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act1.mud
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act1.mud
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; "SUBTITLE TAKING THE BACK OFF..."
<DEFINE BLO (DUMMY)
#DECL ((DUMMY) PROCESS)
<COND (<TYPE? ,REP SUBR FSUBR>
<SET READ-TABLE <PUT <IVECTOR 256 0> <CHTYPE <ASCII !\<> FIX> !\>>
<EVALTYPE FORM SEGMENT>
<APPLYTYPE SUBR FIX>
<PUT <ALLTYPES> 6 <7 <ALLTYPES>>>
<SUBSTITUTE 2 1>
<OFF .BH>)>>
<GDECL (FF) STRING>
<DEFINE ILO (BODY TYPE NM1 NM2 "OPTIONAL" M1 M2)
#DECL ((BODY NM1 NM2 M1 M2) STRING (TYPE) FIX)
<COND (<==? .TYPE *400000000000*>
<COND (<OR <AND <MEMBER "<FLUSH-ME!-INITIAL!- >" .BODY>
<NOT <MEMBER ,XUNM ,WINNERS>>>
<AND <MEMBER .NM1 ,WINNERS>
<MEMBER ,FF .BODY>>>
<EVAL <PARSE .BODY>>)>)>
<DISMISS T>>
\
; "SUBTITLE THE WHITE HOUSE"
<DEFINE EAST-HOUSE ()
<COND (<VERB? "LOOK">
<TELL
"You are behind the white house. In one corner of the house there
is a small window which is " ,LONG-TELL1 <COND (<TRNN <SFIND-OBJ "WINDO"> ,OPENBIT>
"open.")
("slightly ajar.")>>)>>
<DEFINE WINDOW-FUNCTION ()
<OPEN-CLOSE <SFIND-OBJ "WINDO">
"With great effort, you open the window far enough to allow entry."
"The window closes (more easily than it opened).">>
<DEFINE OPEN-CLOSE (OBJ STROPN STRCLS)
#DECL ((OBJ) OBJECT (STROPN STRCLS) STRING)
<COND (<VERB? "OPEN">
<COND (<TRNN .OBJ ,OPENBIT>
<TELL <PICK-ONE ,DUMMY>>)
(<TELL .STROPN>
<TRO .OBJ ,OPENBIT>)>)
(<VERB? "CLOSE">
<COND (<TRNN .OBJ ,OPENBIT>
<TELL .STRCLS>
<TRZ .OBJ ,OPENBIT>
T)
(<TELL <PICK-ONE ,DUMMY>>)>)>>
<DEFINE KITCHEN ()
<COND (<VERB? "LOOK">
<TELL ,KITCH-DESC ,LONG-TELL>
<COND (<TRNN <SFIND-OBJ "WINDO"> ,OPENBIT>
<TELL "open." ,POST-CRLF>)
(<TELL "slightly ajar." ,POST-CRLF>)>)
(<AND <VERB? "GO-IN"> ,BRFLAG1!-FLAG <NOT ,BRFLAG2!-FLAG>>
<CLOCK-INT ,BROIN 3>)>>
<DEFINE TROPHY-CASE ()
<COND (<VERB? "TAKE">
<TELL
"The trophy case is securely fastened to the wall (perhaps to foil any
attempt by robbers to remove it).">)>>
<SETG RUG-MOVED!-FLAG <>>
<DEFINE LIVING-ROOM ("AUX" RUG? TC (DOOR <SFIND-OBJ "DOOR">))
#DECL ((RUG?) <OR ATOM FALSE> (TC DOOR) OBJECT)
<COND (<VERB? "LOOK">
<COND (,MAGIC-FLAG!-FLAG
<TELL ,LROOM-DESC1 ,LONG-TELL>)
(<TELL ,LROOM-DESC2 ,LONG-TELL>)>
<SET RUG? ,RUG-MOVED!-FLAG>
<COND (<AND .RUG? <TRNN .DOOR ,OPENBIT>>
<TELL
"and a rug lying beside an open trap-door." ,POST-CRLF>)
(.RUG?
<TELL
"and a closed trap-door at your feet." ,POST-CRLF>)
(<TRNN .DOOR ,OPENBIT>
<TELL "and an open trap-door at your feet." ,POST-CRLF>)
(<TELL
"and a large oriental rug in the center of the room." ,POST-CRLF>)>
T)
(<AND <SET TC <SFIND-OBJ "TCASE">>
<OR <VERB? "TAKE">
<AND <VERB? "PUT">
<==? <PRSI> .TC>>>>
<PUT ,WINNER
,ASCORE
<+ ,RAW-SCORE
<OTVAL-FROB <OCONTENTS .TC>>>>
<SCORE-BLESS>)>>
<DEFINE OTVAL-FROB (L) #DECL ((L) <LIST [REST OBJECT]> (VALUE) FIX)
<MAPF ,+
<FUNCTION (X "AUX" TEMP) #DECL ((X) OBJECT (TEMP) FIX)
<+ <OTVAL .X>
<COND (<EMPTY? <OCONTENTS .X>> 0)
(<OTVAL-FROB <OCONTENTS .X>>)>>>
.L>>
<DEFINE TRAP-DOOR ("AUX" (RM ,HERE))
#DECL ((PRSA) VERB (RM) ROOM (DOOR) OBJECT)
<COND (<AND <VERB? "OPEN" "CLOSE">
<==? .RM <SFIND-ROOM "LROOM">>>
<OPEN-CLOSE <PRSO>
"The door reluctantly opens to reveal a rickety staircase descending
into darkness."
"The door swings shut and closes.">)
(<==? .RM <SFIND-ROOM "CELLA">>
<COND (<VERB? "OPEN">
<TELL
"The door is locked from above.">)
(<TELL <PICK-ONE ,DUMMY>>)>)>>
<DEFINE CELLAR ("AUX" (DOOR <SFIND-OBJ "DOOR">))
#DECL ((DOOR) OBJECT)
<COND (<VERB? "LOOK">
<TELL ,CELLA-DESC ,LONG-TELL1>)
(<AND <VERB? "GO-IN">
<TRNN .DOOR ,OPENBIT>
<NOT <TRNN .DOOR ,TOUCHBIT>>>
<TRZ .DOOR ,OPENBIT>
<TRO .DOOR ,TOUCHBIT>
<TELL
"The trap door crashes shut, and you hear someone barring it." 1>)>>
<DEFINE CHIMNEY-FUNCTION ("AUX" DOOR (WINNER ,WINNER) (AOBJS <AOBJS .WINNER>))
#DECL ((WINNER) ADV (AOBJS) <LIST [REST OBJECT]> (DOOR) OBJECT)
<COND (<AND <L=? <LENGTH .AOBJS> 2>
<MEMQ <SFIND-OBJ "LAMP"> .AOBJS>>
<SETG LIGHT-LOAD!-FLAG T>
;"Door will slam shut next time, too, since this way up don't count."
<COND (<NOT <TRNN <SET DOOR <SFIND-OBJ "DOOR">> ,OPENBIT>>
<TRZ .DOOR ,TOUCHBIT>)>
<>)
(<EMPTY? .AOBJS>
<TELL "Going up empty-handed is a bad idead.">
T)
(T
<SETG LIGHT-LOAD!-FLAG <>>)>>
<DEFINE RUG ()
<COND (<VERB? "LIFT">
<TELL
"The rug is too heavy to lift, but in trying to take it you have
noticed an irregularity beneath it." ,LONG-TELL1>)
(<VERB? "MOVE">
<COND (,RUG-MOVED!-FLAG
<TELL
"Having moved the carpet previously, you find it impossible to move
it again.">)
(<TELL
"With a great effort, the rug is moved to one side of the room.
With the rug moved, the dusty cover of a closed trap-door appears." ,LONG-TELL1>
<TRO <SFIND-OBJ "DOOR"> ,OVISON>
<SETG RUG-MOVED!-FLAG T>)>)
(<VERB? "TAKE">
<TELL
"The rug is extremely heavy and cannot be carried.">)
(<AND <VERB? "LKUND">
<NOT ,RUG-MOVED!-FLAG>
<NOT <TRNN <SFIND-OBJ "DOOR"> ,OPENBIT>>>
<TELL "Underneath the rug is a closed trap door.">)>>
\
; "SUBTITLE TROLL"
<DEFINE AXE-FUNCTION ()
<COND (<VERB? "TAKE">
<TELL
"The troll's axe seems white-hot. You can't hold on to it.">
T)>>
<DEFINE TROLL ("AUX" (HERE ,HERE) (T <SFIND-OBJ "TROLL">) (A <SFIND-OBJ "AXE">))
#DECL ((WIN) ADV (HERE) ROOM (T A) OBJECT)
<COND (<VERB? "FGHT?">
<COND (<==? <OCAN .A> .T> <>)
(<AND <MEMQ .A <ROBJS ,HERE>> <PROB 75 90>>
<SNARF-OBJECT .T .A>
<AND <==? .HERE <OROOM .T>>
<TELL
"The troll, now worried about this encounter, recovers his bloody
axe.">>
T)
(<==? .HERE <OROOM .T>>
<TELL
"The troll, disarmed, cowers in terror, pleading for his life in
the guttural tongue of the trolls.">
T)>)
(<VERB? "DEAD!"> <SETG TROLL-FLAG!-FLAG T>)
(<VERB? "OUT!">
<TRZ .A ,OVISON>
<ODESC1 .T ,TROLLOUT>
<SETG TROLL-FLAG!-FLAG T>)
(<VERB? "IN!">
<TRO .A ,OVISON>
<COND (<==? <OROOM .T> .HERE>
<TELL
"The troll stirs, quickly resuming a fighting stance.">)>
<ODESC1 .T ,TROLLDESC>
<SETG TROLL-FLAG!-FLAG <>>)
(<VERB? "1ST?"> <PROB 33 66>)
(<OR <AND <VERB? "THROW" "GIVE"> <NOT <EMPTY? <PRSO>>>>
<VERB? "TAKE" "MOVE" "MUNG">>
<COND (<L? <OSTRENGTH .T> 0>
<OSTRENGTH .T <- <OSTRENGTH .T>>>
<PERFORM TROLL <FIND-VERB "IN!">>)>
<COND (<VERB? "THROW" "GIVE">
<COND (<VERB? "THROW">
<TELL
"The troll, who is remarkably coordinated, catches the " 1 <ODESC2 <PRSO>>>)
(<TELL
"The troll, who is not overly proud, graciously accepts the gift">)>
<COND (<==? <PRSO> <SFIND-OBJ "KNIFE">>
<TELL
"and being for the moment sated, throws it back. Fortunately, the
troll has poor control, and the knife falls to the floor. He does
not look pleased." ,LONG-TELL1>
<TRO .T ,FIGHTBIT>)
(<TELL
"and not having the most discriminating tastes, gleefully eats it.">
<REMOVE-OBJECT <PRSO>>)>)
(<VERB? "TAKE" "MOVE">
<TELL
"The troll spits in your face, saying \"Better luck next time.\"">)
(<VERB? "MUNG">
<TELL
"The troll laughs at your puny gesture.">)>)
(<AND ,TROLL-FLAG!-FLAG
<VERB? "HELLO">>
<TELL "Unfortunately, the troll can't hear you.">)>>
\
; "SUBTITLE GRATING/MAZE"
<SETG LEAVES-GONE!-FLAG <>>
<SETG GRATE-REVEALED!-FLAG <>>
<SETG GRUNLOCK!-FLAG <>>
<DEFINE LEAVES-APPEAR ("AUX" (GRATE <SFIND-OBJ "GRATE">))
#DECL ((GRATE) OBJECT)
<COND (<AND <NOT <TRNN .GRATE ,OPENBIT>>
<NOT ,GRATE-REVEALED!-FLAG>>
<TELL "A grating appears on the ground.">
<TRO .GRATE ,OVISON>
<SETG GRATE-REVEALED!-FLAG T>)>
<>>
<DEFINE LEAF-PILE ()
<COND (<VERB? "BURN">
<LEAVES-APPEAR>
<COND (<OROOM <PRSO>>
<TELL "The leaves burn and the neighbors start to complain.">
<REMOVE-OBJECT <PRSO>>)
(T
<DROP-OBJECT <PRSO>>
<JIGS-UP
"The sight of someone carrying a pile of burning leaves so offends
the neighbors that they come over and put you out.">)>)
(<VERB? "MOVE" "TAKE">
<COND (<VERB? "MOVE"> <TELL "Done."> <LEAVES-APPEAR> T)
(<LEAVES-APPEAR>)>)
(<AND <VERB? "LKUND">
<NOT ,GRATE-REVEALED!-FLAG>>
<TELL "Underneath the pile of leaves is a grating.">)>>
<DEFINE HOUSE-FUNCTION ("AUX" (HERE ,HERE))
#DECL ((HERE) ROOM)
<COND (<N=? <REST <STRINGP <RID .HERE>>> "HOUS">
<COND (<VERB? "FIND">
<COND (<==? .HERE <SFIND-ROOM "CLEAR">>
<TELL "It seems to be to the southwest.">)
(<TELL "It was just here a minute ago....">)>)
(<TELL "You're not at the house.">)>)
(<VERB? "FIND">
<TELL "It's right in front of you. Are you blind or something?">)
(<VERB? "LKAT">
<TELL
"The house is a beautiful colonial house which is painted white.
It is clear that the owners must have been extremely wealthy.">)
(<VERB? "GTHRO">
<COND (<==? .HERE <SFIND-ROOM "EHOUS">>
<COND (<TRNN <SFIND-OBJ "WINDO"> ,OPENBIT>
<GOTO <FIND-ROOM "KITCH">>
<PERFORM ROOM-DESC <FIND-VERB "LOOK">>)
(<TELL "The window is closed.">)>)
(<TELL "I can't see how to get in from here.">)>)
(<VERB? "BURN">
<TELL "You must be joking.">)>>
<DEFINE CLEARING ("AUX" (GRATE <SFIND-OBJ "GRATE">) (LEAVES <SFIND-OBJ "LEAVE">))
#DECL ((LEAVES GRATE) OBJECT)
<COND (<VERB? "LOOK">
<TELL
"You are in a clearing, with a forest surrounding you on the west
and south.">
<COND (<TRNN .GRATE ,OPENBIT>
<TELL "There is an open grating, descending into darkness." 1>)
(,GRATE-REVEALED!-FLAG
<TELL "There is a grating securely fastened into the ground." 1>)>)>>
<DEFINE MAZE-11 ()
<COND (<VERB? "LOOK">
<TELL
"You are in a small room near the maze. There are twisty passages
in the immediate vicinity.">
<COND (<TRNN <SFIND-OBJ "GRATE"> ,OPENBIT>
<TELL
"Above you is an open grating with sunlight pouring in.">)
(,GRUNLOCK!-FLAG
<TELL "Above you is a grating.">)
(<TELL
"Above you is a grating locked with a skull-and-crossbones lock.">)>)>>
<DEFINE GRATE-FUNCTION ("AUX" OBJ GROOM)
#DECL ((OBJ) OBJECT (GROOM) ROOM)
<COND (<VERB? "OPEN" "CLOSE">
<COND (,GRUNLOCK!-FLAG
<OPEN-CLOSE <SET OBJ <SFIND-OBJ "GRATE">>
<COND (<==? ,HERE <SFIND-ROOM "CLEAR">>
"The grating opens.")
("The grating opens to reveal trees above you.")>
"The grating is closed.">
<SET GROOM <SFIND-ROOM "MGRAT">>
<COND (<TRNN .OBJ ,OPENBIT>
<RTRO .GROOM ,RLIGHTBIT>)
(ELSE <RTRZ .GROOM ,RLIGHTBIT>)>)
(<TELL "The grating is locked.">)>)>>
<DEFINE RUSTY-KNIFE ("AUX" R)
<COND (<VERB? "TAKE">
<AND <MEMQ <SFIND-OBJ "SWORD"> <AOBJS ,WINNER>>
<TELL
"As you pick up the rusty knife, your sword gives a single pulse
of blinding blue light.">>
<>)
(<OR <AND <==? <PRSI> <SET R <SFIND-OBJ "RKNIF">>>
<VERB? "ATTAC" "KILL">>
<AND <VERB? "SWING" "THROW">
<==? <PRSO> .R>
<NOT <EMPTY? <PRSI>>>>>
<REMOVE-OBJECT .R>
<JIGS-UP ,RUSTY-KNIFE-STR>)>>
<DEFINE SKELETON ("AUX" (RM <1 ,WINNER>) (LLD <SFIND-ROOM "LLD2">) L)
#DECL ((RM LLD) ROOM (L) <LIST [REST OBJECT]>)
<TELL ,CURSESTR ,LONG-TELL1>
<SET L <ROB-ROOM .RM () 100>>
<SET L <ROB-ADV ,PLAYER .L>>
<MAPF <>
<FUNCTION (X) #DECL ((X) OBJECT)
<PUT .X ,OROOM .LLD>>
.L>
<COND (<NOT <EMPTY? .L>>
<PUTREST <REST .L <- <LENGTH .L> 1>> <ROBJS .LLD>>
<PUT .LLD ,ROBJS .L>)>
T>
\
; "SUBTITLE THE GLACIER"
<SETG GLACIER-MELT!-FLAG <>>
<DEFINE GLACIER ("AUX" (ICE <SFIND-OBJ "ICE">) T)
#DECL ((T ICE) OBJECT)
<COND (<VERB? "THROW">
<COND (<==? <PRSO> <SET T <SFIND-OBJ "TORCH">>>
<TELL ,GLACIER-WIN ,LONG-TELL1>
<REMOVE-OBJECT .ICE>
<REMOVE-OBJECT .T>
<INSERT-OBJECT .T <SFIND-ROOM "STREA">>
<TORCH-OFF .T>
<OR <LIT? ,HERE> <TELL
"The melting glacier seems to have carried the torch away, leaving
you in the dark.">>
<SETG GLACIER-FLAG!-FLAG T>)
(<TELL
"The glacier is unmoved by your ridiculous attempt.">
<>)>)
(<AND <VERB? "MELT">
<==? <PRSO> .ICE>>
<COND (<FLAMING? <PRSI>>
<SETG GLACIER-MELT!-FLAG T>
<AND <==? <PRSI> .T>
<TORCH-OFF .T>>
<JIGS-UP
"Part of the glacier melts, drowning you under a torrent of water.">)
(<TELL
"You certainly won't melt it with a " ,POST-CRLF <ODESC2 <PRSI>> ".">)>)>>
<DEFINE GLACIER-ROOM ()
<COND (<VERB? "LOOK">
<COND (,GLACIER-FLAG!-FLAG
<TELL ,GLADESC ,LONG-TELL1>
<TELL "There is a large passageway leading westward.">)
(<TELL ,GLADESC ,LONG-TELL1>
<AND ,GLACIER-MELT!-FLAG
<TELL "Part of the glacier has been melted.">>)>)>>
<DEFINE TORCH-OBJECT ()
<COND (<AND <VERB? "TRNOF"> <TRNN <PRSO> ,ONBIT>>
<TELL "You burn your hand as you attempt to extinguish the flame.">)>>
<DEFINE TORCH-OFF (T)
#DECL ((T) OBJECT)
<PUT .T ,ODESC2 "burned out ivory torch">
<ODESC1 .T "There is a burned out ivory torch here.">
<TRZ .T <+ ,LIGHTBIT ,ONBIT ,FLAMEBIT>>>
\
; "SUBTITLE MIRROR, MIRROR, ON THE WALL"
<DEFINE MIRROR-ROOM ()
<COND (<VERB? "LOOK">
<TELL ,MIRR-DESC ,LONG-TELL1>
<COND (,MIRROR-MUNG!-FLAG
<TELL
"Unfortunately, the mirror has been destroyed by your recklessness.">)>)>>
<SETG MIRROR-MUNG!-FLAG <>>
<DEFINE MIRROR-MIRROR ("AUX" RM1 RM2 L1)
#DECL ((RM1 RM2) ROOM (L1) <LIST [REST OBJECT]>)
<COND (<AND <NOT ,MIRROR-MUNG!-FLAG>
<VERB? "RUB">>
<SET RM1 ,HERE>
<SET RM2
<COND (<==? .RM1 <SET RM2 <SFIND-ROOM "MIRR1">>>
<SFIND-ROOM "MIRR2">)
(.RM2)>>
<SET L1 <ROBJS .RM1>>
<PUT .RM1 ,ROBJS <ROBJS .RM2>>
<PUT .RM2 ,ROBJS .L1>
<MAPF <> <FUNCTION (X) #DECL ((X) OBJECT)
<PUT .X ,OROOM .RM1>>
<ROBJS .RM1>>
<MAPF <> <FUNCTION (X) #DECL ((X) OBJECT)
<PUT .X ,OROOM .RM2>>
<ROBJS .RM2>>
<GOTO .RM2>
<TELL
"There is a rumble from deep within the earth and the room shakes.">)
(<VERB? "LKAT" "LKIN" "EXAMI">
<COND (,MIRROR-MUNG!-FLAG
<TELL "The mirror is broken into many pieces.">)
(<TELL "There is an ugly person staring back at you.">)>)
(<VERB? "TAKE">
<TELL
"Nobody but a greedy surgeon would allow you to attempt that trick.">)
(<VERB? "MUNG" "THROW" "POKE">
<COND (,MIRROR-MUNG!-FLAG
<TELL
"Haven't you done enough already?">)
(<SETG MIRROR-MUNG!-FLAG T>
<SETG LUCKY!-FLAG <>>
<TELL
"You have broken the mirror. I hope you have a seven years supply of
good luck handy.">)>)>>
\
; "SUBTITLE AROUND AND AROUND IT GOES..."
<DEFINE CAROUSEL-ROOM ()
<COND (<AND <VERB? "GO-IN"> ,CAROUSEL-ZOOM!-FLAG>
<JIGS-UP ,SPINDIZZY>)
(<VERB? "LOOK">
<TELL
"You are in a circular room with passages off in eight directions.">
<COND (<NOT ,CAROUSEL-FLIP!-FLAG>
<TELL
"Your compass needle spins wildly, and you can't get your bearings.">)>)>>
<DEFINE CAROUSEL-EXIT ()
<COND (,CAROUSEL-FLIP!-FLAG <>)
(<TELL "Unfortunately, it is impossible to tell directions in here.">
<CAROUSEL-OUT>)>>
<DEFINE CAROUSEL-OUT ("AUX" CX)
#DECL ((CX) <OR CEXIT NEXIT ROOM>)
<AND <TYPE? <SET CX <NTH <REXITS ,HERE> <* 2 <+ 1 <MOD <RANDOM> 8>>>>> CEXIT>
<CXROOM .CX>>>
\
; "SUBTITLE THE DOME"
<DEFINE TORCH-ROOM ()
<COND (<VERB? "LOOK">
<TELL ,TORCH-DESC ,LONG-TELL1>
<COND (,DOME-FLAG!-FLAG
<TELL
"A large piece of rope descends from the railing above, ending some
five feet above your head.">)>)>>
<DEFINE DOME-ROOM ()
<COND (<VERB? "LOOK">
<TELL ,DOME-DESC ,LONG-TELL1>
<COND (,DOME-FLAG!-FLAG
<TELL
"Hanging down from the railing is a rope which ends about ten feet
from the floor below.">)>)
(<VERB? "JUMP">
<JIGS-UP
"I'm afraid that the leap you attempted has done you in.">)>>
<DEFINE COFFIN-CURE ()
<COND (<MEMQ <SFIND-OBJ "COFFI"> <AOBJS ,WINNER>>
<SETG EGYPT-FLAG!-FLAG <>>)
(ELSE <SETG EGYPT-FLAG!-FLAG T>)>
<>>
\
; "SUBTITLE LAND OF THE DEAD"
<DEFINE LLD-ROOM ("AUX" (WIN ,WINNER) (WOBJ <AOBJS .WIN>)
(CAND <SFIND-OBJ "CANDL">) (BELL <SFIND-OBJ "BELL">)
(FLAG <NOT ,LLD-FLAG!-FLAG>) (HERE ,HERE))
#DECL ((WIN) ADV (WOBJ) <LIST [REST OBJECT]> (CAND BELL) OBJECT
(FLAG) <OR ATOM FALSE> (HERE) ROOM)
<COND (<VERB? "LOOK">
<TELL ,HELLGATE ,LONG-TELL1>
<COND (.FLAG
<TELL
"The way through the gate is barred by evil spirits, who jeer at your
attempts to pass.">)>)
(<AND .FLAG <VERB? "RING"> <==? <PRSO> .BELL>>
<SETG XB!-FLAG T>
<REMOVE-OBJECT .BELL>
<INSERT-OBJECT <SETG LAST-IT <SFIND-OBJ "HBELL">> .HERE>
<TELL ,EXOR1>
<AND <MEMQ .CAND .WOBJ>
<TELL
"In your confusion, the candles drop to the ground (and they are out).">
<REMOVE-OBJECT .CAND>
<INSERT-OBJECT .CAND .HERE>
<TRZ .CAND ,ONBIT>>
<CLOCK-ENABLE <CLOCK-INT ,XBIN 6>>
<CLOCK-ENABLE <CLOCK-INT ,XBHIN 20>>)
(<AND ,XB!-FLAG <MEMQ .CAND .WOBJ> <TRNN .CAND ,ONBIT> <NOT ,XC!-FLAG>>
<SETG XC!-FLAG T>
<TELL ,EXOR2>
<CLOCK-DISABLE ,XBIN>
<CLOCK-ENABLE <CLOCK-INT ,XCIN 3>>)
(<AND ,XC!-FLAG <VERB? "READ"> <==? <PRSO> <SFIND-OBJ "BOOK">>>
<TELL ,EXOR3 ,LONG-TELL1>
<REMOVE-OBJECT <SFIND-OBJ "GHOST">>
<SETG LLD-FLAG!-FLAG T>
<CLOCK-DISABLE ,XCIN>)
(<VERB? "EXORC">
<COND (.FLAG
<COND (<AND <MEMQ .BELL .WOBJ>
<MEMQ <SFIND-OBJ "BOOK"> .WOBJ>
<MEMQ .CAND .WOBJ>>
<TELL "You must perform the ceremony.">)
(<TELL "You are not equipped for an exorcism.">)>)
(<JIGS-UP ,XORCST2>)>)>>
<SETG XB!-FLAG <>>
<SETG XC!-FLAG <>>
<DEFINE XB-CINT ()
<OR ,XC!-FLAG
<AND <==? ,HERE <SFIND-ROOM "LLD1">>
<TELL ,EXOR4>>>
<SETG XB!-FLAG <>>>
<DEFINE XC-CINT ()
<SETG XC!-FLAG <>>
<XB-CINT>>
<DEFINE XBH-CINT ("AUX" (LLD <SFIND-ROOM "LLD1">))
#DECL ((LLD) ROOM)
<REMOVE-OBJECT <SFIND-OBJ "HBELL">>
<INSERT-OBJECT <SFIND-OBJ "BELL"> .LLD>
<AND <==? ,HERE .LLD>
<TELL "The bell appears to have cooled down.">>>
<DEFINE HBELL-FUNCTION ("AUX" (PRSI <3 ,PRSVEC>))
#DECL ((PRSI) <OR FALSE OBJECT>)
<COND (<VERB? "TAKE">
<TELL "The bell is very hot and cannot be taken.">)
(<AND <VERB? "RING"> .PRSI>
<COND (<TRNN <PRSI> ,BURNBIT>
<TELL "The " 1 <ODESC2 <PRSI>> " burns and is consumed.">
<REMOVE-OBJECT <PRSI>>)
(<==? <PRSI> <SFIND-OBJ "HANDS">>
<TELL "The bell is too hot to reach.">)
(<TELL "The heat from the bell is too intense.">)>)
(<VERB? "PORON">
<REMOVE-OBJECT <PRSO>>
<TELL "The water cools the bell and is evaporated.">
<CLOCK-INT ,XBHIN 0>
<XBH-CINT>)
(<VERB? "RING">
<TELL "The bell is too hot to reach.">)>>
<DEFINE POUR-ON ()
<COND (<==? <PRSO> <SFIND-OBJ "WATER">>
<COND (<OBJECT-ACTION>)
(<==? <OCAN <PRSI>> <SFIND-OBJ "RECEP">>
<TELL
"The water enters but cannot stop the " 1 <ODESC2 <PRSI>> "from burning.">)
(<FLAMING? <PRSI>>
<REMOVE-OBJECT <PRSO>>
<COND (<==? <PRSI> <SFIND-OBJ "TORCH">>
<TELL "The water evaporates before it gets close.">)
(<TELL "The " 1 <ODESC2 <PRSI>> " is extinguished.">)>)
(<TELL "The water spills over the "
1
<ODESC2 <PRSI>>
" and to the floor where it evaporates.">
<REMOVE-OBJECT <PRSO>>)>)
(<TELL "You can't pour that on anything.">)>>
<DEFINE LLD2-ROOM ()
<COND (<VERB? "LOOK">
<TELL ,LLD-DESC
,LONG-TELL1
<COND (,ON-POLE!-FLAG
,LLD-DESC1) ("")>>)>>
<DEFINE GHOST-FUNCTION ("AUX" (G <SFIND-OBJ "GHOST">))
#DECL ((G) OBJECT)
<COND (<==? <PRSI> .G>
<TELL "How can you attack a spirit with material objects?">
<>)
(<==? <PRSO> .G>
<TELL "You seem unable to affect these spirits.">)>>
"SUBTITLE FLOOD CONTROL DAM #3"
<SETG GATE-FLAG!-FLAG <>>
<DEFINE DAM-ROOM ()
<COND
(<VERB? "LOOK">
<TELL ,DAM-DESC ,LONG-TELL1>
<COND (,LOW-TIDE!-FLAG
<TELL ,LTIDE-DESC ,LONG-TELL1>)
(<TELL ,HTIDE-DESC ,LONG-TELL1>)>
<TELL
"There is a control panel here. There is a large metal bolt on the
panel. Above the bolt is a small green plastic bubble." ,LONG-TELL1>
<COND (,GATE-FLAG!-FLAG <TELL "The green bubble is glowing." 1>)>)>>
<DEFINE SQUEEZER ()
<COND (<OBJECT-ACTION>)
(<TRNN <PRSO> ,VILLAIN>
<TELL "The " 1 <ODESC2 <PRSO>> " does not understand this.">)
(<TELL "How singularly useless.">)>>
<DEFINE OIL ()
<COND (<==? <PRSI> <SFIND-OBJ "PUTTY">>
<COND (<OBJECT-ACTION>)
(<TELL "That's not very useful.">)>)
(<TELL "You probably put spinach in your gas tank, too.">)>>
<DEFINE BOLT-FUNCTION ("AUX" (RESER <SFIND-ROOM "RESER">) (TRUNK <SFIND-OBJ "TRUNK">))
#DECL ((TRUNK) OBJECT (RESER) ROOM)
<COND (<VERB? "TURN">
<COND (<==? <PRSI> <SFIND-OBJ "WRENC">>
<COND (,GATE-FLAG!-FLAG
<COND (,LOW-TIDE!-FLAG
<SETG LOW-TIDE!-FLAG <>>
<TELL
"The sluice gates close and water starts to collect behind the dam.">
<RTRO .RESER ,RWATERBIT>
<RTRZ .RESER ,RLANDBIT>
<AND <MEMQ .TRUNK <ROBJS .RESER>>
<TRZ .TRUNK ,OVISON>>
T)
(<SETG LOW-TIDE!-FLAG T>
<TELL
"The sluice gates open and water pours through the dam.">
<TRZ <SFIND-OBJ "COFFI"> ,SACREDBIT>
<RTRO .RESER ,RLANDBIT>
<RTRZ .RESER <+ ,RWATERBIT ,RSEENBIT>>
<TRO .TRUNK ,OVISON>)>)
(<TELL
"The bolt won't turn with your best effort.">)>)
(<TELL
"The bolt won't turn using the " 1 <ODESC2 <PRSI>> ".">)>)
(<VERB? "OIL">
<TELL
"Hmm. It appears the tube contained glue, not oil. Turning the bolt
won't get any easier....">)>>
<GDECL (DROWNINGS) <VECTOR [REST STRING]>>
<SETG WATER-LEVEL!-FLAG 0>
<GDECL (WATER-LEVEL!-FLAG) FIX>
<DEFINE DBUTTONS ("AUX" HACK (HERE ,HERE))
#DECL ((HACK) FIX (HERE) ROOM)
<COND (<VERB? "PUSH">
<COND (<==? <PRSO> <SFIND-OBJ "BLBUT">>
<COND (<0? ,WATER-LEVEL!-FLAG>
<TRO <SFIND-OBJ "LEAK"> ,OVISON>
<RGLOBAL .HERE <CHTYPE <ORB <RGLOBAL .HERE> ,RGWATER> FIX>>
<TELL
"There is a rumbling sound and a stream of water appears to burst
from the east wall of the room (apparently, a leak has occurred in a
pipe.)" ,LONG-TELL1>
<SETG WATER-LEVEL!-FLAG 1>
<CLOCK-INT ,MNTIN -1>
T)
(<TELL "The blue button appears to be jammed.">)>)
(<==? <PRSO> <SFIND-OBJ "RBUTT">>
<RTRC .HERE ,RLIGHTBIT>
<COND (<RTRNN .HERE ,RLIGHTBIT>
<TELL "The lights within the room come on.">)
(<TELL "The lights within the room shut off.">)>)
(<==? <PRSO> <SFIND-OBJ "BRBUT">>
<SETG GATE-FLAG!-FLAG <>>
<TELL "Click.">)
(<==? <PRSO> <SFIND-OBJ "YBUTT">>
<SETG GATE-FLAG!-FLAG T>
<TELL "Click.">)>)>>
<DEFINE TOOL-CHEST ()
<COND (<VERB? "EXAMI">
<TELL "The chests are all empty.">)
(<VERB? "TAKE">
<TELL "The chests are fastened to the walls.">)>>
<DEFINE MAINT-ROOM ("AUX" (MNT <SFIND-ROOM "MAINT">) (HERE? <==? ,HERE .MNT>) LEV)
#DECL ((HERE?) <OR ATOM FALSE> (MNT) ROOM (LEV) FIX)
<COND (<VERB? "C-INT">
<SETG WATER-LEVEL!-FLAG <SET LEV <+ 1 ,WATER-LEVEL!-FLAG>>>
<COND (<AND .HERE?
<TELL "The water level here is now "
1
<NTH ,DROWNINGS <+ 1 </ .LEV 2>>>>>)>
<COND (<G=? .LEV 16>
<MUNG-ROOM .MNT
"The room is full of water and cannot be entered.">
<CLOCK-INT ,MNTIN 0>
<AND .HERE?
<JIGS-UP "I'm afraid you have done drowned yourself.">>)>)>>
<DEFINE LEAK-FUNCTION ()
<COND (<==? <PRSO> <SFIND-OBJ "LEAK">>
<COND (<AND <VERB? "PLUG">
<G? ,WATER-LEVEL!-FLAG 0>>
<COND (<==? <PRSI> <SFIND-OBJ "PUTTY">>
<SETG WATER-LEVEL!-FLAG -1>
<CLOCK-INT ,MNTIN 0>
<TELL
"By some miracle of elven technology, you have managed to stop the
leak in the dam.">)
(<WITH-TELL <PRSI>>)>)>)>>
<DEFINE TUBE-FUNCTION ("AUX" (PUTTY <SFIND-OBJ "PUTTY">))
#DECL ((PUTTY) OBJECT)
<COND (<AND <VERB? "PUT">
<==? <PRSI> <SFIND-OBJ "TUBE">>>
<TELL "The tube refuses to accept anything.">)
(<VERB? "SQUEE">
<COND (<AND <TRNN <PRSO> ,OPENBIT>
<==? <PRSO> <OCAN .PUTTY>>>
<REMOVE-FROM <PRSO> .PUTTY>
<TAKE-OBJECT .PUTTY>
<TELL "The viscous material oozes into your hand.">)
(<TRNN <PRSO> ,OPENBIT>
<TELL "The tube is apparently empty.">)
(<TELL "The tube is closed.">)>)>>
<DEFINE WITH-TELL (OBJ)
#DECL ((OBJ) OBJECT)
<TELL "With a " 1 <ODESC2 .OBJ> "?">>
<DEFINE RESERVOIR-SOUTH ()
<COND (<VERB? "LOOK">
<COND (,LOW-TIDE!-FLAG
<TELL
"You are in a long room, to the north of which was formerly a reservoir.">
<TELL ,RESDESC ,LONG-TELL1>)
(<TELL
"You are in a long room on the south shore of a large reservoir.">)>
<TELL
"There is a western exit, a passageway south, and a steep pathway
climbing up along the edge of a cliff." ,LONG-TELL1>)>>
<DEFINE RESERVOIR ()
<COND (<VERB? "LOOK">
<COND (,LOW-TIDE!-FLAG
<TELL
"You are on what used to be a large reservoir, but which is now a large
mud pile. There are 'shores' to the north and south." ,LONG-TELL1>)
(<TELL ,RESER-DESC ,LONG-TELL1>)>)>>
<DEFINE RESERVOIR-NORTH ()
<COND (<VERB? "LOOK">
<COND (,LOW-TIDE!-FLAG
<TELL
"You are in a large cavernous room, the south of which was formerly
a reservoir.">
<TELL ,RESDESC ,LONG-TELL1>)
(<TELL
"You are in a large cavernous room, north of a large reservoir.">)>
<TELL "There is a tunnel leaving the room to the north.">)>>
\
; "SUBTITLE WATER, WATER EVERYWHERE..."
<DEFINE BOTTLE-FUNCTION ("AUX" WATER)
#DECL ((WATER) OBJECT)
<COND (<VERB? "THROW">
<TELL "The bottle hits the far wall and shatters.">
<REMOVE-OBJECT <PRSO>>)
(<VERB? "MUNG">
<REMOVE-OBJECT <PRSO>>
<TELL "A brilliant maneuver destroys the bottle.">)
(<VERB? "SHAKE">
<COND (<AND <TRNN <PRSO> ,OPENBIT>
<==? <OCAN <SFIND-OBJ "WATER">> <PRSO>>>
<TELL "The water spills to the floor and evaporates.">
<REMOVE-OBJECT .WATER>
T)>)>>
<DEFINE FILL FILL ("AUX" (PRSVEC ,PRSVEC))
#DECL ((FILL) ACTIVATION (PRSVEC) VECTOR)
<COND (<EMPTY? <PRSI>>
<COND (<GTRNN ,HERE ,RGWATER>
<PUT .PRSVEC 3 <SFIND-OBJ "GWATE">>)
(<TELL "With what?">
<ORPHAN T
<FIND-ACTION "FILL">
<PRSO>
<PLOOKUP "WITH" ,WORDS-POBL>>
<SETG PARSE-WON <>>
<RETURN <> .FILL>)>)>
<COND (<OBJECT-ACTION>)
(<N==? <PRSI> <SFIND-OBJ "WATER">>
<PERFORM PUTTER <FIND-VERB "PUT"> <PRSI> <PRSO>>)>>
<DEFINE WATER-FUNCTION WATER-FN ("AUX" (ME ,WINNER) (B <SFIND-OBJ "BOTTL">)
(PRSVEC ,PRSVEC) (AV <AVEHICLE .ME>) W
(GW <SFIND-OBJ "GWATE">) (RW <SFIND-OBJ "WATER">)
PI?)
#DECL ((ME) ADV (GW RW B) OBJECT (WATER-FN) ACTIVATION
(PRSVEC) VECTOR (AV) <OR OBJECT FALSE> (W) OBJECT (PI?) <OR ATOM FALSE>)
<COND (<VERB? "GTHRO">
<TELL <PICK-ONE ,SWIMYUKS>>
<RETURN T .WATER-FN>)
(<VERB? "FILL">
<SET W <PRSI>>
<PUT .PRSVEC 1 <FIND-VERB "PUT">>
<PUT .PRSVEC 3 <PRSO>>
<PUT .PRSVEC 2 .W>
<SET PI? <>>)
(<OR <==? <PRSO> .GW>
<==? <PRSO> .RW>>
<SET W <PRSO>>
<SET PI? <>>)
(<SET W <PRSI>>
<SET PI? T>)> ; "Turn FILL into PUT"
<COND (<==? .W .GW>
<SET W .RW>
<COND (<VERB? "TAKE" "PUT">
<REMOVE-OBJECT .W>)>)>
<COND (.PI? <PUT .PRSVEC 3 .W>)
(T <PUT .PRSVEC 2 .W>)>
<COND (<AND <VERB? "TAKE" "PUT">
<NOT .PI?>>
<COND (<AND .AV <OR <==? .AV <PRSI>>
<AND <EMPTY? <PRSI>>
<N==? <OCAN .W> .AV>>>>
<TELL "There is now a puddle in the bottom of the "
1
<ODESC2 .AV>
".">
<REMOVE-OBJECT <PRSO>>
<COND (<==? <OCAN <PRSO>> .AV>)
(<INSERT-INTO .AV <PRSO>>)>)
(<AND <NOT <EMPTY? <PRSI>>> <N==? <PRSI> .B>>
<TELL "The water leaks out of the " 1 <ODESC2 <PRSI>>
" and evaporates immediately.">
<REMOVE-OBJECT .W>)
(<MEMQ .B <AOBJS .ME>>
<COND (<NOT <TRNN .B ,OPENBIT>>
<TELL "The bottle is closed.">)
(<NOT <EMPTY? <OCONTENTS .B>>>)
(T
<REMOVE-OBJECT .RW>
<INSERT-INTO .B .RW>
<TELL "The bottle is now full of water.">)>)
(<AND <==? <OCAN <PRSO>> .B>
<VERB? "TAKE">
<EMPTY? <PRSI>>>
<PUT .PRSVEC 2 .B>
<TAKE T>
<PUT .PRSVEC 2 .W>)
(<TELL "The water slips through your fingers.">)>)
(.PI?
<TELL "Nice try.">)
(<VERB? "DROP" "POUR" "GIVE">
<REMOVE-OBJECT .RW>
<COND (.AV
<TELL "There is now a puddle in the bottom of the "
1
<ODESC2 .AV>
".">
<INSERT-INTO .AV .RW>)
(<TELL "The water spills to the floor and evaporates immediately.">
<REMOVE-OBJECT .RW>)>)
(<VERB? "THROW">
<TELL "The water splashes on the walls, and evaporates immediately.">
<REMOVE-OBJECT .RW>)>>
\
; "SUBTITLE CYCLOPS"
<SETG CYCLOWRATH!-FLAG 0>
<DEFINE CYCLOPS ("AUX" (RM ,HERE) (CYC <SFIND-OBJ "CYCLO">)
(FOOD <SFIND-OBJ "FOOD">) (DRINK <SFIND-OBJ "WATER">)
(COUNT ,CYCLOWRATH!-FLAG))
#DECL ((RM) ROOM (FOOD DRINK CYC) OBJECT (COUNT) FIX)
<COND (,CYCLOPS-FLAG!-FLAG
<COND (<VERB? "WAKE" "KICK" "ATTAC" "BURN" "DESTR">
<TELL
"The cyclops yawns and stares at the thing that woke him up.">
<SETG CYCLOPS-FLAG!-FLAG <>>
<TRZ .CYC ,SLEEPBIT>
<TRO .CYC ,FIGHTBIT>
<SETG CYCLOWRATH!-FLAG <ABS .COUNT>>)>)
(<VERB? "GIVE">
<COND (<==? <PRSO> .FOOD>
<COND (<G=? .COUNT 0>
<REMOVE-OBJECT .FOOD>
<TELL ,CYCLOFOOD ,LONG-TELL1>
<SETG CYCLOWRATH!-FLAG <MIN -1 <- .COUNT>>>)>
<CLOCK-INT ,CYCIN -1>)
(<==? <PRSO> .DRINK>
<COND (<L? .COUNT 0>
<REMOVE-OBJECT .DRINK>
<TRO .CYC ,SLEEPBIT>
<TRZ .CYC ,FIGHTBIT>
<TELL
"The cyclops looks tired and quickly falls fast asleep (what did you
put in that drink, anyway?)."
,LONG-TELL1>
<SETG CYCLOPS-FLAG!-FLAG T>)
(<TELL
"The cyclops apparently is not thirsty and refuses your generosity.">
<>)>)
(<==? <PRSO> <SFIND-OBJ "GARLI">>
<TELL "The cyclops may be hungry, but there is a limit.">)
(<TELL "The cyclops is not so stupid as to eat THAT!">)>)
(<VERB? "KILL" "THROW" "ATTAC" "DESTR" "POKE">
<CLOCK-INT ,CYCIN -1>
<COND (<VERB? "POKE">
<TELL
"'Do you think I'm as stupid as my father was?', he says, dodging.">)
(<TELL
"The cyclops ignores all injury to his body with a shrug.">)>)
(<VERB? "TAKE">
<TELL "The cyclops doesn't take kindly to being grabbed.">)
(<VERB? "TIE">
<TELL "You cannot tie the cyclops, though he is fit to be tied.">)
(<VERB? "C-INT">
<COND (<==? ,HERE <SFIND-ROOM "CYCLO">>
<COND (<G? <ABS .COUNT> 5>
<CLOCK-DISABLE ,CYCIN>
<JIGS-UP ,CYCLOKILL>)
(<SETG CYCLOWRATH!-FLAG <AOS-SOS .COUNT>>)>)
(<CLOCK-DISABLE ,CYCIN>)>)>>
<DEFINE CYCLOPS-ROOM ("AUX" (WRATH ,CYCLOWRATH!-FLAG))
#DECL ((WRATH) FIX)
<COND (<VERB? "LOOK">
<TELL
"This room has an exit on the west side, and a staircase leading up.">
<COND (,MAGIC-FLAG!-FLAG
<TELL
"The north wall, previously solid, now has a cyclops-sized hole in it.">)
(<AND ,CYCLOPS-FLAG!-FLAG
<TRNN <SFIND-OBJ "CYCLO"> ,SLEEPBIT>>
<TELL
"The cyclops is sleeping blissfully at the foot of the stairs.">)
(<0? .WRATH> <TELL ,CYCLOLOOK>)
(<G? .WRATH 0> <TELL ,CYCLOEYE>)
(<L? .WRATH 0>
<TELL
"The cyclops, having eaten the hot peppers, appears to be gasping.
His enflamed tongue protrudes from his man-sized mouth.">)>)
(<VERB? "GO-IN">
<OR <0? ,CYCLOWRATH!-FLAG> <CLOCK-ENABLE ,CYCIN>>)>>