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places.zil
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"PLACES for TRINITY: (C)1986 Infocom, Inc. All rights reserved."
"*** GARDENS ***"
<OBJECT PAL-GATE
(LOC ROOMS)
(DESC "Palace Gate")
(FLAGS LIGHTED LOCATION WINDY)
(GLOBAL EWIND WWIND GPRAM GARDENS IFENCE PIGEONS NANNIES
CHILDREN TOURISTS BABIES GTREES LONDON LCITY)
(SEE-N BWALK)
(SEE-S PGATE)
(SEE-E FLWALK)
(SEE-W IFENCE)
(SEE-NE GTREES)
(SEE-ALL IFENCE)
(NORTH TO BROAD-WALK)
(NE TO WABE)
(EAST TO FLOWER-WALK)
(SE PER IFENCE-BLOCKS)
(SOUTH PER EXIT-GARDEN)
(SW PER IFENCE-BLOCKS)
(WEST PER IFENCE-BLOCKS)
(NW PER IFENCE-BLOCKS)
(OUT PER EXIT-GARDEN)
(IN PER WHICH-WAY-IN)
(ACTION PAL-GATE-F)>
<ROUTINE PAL-GATE-F ("OPTIONAL" (CONTEXT <>))
<COND (<EQUAL? .CONTEXT ,M-LOOK>
<TELL "A tide of " D ,GPRAM " surges ">
<COND (<ZERO? ,RAID?>
<TELL "north along the crowded "
D ,BROAD-WALK ". Shad">)
(T
<TELL "through the mob around the Gate. " D ,D0>)>
<TELL "ed glades stretch away" ,TON
"east, and a hint of color marks the western edge of the " D ,FLWALK ,PERIOD>
<RTRUE>)
(<EQUAL? .CONTEXT ,M-EXIT>
<COND (<NOT <IS? ,EWIND ,TOUCHED>>
<MAKE ,EWIND ,TOUCHED>
<TELL CTHE ,EWIND
" makes it difficult to walk straight" ,PCR>)>
<COND (<MISSED-MEEP?>
<CRLF>)>
<RTRUE>)
(T
<RFALSE>)>>
<ROUTINE EXIT-GARDEN ()
<COND (<T? ,IN-PRAM?>
<PERFORM ,V?EXIT ,PRAM>
<RFALSE>)>
<TELL "A surge of ">
<SAY-TOURISTS>
<BLOCKS-YOUR-PATH>
<RFALSE>>
<ROUTINE SAY-TOURISTS ()
<COND (<T? ,RAID?>
<COND (<PROB 50>
<TELL "frightened ">)
(T
<TELL "panic-stricken ">)>)>
<COND (<PROB 50>
<COND (<ZERO? ,RAID?>
<TELL <PICK-NEXT <GET ,P-TYPES 0>>>)>
<TELL D ,NANNIES>
<RTRUE>)>
<COND (<ZERO? ,RAID?>
<TELL <PICK-NEXT <GET ,P-TYPES 1>>>)>
<TELL D ,TOURISTS>
<RTRUE>>
<GLOBAL P-TYPES:TABLE
<PTABLE
<LTABLE 2 "offended " "haughty " "starched ">
<LTABLE 2 "gawking " "babbling " "fat ">>>
<OBJECT FLOWER-WALK
(LOC ROOMS)
(DESC "Flower Walk")
(FLAGS LIGHTED LOCATION WINDY)
(ODOR BEDS)
(SEE-N GTREES)
(SEE-S MEMORIAL)
(SEE-E TOURISTS)
(SEE-W GTREES)
(SEE-NW GTREES)
(SEE-ALL BEDS)
(GLOBAL EWIND WWIND GPRAM PIGEONS GARDENS LONDON LCITY
NANNIES CHILDREN TOURISTS BABIES GTREES FLOWERS)
(NORTH TO LAN-WALK)
(NE SORRY "There's no need to trample on the flowers.")
(EAST PER EXIT-GARDEN)
(SE SORRY "There's no need to trample on the flowers.")
(SOUTH SORRY
"You're already as close as anyone wants to get to the Albert Memorial.")
(SW SORRY "There's no need to trample on the flowers.")
(WEST TO PAL-GATE)
(NW TO WABE)
(OUT PER GARDEN-OUT)
(ACTION FLOWER-WALK-F)>
<ROUTINE FLOWER-WALK-F ("OPTIONAL" (CONTEXT <>))
<COND (<EQUAL? .CONTEXT ,M-LOOK>
<TELL "Gaily colored " D ,BEDS
" line the walks bending north and west, filling the air with a gentle fragrance. A little path leads northwest, between the trees." CR>
<COND (<SEE-ANYTHING-IN? ,BEDS>
<CRLF>
<LOOK-IN-BEDS>)>
<TELL CR "The spires of the " D ,MEMORIAL
" are all too visible" ,TOS ". ">
<COND (<ZERO? ,RAID?>
<TELL "Passing " D ,TOURISTS
" hoot with laughter at the dreadful sight; "
D ,NANNIES
" hide their faces and roll quickly away." CR>
<RTRUE>)>
<TELL "Frightened " D ,TOURISTS
" are scattering in every " D ,INTDIR ,PERIOD>
<RTRUE>)
(<AND <EQUAL? .CONTEXT ,M-EXIT>
<MISSED-MEEP?>>
<CRLF>
<RTRUE>)
(T
<RFALSE>)>>
<ROUTINE GARDEN-OUT ()
<COND (<T? ,IN-PRAM?>
<PERFORM ,V?EXIT ,PRAM>
<RFALSE>)>
<WHICH-WAY-OUT>
<RFALSE>>
<OBJECT BROAD-WALK
(LOC ROOMS)
(DESC "Broad Walk")
(FLAGS LIGHTED LOCATION WINDY)
; (ODOR 0)
; (OVERHEAD 0)
; (HEAR 0)
(SEE-N BWALK)
(SEE-S BWALK)
(SEE-E GRPOND)
(SEE-W VICTORIA)
(SEE-NW IFENCE)
(SEE-SW IFENCE)
(SEE-ALL GTREES)
(GLOBAL GBAG WWIND EWIND GPRAM PIGEONS GARDENS LONDON LCITY
NANNIES TOURISTS BABIES GTREES CHILDREN)
(NORTH TO LION-GATE)
(NE TO AT-TERRACE)
(EAST TO ROUND-POND)
(SE TO WABE)
(SOUTH TO PAL-GATE)
(SW PER IFENCE-BLOCKS)
(WEST PER VICTORIA-BLOCKS)
(NW PER IFENCE-BLOCKS)
(OUT PER GARDEN-OUT)
(ACTION BROAD-WALK-F)>
<ROUTINE BROAD-WALK-F ("OPTIONAL" (CONTEXT <>))
<COND (<EQUAL? .CONTEXT ,M-LOOK>
<TELL
"A brooding " D ,VICTORIA " faces east, where the waters of the " D ,RPOND
" sparkle in the afternoon sun. Your eyes follow the crowded " D ,BROAD-WALK
" north and south until its borders are lost amid the ">
<COND (<T? ,RAID?>
<TELL "fleeing ">)
(T
<TELL "bustle of ">)>
<TELL D ,GPRAM
". Small paths curve northeast and southeast,">
<TWEEN-TREES>
<RTRUE>)
(<EQUAL? .CONTEXT ,M-EXIT>
<COND (<MISSED-MEEP?>
<CRLF>)>
<COND (<OR <IN? ,SCOIN ,BWOMAN>
<IN? ,BAG ,BWOMAN>>
<SETG LAYAWAY 1>)>
<BWOMAN-CRY>
<CRLF>
<RTRUE>)
(<EQUAL? .CONTEXT ,M-ENTERED>
<SETG P-HER-OBJECT ,BWOMAN>
<MAKE ,BWOMAN ,SEEN>
<COND (<IS? ,BWOMAN ,NODESC>
<UNMAKE ,BWOMAN ,NODESC>
<TELL CR "A cloud of " D ,PIGEONS
" fills the air! They circle overhead and congregate around a nearby bench, where an aged woman is selling bags of crumbs.|
|
\"Feed the birds! Thirty p!\" Her voice quavers with heartbreak." CR>
<RTRUE>)>
<RFALSE>)
(T
<RFALSE>)>>
<OBJECT ROUND-POND
(LOC ROOMS)
(DESC "Round Pond")
(FLAGS LIGHTED LOCATION WINDY)
; (ODOR 0)
; (OVERHEAD 0)
; (HEAR 0)
(SEE-ALL GTREES)
(GLOBAL EWIND WWIND GPRAM PIGEONS GARDENS LONDON LNWALK NANNIES
CHILDREN TOURISTS BABIES GTREES LCITY)
(NORTH TO AT-TERRACE)
(NE TO LAN-GATE)
(EAST TO LAN-WALK)
(SE PER EXIT-GARDEN)
(SOUTH TO WABE)
(SW PER EXIT-GARDEN)
(WEST TO BROAD-WALK)
(NW TO LION-GATE)
(OUT PER GARDEN-OUT)
(IN SORRY "Swimming in the Round Pond is strictly forbidden.")
(ACTION ROUND-POND-F)>
<ROUTINE ROUND-POND-F ("OPTIONAL" (CONTEXT <>))
<COND (<EQUAL? .CONTEXT ,M-LOOK>
<TELL "Ducks and swans bob on the sparkling "
D ,CSURFACE " of the " D ,RPOND ". They share the water with a">
<COND (<T? ,RAID?>
<TELL " deserted">)
(T
<TELL "n impressive">)>
<TELL " fleet of " D ,BOAT>
<COND (<ZERO? ,RAID?>
<TELL
", directed by the excited shouts of " D ,CHILDREN>)>
<COND (<FIRST? ,RPOND>
<TELL ". You also see ">
<PRINT-CONTENTS ,RPOND>
<TELL " floating within reach">)>
<TELL
".|
|
Crowded paths radiate from the Pond in many " D ,INTDIR "s." CR>
<RTRUE>)
(<AND <EQUAL? .CONTEXT ,M-EXIT>
<MISSED-MEEP?>>
<CRLF>
<RTRUE>)
(T
<RFALSE>)>>
<OBJECT WABE
(LOC ROOMS)
(DESC "The Wabe")
(FLAGS LIGHTED LOCATION WINDY)
; (ODOR 0)
(OVERHEAD GTREES)
; (HEAR 0)
(NORTH PER WABE-N)
(NE PER WABE-NE)
(EAST PER THICKET-BLOCKS)
(SE PER WABE-SE)
(SOUTH PER THICKET-BLOCKS)
(SW PER WABE-SW)
(WEST PER THICKET-BLOCKS)
(NW PER WABE-NW)
(OUT PER WABE-OUT)
(IN PER WHICH-WAY-IN)
(ACTION WABE-F)
(SEE-S THICKET)
(SEE-E THICKET)
(SEE-W THICKET)
(SEE-ALL GTREES)
(GLOBAL EWIND WWIND PIGEONS GARDENS LONDON LCITY
ROSE SYMBOLS GTREES)>
<ROUTINE WABE-F ("OPTIONAL" (CONTEXT <>))
<COND (<EQUAL? .CONTEXT ,M-LOOK>
<TELL "This grassy " D ,CLEARING
" is only twenty feet across, and perfectly circular. Paths wander off in many " D ,INTDIR "s through the surrounding " D ,THICKET ,PERIOD>
<RTRUE>)
(<AND <EQUAL? .CONTEXT ,M-EXIT>
<MISSED-MEEP?>>
<CRLF>
<RTRUE>)
(T
<RFALSE>)>>
<ROUTINE WABE-OUT ()
<COND (<T? ,IN-PRAM?>
<PERFORM ,V?EXIT ,PRAM>
<RFALSE>)>
<WHICH-WAY-OUT>
<RFALSE>>
<ROUTINE WABE-N ()
<COND (<IS? ,GNOMON ,BORING>
<RETURN ,ROUND-POND>)>
<WOBBLE>
<RFALSE>>
<ROUTINE WABE-NE ()
<COND (<IS? ,GNOMON ,BORING>
<RETURN ,LAN-WALK>)>
<WOBBLE>
<RFALSE>>
<ROUTINE WABE-SE ()
<COND (<IS? ,GNOMON ,BORING>
<RETURN ,FLOWER-WALK>)>
<WOBBLE>
<RFALSE>>
<ROUTINE WABE-SW ()
<COND (<IS? ,GNOMON ,BORING>
<RETURN ,PAL-GATE>)>
<WOBBLE>
<RFALSE>>
<ROUTINE WABE-NW ()
<COND (<IS? ,GNOMON ,BORING>
<RETURN ,BROAD-WALK>)>
<WOBBLE>
<RFALSE>>
<ROUTINE WOBBLE ()
<MAKE ,GNOMON ,BORING>
<TELL "A noise makes you hesitate.|
|
For a moment, nothing happens. Then the ">
<SAY-WIND>
<TELL " puffs through the " D ,CLEARING ", and the "
D ,GNOMON " on the " D ,DIAL
" wobbles with a faint scrape." CR>
<RTRUE>>
<OBJECT LION-GATE
(LOC ROOMS)
(DESC "Black Lion Gate")
(FLAGS LIGHTED LOCATION WINDY)
; (ODOR 0)
; (OVERHEAD 0)
; (HEAR 0)
(SEE-N BLGATE)
(SEE-S BWALK)
(SEE-E GTREES)
(SEE-SE GTREES)
(SEE-ALL IFENCE)
(GLOBAL EWIND WWIND GPRAM PIGEONS GARDENS IFENCE NANNIES
TOURISTS BABIES GTREES CHILDREN LONDON LCITY)
(NORTH PER EXIT-GARDEN)
(NE PER IFENCE-BLOCKS)
(EAST TO AT-TERRACE)
(SE TO ROUND-POND)
(SOUTH TO BROAD-WALK)
(SW PER IFENCE-BLOCKS)
(WEST PER IFENCE-BLOCKS)
(NW PER IFENCE-BLOCKS)
(IN PER WHICH-WAY-IN)
(OUT PER EXIT-GARDEN)
(ACTION LION-GATE-F)>
<ROUTINE LION-GATE-F ("OPTIONAL" (CONTEXT <>))
<COND (<EQUAL? .CONTEXT ,M-LOOK>
<TELL "Nannies and " D ,TOURISTS " hurry through the "
D ,LGATE>
<COND (<ZERO? ,RAID?>
<TELL
" to join the " D ,GPRAM " rolling south down the " D ,BWALK>)>
<TELL ". Less crowded paths wind east along an "
D ,IFENCE ", and southeast">
<TWEEN-TREES>
<RTRUE>)
(<AND <EQUAL? .CONTEXT ,M-EXIT>
<MISSED-MEEP?>>
<CRLF>
<RTRUE>)
(T
<RFALSE>)>>
<OBJECT LAN-GATE
(LOC ROOMS)
(DESC "Lancaster Gate")
(FLAGS LIGHTED LOCATION WINDY)
(SEE-N LGATE)
(SEE-S LNWALK)
(SEE-E TOURISTS)
(SEE-NE IFENCE)
(SEE-NW IFENCE)
(SEE-SW TOURISTS)
(SEE-ALL GTREES)
(GLOBAL EWIND WWIND GPRAM PIGEONS GARDENS IFENCE
NANNIES CHILDREN TOURISTS BABIES GTREES
LONDON LCITY)
; (ODOR 0)
; (HEAR 0)
(OVERHEAD TREE)
(NORTH PER EXIT-GARDEN)
(NE PER IFENCE-BLOCKS)
(EAST PER EXIT-GARDEN)
(SE PER EXIT-GARDEN)
(SOUTH PER S-LAN-GATE)
(SW PER SW-LAN-GATE)
(WEST PER W-LAN-GATE)
(NW PER IFENCE-BLOCKS)
(IN PER WHICH-WAY-IN)
(UP PER NO-FOOTHOLDS)
(OUT PER EXIT-GARDEN)
(ACTION LAN-GATE-F)>
<ROUTINE NO-FOOTHOLDS ()
<TELL ,CANT "find any good footholds." CR>
<RFALSE>>
<ROUTINE LAN-GATE-F ("OPTIONAL" (CONTEXT <>))
<COND (<EQUAL? .CONTEXT ,M-LOOK>
<TELL "A crooked old tree shades the " D ,GPRAM
" as they ">
<COND (<ZERO? ,RAID?>
<TELL "roll south down the " D ,LNWALK>)
(T
<TELL "flee">)>
<TELL ". Shady paths lead west along an " D ,IFENCE
", and southwest">
<TWEEN-TREES>
<RTRUE>)
(<AND <EQUAL? .CONTEXT ,M-ENTERED>
<NOT <IS? ,JWOMAN ,SEEN>>>
<MAKE ,JWOMAN ,SEEN>
<UNMAKE ,JWOMAN ,NODESC>
<QUEUE I-BLOW 2>
<SETG P-HER-OBJECT ,JWOMAN>
<SETG P-IT-OBJECT ,PARASOL>
<TELL CR "There's an " D ,JWOMAN
" under the tree, struggling to open an " D ,PARASOL ,PTHE "stiff ">
<SAY-WIND>
<TELL " isn't making it easy for her." CR>
<RTRUE>)
(<AND <EQUAL? .CONTEXT ,M-EXIT>
<MISSED-MEEP?>>
<CRLF>
<RTRUE>)
(T
<RFALSE>)>>
<ROUTINE TWEEN-TREES ("OPTIONAL" (CR T))
<TELL " between the " D ,GTREES>
<COND (<T? .CR>
<PRINT ,PERIOD>)>
<RTRUE>>
<ROUTINE S-LAN-GATE ()
<COND (<SEE-JWOMAN?>
<RFALSE>)>
<RETURN ,LAN-WALK>>
<ROUTINE W-LAN-GATE ()
<COND (<SEE-JWOMAN?>
<RFALSE>)>
<RETURN ,AT-TERRACE>>
<ROUTINE SW-LAN-GATE ()
<COND (<SEE-JWOMAN?>
<RFALSE>)>
<RETURN ,ROUND-POND>>
<ROUTINE SEE-JWOMAN? ()
<COND (<IS? ,JWOMAN ,CHILLY>
<RFALSE>)>
<TELL "You begin to walk past the " D ,JWOMAN ", but ">
<COND (<NOT <IS? ,JWOMAN ,TOUCHED>>
<TELL "stop in your tracks" ,PCR>
<PERFORM ,V?EXAMINE ,JWOMAN>
<RTRUE>)>
<TELL "pause for a moment." CR>
<RTRUE>>
<OBJECT LAN-WALK
(LOC ROOMS)
(DESC "Lancaster Walk")
(FLAGS LIGHTED LOCATION WINDY)
; (ODOR 0)
; (OVERHEAD 0)
(HEAR GRASS)
(NORTH TO LAN-GATE)
(NE PER WALK-ON-GRASS)
(EAST PER WALK-ON-GRASS)
(SE PER WALK-ON-GRASS)
(SOUTH TO FLOWER-WALK)
(SW TO WABE)
(WEST TO ROUND-POND)
(NW TO AT-TERRACE)
(OUT PER GARDEN-OUT)
(ACTION LAN-WALK-F)
(SEE-N LNWALK)
(SEE-S LNWALK)
(SEE-E LWATER)
(SEE-ALL GTREES)
(GLOBAL GRASS EWIND WWIND GPRAM PIGEONS GARDENS
NANNIES CHILDREN TOURISTS BABIES GTREES)>
<ROUTINE LAN-WALK-F ("OPTIONAL" (CONTEXT <>))
<COND (<EQUAL? .CONTEXT ,M-LOOK>
<TELL "An impressive " D ,ENERGY
" of a horse and rider dominates this ">
<COND (<ZERO? ,RAID?>
<TELL "bustling ">)>
<TELL
"intersection. The Walk continues north and south; lesser paths curve off in many " D ,INTDIR "s.|
|
A broad field of " D ,GRASS
", meticulously manicured, extends" ,TOE ". Beyond it you can see the "
D ,LWATER " glittering">
<TWEEN-TREES>
<RTRUE>)
(<AND <EQUAL? .CONTEXT ,M-EXIT>
<MISSED-MEEP?>>
<CRLF>
<RTRUE>)
(T
<RFALSE>)>>
<ROUTINE WALK-ON-GRASS ()
<COND (<IS? ,NOTICE ,TOUCHED>
<GRASS-STOPS-YOU "As your feet touch the grass">
<RFALSE>)>
<READ-NOTICE-FIRST>
<RFALSE>>
<ROUTINE READ-NOTICE-FIRST ()
<MAKE ,NOTICE ,TOUCHED>
<SETG P-IT-OBJECT ,NOTICE>
<TAKE-A-MOMENT-TO ,NOTICE>
<RTRUE>>
<OBJECT AT-TERRACE
(LOC ROOMS)
(DESC "Inverness Terrace")
(FLAGS LIGHTED LOCATION WINDY NOALL VOWEL)
; (ODOR 0)
; (OVERHEAD 0)
; (HEAR 0)
(NORTH PER IFENCE-BLOCKS)
(NE PER IFENCE-BLOCKS)
(NW PER IFENCE-BLOCKS)
(OUT PER EXIT-GARDEN)
(EAST TO LAN-GATE)
(IN PER WHICH-WAY-IN)
(SE TO LAN-WALK)
(SOUTH TO ROUND-POND)
(SW TO BROAD-WALK)
(WEST TO LION-GATE)
(ACTION AT-TERRACE-F)
(SEE-N IFENCE)
(SEE-NE IFENCE)
(SEE-NW IFENCE)
(SEE-ALL GTREES)
(GLOBAL EWIND WWIND GPRAM PIGEONS GARDENS LONDON LCITY NANNIES
; SBUBBLE CHILDREN TOURISTS BABIES GTREES IFENCE)>
"NOALL = can't see a bubble."
<ROUTINE AT-TERRACE-F ("OPTIONAL" (CONTEXT <>))
<COND (<EQUAL? .CONTEXT ,M-LOOK>
<TELL "Crowded walkways lead east and west along an "
D ,IFENCE ". Narrow paths wander south into the Gardens." CR>
<RTRUE>)
(<AND <EQUAL? .CONTEXT ,M-EXIT>
<MISSED-MEEP?>>
<CRLF>
<RTRUE>)
(T
<RFALSE>)>>
<OBJECT LONG-WATER
(LOC ROOMS)
(DESC "Long Water")
(FLAGS LIGHTED LOCATION)
; (ODOR 0)
(OVERHEAD 0)
; (HEAR 0)
(NORTH PER DONT-MISS-MISSILE)
(NE PER DONT-MISS-MISSILE)
(EAST PER SWIM-IN-LWATER)
(SE PER DONT-MISS-MISSILE)
(SOUTH PER DONT-MISS-MISSILE)
(SW PER DONT-MISS-MISSILE)
(WEST PER DONT-MISS-MISSILE)
(NW PER DONT-MISS-MISSILE)
(OUT PER WHICH-WAY-OUT)
(IN PER SWIM-IN-LWATER)
(ACTION LONG-WATER-F)
(SEE-ALL GTREES)
(SEE-E LWATER)
(SEE-NE LWATER)
(SEE-SE LWATER)
(GLOBAL EWIND WWIND ; PIGEONS GARDENS LONDON LCITY BEACH OPSHORE
MISSILE
LWDOOR MALLARDS GTREES)>
<ROUTINE LONG-WATER-F ("OPTIONAL" (CONTEXT <>))
<COND (<EQUAL? .CONTEXT ,M-LOOK>
<TELL
"You're on a shady path that winds along the western shore of the "
D ,LWATER ". Looking south, you can see the graceful arch of a bridge, and beyond it the cool expanse of the river Serpentine." CR>
<RTRUE>)
(T
<RFALSE>)>>
<ROUTINE SWIM-IN-LWATER ()
<TELL "You ">
<COND (<EQUAL? ,P-PRSA-WORD ,W?JUMP ,W?LEAP ,W?DIVE>
<PRINTB ,P-PRSA-WORD>)
(T
<TELL "wade">)>
<TELL " into the cool, dark water" ,PCR>
<RETURN ,IN-WATER>>
<ROUTINE DONT-MISS-MISSILE ()
<COND (<L? ,HCNT 6>
<TELL "The spectacle on the " D ,LWATER
" has you frozen ">)
(T
<SETG HCNT 6>
<TELL "You begin to move away, but stop dead ">)>
<TELL "in your tracks." CR>
<I-LONDON-HOLE>
<RFALSE>>
<ROUTINE MISSED-MEEP? ()
<COND (<AND <VISIBLE? ,RUBY>
<NOT <IS? ,RUBY ,TOUCHED>>>
<UNMAKE ,RUBY ,CHILLY>
<I-RUBY <>>
<RTRUE>)
(T
<RFALSE>)>>
<OBJECT IN-WATER
(LOC ROOMS)
(DESC "Wading")
(FLAGS LIGHTED LOCATION NOGRASS)
; (ODOR 0)
(OVERHEAD 0)
; (HEAR 0)
(NORTH PER BEACH-TOO-FAR)
(NE PER BEACH-TOO-FAR)
(EAST PER ENTER-HOLE)
(SE PER BEACH-TOO-FAR)
(SOUTH PER BEACH-TOO-FAR)
(SW PER BEACH-TOO-FAR)
(WEST PER EXIT-WATER)
(NW PER BEACH-TOO-FAR)
(OUT PER EXIT-WATER)
(DOWN SORRY "The water isn't deep enough here.")
(IN PER ENTER-HOLE)
(SEE-ALL LWATER)
(SEE-E LWATER)
(SEE-W GTREES)
(GLOBAL EWIND WWIND MISSILE LWDOOR GARDENS LONDON LCITY BEACH
MALLARDS OPSHORE)
(ACTION IN-WATER-F)>
<ROUTINE IN-WATER-F ("OPTIONAL" (CONTEXT <>))
<COND (<EQUAL? .CONTEXT ,M-LOOK>
<TELL "You're standing knee-deep in the " D ,LWATER
", not far from the western shore">
<COND (<IS? ,LWDOOR ,TOUCHED>
<TELL
". Looking east, you can see a " D ,LWDOOR
" hovering just above the " D ,CSURFACE>)>
<PRINT ,PERIOD>
<RTRUE>)
(T
<RFALSE>)>>
<ROUTINE ENTER-HOLE ()
<COND (<IS? ,LWDOOR ,TOUCHED>
<GO-INTO-LWDOOR>
<RFALSE>)>
<BEACH-TOO-FAR>
<RFALSE>>
<ROUTINE BEACH-TOO-FAR ()
<TELL CTHE ,BEACH " is too far away in that " D ,INTDIR ,PERIOD>
<RFALSE>>
<ROUTINE EXIT-WATER ()
<TELL "You wade back to the " D ,BEACH ,PCR>
<RETURN ,LONG-WATER>>
"*** FANTASY WORLD ***"
<OBJECT OSSUARY
(LOC ROOMS)
(DESC "Ossuary")
(FLAGS LIGHTED LOCATION NOGRASS SHADOWY)
; (ODOR 0)
; (OVERHEAD 0)
; (HEAR 0)
(NORTH PER HOLLOW-TOO-STEEP)
(NE PER HOLLOW-TOO-STEEP)
(EAST PER HOLLOW-TOO-STEEP)
(SE PER HOLLOW-TOO-STEEP)
(SOUTH PER OSSUARY-S)
(SW PER HOLLOW-TOO-STEEP)
(WEST PER HOLLOW-TOO-STEEP)
(NW PER HOLLOW-TOO-STEEP)
(IN PER OSSUARY-IN)
(UP PER HOLLOW-TOO-STEEP)
(ACTION OSSUARY-F)
(SEE-S TUNNEL)
(SEE-ALL HOLLOW)
(GLOBAL BARROW TUNNEL TS2-DOOR DSTRUCT)>
<ROUTINE OSSUARY-F ("OPTIONAL" (CONTEXT <>))
<COND (<EQUAL? .CONTEXT ,M-LOOK>
<TELL
"Naked slopes veer upward on every side, forming a natural "
D ,HOLLOW " that is filled to a depth of several inches with human " D ,BONES
,PTHE "only exit is a dark " D ,HOPENING ,TOS ,PCR
"A giant " D ,TS2 " is flourishing in the rich fertilizer">
<MENTION-DOOR ,TS2-DOOR>
<RTRUE>)
(T
<RFALSE>)>>
<ROUTINE MENTION-DOOR (X)
<COND (<NOT <IS? .X ,NOALL>>
<TELL ,PTHE D .X " in its stem is ">
<COND (<IS? .X ,OPENED>
<TELL "wide open">)
(T
<TELL "closed">)>)>
<PRINT ,PERIOD>
<RTRUE>>
<ROUTINE OSSUARY-S ()
<SETG WIGHTER 1>
; <TELL "You duck into the " D ,HOPENING ,PCR>
<RETURN ,IN-BARROW>>
<ROUTINE HOLLOW-TOO-STEEP ()
<TELL "The slopes around you are too steep to climb">
<COND (<NOT <IS? ,HOLLOW ,TOUCHED>>
<MAKE ,HOLLOW ,TOUCHED>
<TELL "; the " D ,BONES
" suggest that you're not the first to discover this">)>
<PRINT ,PERIOD>
<RFALSE>>
<ROUTINE OSSUARY-IN ()
<COND (<IS? ,TS2-DOOR ,NOALL>
<DOOR-NOT-HERE>
<RFALSE>)
(<IS? ,TS2-DOOR ,OPENED>
<COND (<BROLLY-OPEN?>
<RFALSE>)>
<TELL "You explore the door's edge with a timid foot.">
<CARRIAGE-RETURNS>
<SETG SECONDS 0>
<SETG MINUTES 50>
<SETG HOURS 17>
<QUEUE I-TUNNEL -1>
<RETURN ,TUN1>)
(T
<ITS-CLOSED ,TS2-DOOR>
<RFALSE>)>>
<OBJECT PROM
(LOC ROOMS)
(DESC "Promontory")
(FLAGS LIGHTED LOCATION SHADOWY NOALL NOGRASS)
; (OVERHEAD 0)
(HEAR GIANT)
(ODOR GIANT)
(NORTH PER YOUD-FALL)
(NE PER YOUD-FALL)
(EAST PER YOUD-FALL)
(SE TO AT-CHASM)
(SOUTH TO NBOG)
(SW PER YOUD-FALL)
(WEST PER YOUD-FALL)
(NW PER YOUD-FALL)
(SEE-ALL CHASM)
(SEE-S PATH)
(SEE-SE PATH)
(OUT PER PROM-OUT)
(IN PER PROM-IN)
(ACTION PROM-F)
(GLOBAL ; SBUBBLE DSTRUCT CHASM TREETOPS)>
<ROUTINE PROM-F ("OPTIONAL" (CONTEXT <>))
<COND (<EQUAL? .CONTEXT ,M-LOOK>
<TELL
"This crag of rock juts out over the surrounding " D ,CHASM
", ending at an abrupt drop several hundred feet deep. Rugged trails wind south and south">
<SAY-EAST>
<PRINT ,PERIOD>
<RTRUE>)
(T
<RFALSE>)>>
<ROUTINE PROM-IN ()
<COND (<ZERO? ,IN-DISH?>
<ENTER-DISH>
<RFALSE>)>
<ALREADY-IN ,DISH>
<RFALSE>>
<ROUTINE PROM-OUT ()
<COND (<T? ,IN-DISH?>
<EXIT-DISH>
<RFALSE>)>
<WHICH-WAY-OUT>
<RFALSE>>
<OBJECT ON-MESA
(LOC ROOMS)
(DESC "Mesa")
(FLAGS LIGHTED LOCATION NOGRASS SHADOWY)
; (ODOR 0)
; (OVERHEAD 0)
; (HEAR 0)
(NORTH PER YOUD-FALL)
(NE PER YOUD-FALL)
(EAST PER YOUD-FALL)
(SE PER YOUD-FALL)
(SOUTH PER CROSS-CHASM)
(SW PER YOUD-FALL)
(WEST PER YOUD-FALL)
(NW PER YOUD-FALL)
(IN PER ON-MESA-IN)
(OUT PER WHICH-WAY-OUT)
(SEE-ALL CHASM)
(SEE-S OAK)
(ACTION ON-MESA-F)
(GLOBAL OAK MESA CHASM STOOLS TS3-DOOR TREETOPS DSTRUCT)>
<ROUTINE ON-MESA-F ("OPTIONAL" (CONTEXT <>))
<COND (<EQUAL? .CONTEXT ,M-LOOK>
<TELL CTHE ,MESA "'s summit is a flat " D ,PLATFORM
" of stone, surrounded on every side by a deep " D ,CHASM
,PA "fallen oak bridges the gulf" ,TOS ,PCR
"A giant " D ,TS3 " has somehow taken root in the solid rock">
<MENTION-DOOR ,TS3-DOOR>
<RTRUE>)
(T
<RFALSE>)>>
<ROUTINE CROSS-CHASM ()
<OAK-STEP>
<TELL ,PCR>
<RETURN ,AT-CHASM>>
<ROUTINE ON-MESA-IN ()
<COND (<IS? ,TS3-DOOR ,NOALL>
<DOOR-NOT-HERE>
<RFALSE>)
(<IS? ,TS3-DOOR ,OPENED>
<COND (<BROLLY-OPEN?>
<RFALSE>)>
<SETG SECONDS 0>
<SETG HOURS 4>
<SETG MINUTES 52>
<QUEUE I-FLIPPER -1>
<QUEUE I-TIDE -1>
<TELL "You ">
<COND (<T? ,SUITED?>
<TELL "squeeze the " D ,FILM " through ">)
(T
<TELL "cross the brink of ">)>
<TELL THE ,TS3-DOOR ".">
<CARRIAGE-RETURNS>
<RETURN ,ON-SCAFFOLD>)
(T
<ITS-CLOSED ,TS3-DOOR>
<RFALSE>)>>
<OBJECT ON-BLUFF
(LOC ROOMS)
(DESC "Bluff")
(FLAGS LIGHTED LOCATION SHADOWY)
; (ODOR 0)
; (OVERHEAD 0)
; (HEAR 0)
(NORTH PER YOUD-FALL)
(NE PER YOUD-FALL)
(EAST TO IN-COTTAGE IF COTTAGE-DOOR IS OPEN)
(IN TO IN-COTTAGE IF COTTAGE-DOOR IS OPEN)
(SE TO AT-CRATER)
(SOUTH SORRY "A sudden cliff blocks your path.")
(SW TO AT-CHASM)
(WEST PER YOUD-FALL)
(NW PER YOUD-FALL)
(ACTION ON-BLUFF-F)
(SEE-ALL VALLEY)
(SEE-E COTTAGE)
(SEE-SE PATH)
(SEE-S CLIFF)
(SEE-SW PATH)
(GLOBAL CLIFF STOOLS COTTAGE COTTAGE-DOOR DSTRUCT)>
<ROUTINE ON-BLUFF-F ("OPTIONAL" (CONTEXT <>))
<COND (<EQUAL? .CONTEXT ,M-LOOK>
<LOOK-AT-VALLEY>
<TELL " Narrow trails curve southeast and southwest, away from the edge of the bluff.|
|
To the ">
<SAY-EAST>
<TELL
" stands a little " D ,COTTAGE ", nestled in a shady " D ,COPSE
,PTHE D ,COTTAGE-DOOR " is ">
<COND (<IS? ,COTTAGE-DOOR ,OPENED>
<TELL "open." CR>
<RTRUE>)>
<TELL "closed." CR>
<RTRUE>)
(T
<RFALSE>)>>
<ROUTINE LOOK-AT-VALLEY ()
<TELL "A spectacular crop of " D ,STOOLS
" extends far and wide across the " D ,VALLEY " below.">
<RTRUE>>
<OBJECT IN-COTTAGE
(LOC ROOMS)
(DESC "Cottage")
(FLAGS LIGHTED LOCATION INDOORS SHADOWY)
(ODOR CAULDRON)
; (OVERHEAD 0)
; (HEAR 0)
(EAST TO IN-GARDEN IF GARDEN-DOOR IS OPEN)
(WEST TO ON-BLUFF IF COTTAGE-DOOR IS OPEN)
(OUT PER WHICH-WAY-OUT)
(ACTION IN-COTTAGE-F)
(SEE-ALL WALLS)
(SEE-E GARDEN-DOOR)
(SEE-W COTTAGE-DOOR)
(GLOBAL COTTAGE COTTAGE-DOOR GARDEN-DOOR GARDEN DSTRUCT)>
<ROUTINE IN-COTTAGE-F ("OPTIONAL" (CONTEXT <>))
<COND (<EQUAL? .CONTEXT ,M-LOOK>
<TELL "An iron " D ,CAULDRON>
<COND (<IS? ,EMERALD ,NODESC>
<TELL
", brown with the crust of years, squats in the middle">)
(T
<TELL " stands amid the scorched remains">)>
<TELL " of this tiny chamber. ">
<COND (<IS? ,EMERALD ,NODESC>
<TELL
"Coils of steam writhe from its depths, filling the air">)
(T
<TELL "The air is filled">)>
<TELL
" with a greasy stench that makes your nose wrinkle. ">
<COND (<IS? ,COTTAGE-DOOR ,OPENED>
<TELL "Luckily, the ">
<COND (<IS? ,GARDEN-DOOR ,OPENED>
<TELL
"front and " D ,GARDEN-DOOR "s are both wide open." CR>
<RTRUE>)>
<DOOR-LEADING ,COTTAGE-DOOR>
<RTRUE>)
(<IS? ,GARDEN-DOOR ,OPENED>
<TELL "Luckily, the ">
<DOOR-LEADING ,GARDEN-DOOR>
<RTRUE>)>
<TELL
"Unfortunately, the front and " D ,GARDEN-DOOR "s are both closed." CR>
<RTRUE>)
(T
<RFALSE>)>>
<ROUTINE DOOR-LEADING (OBJ)
<TELL D .OBJ " is wide open. Another door leading ">
<COND (<EQUAL? .OBJ ,COTTAGE-DOOR>
<SAY-EAST>)
(T
<SAY-WEST>)>
<TELL " is closed." CR>
<RTRUE>>
<OBJECT IN-GARDEN
(LOC ROOMS)
(DESC "Herb Garden")
(FLAGS LIGHTED LOCATION SHADOWY)
(ODOR HERBS)
; (OVERHEAD 0)
; (HEAR 0)
(WEST TO IN-COTTAGE IF GARDEN-DOOR IS OPEN)
(IN PER IN-GARDEN-IN)
(NORTH PER GFENCE-BLOCKS)
(NE PER GFENCE-BLOCKS)
(EAST PER GFENCE-BLOCKS)
(SE PER GFENCE-BLOCKS)
(SOUTH PER GFENCE-BLOCKS)
(SW PER GFENCE-BLOCKS)