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places.zil
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"PLACES for BEYOND ZORK:
Copyright (C)1987 Infocom, Inc. All rights reserved."
<ROUTINE GET-OWOMAN-AND-CURTAIN ()
<MAKE ,CURTAIN ,NODESC>
<COND (<NOT <IN? ,CURTAIN ,HERE>>
<MOVE ,CURTAIN ,HERE>)>
<PUTP ,OWOMAN ,P?LAST-LOC ,HERE>
<COND (<NOT <IN? ,OWOMAN ,HERE>>
<MOVE ,OWOMAN ,HERE>)>
<REMOVE-ALL ,OWOMAN>
<SEE-CHARACTER ,OWOMAN>
<RFALSE>>
<ROUTINE GET-DACT? ()
<COND (<AND <NOT <IS? ,DACT ,TOUCHED>>
<NOT <IS? ,HERE ,TOUCHED>>
<LAST-ROOM-IN? ,MOOR-ROOMS 2>>
<MAKE ,DACT ,TOUCHED>
<MOVE ,DACT ,HERE>
<QUEUE ,I-DACT>
<RTRUE>)>
<RFALSE>>
<OBJECT HILLTOP
(LOC ROOMS)
(DESC "Hilltop")
(FLAGS LIGHTED LOCATION)
(EAST <SAY-TO COVESIDE "You amble down the hill.">)
(NW <TO ON-PIKE>)
(DOWN <PER EXIT-A-TREE>)
(UP <PER CLIMB-A-TREE>)
(OVERHEAD OAK2)
(EXIT-STR "The hillside is too steep that way.")
(GLOBAL GRUBBO)
(FNUM OGRUBBO)
(THINGS (<> HILL HERE-F)
(<> HILLTOP HERE-F)
(GREAT SEA USELESS)
(<> SHORE USELESS))
(ACTION HILLTOP-F)>
"SEEN = seen morning."
<ROUTINE HILLTOP-F ("OPT" (CONTEXT <>))
<COND (<EQUAL? .CONTEXT ,M-LOOK>
<TELL
"The horizon is lost in the glare of morning upon the Great Sea. You shield your eyes to sweep the shore below, where a village lies nestled beside a quiet cove." CR>
<RTRUE>)
(<EQUAL? .CONTEXT ,M-ENTERING>
<SETG P-IT-OBJECT ,OAK2>
<RFALSE>)
(<EQUAL? .CONTEXT ,M-EXIT>
<COND (<EQUAL? ,P-WALK-DIR ,P?DOWN>
<SETG P-WALK-DIR ,P?EAST>)>
<RFALSE>)
(T
<RFALSE>)>>
<OBJECT COVESIDE
(LOC ROOMS)
(DESC "Cove")
(FLAGS LIGHTED LOCATION)
(NE <TO AT-LEDGE 3>)
(EAST <TO ON-WHARF>)
(SOUTH <TO OUTSIDE-PUB>)
(WEST <TO HILLTOP>)
(UP <TO HILLTOP>)
(GLOBAL GRUBBO WHARF)
(FNUM OGRUBBO)
(THINGS (<> COVE HERE-F)
(<> GULLS USELESS)
(<> SHANTIES <>))
(ACTION COVESIDE-F)>
<ROUTINE COVESIDE-F ("OPT" (CONTEXT <>))
<COND (<EQUAL? .CONTEXT ,M-LOOK>
<TELL
"Gulls circle the far end of a wharf extending east across the cove. The street is dotted with shanties bleached by years of sun and salt." CR>
<RTRUE>)
(<EQUAL? .CONTEXT ,M-EXIT>
<COND (<EQUAL? ,P-WALK-DIR ,P?UP>
<SETG P-WALK-DIR ,P?WEST>)>
<RFALSE>)
(T
<RFALSE>)>>
<OBJECT OUTSIDE-PUB
(LOC ROOMS)
(DESC "Outside Pub")
(FLAGS LIGHTED LOCATION)
(NORTH <TO COVESIDE>)
(SOUTH <TO N-MOOR>)
(WEST <THRU PUB-DOOR IN-PUB>)
(IN <THRU PUB-DOOR IN-PUB>)
(GLOBAL PUB-DOOR PUB GRUBBO)
(FNUM OGRUBBO)
(HEAR PUB)
(ODOR PUB)
(ACTION OUTSIDE-PUB-F)>
<ROUTINE OUTSIDE-PUB-F ("OPT" (CONTEXT <>))
<COND (<EQUAL? .CONTEXT ,M-LOOK>
<TELL "Harsh laughter and mouthwatering aromas waft ">
<COND (<IS? ,PUB-DOOR ,OPENED>
<TELL "through the open ">)
(T
<TELL "out from under the ">)>
<TELL "door of a shanty on the street's west side. ">
<DESCRIBE-PUB-SIGN>
<RTRUE>)
(T
<RFALSE>)>>
<ROUTINE DESCRIBE-PUB-SIGN ("AUX" X)
<TELL
"The words \"Ye Rusty Lantern, A Publick House\" appear in fading script above ">
<COND (<SET X <FIRST? ,PUB-SIGN>>
<THIS-IS-IT .X>
<COND (<EQUAL? .X ,LANTERN>
<TELL "a real " D .X>)
(T
<TELL A .X>)>
<TELL ", dangling from a ">)
(T
<SETG P-IT-OBJECT ,PUB-SIGN>
<TELL "an empty ">)>
<TELL "hook." CR>
<RTRUE>>
<OBJECT N-MOOR
(LOC ROOMS)
(DESC "Moor's Edge")
(FLAGS LIGHTED LOCATION)
(NORTH <TO OUTSIDE-PUB>)
(SOUTH <PER N-MOOR-S 1>)
(FNUM OGRUBBO)
(GLOBAL GRUBBO)
(ACTION N-MOOR-F)>
<ROUTINE N-MOOR-F ("OPT" (CONTEXT <>))
<COND (<EQUAL? .CONTEXT ,M-LOOK>
<TELL
"A gray scrim of mist lies across the southern moors, obscuring the path only a few steps away. The outskirts of a village">
<PRINT " can be seen not far to the north.|">
<RTRUE>)
(<EQUAL? .CONTEXT ,M-ENTERING>
<COND (<EQUAL? ,P-WALK-DIR ,P?NORTH>
<COND (<T? ,AUTO>
<BMODE-OFF>)>)>
<RFALSE>)
(T
<RFALSE>)>>
<OBJECT IN-GAS
(LOC ROOMS)
(DESC "Gasses")
(FLAGS LIGHTED LOCATION)
(NORTH 0)
(NE 0)
(EAST 0)
(SE 0)
(SOUTH 0)
(SW 0)
(WEST 0)
(NW 0)
(DNUM 0)
(FNUM OMOOR)
(EXIT-STR "Tall reeds block your path.")
(GLOBAL SWAMP FOG)
(ACTION IN-GAS-F)>
<ROUTINE IN-GAS-F ("OPT" (CONTEXT <>))
<COND (<EQUAL? .CONTEXT ,M-LOOK>
<TELL
"Your feet make wet, sucking noises as you trudge across patches of rotting vegetable matter. An unwholesome miasma of gasses is making your head swim." CR>
<MENTION-MOOR-EXIT>
<RTRUE>)
(T
<RFALSE>)>>
; <ROUTINE DO-GAS-EXIT ("AUX" DIR CNT TBL)
<COND (<OR <EQUAL? ,P-WALK-DIR ,P?IN ,P?OUT>
<EQUAL? ,P-WALK-DIR ,P?UP ,P?DOWN>>
<RFALSE>)>
<SET DIR ,P?NW>
<SET CNT 1>
<REPEAT ()
<SET TBL <GETP ,HERE .DIR>>
<COND (<ZERO? .TBL>)
(<EQUAL? <MSB <GET .TBL ,XTYPE>> ,CONNECT>
<INC CNT>
<PUT ,GOOD-DIRS .CNT .DIR>)>
<COND (<IGRTR? DIR ,P?NORTH>
<RETURN>)>>
<COND (<EQUAL? .CNT 2>
<SET DIR <GET ,GOOD-DIRS 2>>)
(T
<PUT ,GOOD-DIRS 0 .CNT>
<PUT ,GOOD-DIRS 1 0>
<PROG ()
<SET DIR <PICK-ONE ,GOOD-DIRS>>
<COND (<EQUAL? .DIR ,PRSO>
<AGAIN>)>>)>
<COND (<PROB <- ,STATMAX <GET ,STATS ,LUCK>>>
<SETG PRSO .DIR>
<SETG P-WALK-DIR .DIR>
<TELL
"You stumble uncertainly in the whirling gas." CR>
<COND (<T? ,VERBOSITY>
<CRLF>)>)>
<RFALSE>>
<OBJECT MOOR2
(LOC ROOMS)
(DESC "Eyes")
(FLAGS LIGHTED LOCATION)
(NORTH 0)
(NE 0)
(EAST 0)
(SE 0)
(SOUTH 0)
(SW 0)
(WEST 0)
(NW 0)
(DNUM 0)
(FNUM OMOOR)
(EXIT-STR "Tall reeds block your path.")
(GLOBAL SWAMP FOG)
(ACTION MOOR2-F)>
<ROUTINE MOOR2-F ("OPT" (CONTEXT <>))
<COND (<EQUAL? .CONTEXT ,M-LOOK>
<TELL
"Silent, unblinking eyes peer down at you from the fog-shrouded trees." CR>
<MENTION-MOOR-EXIT>
<RTRUE>)
(<EQUAL? .CONTEXT ,M-ENTERING>
<GET-DACT?>
<RFALSE>)
(T
<RFALSE>)>>
<OBJECT MOOR3
(LOC ROOMS)
(DESC "Deep Mist")
(FLAGS LIGHTED LOCATION)
(NORTH 0)
(NE 0)
(EAST 0)
(SE 0)
(SOUTH 0)
(SW 0)
(WEST 0)
(NW 0)
(DNUM 0)
(FNUM OMOOR)
(EXIT-STR "Tall reeds block your path.")
(GLOBAL SWAMP FOG)
(ACTION MOOR3-F)>
<ROUTINE MOOR3-F ("OPT" (CONTEXT <>))
<COND (<EQUAL? .CONTEXT ,M-LOOK>
<TELL
"Spooky fingers of mist swirl around your feet. It's hard to see more than a few yards in any " 'INTDIR ,PERIOD>
<MENTION-MOOR-EXIT>
<RTRUE>)
(<EQUAL? .CONTEXT ,M-ENTERING>
<GET-DACT?>
<RFALSE>)
(T
<RFALSE>)>>
<OBJECT MOOR4
(LOC ROOMS)
(DESC "Noises")
(FLAGS LIGHTED LOCATION)
(NORTH 0)
(NE 0)
(EAST 0)
(SE 0)
(SOUTH 0)
(SW 0)
(WEST 0)
(NW 0)
(DNUM 0)
(FNUM OMOOR)
(EXIT-STR "Tall reeds block your path.")
(GLOBAL SWAMP FOG)
(ACTION MOOR4-F)>
<ROUTINE MOOR4-F ("OPT" (CONTEXT <>))
<COND (<EQUAL? .CONTEXT ,M-LOOK>
<TELL
"A cacophony of peeps, hoots and croaks sets your nerves on edge." CR>
<MENTION-MOOR-EXIT>
<RTRUE>)
(<EQUAL? .CONTEXT ,M-ENTERING>
<GET-DACT?>
<RFALSE>)
(T
<RFALSE>)>>
<OBJECT MOOR5
(LOC ROOMS)
(DESC "Mud Flats")
(FLAGS LIGHTED LOCATION)
(NORTH 0)
(NE 0)
(EAST 0)
(SE 0)
(SOUTH 0)
(SW 0)
(WEST 0)
(NW 0)
(DNUM 0)
(FNUM OMOOR)
(EXIT-STR "Tall reeds block your path.")
(GLOBAL SWAMP FOG)
(ACTION MOOR5-F)>
<ROUTINE MOOR5-F ("OPT" (CONTEXT <>))
<COND (<EQUAL? .CONTEXT ,M-LOOK>
<TELL
"Narrow paths wander off between pools of black, fetid mud. The damp chill in the air is making you shiver." CR>
<MENTION-MOOR-EXIT>
<RTRUE>)
(<EQUAL? .CONTEXT ,M-ENTERING>
<GET-DACT?>
<RFALSE>)
(T
<RFALSE>)>>
<OBJECT MOOR6
(LOC ROOMS)
(DESC "Odors")
(FLAGS LIGHTED LOCATION)
(NORTH 0)
(NE 0)
(EAST 0)
(SE 0)
(SOUTH 0)
(SW 0)
(WEST 0)
(NW 0)
(DNUM 0)
(FNUM OMOOR)
(EXIT-STR "Tall reeds block your path.")
(GLOBAL SWAMP FOG)
(ACTION MOOR6-F)>
<ROUTINE MOOR6-F ("OPT" (CONTEXT <>))
<COND (<EQUAL? .CONTEXT ,M-LOOK>
<TELL
"Gray wraiths of mist linger among the reeds, filling your nostrils with the odor of things long dead." CR>
<MENTION-MOOR-EXIT>
<RTRUE>)
(<EQUAL? .CONTEXT ,M-ENTERING>
<GET-DACT?>
<RFALSE>)
(T
<RFALSE>)>>
<ROUTINE MENTION-MOOR-EXIT ("AUX" (WRD 0) TBL)
<SET TBL <GETP ,HERE ,P?SW>>
<COND (<AND <T? .TBL>
<EQUAL? <GET .TBL ,XROOM> ,SW-MOOR>>
<SET WRD ,W?SOUTHWEST>)
(T
<SET TBL <GETP ,HERE ,P?NORTH>>
<COND (<AND <T? .TBL>
<EQUAL? <GET .TBL ,XROOM> ,N-MOOR>>
<SET WRD ,W?NORTH>)>)>
<COND (<ZERO? .WRD>
<RFALSE>)>
<TELL ,TAB "The mist thins out a bit to the " B .WRD ,PERIOD>
<RTRUE>>
<OBJECT SW-MOOR
(LOC ROOMS)
(DESC "Bluffs")
(FLAGS LIGHTED LOCATION)
(NE <PER SW-MOOR-NE 5>)
(WEST <TO IN-PORT>)
(FNUM OMIZNIA)
(ACTION SW-MOOR-F)>
<ROUTINE SW-MOOR-F ("OPT" (CONTEXT <>))
<COND (<EQUAL? .CONTEXT ,M-LOOK>
<TELL
"Circling gulls and a forest of masts disclose a seaport not far to the west. The view to the northeast is obscured by a blanket of mist." CR>
<RTRUE>)
(<EQUAL? .CONTEXT ,M-ENTERING>
<COND (<EQUAL? ,P-WALK-DIR ,P?SW>
<COND (<T? ,AUTO>
<BMODE-OFF>)>)>
<RFALSE>)
(T
<RFALSE>)>>
<OBJECT IN-PORT
(LOC ROOMS)
(DESC "Mizniaport")
(FLAGS LIGHTED LOCATION)
(NORTH <THRU BOUTIQUE-DOOR IN-BOUTIQUE>)
(IN <THRU BOUTIQUE-DOOR IN-BOUTIQUE>)
(NE <TO IN-YARD>)
(EAST <TO SW-MOOR>)
(SE <SORRY "You'd fall in the bay if you went that way.">)
(SOUTH <SORRY "You'd fall in the bay if you went that way.">)
(SW <SORRY "You'd fall in the bay if you went that way.">)
(WEST <TO AT-DOCK>)
(NW <TO XROADS 11>)
(FNUM OMIZNIA)
(GLOBAL BOUTIQUE-DOOR BOUTIQUE STABLE)
(ACTION IN-PORT-F)>
<ROUTINE IN-PORT-F ("OPT" (CONTEXT <>))
<COND (<EQUAL? .CONTEXT ,M-LOOK>
<TELL
"Mizniaport is a magnet for the wealthy yipples of Borphee, who browse the colorful shops in search of next year's fashions" ,PTAB
"An especially swank boutique stands just north of here. Beside it, a path marked \"Private Way\" bends northeast." CR>
<RTRUE>)
(T
<RFALSE>)>>
<OBJECT IN-YARD
(LOC ROOMS)
(DESC "Private Way")
(FLAGS LIGHTED LOCATION)
(NORTH <TO IN-STABLE>)
(IN <TO IN-STABLE>)
(SW <TO IN-PORT>)
(FNUM OMIZNIA)
(GLOBAL STABLE)
(ACTION IN-YARD-F)>
<ROUTINE IN-YARD-F ("OPT" (CONTEXT <>))
<COND (<EQUAL? .CONTEXT ,M-LOOK>
<TELL
"This shady nook obviously belongs to some well-to-do yipple. The arborvitaes are lush and neatly trimmed, with twin beds of flowers leading up to a little red " 'STABLE ,PERIOD>
<RTRUE>)
(T
<RFALSE>)>>
<OBJECT IN-STABLE
(LOC ROOMS)
(DESC "Stablehouse")
(FLAGS LIGHTED LOCATION INDOORS)
(SOUTH <TO IN-YARD>)
(OUT <PER EXIT-STABLE>)
(IN <PER STABLE-IN>)
(FNUM OMIZNIA)
(GLOBAL STABLE)
(ACTION IN-STABLE-F)>
<ROUTINE STABLE-IN ()
<PERFORM ,V?ENTER ,STALL>
<RFALSE>>
<ROUTINE EXIT-STABLE ()
<COND (<IN? ,PLAYER ,STALL>
<PERFORM ,V?EXIT ,STALL>
<RFALSE>)>
<RETURN ,IN-YARD>>
<ROUTINE IN-STABLE-F ("OPT" (CONTEXT <>) "AUX" (U 0) ANY X)
<COND (<IN? ,UNICORN ,STALL>
<INC U>)>
<COND (<EQUAL? .CONTEXT ,M-LOOK>
<COND (<IS? ,STALL ,MUNGED>
<TELL "The splintered ruins of " THE ,STALL
" look out of place in this otherwise">)
(T
<TELL "Not a straw is out of place in this">)>
<TELL " immaculate " 'STABLE>
<COND (<IN? ,PLAYER ,STALL>
<PRINT ,PERIOD>
<RTRUE>)>
<SET ANY <SEE-ANYTHING-IN? ,STALL>>
<COND (<IS? ,STALL ,MUNGED>
<COND (<T? .ANY>
<TELL ". ">
<PRINT "Peering inside, you see ">
<CONTENTS ,STALL>
<SETG P-IT-OBJECT ,STALL>)>
<TELL ,PERIOD>
<RTRUE>)>
<TELL ". The one">
<OPEN-CLOSED ,STALL>
<TELL ,SIS>
<COND (<T? .U>
<TELL "occupied by a snow-white " 'UNICORN
", who gazes at you mournfully from between the slats">
<COND (<T? .ANY>
<TELL ". You can also ">)>)
(T
<TELL "unoccupied">
<COND (<T? .ANY>
<TELL "; you can ">)>)>
<COND (<T? .ANY>
<TELL "see ">
<CONTENTS ,STALL>
<TELL " inside">
<SETG P-IT-OBJECT ,STALL>)>
<PRINT ,PERIOD>
<RTRUE>)
(<EQUAL? .CONTEXT ,M-ENTERING>
<COND (<T? .U>
<SEE-CHARACTER ,UNICORN>
<MAKE ,UNICORN ,SEEN>
<QUEUE ,I-UNICORN>)>
<RFALSE>)
(<EQUAL? .CONTEXT ,M-EXIT>
<COND (<T? .U>
<DEQUEUE ,I-UNICORN>
<TELL CTHE ,UNICORN
" whinnies pitifully as you leave." CR>
<RTRUE>)>
<RFALSE>)
(T
<RFALSE>)>>
<OBJECT IN-BOUTIQUE
(LOC ROOMS)
(DESC "Boutique")
(FLAGS LIGHTED LOCATION INDOORS)
(SOUTH <THRU BOUTIQUE-DOOR IN-PORT>)
(OUT <THRU BOUTIQUE-DOOR IN-PORT>)
(EAST <PER ENTER-CURTAIN>)
(IN <PER ENTER-CURTAIN>)
(GLOBAL BOUTIQUE-DOOR BOUTIQUE)
(THIS-CASE BCASE)
(FNUM OMIZNIA)
(ACTION IN-BOUTIQUE-F)>
<ROUTINE IN-BOUTIQUE-F ("OPT" (CONTEXT <>))
<COND (<EQUAL? .CONTEXT ,M-LOOK>
<TELL
"The sheer, flowing fabrics and gossamer pastels in this little shop create an atmosphere of taste and calm conducive to reckless spending.| A ">
<SHOP-DOOR ,BOUTIQUE-DOOR>
<TELL " offers the latest in travel fashions">
<LOOK-ON-CASE ,ON-BCASE>
<RTRUE>)
(<EQUAL? .CONTEXT ,M-ENTERING>
<GET-OWOMAN-AND-CURTAIN>
<QUEUE ,I-OWOMAN>
<RFALSE>)
(<EQUAL? .CONTEXT ,M-EXIT>
<DEQUEUE ,I-OWOMAN>
<COND (<IN? ,OWOMAN ,IN-BOUTIQUE>
<TELL
"\"See you later,\" calls " THE ,OWOMAN " as you leave." CR>
<RTRUE>)>
<RFALSE>)
(T
<RFALSE>)>>
<OBJECT IN-PUB
(LOC ROOMS)
(DESC "The Rusty Lantern")
(FLAGS LIGHTED LOCATION INDOORS)
(EAST <THRU PUB-DOOR OUTSIDE-PUB>)
(WEST <TO IN-KITCHEN>)
(OUT <THRU PUB-DOOR OUTSIDE-PUB>)
(IN <TO IN-KITCHEN>)
(HEAR PUB)
(ODOR PUB)
(FNUM OGRUBBO)
(GLOBAL PUB KITCHEN PUB-DOOR CELLAR GRUBBO)
(THINGS (<> FIREPLACE USELESS))
(ACTION IN-PUB-F)>
<ROUTINE IN-PUB-F ("OPT" (CONTEXT <>) "AUX" X)
<COND (<EQUAL? .CONTEXT ,M-LOOK>
<TELL
"Loud voices and clattering dishes make this smarmy dive sound busier than it really is. Your eyes sting from the greasy smoke drifting in from "
THE ,KITCHEN ,PTAB CA ,BANDITS " is hogging the fireplace." CR>
<COND (<SET X <FIRST? ,PUBWALL>>
<SETG P-IT-OBJECT .X>
<TELL ,TAB CA .X " is imbedded in the wall." CR>)>
<RTRUE>)
(<EQUAL? .CONTEXT ,M-ENTERING>
<QUEUE ,I-BANDITS>
<RFALSE>)
(<EQUAL? .CONTEXT ,M-ENTERED>
<SETG P-THEM-OBJECT ,BANDITS>
<RFALSE>)
(<EQUAL? .CONTEXT ,M-EXIT>
<COND (<ZERO? ,P-WALK-DIR>)
(<IS? ,DAGGER ,NODESC>
<UNMAKE ,DAGGER ,NODESC>
<WINDOW ,SHOWING-ROOM>
<MOVE ,DAGGER ,PUBWALL>
<SETG P-IT-OBJECT ,DAGGER>
<MAKE ,BANDITS ,SEEN>
<TELL "You edge towards the ">
<COND (<EQUAL? ,P-WALK-DIR ,P?WEST ,P?IN>
<TELL 'KITCHEN>)
(T
<TELL B ,W?EXIT>)>
<TELL ,PTAB>
<ITALICIZE "Thwack">
<TELL
"! A dagger streaks past your ear, imbedding itself deep into the wall.|
\"Har!\" chortles a bandit." CR>
<RFATAL>)>
<DEQUEUE ,I-BANDITS>
<RFALSE>)
(T
<RFALSE>)>>
<OBJECT IN-KITCHEN
(LOC ROOMS)
(DESC "Kitchen")
(FLAGS LIGHTED LOCATION INDOORS)
(BELOW CELLAR-DOOR)
(IN <THRU CELLAR-DOOR AT-BOTTOM>)
(OUT <TO IN-PUB>)
(EAST <TO IN-PUB>)
(DOWN <THRU CELLAR-DOOR AT-BOTTOM>)
(HEAR PUB)
(ODOR PUB)
(FNUM OGRUBBO)
(GLOBAL CELLAR-DOOR CELLAR-STAIR KITCHEN CELLAR PUB GRUBBO)
(ACTION IN-KITCHEN-F)>
<ROUTINE IN-KITCHEN-F ("OPT" (CONTEXT <>) "AUX" (D 0) L)
<COND (<IS? ,CELLAR-DOOR ,OPENED>
<INC D>)>
<COND (<EQUAL? .CONTEXT ,M-LOOK>
<TELL
"Coils of greasy steam rise from a cauldron bubbling over a roaring hearth. "
CTHE ,CEILING " is hung with crusty pots and strips of old meat" ,PTAB "A">
<COND (<IS? ,CELLAR-DOOR ,MUNGED>
<TELL " gaping hole">)
(<T? .D>
<TELL "n open door">)
(T
<TELL " closed door">)>
<TELL ,SIN THE ,GCORNER>
<COND (<T? .D>
<TELL " reveals a stair leading downward." CR>
<RTRUE>)>
<TELL " bears the legend, \"Keepeth Out.\"" CR>
<RTRUE>)
(<EQUAL? .CONTEXT ,M-ENTERING>
<COND (<NOT <IN? ,COOK ,IN-KITCHEN>>
<MOVE ,COOK ,IN-KITCHEN>)>
<UNMAKE ,COOK ,NODESC>
<SEE-CHARACTER ,COOK>
<MAKE ,COOK ,SEEN>
<QUEUE ,I-COOK>
<RFALSE>)
(<EQUAL? .CONTEXT ,M-ENTERED>
<COND (<IS? ,BOTTLE ,MUNGED>
<RFALSE>)
(<IN? ,BOTTLE ,PLAYER>
<TELL ,TAB>
<COOK-SEES-BOTTLE>
<RTRUE>)>
<RFALSE>)
(<EQUAL? .CONTEXT ,M-EXIT>
<COND (<AND <T? ,P-WALK-DIR>
<IS? ,ONION ,TOUCHED>
<NOT <IS? ,BOTTLE ,IDENTIFIED>>>
<UNMAKE ,COOK ,SEEN>
<TELL "\"Wait a second.\"" CR>
<I-ONION-OFFER>
<RFATAL>)
(<EQUAL? ,P-WALK-DIR ,P?DOWN ,P?IN>
<COND (<ZERO? .D>
<ITS-CLOSED ,CELLAR-DOOR>
<RFATAL>)
(<NOT <IS? ,CELLAR-DOOR ,TOUCHED>>
<MAKE ,CELLAR-DOOR ,TOUCHED>
<COND (<NOT <SETUP-CELLAR?>>
<RFALSE>)>)>
<DEQUEUE ,I-COOK>
<TELL "You clump down "
THE ,CELLAR-STAIR ,PERIOD>
<RTRUE>)
(<EQUAL? ,P-WALK-DIR ,P?EAST ,P?OUT>
<SETG P-WALK-DIR ,P?EAST>
<DEQUEUE ,I-COOK>)>
<RFALSE>)
(T
<RFALSE>)>>
<OBJECT KITCHEN-JUNK
(LOC IN-KITCHEN)
(DESC "that")
(FLAGS NOARTICLE NODESC TRYTAKE NOALL)
(SYNONYM MEAT CAULDRON STRIPS HEARTH POT POTS)
(ACTION USELESS)>
<OBJECT ON-WHARF
(LOC ROOMS)
(DESC "Wharf")
(FLAGS LIGHTED LOCATION)
(COORDS MAP-RIGHT)
(WEST <TO COVESIDE>)
(DOWN <PER ON-WHARF-DOWN>)
(IN <PER ON-WHARF-DOWN>)
(HEAR COVE)
(ODOR WHARF)
(SEE-ALL COVE)
(BELOW COVE)
(GLOBAL GRUBBO WHARF)
(FNUM OGRUBBO)
(ACTION ON-WHARF-F)>
<ROUTINE ON-WHARF-DOWN ()
<MAKE ,SALT ,SEEN>
<TELL "\"Careful!\" warns " THE ,SALT
", holding you back. \"Water's mighty cool this time o' year.\"" CR>
<RFALSE>>
<ROUTINE ON-WHARF-F ("OPT" (CONTEXT <>))
<COND (<EQUAL? .CONTEXT ,M-LOOK>
<PRINT
"Dank, fishy smells permeate this old wharf to its very bones.">
<TELL " Far below, you ">
<PRINT "hear the slurp of oily seawater against the piers">
<COND (<FIRST? ,COVE>
<TELL ,PTAB ,YOU-SEE>
<CONTENTS ,COVE>
<TELL " bobbing on the waves">)>
<PRINT ,PERIOD>
<RTRUE>)
(<EQUAL? .CONTEXT ,M-ENTERING>
<COND (<NOT <IS? ,SHILL ,BUOYANT>>
<MAKE ,SHILL ,BUOYANT>
<QUEUE ,I-SHILL>)>
<MAKE ,SALT ,SEEN>
<QUEUE ,I-SALT>
<SEE-CHARACTER ,SALT>
<RFALSE>)
(<EQUAL? .CONTEXT ,M-EXIT>
<COND (<NOT <IS? ,SHILL ,SEEN>>
<SEE-SHILL>
<RFATAL>)>
<DEQUEUE ,I-SALT>
<COND (<T? ,P-WALK-DIR>
<TELL
"\"See y'later,\" chuckles the salt as you walk away." CR>
<RTRUE>)>
<RFALSE>)
(T
<RFALSE>)>>
<OBJECT NULL
(FLAGS NODESC)>
<OBJECT AT-BOTTOM
(LOC ROOMS)
(DESC "Wine Cellar")
(FLAGS LIGHTED LOCATION INDOORS)
(UP <THRU CELLAR-DOOR IN-KITCHEN>)
(OUT <SORRY "Which way do you want to go out?">)
(OVERHEAD CELLAR-DOOR)
(NORTH 0)
(NE 0)
(EAST 0)
(SE 0)
(SOUTH 0)
(SW 0)
(WEST 0)
(NW 0)
(DNUM 0)
(FNUM OGRUBBO)
(GLOBAL NULL CELLAR-STAIR CELLAR-DOOR CELLAR)
(ACTION AT-BOTTOM-F)>
<ROUTINE LOCK-CELLAR-DOOR ()
<MAKE ,CELLAR-DOOR ,LOCKED>
<TELL ,YOU-HEAR ,LTHE>
<ITALICIZE "snap">
<TELL " of a substantial lock." CR>
<RTRUE>>
<ROUTINE AT-BOTTOM-F ("OPT" (CONTEXT <>))
<COND (<EQUAL? .CONTEXT ,M-LOOK>
<TELL
"You're standing at the bottom of a short, rickety stairway, ankle-deep in refuse. ">
<COND (<IS? ,CELLAR-DOOR ,OPENED>
<TELL "Light streams down through a">
<COND (<IS? ,CELLAR-DOOR ,MUNGED>
<TELL " gaping hole">)
(T
<TELL "n open door">)>
<TELL " overhead." CR>
<RTRUE>)>
<TELL "The door overhead is closed." CR>
<RTRUE>)
(<EQUAL? .CONTEXT ,M-ENTERING>
<COND (<NOT <IN? ,COOK ,AT-BOTTOM>>
<MOVE ,COOK ,AT-BOTTOM>
<MAKE ,COOK ,NODESC>)>
<SETG P-IT-OBJECT ,CELLAR-DOOR>
<RFALSE>)
(<EQUAL? .CONTEXT ,M-EXIT>
<COND (<EQUAL? ,P-WALK-DIR ,P?UP>
<COND (<IS? ,CELLAR-DOOR ,MUNGED>
<COND (<T? ,AUTO>
<BMODE-OFF>)>
<YOU-CLIMB-UP T>
<RTRUE>)
(<IS? ,CELLAR-DOOR ,LOCKED>
<SETG P-IT-OBJECT ,CELLAR-DOOR>
<TELL CTHE ,P-IT-OBJECT " is locked." CR>
<RFATAL>)
(<IS? ,CELLAR-DOOR ,OPENED>
<WINDOW ,SHOWING-ROOM>
<SETG P-IT-OBJECT ,CELLAR-DOOR>
<UNMAKE ,CELLAR-DOOR ,OPENED>
<UNMAKE ,AT-BOTTOM ,LIGHTED>
<ITALICIZE "Bang">
<TELL "! An unseen hand slams "
THE ,CELLAR-DOOR " in your face." CR>
<SAY-IF-HERE-LIT>
<TELL ,TAB>
<LOCK-CELLAR-DOOR>
<RFATAL>)>)>
<RFALSE>)
(T
<RFALSE>)>>
<OBJECT WC1
(LOC ROOMS)
(DESC "Reeking Room")
(FLAGS LOCATION INDOORS)
(NORTH 0)
(NE 0)
(EAST 0)
(SE 0)
(SOUTH 0)
(SW 0)
(WEST 0)
(NW 0)
(DNUM 0)
(FNUM OGRUBBO)
(GLOBAL NULL CELLAR)
(ACTION WC1-F)>
<ROUTINE WC1-F ("OPT" (CONTEXT <>))
<COND (<EQUAL? .CONTEXT ,M-LOOK>
<TELL
"Smashed bottles litter the floor, and the air reeks of sour wine." CR>
<RTRUE>)
(T
<RFALSE>)>>
<OBJECT SKEL-ROOM
(LOC ROOMS)
(DESC "Shadowy Stacks")
(FLAGS LOCATION INDOORS)
(NORTH 0)
(NE 0)
(EAST 0)
(SE 0)
(SOUTH 0)
(SW 0)
(WEST 0)
(NW 0)
(DNUM 0)
(FNUM OGRUBBO)
(GLOBAL NULL CELLAR)
(ACTION SKEL-ROOM-F)>
<ROUTINE SKEL-ROOM-F ("OPT" (CONTEXT <>) "AUX" X)
<COND (<EQUAL? .CONTEXT ,M-LOOK>
<TELL
"Precarious stacks of barrels loom in the shadows on every side." CR>
<RTRUE>)
(<EQUAL? .CONTEXT ,M-BEG>
<COND (<ZERO? ,CHOKE>
<RFALSE>)
(<VERB? SAVE UNDO>
<MUMBLAGE ,SKELETON>
<RTRUE>)
(<OR <VERB? WAIT LOOK>
<SET X <GAMEVERB?>>>
<RFALSE>)>
<SET X ,P-PRSA-WORD>
<COND (<VERB? WALK WALK-TO>
<SET X ,W?MOVE>)
(<SET X <TALKING?>>
<SET X ,W?SPEAK>)
(<SET X <SEEING?>>
<SET X ,W?SEE>)
(<EQUAL? ,SKELETON ,PRSO ,PRSI>
<RFALSE>)>
<TELL "It's not easy to ">
<COND (<ZERO? .X>
<TELL "do that">)
(T
<TELL B .X>)>
<TELL " while you're being strangled to death." CR>
<RFATAL>)
(T
<RFALSE>)>>
<OBJECT MOSS-ROOM
(LOC ROOMS)
(DESC "Musty Corridor")
(FLAGS LOCATION INDOORS)
(NORTH 0)
(NE 0)
(EAST 0)
(SE 0)
(SOUTH 0)
(SW 0)
(WEST 0)
(NW 0)
(DNUM 0)
(FNUM OGRUBBO)
(THINGS (DAMP CORRIDOR HERE-F)
(DAMP HALL HERE-F)
(DAMP HALLWAY HERE-F))
(GLOBAL NULL CELLAR)
(ACTION MOSS-ROOM-F)>
<ROUTINE MOSS-ROOM-F ("OPT" (CONTEXT <>) "AUX" X)
<COND (<EQUAL? .CONTEXT ,M-LOOK>
<SET X <LIGHT-SOURCE?>>
<COND (<ZERO? .X>
<TELL "The dim light">)
(T
<TELL CTHE .X "'s glow">)>
<TELL " reveals a gray patch of moss on the wall." CR>
<RTRUE>)
(T
<RFALSE>)>>
<OBJECT AT-STACK
(LOC ROOMS)
(DESC "Bottom of Stack")
(FLAGS LOCATION INDOORS)
(NORTH 0)
(NE 0)
(EAST 0)
(SE 0)
(SOUTH 0)
(SW 0)
(WEST 0)
(NW 0)
(DNUM 0)
(FNUM OGRUBBO)
(OVERHEAD CRATES)
(UP <PER UPSTACK 1>)
(DOWN <SORRY "You're already at the bottom of the stack.">)
(GLOBAL NULL CELLAR CRATES)
(ACTION AT-STACK-F)>
<ROUTINE UPSTACK ("AUX" (BAD 0))
<COND (<ZERO? ,LIT?>
<TOO-DARK>
<RFALSE>)>
<TELL "You teeter ">
<COND (<L? <GET ,STATS ,DEXTERITY> 15>
<INC BAD>
<TELL "uncertainly">)
(T
<TELL "for a moment">)>
<TELL " on the lowest crates">
<COND (<T? .BAD>
<TELL
", lose your balance, and sprawl to " THE ,GROUND>
<COND (<NOT <IS? ,CRATES ,SEEN>>
<MAKE ,CRATES ,SEEN>
<TELL ". Not very coordinated, are you?" CR>
<RFALSE>)>
<PRINT ,PERIOD>
<RFALSE>)>
<TELL ", then slowly edge your way upward." CR>
<COND (<T? ,VERBOSITY>
<CRLF>)>
<RETURN ,BARRELTOP>>
<ROUTINE AT-STACK-F ("OPT" (CONTEXT <>))
<COND (<EQUAL? .CONTEXT ,M-LOOK>
<TELL "Empty wine crates are stacked to "
THE ,CEILING " in a stairlike spiral." CR>
<RTRUE>)
(T
<RFALSE>)>>
<OBJECT THRONE-ROOM
(LOC ROOMS)
(DESC "Throne Room")
(FLAGS LOCATION INDOORS)
(NORTH 0)
(NE 0)
(EAST 0)
(SE 0)
(SOUTH 0)