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highway.zil
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"HIGHWAY for
ZORK ZERO
(c) Copyright 1988 Infocom, Inc. All Rights Reserved."
<BEGIN-SEGMENT LOWER>
<ROOM G-U-HIGHWAY
(LOC ROOMS)
(REGION "Flatheadia")
(DESC "Great Underground Highway")
(LDESC
"This is the northern terminus of one of the branches of the Great Underground
Highway system, one of the ambitious construction projects conceived by King
Duncanthrax and executed by the Frobozz Magic Cave Company. A tunnel leads
northeast.")
(NE TO LOWER-HALL)
(SOUTH TO EXIT)
(FLAGS RLANDBIT UNDERGROUNDBIT)
(MAP-LOC <PTABLE LOWER-LEVEL-MAP-NUM MAP-GEN-Y-6 MAP-GEN-X-5>)
(ICON G-U-HIGHWAY-ICON)>
<ROOM EXIT
(LOC ROOMS)
(REGION "Flatheadia")
(DESC "Exit")
(LDESC
"A wide underground road runs north and south. There's an eye-catching sign
next to a tunnel leading west.")
(WEST TO FIELD-OFFICE)
(NORTH TO G-U-HIGHWAY)
(SOUTH TO CROSSROADS)
(FLAGS RLANDBIT UNDERGROUNDBIT)
(GLOBAL SIGN)
(MAP-LOC <PTABLE LOWER-LEVEL-MAP-NUM MAP-GEN-Y-7 MAP-GEN-X-5>)
(ICON EXIT-ICON)>
<END-SEGMENT>
<BEGIN-SEGMENT FOOZLE>
<ROOM CROSSROADS
(LOC ROOMS)
(REGION "Somewhere Along the GUH")
(DESC "Crossroads")
(LDESC
"You stand at the junction of two underground highways, one north-south
and the other east-west. A sign hangs in the center of the junction.")
(NORTH TO EXIT)
(SOUTH TO TOLL-PLAZA)
(EAST TO CAVE-IN)
(WEST TO POTHOLES)
(FLAGS RLANDBIT UNDERGROUNDBIT)
(GLOBAL SIGN)
(MAP-LOC <PTABLE FOOZLE-MAP-NUM MAP-GEN-Y-3 MAP-GEN-X-7>)
(ICON CROSSROADS-ICON)>
<ROOM CAVE-IN
(LOC ROOMS)
(DESC "Cave-In")
(REGION "Somewhere Along the GUH")
(LDESC
"Just ahead, the roof of the highway tunnel has collapsed, creating a dead
end. (Decades of non-maintenance of the Empire's infrastructure are taking
their toll.) Your only choice is to return to the west.")
(WEST TO CROSSROADS)
(OUT TO CROSSROADS)
(FLAGS RLANDBIT UNDERGROUNDBIT)
(MAP-LOC <PTABLE FOOZLE-MAP-NUM MAP-GEN-Y-3 MAP-GEN-X-8>)
(ACTION CAVE-IN-F)>
<ROUTINE CAVE-IN-F ("OPT" (RARG <>))
<COND (<AND <EQUAL? .RARG ,M-END>
<IN? ,PIT-BOMB ,LOCAL-GLOBALS>
,LIT>
<SETUP-ORPHAN "answer">
<COND (<AND <NOT <IN? ,JESTER ,HERE>>
<G? <- ,MOVES ,J-DISPOSED> 3>>
<MOVE ,JESTER ,HERE>
<THIS-IS-IT ,JESTER>
<DEQUEUE I-JESTER>
<RETURN-FROM-MAP>
<TELL
" The jester is here. \"I'm glad you decided to drop in! As you see, the
ceiling decided to drop in some time ago.\" He sits cross-legged on a piece
of rubble. \"Time for a guessing contest. If you can guess my middle name,
I'll give you a prize for winning this game!\"" CR>)>)>>
<BEGIN-SEGMENT 0>
<OBJECT PIT-BOMB
(LOC LOCAL-GLOBALS)
(DESC "anti-pit bomb")
(FDESC "Sitting on a piece of rubble is an anti-pit bomb.")
(SYNONYM BOMB LABEL)
(ADJECTIVE BOTTOMLESS ANTI-PIT)
(FLAGS TAKEBIT READBIT VOWELBIT)
(TEXT
"\"Is your cavern infested with bottomless pits? If so, this anti-pit bomb is
the answer to your prayers! Instructions: simply enter the pitted room and
throw the bomb. All pit-filling agents are harmless; no protective gear is
required!|
Another fine product of the Frobozz Magic Bottomless Pit Bomb Company.\"")
(ACTION PIT-BOMB-F)>
<ROUTINE PIT-BOMB-F ()
<COND (<VERB? EXAMINE>
<TELL "The grenade-sized bomb bears a large label." CR>)
(<VERB? THROW>
<REMOVE ,PIT-BOMB>
<SETG PIT-BOMB-LOC ,HERE>
<COND (,LIT
<TELL
"The bomb silently explodes into a growing cloud of
bottomless-pit-filling agents. ">)
(T
<TELL
"You feel a brief puff of air from the direction in which
you threw the bomb. ">)>
<COND (<EQUAL? ,HERE ,PITS>
<COND (<NOT ,LIT>
<JIGS-UP
"You hear the pits filling in, accompanied by the sound of a legion of
slavering creatures lurking forth. Unhindered by the darkness, they
converge on you, with sharp fangs and ravenous appetites.">)
(T
<FCLEAR ,LANTERN ,TRYTAKEBIT>
<FSET ,PITS ,REDESCBIT>
<SETG COMPASS-CHANGED T>
<TELL
"As the pits fill in, from the bottom up, dark and sinister forms well up and
lurk quickly into the shadows. Uncountable hordes of the creatures emerge, and
your light glints momentarily off slavering fangs. Gurgling noises come from
every dark corner as the last of the pits becomes filled in." CR>
<INC-SCORE 12>
<CRLF>
<V-LOOK>)>)
(T
<TELL
"The agents, finding no bottomless pits here, disperse." CR>)>)>>
<GLOBAL PIT-BOMB-LOC <>>
<END-SEGMENT>
<BEGIN-SEGMENT FOOZLE>
<ROOM TOLL-PLAZA
(LOC ROOMS)
(DESC "Toll Plaza")
(REGION "Somewhere Along the GUH")
(NORTH TO CROSSROADS)
(SOUTH TO FISSURE-EDGE IF TOLL-GATE IS OPEN)
(FLAGS RLANDBIT UNDERGROUNDBIT)
(SYNONYM PLAZA)
(ADJECTIVE TOLL)
(GLOBAL SIGN)
(MAP-LOC <PTABLE FOOZLE-MAP-NUM MAP-GEN-Y-4 MAP-GEN-X-7>)
(ICON TOLL-PLAZA-ICON)
(ACTION TOLL-PLAZA-F)>
<ROUTINE TOLL-PLAZA-F ("OPT" (RARG <>))
<COND (<EQUAL? .RARG ,M-LOOK>
<TELL
"You have reached one of numerous Great Underground Highway system tolls. ">
<COND (<FSET? ,TOLL-GATE ,OPENBIT>
<TELL "The gate lies open to the south">)
(T
<TELL "A closed toll gate spans the road">)>
<TELL
". The toll booth is unoccupied, but a sign next to the gate indicates
an \"exact change\" option.">)>>
<OBJECT TOLL-BOOTH
(LOC TOLL-PLAZA)
(DESC "toll booth")
(SYNONYM BOOTH)
(ADJECTIVE TOLL)
(FLAGS NDESCBIT)
(ACTION TOLL-BOOTH-F)>
<ROUTINE TOLL-BOOTH-F ()
<COND (<VERB? ENTER>
<TELL "An invisible force stops you." CR>)
(<VERB? EXAMINE>
<TELL
"The booth is unmanned, but there is an \"exact change\" basket on
the side of the booth." CR>)>>
<OBJECT TOLL-GATE
(LOC TOLL-PLAZA)
(DESC "toll gate")
(SYNONYM GATE)
(ADJECTIVE TOLL)
(FLAGS NDESCBIT DOORBIT)
(ACTION TOLL-GATE-F)>
<ROUTINE TOLL-GATE-F ()
<COND (<OR <AND <VERB? OPEN>
<NOT <FSET? ,TOLL-GATE ,OPENBIT>>>
<AND <VERB? CLOSE>
<FSET? ,TOLL-GATE ,OPENBIT>>>
<TELL ,WONT-BUDGE>)>>
<OBJECT BASKET
(LOC TOLL-PLAZA)
(DESC "exact change basket")
(SYNONYM BASKET)
(ADJECTIVE EXACT CHANGE)
(FLAGS VOWELBIT NDESCBIT CONTBIT OPENBIT SEARCHBIT)
(ACTION BASKET-F)>
<ROUTINE BASKET-F ()
<COND (<VERB? CLOSE>
<TELL ,HUH>)
(<AND <VERB? PUT>
<PRSO? ,ZORKMID-COIN>>
<REMOVE ,ZORKMID-COIN>
<FSET ,TOLL-GATE ,OPENBIT>
<TELL
"\"Bink!\" The toll gate opens, and a poorly maintained sign lights up
momentarily, saying \"T ANK Y U!\"" CR>
<INC-SCORE 14>)>>
<ROOM FISSURE-EDGE
(LOC ROOMS)
(DESC "Fissure's Edge")
(REGION "Somewhere Along the GUH")
(LDESC
"To the south, the road is rent by a wide fissure, the reminder of a recent
quake. Judging by the footprints in the dust, many travellers have reached
this point, only to turn around and head back to the north. The quake has
also opened a narrow crack in the eastern wall of the tunnel; you might be
able to squeeze into it.")
(NORTH TO TOLL-PLAZA)
(EAST TO TIGHT-SQUEEZE)
(SOUTH SORRY "The fissure is uncrossable.")
(DOWN SORRY "A plunge into the fissure would be fatal.")
(FLAGS RLANDBIT UNDERGROUNDBIT)
(MAP-LOC <PTABLE FOOZLE-MAP-NUM MAP-GEN-Y-5 MAP-GEN-X-7>)
(ICON FISSURES-EDGE-ICON)
(THINGS NARROW CRACK FISSURE-CRACK-PS
WIDE FISSURE FISSURE-PS)>
<ROUTINE FISSURE-PS ()
<COND (<VERB? ENTER>
<DO-WALK ,P?DOWN>)
(<VERB? CROSS>
<DO-WALK ,P?SOUTH>)>>
<ROUTINE FISSURE-CRACK-PS ()
<COND (<VERB? EXAMINE>
<TELL "You could probably squeeze into it." CR>)
(<VERB? LOOK-INSIDE>
<COND (<LIT? ,TIGHT-SQUEEZE>
<TELL ,SOME-LIGHT>)
(T
<TELL ,ONLY-BLACKNESS>)>)
(<VERB? ENTER>
<DO-WALK ,P?EAST>)>>
<ROOM TIGHT-SQUEEZE
(LOC ROOMS)
(DESC "Tight Squeeze")
(REGION "Region: Unknown")
(LDESC
"You are in a narrow fissure which widens to the west. A cool breeze seems
to blow upon you from below.")
(WEST TO FISSURE-EDGE)
(DOWN TO ORB-ROOM)
(SYNONYM FISSURE)
(ADJECTIVE NARROW)
(FLAGS RLANDBIT UNDERGROUNDBIT)
(MAP-LOC <PTABLE FOOZLE-MAP-NUM MAP-GEN-Y-5 MAP-GEN-X-8>)>
<ROOM ORB-ROOM
(LOC ROOMS)
(DESC "Orb Room")
(REGION "Region: Unknown")
(LDESC
"The air is chilly, the walls are covered with ice, and the floor is piled
high with crystal spheres of varying sizes and colors; most are chipped or
shattered. Your light reveals no visible exits, although a trickle of warm,
dry air caresses you from above.")
(UP TO TIGHT-SQUEEZE)
(OUT TO TIGHT-SQUEEZE)
(FLAGS RLANDBIT UNDERGROUNDBIT)
(MAP-LOC <PTABLE FOOZLE-MAP-NUM MAP-GEN-Y-5 MAP-GEN-X-9>)
(ICON ORB-ROOM-ICON)
(THINGS <> ICE ICE-PS)>
<ROUTINE ICE-PS ()
<TELL
"[This is just one of those things that's there to enhance your
mental imagery.]" CR>>
<BEGIN-SEGMENT 0>
<OBJECT MILKY-ORB
(LOC ORB-ROOM)
(DESC "milky orb")
(FDESC
"The only intact orbs seem to be a milky orb, a fiery orb, a glittery orb,
and a smoky orb.")
(SYNONYM ORB)
(ADJECTIVE MILKY WHITE)
(FLAGS TAKEBIT TRYTAKEBIT)
(ACTION ORB-F)>
<OBJECT FIERY-ORB
(LOC ORB-ROOM)
(DESC "fiery orb")
(SYNONYM ORB)
(ADJECTIVE FIERY ORANGE)
(FLAGS TAKEBIT TRYTAKEBIT NDESCBIT)
(ACTION ORB-F)>
<OBJECT SMOKY-ORB
(LOC ORB-ROOM)
(DESC "smoky orb")
(SYNONYM ORB)
(ADJECTIVE SMOKY GRAY)
(FLAGS TAKEBIT TRYTAKEBIT NDESCBIT)
(ACTION ORB-F)>
<OBJECT GLITTERY-ORB
(LOC ORB-ROOM)
(DESC "glittery orb")
(SYNONYM ORB)
(ADJECTIVE GLITTERY GOLD GOLDEN)
(FLAGS TAKEBIT TRYTAKEBIT NDESCBIT)
(ACTION ORB-F)>
<ROUTINE ORB-F ()
<COND (<AND <VERB? TAKE>
<FSET ,PRSO ,TRYTAKEBIT>>
<FCLEAR ,GLITTERY-ORB ,NDESCBIT>
<FCLEAR ,FIERY-ORB ,NDESCBIT>
<FCLEAR ,SMOKY-ORB ,NDESCBIT>
<FCLEAR ,MILKY-ORB ,TRYTAKEBIT>
<FCLEAR ,GLITTERY-ORB ,TRYTAKEBIT>
<FCLEAR ,FIERY-ORB ,TRYTAKEBIT>
<FCLEAR ,SMOKY-ORB ,TRYTAKEBIT>
<FSET ,MILKY-ORB ,TOUCHBIT>
<FSET ,GLITTERY-ORB ,TOUCHBIT>
<FSET ,FIERY-ORB ,TOUCHBIT>
<FSET ,SMOKY-ORB ,TOUCHBIT>
<RFALSE>)
(<VERB? EXAMINE>
<TELL
"The orb is a sphere of lustrous crystal without imperfection.">
<COND (<NOT ,TIME-STOPPED>
<TELL " ">
<PERFORM ,V?LOOK-INSIDE ,PRSO>
<RTRUE>)
(T
<CRLF>)>)
(<VERB? LOOK-INSIDE>
<COND (,TIME-STOPPED
<TELL "The sphere has">)
(T
<TELL
"Deep within the cool, smooth surface of the orb
lies an ever-shifting dance of ">
<COND (<PRSO? ,GLITTERY-ORB>
<TELL "sparkling stars">)
(<PRSO? ,FIERY-ORB>
<TELL "flickering flames">)
(<PRSO? ,SMOKY-ORB>
<TELL "swirling smoke">)
(T
<TELL "milky mists">)>
<TELL ", giving the sphere">)>
<TELL " a generally ">
<COND (<PRSO? ,GLITTERY-ORB>
<TELL "golden">)
(<PRSO? ,FIERY-ORB>
<TELL "orange">)
(<PRSO? ,SMOKY-ORB>
<TELL "gray">)
(T
<TELL "white">)>
<TELL " complexion." CR>)
(<AND <VERB? MUNG>
<PRSO? ,MILKY-ORB ,FIERY-ORB ,SMOKY-ORB ,GLITTERY-ORB>>
<REMOVE ,PRSO>
<TELL "You ">
<COND (<PRSO? ,MILKY-ORB>
<TELL "feel a puff of cool, caressing air">)
(<PRSO? ,FIERY-ORB>
<TELL "feel a hot dry blast of air">)
(<PRSO? ,SMOKY-ORB>
<TELL "smell a dry burnt odor">)
(T
<TELL "see a burst of twinkling lights">)>
<TELL " as the orb is shattered to dust." CR>)>>
;<ROUTINE G-ORB-F (TBL LEN)
<COND (<AND <INTBL? ,PILE-OF-ORBS <REST .TBL 2> .LEN>
<EQUAL? ,HERE ,ORB-ROOM>>
,PILE-OF-ORBS ;"you must have used noun ORBS")
(T
<RFALSE>)>>
<END-SEGMENT>
<BEGIN-SEGMENT FOOZLE>
<ROOM POTHOLES
(LOC ROOMS)
(DESC "Potholes")
(REGION "Somewhere Along the GUH")
(LDESC
"The road, which runs east to west, is in bad shape here, pitted with
holes and ruts.")
(EAST TO CROSSROADS)
(WEST TO REST-STOP)
(FLAGS RLANDBIT UNDERGROUNDBIT)
(MAP-LOC <PTABLE FOOZLE-MAP-NUM MAP-GEN-Y-3 MAP-GEN-X-6>)>
<ROOM REST-STOP
(LOC ROOMS)
(DESC "Rest Stop")
(REGION "Somewhere Along the GUH")
(LDESC
"By the north side of the road is a rest stop, closed and boarded up. The road
continues east and southwest.")
(EAST TO POTHOLES)
(SW TO FORK)
(FLAGS RLANDBIT UNDERGROUNDBIT)
(MAP-LOC <PTABLE FOOZLE-MAP-NUM MAP-GEN-Y-3 MAP-GEN-X-5>)
(ICON REST-STOP-ICON)
(THINGS REST STOP REST-STOP-PS
<> BOARD SHUTTER-PS
<> SHUTTER SHUTTER-PS)>
<ROUTINE REST-STOP-PS ()
<COND (<VERB? EXAMINE ENTER>
<TELL "The rest stop is all shuttered up." CR>)
(<VERB? OPEN>
<TELL ,CARPENTERS>)
(<VERB? SEARCH>
<TELL "You're outside it!" CR>)>>
<ROUTINE SHUTTER-PS ()
<COND (<VERB? TAKE REMOVE>
<TELL ,CARPENTERS>)
(<VERB? CLOSE>
<TELL "They are!" CR>)>>
<ROOM FORK
(LOC ROOMS)
(DESC "Fork")
(REGION "Somewhere Along the GUH")
(LDESC
"The tunnel forks here, with roads leading northeast, west, and southwest.")
(NE TO REST-STOP)
(WEST TO FISHY-ODOR)
(SW TO SALTY-SMELL)
(FLAGS RLANDBIT UNDERGROUNDBIT)
(MAP-LOC <PTABLE FOOZLE-MAP-NUM MAP-GEN-Y-4 MAP-GEN-X-4>)
(ICON FORK-ICON)>
<ROOM FISHY-ODOR
(LOC ROOMS)
(DESC "Fishy Odor")
(REGION "Port Foozle")
(LDESC
"The tunnel narrows toward a spot of light to the west. The stench of dead,
rotting fish hangs in the air.")
(EAST TO FORK)
(WEST TO FISHING-VILLAGE)
(FLAGS RLANDBIT UNDERGROUNDBIT)
(MAP-LOC <PTABLE FOOZLE-MAP-NUM MAP-GEN-Y-4 MAP-GEN-X-3>)
(ICON FISHY-ODOR-ICON)>
<ROOM SALTY-SMELL
(LOC ROOMS)
(DESC "Salty Smell")
(REGION "Port Foozle")
(LDESC
"The tunnel from the northeast is narrower here, and pervaded with the scent
of the sea. You can hear breakers to the southwest.")
(NE TO FORK)
(SW TO QUILBOZZA-BEACH)
(FLAGS RLANDBIT UNDERGROUNDBIT)
(MAP-LOC <PTABLE FOOZLE-MAP-NUM MAP-GEN-Y-5 MAP-GEN-X-3>)>
<ROOM FISHING-VILLAGE
(LOC ROOMS)
(DESC "Fishing Village")
(REGION "Port Foozle")
(LDESC
"This once-busy port, on the shore of the Great Sea, lies deserted. A tunnel
opens to the east, the shoreline can be followed south along the ocean's edge,
and a wharf juts into the harbor to the west. A newly constructed stone
building lies to the north; an eye-catching sign has been erected next to its
entrance.")
(EAST TO FISHY-ODOR)
(WEST TO WHARF)
(SOUTH TO SANDBAR)
(NORTH TO INQUISITION)
(IN TO INQUISITION)
(FLAGS RLANDBIT ONBIT OUTSIDEBIT)
(GLOBAL VILLAGE SIGN FLATHEAD-OCEAN WHARF GLOBAL-BLDG)
(MAP-LOC <PTABLE FOOZLE-MAP-NUM MAP-GEN-Y-4 MAP-GEN-X-2>)
(ICON FISHING-VILLAGE-ICON)
(ACTION FISHING-VILLAGE-F)>
<ROUTINE FISHING-VILLAGE-F ("OPT" (RARG <>))
<COND (<EQUAL? .RARG ,M-ENTER>
<COND (<NOT <FSET? ,FISHING-VILLAGE ,TOUCHBIT>>
<SETG INQ-NUMBER <RANDOM 100>>
<SETG NUMBER-ON-LINE <+ <RANDOM 3> 2>>)>
<QUEUE I-INQ -1>)>>
<ROUTINE I-INQ ("AUX" (NEW-PERSONS 0) (DOABLE <>))
<COND (<NOT <EQUAL? ,HERE ,INQUISITION ,FISHING-VILLAGE>>
<DEQUEUE I-INQ>
<RFALSE>)
(<OR <L? ,NUMBER-ON-LINE 3>
<AND <PROB 75>
<EQUAL? ,NUMBER-ON-LINE 3>>
<AND <PROB 50>
<EQUAL? ,NUMBER-ON-LINE 4>>
<AND <PROB 25>
<EQUAL? ,NUMBER-ON-LINE 5>>>
<SET NEW-PERSONS <COND (<PROB 50> 1)
(<PROB 80> 2)
(T 3)>>
<SETG NUMBER-ON-LINE <+ ,NUMBER-ON-LINE .NEW-PERSONS>>)>
<SETG INQ-NUMBER <+ ,INQ-NUMBER 1>>
<COND (<AND <EQUAL? ,HERE ,FISHING-VILLAGE>
<G? .NEW-PERSONS 0>>
<RETURN-FROM-MAP>
<TELL " A trollish guard drags ">
<COND (<EQUAL? .NEW-PERSONS 1>
<TELL "someone">)
(<EQUAL? .NEW-PERSONS 2>
<TELL "two people">)
(T
<TELL "three people">)>
<TELL ", kicking and screaming, into the stone building." CR>
<RTRUE>)
(<AND <EQUAL? ,HERE ,INQUISITION>
<G? .NEW-PERSONS 0>>
<RETURN-FROM-MAP>
<TELL " A trollish guard drags in ">
<COND (<EQUAL? .NEW-PERSONS 1>
<TELL "someone">)
(<EQUAL? .NEW-PERSONS 2>
<TELL "two people">)
(T
<TELL "three people">)>
<TELL ", who obediently take">
<COND (<EQUAL? .NEW-PERSONS 1>
<TELL "s a number">)
(T
<TELL " numbers">)>
<TELL " from the number dispenser." CR>)>
<COND (<EQUAL? ,HERE ,INQUISITION>
<RETURN-FROM-MAP>
<COND (<AND <G? ,NUMBER-TAKEN 0>
<G? ,INQ-NUMBER ,NUMBER-TAKEN>>
<JIGS-UP
" The executioner says, \"Well, we can't wait around forever; we've got
thousands to execute! Hang 'em!\" You swing.">)>
<TELL
" The executioner calls out, \"Number " N ,INQ-NUMBER "!\" and ">
<COND (<EQUAL? ,INQ-NUMBER ,NUMBER-TAKEN>
<TELL "looks at you with an ugly grin">)
(<AND <PROB 20>
<NOT ,J-INQ-SCENE>
<FSET? ,JESTER ,TOUCHBIT>>
<SETG J-INQ-SCENE T>
<TELL
"you suddenly realize that the next person on line is the jester! He is
acting like a first-class sinner: smoking and drinking, using foul language,
with a curvaceous woman in each arm and a pocketful of gambling receipts.
He strides forward and makes a particularly salacious request -- something
involving Vaseline and barnyard animals. His request denied, he is led to
the block, but just as the axe is swinging down, the jester turns into a
wisp of smoke and vanishes! The executioner spits angrily">)
(T
<SETG NUMBER-ON-LINE <- ,NUMBER-ON-LINE 1>>
<TELL
"a bedraggled man steps forward. \"Executioner, ">
<COND (<PROB 50>
<SET DOABLE T>
<TELL <PICK-ONE ,DOABLE-REQUESTS>>)
(T
<TELL <PICK-ONE ,UNDOABLE-REQUESTS>>)>
<TELL ",\" he croaks. The executioner says, \"">
<COND (.DOABLE
<TELL
"Done!\" and the man is led to the gallows and hung from the neck until dead">)
(T
<TELL
"Sorry, can't do that.\" The man is placed on the block, and a moment
later his head is rolling away">)>)>
<TELL ,PERIOD-CR>)>>
<CONSTANT DOABLE-REQUESTS
<LTABLE
0
"sing a song"
"kick me"
"kiss me">>
<CONSTANT UNDOABLE-REQUESTS
<LTABLE
0
"give me a thousand zorkmids"
"give me Ursula Flathead"
"send me to Antharia">>
<GLOBAL INQ-NUMBER 0> ;"next!"
<GLOBAL NUMBER-ON-LINE 0>
<GLOBAL NUMBER-TAKEN 0>
<GLOBAL INQ-SCORE 25>
<ROOM INQUISITION
(LOC ROOMS)
(DESC "Inquisition")
(REGION "Port Foozle")
(SOUTH SORRY "A trollish guard blocks the exit. \"No one leave!\"")
(OUT SORRY "A trollish guard blocks the exit. \"No one leave!\"")
(FLAGS RLANDBIT ONBIT)
(GLOBAL SIGN GLOBAL-BLDG)
(MAP-LOC <PTABLE FOOZLE-MAP-NUM MAP-GEN-Y-3 MAP-GEN-X-2>)
(ACTION INQUISITION-F)>
<ROUTINE INQUISITION-F ("OPT" (RARG <>) "AUX" OWINNER TAKER)
<COND (<EQUAL? .RARG ,M-LOOK>
<COND (<NOT <FSET? ,INQUISITION ,TOUCHBIT>>
<TELL
"Extremist religions spring up whenever an empire collapses. The Inquisitors
believe the impending doom was caused by widespread sinning, but that the gods
can be placated if every person in the kingdom is executed." CR " ">)>
<TELL
"This is one of the Inquisitors' execution sites. A hooded executioner,
dripping with sweat and blood, stands between a gallows and a block. "
N ,NUMBER-ON-LINE " people are queued up in front of the executioner. ">
<COND (<G? ,NUMBER-TAKEN 0>
<TELL "You are ">
<COND (<EQUAL? <- ,NUMBER-TAKEN ,INQ-NUMBER> 7>
<TELL "seventh">)
(<EQUAL? <- ,NUMBER-TAKEN ,INQ-NUMBER> 6>
<TELL "sixth">)
(<EQUAL? <- ,NUMBER-TAKEN ,INQ-NUMBER> 5>
<TELL "fifth">)
(<EQUAL? <- ,NUMBER-TAKEN ,INQ-NUMBER> 4>
<TELL "fourth">)
(<EQUAL? <- ,NUMBER-TAKEN ,INQ-NUMBER> 3>
<TELL "third">)
(<EQUAL? <- ,NUMBER-TAKEN ,INQ-NUMBER> 2>
<TELL "second">)
(T
<TELL "first">)>
<TELL " on line. ">)>
<TELL
"Near the end of the line is a number dispenser. A large sign fills one wall.
The only exit is south.">)
(<EQUAL? .RARG ,M-END>
<RETURN-FROM-MAP>
<COND (<EQUAL? ,INQ-SCORE 0> ;"already solved it"
<TELL
" The executioner spots you. \"Get that joker outta here!\" Guards fling
you back onto the street." CR CR>
<GOTO ,FISHING-VILLAGE>
<RTRUE>)>
<SET OWINNER ,WINNER>
<SETG WINNER ,EXECUTIONER> ;"see SEE-INSIDE?"
<COND (<VISIBLE? ,PIGEON>
<TELL
" One of the guards says, \"Sorry, you'll have to leave your pigeon
outside.\" He grabs it and ">
<COND (<EQUAL? <META-LOC ,PERCH> ,HERE>
<TELL "tosses it outside">
<COND (<OR
<SET TAKER
<FIND-IN ,FISHING-VILLAGE ,WHITEBIT>>
<SET TAKER
<FIND-IN ,FISHING-VILLAGE ,BLACKBIT>>>
<MOVE ,PIGEON .TAKER>
<TELL
". A moment later," T .TAKER " materializes in the Inquisition building,
holding the perch! The executioner bellows, \"Hey! We don't want any of
your kind in here, buster!\" A guard gives" T .TAKER " the boot." CR>)
(T
<MOVE ,PIGEON ,FISHING-VILLAGE>)>)
(T
<MOVE ,PIGEON <META-LOC ,PERCH>>
<TELL
"looks stunned as he recedes and vanishes, along with the pigeon">)>
<TELL ,PERIOD-CR>)>
<COND (<VISIBLE? ,CLOAK>
<COND (<OR <SET TAKER
<FIND-IN ,FISHING-VILLAGE ,WHITEBIT>>
<SET TAKER
<FIND-IN ,FISHING-VILLAGE ,BLACKBIT>>>
<MOVE ,CLOAK .TAKER>)
(T
<MOVE ,CLOAK ,FISHING-VILLAGE>)>
<TELL
" A particularly surly-looking guard says, \"Check your cloak in our coat
room, haw haw haw.\" He grabs the cloak and kicks it through the door." CR>)>
<SETG WINNER .OWINNER>
<COND (<L? ,NUMBER-TAKEN -2>
<JIGS-UP
" The guard loses his patience and skewers you.">)
(<L? ,NUMBER-TAKEN 1>
<COND (<NOT <EQUAL? ,NUMBER-TAKEN 0>>
<TELL
" A guard pokes you with his spear. \"Hey, take a number.\"" CR>)>
<SETG NUMBER-TAKEN <- ,NUMBER-TAKEN 1>>)>)>>
<BEGIN-SEGMENT 0>
<OBJECT TICKET
(LOC INQUISITION)
(DESC "ticket")
(SYNONYM TICKET NUMBER)
(OWNER PROTAGONIST)
(FLAGS TAKEBIT READBIT TRYTAKEBIT NDESCBIT BURNBIT)
(SIZE 1)
(ACTION TICKET-F)>
<ROUTINE TICKET-F ()
<COND (<AND <VERB? TAKE>
<EQUAL? ,HERE ,INQUISITION>>
<COND (<NOT <G? ,NUMBER-TAKEN 0>>
<SETG NUMBER-TAKEN
<+ ,INQ-NUMBER ,NUMBER-ON-LINE>>
<FCLEAR ,TICKET ,NDESCBIT>
<FCLEAR ,TICKET ,TRYTAKEBIT>
<MOVE ,TICKET ,PROTAGONIST>
<TELL "You get number " N ,NUMBER-TAKEN ,PERIOD-CR>)
(<NOUN-USED? ,TICKET ,W?NUMBER>
<TELL
"A guard lightly bludgeons your hand. \"One number per person!\"" CR>)>)
(<VERB? READ EXAMINE>
<COND (<FSET? ,TICKET ,NDESCBIT>
<TELL "You haven't taken one yet!" CR>)
(T
<TELL
"The ticket has a large number \"" N ,NUMBER-TAKEN "\" on it. In smaller
type, it says, \"Frobozz Magic Inquisition Numbered Ticket Company.\"" CR>)>)>>
<OBJECT BOX
(LOC INQUISITION)
(DESC "box")
(PLURAL "boxes")
(FDESC
"One of the sinners has apparently dropped a box here. The box has some
writing on it.")
(SYNONYM BOX WRITING)
(ADJECTIVE SMALL)
(FLAGS TAKEBIT CONTBIT READBIT SEARCHBIT)
(SIZE 3)
(CAPACITY 3)
(OWNER BOX) ;"read writing on box"
(TEXT
"\"Squid Repellent! Contents: 1 pellet. Dissolves slowly in water, keeps
squid away for hours! Another fine product of the Frobozz Magic Squid
Repellent Company.\"")>
<OBJECT SQUID-REPELLENT
(LOC BOX)
(OWNER SQUID-REPELLENT)
(DESC "pellet of squid repellent")
(SYNONYM PELLET REPELLENT)
(ADJECTIVE LARGE SQUID)
(FLAGS TAKEBIT)
(SIZE 1)
(ACTION SQUID-REPELLENT-F)>
<ROUTINE SQUID-REPELLENT-F ()
<COND (<VERB? TASTE SMELL>
<TELL "Not being a squid, you're not repelled." CR>)>>
<END-SEGMENT>
<BEGIN-SEGMENT FOOZLE>
<OBJECT EXECUTIONER
(LOC INQUISITION)
(DESC "executioner")
(SYNONYM EXECUTIONER MAN)
(FLAGS ACTORBIT VOWELBIT NDESCBIT ANIMATEDBIT)
(ACTION EXECUTIONER-F)>
<ROUTINE EXECUTIONER-F ("OPT" (ARG <>))
<COND (<EQUAL? .ARG ,M-WINNER>
<COND (<EQUAL? ,NUMBER-TAKEN ,INQ-NUMBER>
<COND (<OR <AND <VERB? BEHEAD>
<PRSO? ,ME>>
<AND <VERB? CUT>
<PRSO? ,HEAD>
<ADJ-USED? ,HEAD ,W?MY ,W?MINE <>>>>
<TELL
"The executioner says, \"Hey, sure! Easy request! I can behead ya!\" Then a
confused look creeps over his face. \"But if I behead ya, then I done granted
yer last wish, and I gotta hang ya! But if I hang ya, I ain't granted yer wish,
and I gotta behead ya! But...\" He trails off. \"Guards, throw this wise guy
outta here!\" Guards surround you and escort you out." CR>
<INC-SCORE ,INQ-SCORE>
<SETG INQ-SCORE 0>
<CRLF>
<GOTO ,FISHING-VILLAGE>)
(<DOABLE-REQUEST>
<JIGS-UP
"\"Done!\" You learn that hanging is as excrutiatingly painful as promised.">)
(<OR <UNDOABLE-REQUEST>
<PROB 50>>
<JIGS-UP
"\"Sorry, can't do that.\" You learn that beheading is
indeed quite quick and painless.">)
(T
<JIGS-UP
"\"Done!\" You learn that hanging is as excrutiatingly painful as promised.">)>)
(T
<TELL "\"Shut up until your number is called!\"" CR>
<STOP>)>)>>
<ROUTINE DOABLE-REQUEST ()
<COND (<AND <VERB? KISS KICK KILL HANG>
<PRSO? ,ME>>
<RTRUE>)
(<AND <VERB? SING>
<PRSO? ,LULLABY>>
<RTRUE>)
(T
<RFALSE>)>>
<ROUTINE UNDOABLE-REQUEST ()
<COND (<AND <VERB? GIVE>
<PRSO? ,ME>
<PRSI? ,POSTER ,THOUSAND-ZORKMIDS>>
<RTRUE>)
(<AND <VERB? SEND UNTIE>
<PRSO? ,ME>>
<RTRUE>)
(<AND <VERB? POINT>
<PRSO? ,WAND>
<PRSI? ,ME>>
<RTRUE>)
(<AND <VERB? WEAR>
<PRSO? ,RING>>
<RTRUE>)
(<AND <VERB? CUT>
<PRSO? ,HEAD>
<EQUAL? <GET-OWNER ,HEAD> ,EXECUTIONER>>
<RTRUE>)
(<AND <VERB? KILL>
<PRSO? ,EXECUTIONER>>
<RTRUE>)
(T
<RFALSE>)>>
<OBJECT THOUSAND-ZORKMIDS
(LOC LOCAL-GLOBALS)
(DESC "lots of zorkmids")
(SYNONYM ZORKMIDS)
(ADJECTIVE HUNDRED THOUSAND MILLION INT.NUM)
(FLAGS NARTICLEBIT)>
<ROOM WHARF
(LOC ROOMS)
(DESC "Wharf")
(REGION "Port Foozle")
(LDESC
"This wharf extends into the harbor from a village to the east. Along the
north side of the wharf, a building rests on piers over the water.")
(EAST TO FISHING-VILLAGE)
(NORTH TO CASINO)
(WEST SORRY "The wharf ends a few steps to the west.")
(FLAGS RLANDBIT ONBIT OUTSIDEBIT)
(SYNONYM WHARF)
(GLOBAL VILLAGE GLOBAL-BLDG FLATHEAD-OCEAN)
(MAP-LOC <PTABLE FOOZLE-MAP-NUM MAP-GEN-Y-4 MAP-GEN-X-1>)
(ICON WHARF-ICON)>
<ROOM CASINO
(LOC ROOMS)
(DESC "Casino")
(REGION "Port Foozle")
(LDESC
"This is the Port Foozle Casino, once a world-famous gambling spot, but
now deserted and showing the effects of years of ocean storms. The casino
has been heavily looted; only a single card table seems untouched. An exit
leads south.")
(SOUTH TO WHARF)
(OUT TO WHARF)
(FLAGS RLANDBIT ONBIT)
(SYNONYM CASINO)
(GLOBAL GLOBAL-BLDG)
(MAP-LOC <PTABLE FOOZLE-MAP-NUM MAP-GEN-Y-3 MAP-GEN-X-1>)
(ACTION CASINO-F)>
<ROUTINE CASINO-F ("OPT" (RARG <>))
<COND (<AND <EQUAL? .RARG ,M-END>
<IN? ,BROOM ,LOCAL-GLOBALS>
<NOT <IN? ,JESTER ,HERE>>>
<MOVE ,JESTER ,HERE>
<DEQUEUE I-JESTER>
<THIS-IS-IT ,JESTER>
<RETURN-FROM-MAP>
<TELL " You do a ">
<COND (<L? <- ,MOVES ,J-DISPOSED> 4>
<TELL "triple">)
(T
<TELL "double">)>
<TELL
" take as you notice the jester at the card table, grandly shuffling a thick
deck. \"I don't wear any Gucci, I can't dance the hootchy-kootchy, I've never
been good at the old smoochie-woochie, but I sure am a whiz at Double Fanucci!
When I start to deal, the tension is real; if you can stand the heat, pull up
a seat!\" He motions for you to sit down at the table." CR>)>>
<OBJECT DOUBLE-FANUCCI
(LOC GLOBAL-OBJECTS)
(DESC "Double Fanucci")
(SYNONYM FANUCCI FANNUCCI)
(ADJECTIVE DOUBLE)
(RESEARCH
"\"Legend has it that Double Fanucci (or Fannucci) was invented by the deposed
Zilbo III in the late seventh century. A game of tremendous complexity and
almost infinite rules, King Mumberthrax proclaimed it the national sport of
the Empire in 757 GUE. The annual Double Fanucci Championships, held in
Borphee during early autumn, frequently leave thousands homeless.\"")
(ACTION DOUBLE-FANUCCI-F)>
<ROUTINE DOUBLE-FANUCCI-F ()
<COND (<VERB? PLAY>
<COND (<AND <EQUAL? ,HERE ,CASINO>
<IN? ,JESTER ,HERE>
<IN? ,BROOM ,LOCAL-GLOBALS>>
<COND (<EQUAL? <LOC ,PROTAGONIST> ,CARD-TABLE>
<F-START>)
(T
<PERFORM ,V?ENTER ,CARD-TABLE>)>
<RTRUE>)
(T
<TELL
"You don't have a pack of Fanucci cards; besides, there's no solitaire
version of Double Fanucci." CR>)>)>>
<OBJECT CARD-TABLE
(LOC CASINO)
(DESC "card table")
(SYNONYM TABLE CHAIR)
(ADJECTIVE CARD)
(FLAGS NDESCBIT SURFACEBIT CONTBIT OPENBIT SEARCHBIT VEHBIT)
(CAPACITY 50)
(ACTION CARD-TABLE-F)>
<ROUTINE CARD-TABLE-F ("OPTIONAL" VARG)
<COND (<AND <EQUAL? .VARG ,M-ENTER>
<IN? ,BROOM ,LOCAL-GLOBALS>>
<F-START>)
(.VARG
<RFALSE>)
(<VERB? EXAMINE>
<TELL "It's a pretty plain and ordinary card table.">
<COND (<FIRST? ,CARD-TABLE>
<TELL " Sitting on the card table is">
<D-NOTHING>
<RTRUE>)
(T
<CRLF>)>)>>
<ROUTINE F-START ("AUX" MARGIN)
<TELL
" The jester begins dealing. \"We'll be playing according to Revised Miznian
Rules, Seventh-Level Amendments, with these exceptions: no side-handling after
an underfunded discard, two draws after a Skybreaker, and an extra muttonation
if the conditions of Rule 17.4.1.B are met. Oh, also all the house rules
adopted by the Fanucci Casino Rebuilding Act of 817." CR CR>
<HIT-ANY-KEY "Double Fanucci">
<SETUP-CARDS>
<SETUP-FANUCCI>
<FANUCCI>
<SCREEN ,S-WINDOW>
<FONT 1> ;"proportional"
<SCREEN ,S-TEXT>
<CRLF> <CRLF>
<HIT-ANY-KEY>
<INIT-SL-WITH-SPLIT ,TEXT-WINDOW-PIC-LOC>
<COND (<FSET? ,BROOM ,TRYTAKEBIT>
;"so that when you play again, the cards all get drawn"
<PUT ,DRAW-CARDS-TABLE 0 1>
<PUT ,DRAW-CARDS-TABLE 1 1>
<PUT ,DRAW-CARDS-TABLE 2 1>
<PUT ,DRAW-CARDS-TABLE 3 1>
<PUT ,DRAW-CARDS-TABLE 4 1>
<TELL "\"W">