ACTION MESS-HALL-F)>
<ROUTINE MESS-HALL-F (RARG)
<COND (<EQUAL? .RARG ,M-LOOK>
<TELL
"This is a large hall lined with tables and benches. An opening to the north
leads back to the corridor. A door to the south is ">
<DDESC ,KITCHEN-DOOR>
<TELL ". Next to the door is a small slot." CR>)>>
<OBJECT KITCHEN-DOOR
(IN LOCAL-GLOBALS)
(DESC "door")
(SYNONYM DOOR)
(ADJECTIVE KITCHEN)
(FLAGS DOORBIT NDESCBIT)
(ACTION KITCHEN-DOOR-F)>
<ROUTINE KITCHEN-DOOR-F ()
<COND (<VERB? OPEN>
<TELL
"A light flashes \"Pleez yuuz kitcin akses kard.\"" CR>)>>
<ROOM KITCHEN
(IN ROOMS)
(DESC "Kitchen")
(LDESC
"This is the food production and dispensary area for the dining hall to the
north. Of particular interest is a machine near the door. You should probably
examine it more closely.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(NORTH TO MESS-HALL)
(OUT TO MESS-HALL)
(GLOBAL KITCHEN-DOOR)
(PSEUDO "SPOUT" SPOUT-PSEUDO "BUTTON" BUTTON-PSEUDO)
(FLAGS ONBIT RLANDBIT)
(VALUE 4)>
<OBJECT DISPENSER
(IN KITCHEN)
(DESC "dispenser unit")
(SYNONYM UNIT NICHE MACHIN DISPEN)
(ADJECTIVE DISPEN)
(FLAGS MUNGBIT CONTBIT SEARCHBIT OPENBIT TRANSBIT NDESCBIT)
(ACTION DISPENSER-F)>
<OBJECT CANTEEN
(IN MESS-HALL)
(DESC "canteen")
(FDESC
"Although the room is quite barren, an octagonally-shaped
canteen is sitting on one of the benches.")
(SYNONYM CANTEEN)
(ADJECTIVE OCTAGONAL)
(CAPACITY 5)
(SIZE 10)
(FLAGS TAKEBIT CONTBIT SEARCHBIT)>
<ROUTINE DISPENSER-F ()
<COND (<VERB? EXAMINE>
<TELL
"This wall-mounted unit contains an octagonal niche beneath a spout. ">
<COND (<IN? ,CANTEEN ,DISPENSER>
<TELL
"A canteen is resting in the niche, its mouth lying just below the spout. ">)>
<TELL
"Above the spout is a button. The machine is labelled \"Hii Prooteen Likwid
Dispensur.\"" CR>)
(<VERB? CLOSE>
<NO-CLOSE>
<RTRUE>)
(<VERB? PUT>
<COND (<EQUAL? ,PRSO ,CANTEEN>
<MOVE ,CANTEEN ,DISPENSER>
<TELL "The canteen fits snugly into the octagonal niche,
its mouth resting just below the spout of the machine." CR>)
(T
<TELL "It doesn't fit in the niche." CR>)>)>>
<OBJECT HIGH-PROTEIN
(DESC "quantity of protein-rich liquid")
(SYNONYM LIQUID FLUID FOOD QUANTITY)
(ADJECTIVE BROWN PROTEIN-RICH)
(SIZE 5)
(FLAGS FOODBIT)
(ACTION HIGH-PROTEIN-F)>
<ROUTINE HIGH-PROTEIN-F ("AUX" (X <>))
<COND (<VERB? EAT>
<COND (<NOT <IN? ,CANTEEN ,ADVENTURER>>
<SETG PRSO ,CANTEEN>
<NOT-HOLDING>)
(T
<COND (<EQUAL? ,HUNGER-LEVEL 0>
<TELL ,NOT-HUNGRY CR>)
(T
<REMOVE ,HIGH-PROTEIN>
<SETG C-ELAPSED 15>
<SETG HUNGER-LEVEL 0>
<ENABLE <QUEUE I-HUNGER-WARNINGS 3600>>
<TELL
"Mmmm....that was good. It certainly quenched your thirst and satisfied your
hunger." CR>)>)>)
(<AND <VERB? POUR>
<EQUAL? ,PRSO ,HIGH-PROTEIN>>
<COND (<NOT <IN? ,CANTEEN ,ADVENTURER>>
<TELL "Maybe if you were holding the canteen..." CR>
<RTRUE>)
(<NOT ,PRSI>
<SETG PRSI ,GROUND>)>
<COND (<EQUAL? ,PRSI ,FLASK>
<WORTHLESS-ACTION>)
(<EQUAL? ,PRSI ,FUNNEL-HOLE>
<COND (<IN? ,CHEMICAL-FLUID ,FLASK>
<SET X T>)>
<SETG CHEMICAL-REQUIRED 10>
<REMOVE ,HIGH-PROTEIN>
<PERFORM ,V?POUR ,CHEMICAL-FLUID ,FUNNEL-HOLE>
<COND (.X
<MOVE ,CHEMICAL-FLUID ,FLASK>)>
<RTRUE>)
(T
<REMOVE ,HIGH-PROTEIN>
<TELL
"The protein-rich fluid pours over the " D ,PRSI " and then dries up." CR>)>)>>
<ROUTINE WORTHLESS-ACTION ()
<TELL
"A worthless action -- and much too difficult for a poorly-written program
like this one to handle." CR>>
<ROOM CORRIDOR-JUNCTION
(IN ROOMS)
(DESC "Corridor Junction")
(LDESC
"A north-south corridor intersects the main corridor here. To the west, the
main corridor extends as far as you can see; a non-working walkway from
that direction ends here. To the east, the corridor widens into a well-lit
area.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 160 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 30 ;"NE" 0 ;"NORTH" 0>)
(NORTH TO ADMIN-CORRIDOR-S)
(SOUTH TO MECH-CORRIDOR-N)
(WEST PER LONG-HALL-F)
(EAST TO ELEVATOR-LOBBY)
(FLAGS FLOYDBIT RLANDBIT ONBIT)
(PSEUDO "WALKWAY" WALKWAY-PSEUDO)>
<ROUTINE LONG-HALL-F ()
<TELL
"You walk down the long, featureless hallway for a long time. Finally,
you see ">
<SETG C-ELAPSED 160>
<COND (<EQUAL? ,HERE ,CORRIDOR-JUNCTION>
<TELL "some doorways ahead..." CR CR>
,DORM-CORRIDOR)
(T
<TELL "an intersection ahead..." CR CR>
,CORRIDOR-JUNCTION)>>
<ROOM ADMIN-CORRIDOR-S
(IN ROOMS)
(DESC "Admin Corridor South")
(LDESC
"This section of hallway seems to have suffered some minor structural
damage. The walls are cracked, and a jagged crevice crosses the floor.
An opening leads east and the corridor heads north and south.")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(SOUTH TO CORRIDOR-JUNCTION)
(NORTH TO ADMIN-CORRIDOR)
(EAST TO SANFAC-E)
(FLAGS RLANDBIT ONBIT)
(ACTION ADMIN-CORRIDOR-S-F)>
<ROUTINE ADMIN-CORRIDOR-S-F (RARG)
<COND (<AND <EQUAL? .RARG ,M-END>
<FSET? ,KEY ,INVISIBLE>
<PROB 20>>
<TELL
"You catch, out of the corner of your eye, a glint of light from the direction
of the floor." CR>)>>
<OBJECT CREVICE
(IN ADMIN-CORRIDOR-S)
(DESC "crevice")
(SYNONYM CREVICE CRACK HOLE)
(ADJECTIVE NARROW JAGGED)
(FLAGS NDESCBIT)
(ACTION CREVICE-F)>
<ROUTINE CREVICE-F ()
<COND (<VERB? REACH>
<TELL "The crevice is too narrow to reach into." CR>)
(<VERB? LOOK-INSIDE EXAMINE SEARCH>
<COND (<FSET? ,KEY ,TOUCHBIT>
<TELL "Nothing there but bunches of dust." CR>)
(T
<FCLEAR ,KEY ,INVISIBLE>
<TELL
"Lying at the bottom of the narrow crack, partly covered by layers of dust,
is a shiny steel key!" CR>)>)>>
<OBJECT KEY
(IN ADMIN-CORRIDOR-S)
(DESC "key")
(FDESC "Lying at the bottom of a narrow crevice is a shiny object.")
(SIZE 3)
(SYNONYM KEY METAL OBJECT)
(ADJECTIVE PIECE STEEL IRON SHINY)
(FLAGS ACIDBIT TAKEBIT TOOLBIT INVISIBLE TRYTAKEBIT)
(ACTION KEY-F)>
<ROUTINE KEY-F ()
<COND (<AND <VERB? TAKE ZATTRACT MOVE>
<NOT <FSET? ,KEY ,TOUCHBIT>>>
<COND (<EQUAL? ,PRSI ,PLIERS>
<TELL
"These are heavy-duty pliers, too large to reach into this narrow crack." CR>)
(<EQUAL? ,PRSI ,MAGNET>
<PERFORM ,V?ATTRACT ,MAGNET ,KEY>
<RTRUE>)
(,PRSI
<TELL "Nice try." CR>)
(T
<TELL
"Either the crevice is too narrow, or your fingers are too large." CR>)>)
(<AND <VERB? PUT>
<EQUAL? ,PRSI ,CREVICE>>
<TELL
"And you wonder why you're still only an Ensign Seventh Class?" CR>)>>
<ROOM ADMIN-CORRIDOR
(IN ROOMS)
(DESC "Admin Corridor")
(C-MOVE <TABLE
;"OUT" 0 ;"IN" 0 ;"DOWN" 0 ;"UP" 0
;"NW" 0 ;"WEST" 0 ;"SW" 0 ;"SOUTH" 0
;"SE" 0 ;"EAST" 0 ;"NE" 0 ;"NORTH" 0>)
(SOUTH TO ADMIN-CORRIDOR-S)