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events.zil
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"EVENTS for WITNESS
Copyright (C) 1983 Infocom, Inc. All rights reserved."
"Ideas: insurance policy - fraud?
nosy neighbor?
fingerprint two-color picture"
<ROUTINE INTRO ()
<TELL
"Somewhere near Los Angeles. A cold Friday evening in February 1938. In
this climate, cold is anywhere below about fifty degrees. Storm clouds
are swimming across the sky, their bottoms glowing faintly from the city
lights in the distance. A search light pans slowly under the clouds,
heralding another film premiere. The air seems expectant, waiting for
the rain to begin, like a cat waiting for the ineffable moment to
ambush.|" CR "The taxi has just dropped you off at the entrance to the
Linders' driveway. The driver didn't seem to like venturing into this
maze of twisty streets any more than you did. But the house windows are
full of light, and radio music drifts toward you. Your favorite pistol,
a snub-nosed Colt .32, is snug in its holster. You just picked up a
match book off the curb. It might come in handy. Good thing you looked
up the police file on Mrs. Linder's death. Her suicide note and the
newspaper story told you all you know about the family. The long week is
finished, except for this appointment. But why does an ominous feeling
grip you?|" CR>>
<ROUTINE TIMES-UP ()
<TELL
"Police Chief Klutz walks up to you, from out of nowhere. \"I'm
sorry, Detective, but you can't spend any more time here. We need you at
the Coliseum for the all-day Police Department track-and-field meet. I
hope you had a restful night!\" He
escorts you to a waiting police car, and you go off into the sunrise." CR>
<COND (,TOO-LATE <TOO-LATE-F>)>
<QUIT>>
<OBJECT MIDNIGHT
(IN GLOBAL-OBJECTS)
(DESC "midnight")
(SYNONYM MIDNIGHT)>
<OBJECT SMALL-INTEGER
(IN GLOBAL-OBJECTS)
(SYNONYM TWO THREE FOUR FIVE)
(ACTION INTEGER-F)>
<OBJECT MEDIUM-INTEGER
(IN GLOBAL-OBJECTS)
(SYNONYM TEN FIFTEEN TWENTY THIRTY)
(ACTION INTEGER-F)>
<ROUTINE INTEGER-F ()
<TELL "(Use figures for numbers, for example \"10.\")" CR>>
<ROUTINE QUEUE-MAIN-EVENTS ()
<ENABLE <QUEUE I-LINDER-TO-OFFICE 52>>
<ENABLE <QUEUE I-LINDER-RETIRES 290>>
<ENABLE <QUEUE I-PHONG-RETIRES 320>>
<ENABLE <QUEUE I-STILES-ARRIVE 60>>
<ENABLE <QUEUE I-PROMPT-1 1>>
<ENABLE <QUEUE I-PROMPT-2 10>>
<ENABLE <QUEUE I-WEATHER 6>>
<ENABLE <QUEUE I-CHIMES 30>>>
"SCORE INDICATES HOURS / MOVES = MINUTES"
<GLOBAL SCORE 20>
<GLOBAL MOVES 0>
<GLOBAL SKY-DESC "There's dark, cloudy sky above you.">
<GLOBAL PRESENT-TIME 480> "8 PM"
<GLOBAL CLOUDS-GONE 525>
<GLOBAL MOONRISE 612> "from L.A. Times of 1938-02-18"
<GLOBAL SUNRISE 1117> "sun crosses horizon at Pasadena on 1938-02-19"
<GLOBAL I-WEATHER-NUM 0>
<GLOBAL GROUND-MUDDY <>>
<ROUTINE I-WEATHER ("AUX" (OUT? <==? <GETP ,HERE ,P?LINE> ,OUTSIDE-LINE-C>))
<SETG I-WEATHER-NUM <+ 1 ,I-WEATHER-NUM>>
<COND (<==? 1 ,I-WEATHER-NUM>
<TELL "Suddenly, a clap of thunder rolls across the hills">
<COND (.OUT? <TELL " nearby">)
(T <TELL " outside">)>
<TELL "." CR>
<ENABLE <QUEUE I-WEATHER 3>>)
(<==? 2 ,I-WEATHER-NUM>
<TELL "Without warning, lightning flashes">
<COND (.OUT? <TELL " above">)
(T <TELL " outside">)>
<TELL ", and a few seconds later thunder rattles the house." CR>
<ENABLE <QUEUE I-WEATHER 3>>)
(<==? 3 ,I-WEATHER-NUM>
<TELL "Rain begins to fall">
<COND (<NOT .OUT?> <TELL " outside">)>
<TELL " in a sprinkle." CR>
<ENABLE <QUEUE I-WEATHER 2>>)
(<==? 4 ,I-WEATHER-NUM>
<SETG GROUND-MUDDY T>
<TELL "The rain">
<COND (<NOT .OUT?> <TELL " outside">)>
<TELL " is falling heavily now." CR>
<ENABLE <QUEUE I-WEATHER 9>>)
(<==? 5 ,I-WEATHER-NUM>
<TELL "The rain">
<COND (<NOT .OUT?> <TELL " outside">)>
<TELL " begins to taper off." CR>
<ENABLE <QUEUE I-WEATHER 5>>)
(<==? 6 ,I-WEATHER-NUM>
<TELL "The rain storm">
<COND (<NOT .OUT?> <TELL " outside">)>
<TELL " has passed now." CR>
<ENABLE <QUEUE I-WEATHER <- ,CLOUDS-GONE ,PRESENT-TIME>>>)
(<==? 7 ,I-WEATHER-NUM>
<SETG SKY-DESC "The sky is clear now, with stars shining coldly.">
<ENABLE <QUEUE I-WEATHER <- ,MOONRISE ,PRESENT-TIME>>>)
(<==? 8 ,I-WEATHER-NUM>
<SETG SKY-DESC "The moon, just past full, lights up the whole yard.">
<ENABLE <QUEUE I-WEATHER <- ,SUNRISE ,PRESENT-TIME 15>>>)
(<==? 9 ,I-WEATHER-NUM>
<TELL "Suddenly it dawns on you that the sky is getting light">
<COND (<NOT .OUT?> <TELL " outside">)>
<TELL "." CR>
<SETG SKY-DESC "The morning sunshine lights up the whole yard.">
<ENABLE <QUEUE I-WEATHER 25>>)
(<==? 10 ,I-WEATHER-NUM>
<TELL "The sun has appeared over the hills">
<COND (<NOT .OUT?> <TELL " outside">)>
<TELL "." CR>)>
<RFALSE>>
<ROUTINE I-CHIMES ("AUX" HALF-HR HR)
<ENABLE <QUEUE I-CHIMES 30>>
<SET HALF-HR </ ,PRESENT-TIME 30>>
<SET HR </ .HALF-HR 2>>
<COND (<EQUAL? ,HERE ,OFFICE>
<COND (<==? .HALF-HR <* 2 .HR>>
<COND (<L? 12 .HR> <SET HR <- .HR 12>>)>
<TELL "The clock chimes ">
<COND (<==? 1 .HR> <TELL "once">)
(<==? 2 .HR> <TELL "twice">)
(T <TELL N .HR " times">)>
<TELL " to mark the hour." CR>)
(T
<TELL "The clock chimes once to mark the half hour." CR>)>)>
<RFALSE>>
<ROUTINE I-STILES-ARRIVE ()
<MOVE ,STILES ,OFFICE-PATH>
<FSET ,BACK-GATE ,LOCKED>
<ESTABLISH-GOAL ,STILES ,OFFICE-PORCH>
<COND (<EQUAL? ,HERE ,OFFICE-PATH>
<TELL
"Someone enters through the back gate and rushes past you." CR>)
(<AND <GETP ,HERE ,P?CORRIDOR>
<NOT <0? <BAND <GETP ,HERE ,P?CORRIDOR> 3>>>>
<TELL
"Someone enters the property through the back gate." CR>)>>
<GLOBAL DUFFY-WITH-STILES <>>
<ROUTINE I-DUFFY-ARRIVE ()
<COND (,WELCOMED
<ENABLE <QUEUE I-MEET-DUFFY? -1>>
<SETG DUFFY-WITH-STILES T>
<FCLEAR ,STILES ,INVISIBLE>
<ESTABLISH-GOAL ,STILES ,FRONT-PORCH>)
(T
<SETG SEEN-DUFFY? T>
<SETG MET-DUFFY? T>
<TELL
"Suddenly, your assistant, Sgt. Duffy, appears from out of nowhere.
\"Hello, Detective!"
" I thought I should come here on the streetcar, in case you needed help. "
"I'll be nearby if you want me.\" He disappears just as quickly." CR>)>
<RFALSE>>
<GLOBAL MET-STILES? <>>
<GLOBAL MET-DUFFY? <>>
<GLOBAL SEEN-DUFFY? <>>
<ROUTINE DUFFY-GREETING ()
<SETG MET-STILES? T>
<SETG SEEN-DUFFY? T>
<SETG MET-DUFFY? T>
<FSET ,STILES ,TOUCHBIT>
<TELL " \"Detective, I'm glad you're safe!">
<COND (,PLAYER-HIDING
<TELL " Don't worry, I won't tell anyone you're hiding.">)>
<TELL
" I thought I should come here on the streetcar, in case you needed help. "
"I'm familiar with the house, since I was here to help investigate
Mrs. Linder's death.
Just as I walked up tonight, I heard a shot! The next thing I knew, this man,
who calls himself Stiles, burst out of the woods behind the house.
Naturally, I put the nippers on him and brought him along.">>
<ROUTINE I-MEET-DUFFY? ("OPTIONAL" (ARG <>) "AUX" (L <LOC ,STILES>))
<COND (<AND ,WELCOMED
<NOT ,MET-DUFFY?>
<OR <==? .L ,HERE> ;"? or sees you thru door"
<NOT <0? <BAND <GETP .L ,P?CORRIDOR>
<GETP ,HERE ,P?CORRIDOR>>>>>>
<TELL "Your assistant, Sgt. Duffy, sees you.">
<DUFFY-GREETING>
<TELL
" I'll just stow him in the living room and stand by to help you.\"" CR>
<ESTABLISH-GOAL ,STILES ,LIVING-ROOM>
<DISABLE <INT I-MEET-DUFFY?>>
<RTRUE>)>>
"Object functions"
<GLOBAL ANALYSIS-GOAL <>>
<ROUTINE DO-FINGERPRINT ("OPTIONAL" (AN <>))
<COND (,DUFFY-AT-CORONER
<TELL
"Don't you remember? Duffy went in the ambulance to the Coroner's office. "
"You'll have to wait for him to return." CR>
<RTRUE>)
(,FINGERPRINT-OBJ
<TELL
"Sergeant Duffy ran off to the lab on an errand for you. "
"You'll have to wait for him to return." CR>
<RTRUE>)>
<COND (<NOT ,MET-DUFFY?>
<TELL
"You haven't met Sergeant Duffy yet tonight."
" You'll need his help to do that." CR>
<RTRUE>)>
<COND (<NOT .AN>
<TELL
"You look at the " D ,PRSO " closely. It appears to have good
fingerprints on it, so you call for Sergeant Duffy." CR>)>
<COND (<AND .AN ,PRSI>
<SETG ANALYSIS-GOAL ,PRSI>)
(T <SETG ANALYSIS-GOAL <>>)>
<SETG FINGERPRINT-OBJ ,PRSO>
<SETG ANALYSIS-OBJ .AN>
<ENABLE <QUEUE I-FINGERPRINT <+ 15 <RANDOM 15>>>>
<FSET ,PRSO ,TOUCHBIT>
<REMOVE ,PRSO>
<TELL
"Sergeant Duffy, quiet as a mouse, walks up and takes the
" D ,PRSO " from you. \"I'll return soon with the results,\" he
says, and leaves as silently as he came." CR>>
<GLOBAL ANALYSIS-OBJ <>>
<ROUTINE DO-ANALYZE ()
<COND (<EQUAL? ,PRSO ,PRSI>
<TELL
"Sergeant Duffy appears with a puzzled look on his face."
" \"I don't see how you expect the lab to analyze something for itself!\""
" He leaves, shaking his head slowly." CR>
<RTRUE>)>
<DO-FINGERPRINT T>>
<ROUTINE I-FINGERPRINT ()
<TELL "Suddenly, Sergeant Duffy ">
<COND (<PROB 30>
<TELL
"appears, holding the " D ,FINGERPRINT-OBJ
" carefully in his hands. His quiet efficiency is impressive. ">)
(<PROB 50>
<TELL
"seems to arrive from nowhere, holding the " D ,FINGERPRINT-OBJ
" in his hands. ">)
(T
<TELL
"returns with the " D ,FINGERPRINT-OBJ ". For a moment you muse on his almost
magical appearances. ">)>
<COND (,ANALYSIS-GOAL
<COND (<AND <EQUAL? ,FINGERPRINT-OBJ ,INSIDE-GUN ,OUTSIDE-GUN>
<EQUAL? ,ANALYSIS-GOAL ,POWDER ,CLOCK-POWDER>>
<TELL
"\"The gun has recently been fired, and it contains traces of cheap
gun powder">
<COND (,POWDER-ANALYZED
<TELL
", the same kind of powder that you found on the clock">)>
<TELL ".">)
(<AND <EQUAL? ,FINGERPRINT-OBJ ,MATCHBOOK ,THREAT-NOTE>
<EQUAL? ,ANALYSIS-GOAL ,HANDWRITING>>
<TELL
"\"The ink is ordinary Waterman blue-black. The lab can't tell much else
without a certified handwriting sample on file.">)
(<NOT <EQUAL? ,FINGERPRINT-OBJ ,ANALYSIS-GOAL>>
<TELL "\"The " D ,FINGERPRINT-OBJ
" doesn't contain any ">
<ANALYSIS-PRINT ,ANALYSIS-GOAL>)>)
(<OR <EQUAL? ,FINGERPRINT-OBJ ,PIECE-OF-WIRE ,SPOOL-OF-WIRE>
<EQUAL? ,FINGERPRINT-OBJ ,WHITE-WIRE ,BLACK-WIRE>>
<TELL "\"The wire is ordinary 16-gauge bell wire.">)
(<EQUAL? ,FINGERPRINT-OBJ ,PIECE-OF-PUTTY>
<TELL
"\"The putty contained traces of the explosive cordite.">)
(<EQUAL? ,FINGERPRINT-OBJ ,INSIDE-GUN ,OUTSIDE-GUN>
<TELL
"\"The gun has recently been fired, and it contains traces of cheap
gun powder">
;<COND (,POWDER-ANALYZED
<TELL
", the same kind of powder that you found on the clock">)>
<TELL ".">
<COND (<EQUAL? ,FINGERPRINT-OBJ ,INSIDE-GUN>
<TELL
" And the barrel has indeed been sawed off.">)>)
(<==? ,FINGERPRINT-OBJ ,CLOCK-POWDER>
<SETG POWDER-ANALYZED T>
<TELL
"\"The powder is gun powder, as I suspected. I put it in a cellophane
envelope for you.">)
(<EQUAL? ,FINGERPRINT-OBJ ,MATCHBOOK ,THREAT-NOTE>
<TELL
"\"The ink is ordinary Waterman blue-black. The lab can't tell much else
without a certified handwriting sample on file.">)
(<EQUAL? ,FINGERPRINT-OBJ ,STUB>
<TELL
"\"I took the ticket stub to the movie theater, where they told me
that it looked authentic to them, and the serial number proves that it
was bought tonight.">)
(<EQUAL? ,FINGERPRINT-OBJ ,MEDICAL-REPORT>
<SETG DUFFY-SAW-MEDICAL-REPORT T>
<TELL
"\"I tried to call the doctor, but there's no listing in the phone book.
The lab people couldn't see anything unusual about the report.">)
(T
<TELL
"\"I'm sorry,\" he begins, \"but the lab found nothing interesting.">)>
<TELL "\"
With that, he leaves, handing you the " D ,FINGERPRINT-OBJ
" as he whisks away." CR>
<MOVE ,FINGERPRINT-OBJ ,PLAYER>
<SETG FINGERPRINT-OBJ <>>
<RTRUE>>
<ROUTINE ANALYSIS-PRINT (OBJ)
<TELL D .OBJ ".">>
<ROUTINE TODAY-F ()
<COND (<VERB? WHAT>
<COND (<L? ,PRESENT-TIME 720>
<TELL "Today is Friday, February 18, 1938." CR>)
(T
<TELL "Today is Saturday, February 19, 1938." CR>)>)>>
<GLOBAL WELCOMED <>>
<GLOBAL TOO-LATE-KNOCKED 0>
<ROUTINE WELCOME ()
<COND (<==? 2 ,TOO-LATE-KNOCKED>
<TELL
"No one answers the door, but a police car races in the driveway and
stops. Two officers jump out, grab you roughly, and haul you off as a
trespasser." CR>
<TOO-LATE-F>
<QUIT>)>
<COND (,RADIO-ON
<TELL "Someone turns off the radio. ">
<SETG RADIO-ON <>>)>
<TELL "You hear footsteps inside the house. Then the door swings open." CR>
<COND (<1? ,TOO-LATE-KNOCKED>
<SETG TOO-LATE-KNOCKED 2>
<TELL
"The butler isn't smiling now. \"I told you Mr. Linder will be in touch.
Please leave before I call the police!\" He slams the door in your face." CR>)
(,TOO-LATE
<SETG TOO-LATE-KNOCKED 1>
;<FSET ,PHONG ,TOUCHBIT>
<TELL
"\"Good evening,\" says a smiling face, \"I am Phong. I'm sorry, but
you're too late arriving here. Mr. Linder has other business now. But he
thanks you for coming and says he'll be in touch. Good night!\" He
closes the door in your face." CR>)
(T
<COND (<==? ,HERE ,FRONT-PORCH>
<MOVE ,PHONG ,ENTRY>
<TELL
"\"Good evening,\" says a smiling face, \"I am Phong. Please come in.\"
He leads you into the house and closes the door behind you.|" CR>
<FCLEAR ,FRONT-DOOR ,OPENBIT>
<GOTO ,ENTRY>)
(T
<TELL
"\"I've been told that detectives are sneaky, but this is too much!\"" CR>)>
<ENABLE <QUEUE I-GOTO-LIVING-ROOM 2>>)>>
<ROUTINE I-GOTO-LIVING-ROOM ()
<TELL "Phong says, \"I believe ">
<COND (<IN? ,MONICA ,LIVING-ROOM> <TELL "the Linders are">)
(T <TELL "Mr. Linder is">)>
<TELL " in the living room. Please follow me.\"">
<COND (<0? <BAND 16 <GETP ,HERE ,P?CORRIDOR>>>
<FSET ,HALL-3 ,TOUCHBIT>
<TELL " He leads you into a hallway and turns left. "
<GETP ,HALL-3 ,P?LDESC>>)
(T <TELL " He leads you north along the hallway. ">)>
<COND (<IN? ,MONICA ,LIVING-ROOM>
<TELL
" As you get near the living room, you hear voices talking, half-loud
and fast.">)>
<CRLF> <CRLF>
<MOVE ,PHONG ,LIVING-ROOM>
<GOTO ,LIVING-ROOM>
<COND (<FIX-PHONG-MOVEMENT>
<ENABLE <QUEUE I-PHONG 1>>
<SETG WELCOMED T>)>
<I-LINDER-WELCOME>>
<ROUTINE I-LINDER-WELCOME ()
<TELL CR
"Linder turns to you and says, \"Detective, am I glad to see you! ">
<COND (,TOO-LATE
<TELL
"I was afraid you'd met with an accident. I'm afraid I don't have time
for you now, since I have another appointment. But thank you for
coming. I'll be in touch. Phong, please show the Detective out.\"">
<SAID-TO ,LINDER>
<ESTABLISH-GOAL ,LINDER ,OFFICE>
<DISABLE <INT I-LINDER-TO-OFFICE>>
<ENABLE <QUEUE I-PHONG-EJECTS 3>>)
(T
<ESTABLISH-GOAL ,PHONG ,KITCHEN>
<SETG OHERE ,HERE>
<SETG LINDER-FOLLOWS-YOU T>
<ENABLE <QUEUE I-LINDER-FOLLOWS-YOU -1>>
<COND (<IN? ,MONICA ,HERE>
<TELL "This is my daughter, Monica, and of course ">)
(T <TELL "I see ">)>
<TELL
"you've met Phong already.\" He looks at a wrist watch with a gleaming
silver bracelet. \"I see you're">
<SAID-TO ,LINDER>
<COND (<L? ,PRESENT-TIME 490>
<TELL " right on time.">
<ENABLE <QUEUE I-LINDER-TO-OFFICE 10>>)
(<L? ,PRESENT-TIME 500>
<TELL " a little late.">
<ENABLE <QUEUE I-LINDER-TO-OFFICE 5>>)
(T
<TELL " rather late.">
<ENABLE <QUEUE I-LINDER-TO-OFFICE 1>>)>
<TELL " I'll be with you as soon as I finish my drink.\"">)>
<CRLF>>
<ROUTINE I-PHONG-EJECTS ()
<FCLEAR ,FRONT-DOOR ,OPENBIT>
<FSET ,FRONT-DOOR ,LOCKED>
<TELL
"Phong grabs you by the arm and guides you to the front door. It's
obvious that you have no choice. \"Thank you for coming, Detective. Good
night!\" He closes the door in your face." CR>
<SETG TOO-LATE-KNOCKED 1>
<GOTO ,FRONT-PORCH>
<RTRUE>>
<GLOBAL OHERE <>>
<GLOBAL LINDER-FOLLOWS-YOU <>>
<ROUTINE I-LINDER-FOLLOWS-YOU ()
<COND (<NOT <==? ,OHERE ,HERE>>
<WHERE-UPDATE ,LINDER>
<MOVE ,LINDER ,HERE>
<TELL "Linder follows you ">
<COND (<AND <OR <EQUAL? ,OHERE ,HALL-1 ,HALL-2>
<EQUAL? ,OHERE ,HALL-3 ,HALL-4>>
<OR <EQUAL? ,HERE ,HALL-1 ,HALL-2>
<EQUAL? ,HERE ,HALL-3 ,HALL-4>>>
<TELL "along">)
(T
<TELL "into">)>
<THE? ,HERE>
<TELL " " D ,HERE ".">
<COND (<AND <PROB 50> <WINDOW-IN? ,HERE>>
<TELL " He looks out the window and checks the lock.">)>
<CRLF>
<SETG OHERE ,HERE>)>>
<ROUTINE I-LINDER-TO-OFFICE ("AUX" (VAL <>))
<DISABLE <INT I-LINDER-FOLLOWS-YOU>>
<COND (<OR <EQUAL? ,HERE ,WORKSHOP> <OUTSIDE? ,HERE>>
<MOVE ,LINDER ,CARVED-CHAIR>
<SETG TOO-LATE T>
<COND (<EQUAL? ,HERE ,BACK-YARD ,OFFICE-PORCH ,OFFICE-PATH>
<TELL "The lights go on in Linder's office." CR>)>
<RFALSE>)
(<NOT <EQUAL? ,OFFICE ,HERE <LOC ,PLAYER>>>
<SET VAL ,M-FATAL>
<TELL
"Linder gulps down the rest of his drink. \"Well, Detective,\" he says,
\"I'm anxious to get on with our business. Let's you and I go to my
office so we can talk undisturbed.\" ">
<COND (<FSET? <LOC ,PLAYER> ,FURNITURE>
<SETG WINNER ,PLAYER>
<PERFORM ,V?STAND>)>
<COND (<EQUAL? ,HERE ,HALL-4>
<TELL
"He takes you by the arm, opens a door to the east and leads you through it."
CR>)
(T <TELL
"He takes you by the arm and leads you through the hallway. Just south
of the entry, he opens a door to the east and leads you through it." CR>)>
<FSET ,OFFICE-DOOR ,OPENBIT>
<GOTO ,OFFICE>
<WHERE-UPDATE ,LINDER>
<SAID-TO ,LINDER>)>
<ENABLE <QUEUE I-LINDER-IN-OFFICE 1>>
<FSET ,LINDER ,NDESCBIT>
<MOVE ,LINDER ,CARVED-CHAIR>
<TELL "Linder sits down in the carved chair." CR>
.VAL>
<GLOBAL LINDER-ASKED-YOU-TO-SIT 0>
<ROUTINE I-LINDER-IN-OFFICE ()
<COND (,LINDER-EXPLAINED <>)
(<IN? <LOC ,PLAYER> ,ROOMS>
<ENABLE <QUEUE I-LINDER-IN-OFFICE 5>>
<SAID-TO ,LINDER>
<COND (<0? ,LINDER-ASKED-YOU-TO-SIT>
<TELL
"\"I" "f you'll just take a chair, I'll explain what this is all about.\""
CR>)
(T <TELL "Linder says, \"I repeat: i"
"f you'll just take a chair, I'll explain what this is all about.\""
CR>)>
<SETG LINDER-ASKED-YOU-TO-SIT <+ 1 ,LINDER-ASKED-YOU-TO-SIT>>)
(T <ENABLE <QUEUE I-LINDER-EXPLAIN 1>>)>>
<GLOBAL LINDER-EXPLAINED <>>
<ROUTINE I-LINDER-EXPLAIN ()
<COND (<NOT ,LINDER-EXPLAINED>
<SETG LINDER-EXPLAINED T>
<TELL
"Linder begins his story. \"My late wife, may she rest in peace, got
involved with a young man named Stiles. Naturally I tried to stop this
affair, but without much success. Since my wife passed away, this Stiles
fellow has gone off the deep end, I'm afraid, and blamed me for her
death. I tried my best to ignore him, but he seems to have lost his
senses. This morning I received this note and decided to ask your
help.\" He hands the note to you." CR>
<SAID-TO ,LINDER>
<THIS-IS-IT ,THREAT-NOTE>
<MOVE ,THREAT-NOTE ,PLAYER>
<FSET ,THREAT-NOTE ,TOUCHBIT>
<FCLEAR ,THREAT-NOTE ,INVISIBLE>)>>
<GLOBAL PLAYER-NEAR-SHOT <>>
<ROUTINE FIRE-SHOT ()
<TELL " Suddenly there is a flash of light and an explosion, and ">
<COND (<AND ,PLAYER-NEAR-SHOT
<G? 2 <- ,PRESENT-TIME ,PLAYER-NEAR-SHOT>>>
<TELL
"everything goes black. What a lousy way to step off, poking around like
a two-bit shamus!" CR>
<QUIT>)
(<AND <PROB 50>
<NOT ,PLAYER-HIDING>
<NOT <EQUAL? <LOC ,PLAYER> ,WOODEN-CHAIR ,LOUNGE>>>
<TELL
"mortal pain radiates from your heart. As blood fills your lungs and a
scream fills your brain, you feel sure of only one thing: you should
have taken a chair when Linder asked you to." CR>
<QUIT>)>
<TELL "the window falls into dozens of shiny shards.">
<TELL " The cat bolts and disappears somewhere.">
<REMOVE ,CAT>
<SETG SHOT-FIRED T>
<FCLEAR ,PIECE-OF-WIRE ,TRYTAKEBIT>
<FSET ,PIECE-OF-WIRE ,TAKEBIT>
<FCLEAR ,PIECE-OF-PUTTY ,TRYTAKEBIT>
<FSET ,PIECE-OF-PUTTY ,TAKEBIT>
<FCLEAR ,GLOBAL-SHOT ,INVISIBLE>
<FSET ,OFFICE-WINDOW ,RMUNGBIT>
<FCLEAR ,BROKEN-GLASS ,INVISIBLE>
;<COND (<0? ,DIFFICULTY> <MOVE ,BROKEN-GLASS ,OFFICE-PORCH>)
(<==? ,DIFFICULTY ,DIFFICULTY-MAX>
<MOVE ,BROKEN-GLASS ,OFFICE>)>>
<ROUTINE I-PHONG-RETIRES ()
<WHERE-UPDATE ,PHONG>
<MOVE ,PHONG ,BUTLER-ROOM>
<COND (<==? <GETP ,HERE ,P?LINE> ,OUTSIDE-LINE-C>
<TELL "The lights go out, one by one, all over the house." CR>)>>
<ROUTINE I-LINDER-RETIRES ()
<WHERE-UPDATE ,LINDER>
<MOVE ,LINDER ,LINDER-ROOM>
<COND (<EQUAL? ,HERE ,ROCK-GARDEN ,BACK-YARD ,OFFICE-PORCH>
<TELL
"The lights go off in Linder's office and then in the bedroom at the
other end of the house." CR>)>>
"Here is the code for goal motivation for the various characters.
Each character has a tendency to move from one place to another
at certain times. They all converge on the living room at about
noon."
"Goal tables for the 6 characters (including PLAYER), offset
by the preceding constants, which, for a given character,
is the P?CHARACTER property of the object."
"NOTE: I-LINDER and I-CAT are undeclared. It appears that they were
originally interpreted as nulls in the goal tables. It seems appropriate
to explicitly replace them with nulls now."
<GLOBAL GOAL-TABLES
<TABLE <TABLE <> <> <> <> 1 <> <> I-FOLLOW 4 4>
<TABLE <> <> <> <> 1 <> <> I-PHONG 3 3>
<TABLE <> <> <> <> 1 <> <> <>;I-LINDER 4 4>
<TABLE <> <> <> <> 1 <> <> I-STILES 9 9>
<TABLE <> <> <> <> 1 <> <> I-MONICA 2 2>
<TABLE <> <> <> <> 1 <> <> <>;I-CAT 1 1>>>
<GLOBAL ATTENTION-TABLE <TABLE 0 0 0 0 0 0 0 0>>
"Offsets into GOAL-TABLEs"
<CONSTANT GOAL-F 0>
<CONSTANT GOAL-S 1>
<CONSTANT GOAL-I 2>
<CONSTANT GOAL-LDIR 3>
<CONSTANT GOAL-ENABLE 4>
<CONSTANT GOAL-PRIORITY 5>
<CONSTANT GOAL-QUEUED 6>
<CONSTANT GOAL-FUNCTION 7>
<CONSTANT ATTENTION-SPAN 8>
<CONSTANT ATTENTION 9>
"Goal-function constants, similar to M-xxx in MAIN"
<CONSTANT G-REACHED 1>
<CONSTANT G-ENROUTE 2>
"Here's how the movement goals are done: For each player is
a table which consists of triplets, a number of minutes until
the next movement (an clock interrupt number), a number of
minutes allowed variation (for a bit of randomness), and a
room toward which to start. All movement is controlled by
the GOAL-ENABLE flag in the GOAL-TABLE for a character."
"Time starts at 8AM. Characters are at that point in their
starting positions, as reflected in DUNGEON."
<GLOBAL MOVEMENT-GOALS <TABLE
;"PLAYER"
<TABLE 0 0 0>
;"PHONG"
<TABLE 0
50 1 OFFICE-PATH ;"8:50-9 PM"
;"Stiles arr. => Phong to front door, rings bell, then office."
70 10 KITCHEN ;"10-12 PM"
120 10 BUTLER-ROOM ;"12 PM ON"
0>
;"LINDER"
<TABLE 0
0
0>
;"STILES"
<TABLE 0 0
;"60 5 OFFICE-PATH ;arrives about 9:00
135 20 LIVING-ROOM"
0>
;"MONICA"
<TABLE 0
30 2 OFFICE ;"8:30"
;"5 0 GARAGE ;8:35 to movie: goal set in I-MONICA"
;"145 10 GARAGE ;11:00: ditto"
;"2 1 WORKSHOP ;to fix junction box: I-MONICA-RETURN"
161 1 OFFICE ;"? not used!"
;"15 5 TOILET-ROOM ;to vomit: I-MONICA"
15 5 MONICA-ROOM ;"to rest"
30 10 OFFICE ;"12:00 to hide evidence"
60 10 MONICA-ROOM ;"1:00 retires"
0>
;"CAT"
<TABLE 0 0 0>>>
<GLOBAL TOO-LATE <>>
<ROUTINE FIX-PHONG-MOVEMENT ("AUX" MG ELAPSED OT)
<SET MG <GET ,MOVEMENT-GOALS ,PHONG-C>>
<SET ELAPSED <- ,PRESENT-TIME 480>>
<REPEAT ()
<COND (<0? <SET OT <GET .MG ,MG-TIME>>>
<RTRUE>)>
<COND (<G? 1 <SET OT <- .OT .ELAPSED>>>
<SETG TOO-LATE T>
<RFALSE>)>
<PUT .MG ,MG-TIME .OT>
<SET MG <REST .MG ,MG-LENGTH>>>>
<ROUTINE IN-MOTION? (PERSON "AUX" GT)
<SET GT <GET ,GOAL-TABLES <GETP .PERSON ,P?CHARACTER>>>
<COND (<AND <GET .GT ,GOAL-ENABLE>
<GET .GT ,GOAL-S>
<NOT <==? <LOC .PERSON> <GET .GT ,GOAL-F>>>>
<RTRUE>)
(T <RFALSE>)>>
<ROUTINE START-MOVEMENT ()
<ENABLE <QUEUE I-MONICA 1>>
<ENABLE <QUEUE I-FOLLOW -1>>
<ENABLE <QUEUE I-ATTENTION -1>>>
"This routine does the interrupt-driven goal establishment
for the various characters, using the MOVEMENT-GOALS table."
<CONSTANT MG-ROOM 0>
<CONSTANT MG-TIME 1>
<CONSTANT MG-VARIATION 2>
<CONSTANT MG-LENGTH <* 3 2>>
<CONSTANT MG-NEXT 4>
<ROUTINE IMOVEMENT (PERSON INT "AUX" TB VAR DIS TIM ID RM GT)
#DECL ((PERSON) OBJECT (TB) <PRIMTYPE VECTOR> (ID VAR DIS TIM) FIX)
<SET TB <GET ,MOVEMENT-GOALS <SET ID <GETP .PERSON ,P?CHARACTER>>>>
<SET GT <GET ,GOAL-TABLES .ID>>
<COND (<NOT <==? 0 <SET RM <GET .TB ,MG-ROOM>>>>
<COND (<GET .GT ,GOAL-PRIORITY>
<PUT .GT ,GOAL-QUEUED .RM>)
(T
<ESTABLISH-GOAL .PERSON .RM>)>)>
<COND (<NOT <==? 0 <SET TIM <GET .TB ,MG-TIME>>>>
<SET VAR <GET .TB ,MG-VARIATION>>
<SET DIS <RANDOM <* .VAR 2>>>
<QUEUE .INT <+ .TIM <- .DIS .VAR>>>
<PUT ,MOVEMENT-GOALS .ID <REST .TB ,MG-LENGTH>>
<COND (<NOT <==? 0 <GET .TB ,MG-NEXT>>>
<PUT .TB
,MG-NEXT
<+ <GET .TB ,MG-NEXT> <- .VAR .DIS>>>)>)>
<RFALSE>>
<ROUTINE I-FOLLOW ("AUX" (FLG <>) (CNT 0) GT VAL)
<REPEAT ()
<COND (<G? <SET CNT <+ .CNT 1>> ,CHARACTER-MAX>
<RETURN>)
(<AND <GET <SET GT <GET ,GOAL-TABLES .CNT>> ,GOAL-S>
<OR <GET .GT ,GOAL-ENABLE>
<0? <GET .GT ,ATTENTION>>>>
<PUT .GT ,GOAL-ENABLE T>
<COND (<SET VAL
<FOLLOW-GOAL <GET ,CHARACTER-TABLE .CNT>>>
<COND (<NOT <==? .FLG ,M-FATAL>>
<SET FLG .VAL>)>)>)>>
.FLG>
<ROUTINE I-ATTENTION ("AUX" (FLG <>) (CNT 0) ATT)
<REPEAT ()
<COND (<G? <SET CNT <+ .CNT 1>> ,CHARACTER-MAX> <RETURN>)
(<==? <SET ATT <- <GET ,ATTENTION-TABLE .CNT> 1>> 1>
<COND (<IN? <GET ,CHARACTER-TABLE .CNT> ,HERE>
<COND (<AND <==? .CNT ,MONICA-C>
,MONICA-DASHED-OUT-DOOR>
<SETG MONICA-DASHED-OUT-DOOR <>>)
(T
<TELL D <GET ,CHARACTER-TABLE .CNT>
" is acting impatient." CR>)>
<SET FLG T>)>)
(<==? .ATT 0>
<PUT <GET ,GOAL-TABLES .CNT> ,GOAL-ENABLE T>)>
<PUT ,ATTENTION-TABLE .CNT .ATT>>
.FLG>
<ROUTINE GRAB-ATTENTION (PERSON "AUX" (CHR<GETP .PERSON ,P?CHARACTER>) GT ATT)
#DECL ((PERSON) OBJECT (ATT) FIX)
<SET GT <GET ,GOAL-TABLES .CHR>>
<COND (<GET .GT ,GOAL-S>
<PUT ,ATTENTION-TABLE .CHR <SET ATT<GET .GT ,ATTENTION-SPAN>>>
<COND (<==? .ATT 0>
<PUT .GT ,GOAL-ENABLE T>
<RFALSE>)
(<GET .GT ,GOAL-ENABLE>
<PUT .GT ,GOAL-ENABLE <>>)>)>
<SETG QCONTEXT .PERSON>
<SETG QCONTEXT-ROOM ,HERE>
<RTRUE>>
"Movement etc."
<CONSTANT OUTSIDE-LINE-C 4>
<GLOBAL OUTSIDE-LINE
<PTABLE 0 FRONT-YARD P?SOUTH
P?NORTH FRONT-PORCH P?SOUTH
P?NORTH DRIVEWAY P?SOUTH
P?NORTH DRIVEWAY-ENTRANCE P?EAST
P?WEST SIDE-YARD P?EAST
P?WEST OFFICE-PATH P?NORTH
P?SOUTH OFFICE-PORCH P?NORTH
P?SOUTH BACK-YARD P?NORTH
P?SOUTH ROCK-GARDEN 0>>
<CONSTANT INSIDE-LINE-C 1>
<GLOBAL INSIDE-LINE
<PTABLE 0 LINDER-ROOM P?WEST
P?EAST LIVING-ROOM P?SOUTH
P?NORTH HALL-1 P?SOUTH
P?NORTH HALL-2 P?SOUTH
P?NORTH HALL-3 P?WEST
P?EAST ENTRY 0>>
<CONSTANT MONICA-LINE-C 3>
<GLOBAL MONICA-LINE
<PTABLE 0 BATHROOM P?SOUTH
P?NORTH MONICA-ROOM 0>>
<CONSTANT OFFICE-LINE-C 2>
<GLOBAL OFFICE-LINE
<PTABLE 0 OFFICE P?WEST
P?EAST HALL-4 P?SOUTH
P?NORTH GARAGE P?EAST
P?WEST WORKSHOP 0>>
<ROUTINE UNPRIORITIZE (PERSON "AUX" GT)
<SET GT <GET ,GOAL-TABLES <GETP .PERSON ,P?CHARACTER>>>
<PUT .GT ,GOAL-PRIORITY <>>
<COND (<GET .GT ,GOAL-QUEUED>
<ESTABLISH-GOAL .PERSON <GET .GT ,GOAL-QUEUED>>
<PUT .GT ,GOAL-QUEUED <>>)>>
<ROUTINE ESTABLISH-GOAL (PERSON GOAL "OPTIONAL" (PRIORITY <>)
"AUX" (HERE <LOC .PERSON>) HL GL GT)
#DECL ((PERSON GOAL HERE) OBJECT (HL GL) FIX
(PRIORITY) <OR FALSE ATOM>)
<SET GT <GET ,GOAL-TABLES <GETP .PERSON ,P?CHARACTER>>>
<COND (.PRIORITY
<PUT .GT ,GOAL-ENABLE T>
<PUT .GT ,GOAL-PRIORITY T>
<PUT .GT ,GOAL-QUEUED .HERE>)>
<COND (<==? <SET HL <GETP .HERE ,P?LINE>>
<SET GL <GETP .GOAL ,P?LINE>>>
<PUT .GT ,GOAL-I <>>)
(<==? .HL ,OUTSIDE-LINE-C>
<PUT .GT ,GOAL-I ,FRONT-PORCH>)
(<==? .HL ,OFFICE-LINE-C>
<PUT .GT ,GOAL-I ,HALL-4>)
(<==? .HL ,MONICA-LINE-C>
<PUT .GT ,GOAL-I ,MONICA-ROOM>)
(<==? .GL ,OUTSIDE-LINE-C>
<PUT .GT ,GOAL-I ,ENTRY>)
(<==? .GL ,MONICA-LINE-C>
<PUT .GT ,GOAL-I ,HALL-2>)
(T
<PUT .GT ,GOAL-I ,HALL-3>)>
<PUT .GT
,GOAL-S
%<COND (<GASSIGNED? PREDGEN> '<GETP .GOAL ,P?STATION>)
(T ',<GETP .GOAL ,P?STATION>)>>
<PUT .GT ,GOAL-F .GOAL>
<LOC .PERSON>>
<ROUTINE FOLLOW-GOAL (PERSON "AUX" (HERE <LOC .PERSON>) LINE LN RM GT GOAL FLG
(GOAL-FLAG <>) (IGOAL <>) LOC (CNT 1) DIR)
#DECL ((PERSON HERE LOC RM) OBJECT (LN CNT) FIX
(GOAL-FLAG IGOAL) <OR ATOM FALSE>)
<SET GT <GET ,GOAL-TABLES <GETP .PERSON ,P?CHARACTER>>>
<COND (<==? .HERE <GET .GT ,GOAL-F>>
<PUT .GT ,GOAL-S <>>
<RETURN <>>)
(<NOT <GET .GT ,GOAL-ENABLE>> <RFALSE>)>
<COND (<NOT <==? .HERE
<SET LOC %<COND (<GASSIGNED? PREDGEN>
'<GETP .HERE ,P?STATION>)
(T
',<GETP .HERE ,P?STATION>)>>>>
<SET FLG <MOVE-PERSON .PERSON .LOC>>
<RETURN .FLG>)>
<COND (<SET GOAL <GET .GT ,GOAL-I>>
<SET IGOAL T>)
(T <SET GOAL <GET .GT ,GOAL-S>>)>
<COND (<NOT .GOAL> <RFALSE>)
(<==? .HERE .GOAL>
<COND (.IGOAL
<RETURN <TRANSFER .PERSON .GOAL <GET .GT ,GOAL-F>>>)
(<NOT <==? .HERE <GET .GT ,GOAL-F>>>
<SET FLG <MOVE-PERSON .PERSON <GET .GT ,GOAL-F>>>
<PUT .GT ,GOAL-S <>>
<RETURN .FLG>)
(T
<PUT .GT ,GOAL-S <>>
<RETURN <>>)>)>
<SET LN <GETP .GOAL ,P?LINE>>
<SET LINE
<COND (<==? .LN ,OUTSIDE-LINE-C> ,OUTSIDE-LINE)
(<==? .LN ,INSIDE-LINE-C> ,INSIDE-LINE)
(<==? .LN ,OFFICE-LINE-C> ,OFFICE-LINE)
(<==? .LN ,MONICA-LINE-C> ,MONICA-LINE)>>
<REPEAT ()
<COND (<==? <SET RM <GET .LINE .CNT>> .HERE>
<COND (.GOAL-FLAG
<SET LOC <GET .LINE <- .CNT 3>>>)
(T
<SET LOC <GET .LINE <+ .CNT 3>>>)>
<RETURN <MOVE-PERSON .PERSON .LOC>>)
(<==? .RM .GOAL>
<SET GOAL-FLAG T>)>
<SET CNT <+ .CNT 3>>>>
<ROUTINE GOAL-REACHED (PERSON)
#DECL ((PERSON) OBJECT)
<APPLY <GET <GET ,GOAL-TABLES <GETP .PERSON ,P?CHARACTER>>
,GOAL-FUNCTION>
,G-REACHED>>
<ROUTINE MOVE-PERSON (PERSON WHERE "AUX" DIR GT OL COR PCOR CHR
(FLG <>) DR (VAL <>)
(STI <COND (,MET-STILES? "Stiles") (T "someone")>))
#DECL ((PERSON WHERE) OBJECT)
<SET GT <GET ,GOAL-TABLES <SET CHR <GETP .PERSON ,P?CHARACTER>>>>
<SET OL <LOC .PERSON>>
<SET DIR <DIR-FROM .OL .WHERE>>
<COND (<==? <PTSIZE <SET DR <GETPT .OL .DIR>>> ,DEXIT>
<SET DR <GETB .DR ,DEXITOBJ>>
<COND (<NOT <FSET? .DR ,OPENBIT>>
<COND (<NOT <FSET? .DR ,LOCKED>> <FSET .DR ,OPENBIT>)>)
(T <SET DR <>>)>)
(T <SET DR <>>)>
<PUT .GT ,GOAL-LDIR .DIR>
<COND (<AND <==? .OL ,HERE> <NOT <FSET? .PERSON ,INVISIBLE>>>
<SET FLG T>
<THIS-IS-S-HE .PERSON>
<COND (<AND <==? .PERSON ,STILES> ,DUFFY-WITH-STILES>
<SETG SEEN-DUFFY? T>
<TELL "Sgt. Duffy">)
(<NOT <FSET? .PERSON ,TOUCHBIT>> <TELL "Someone">)
(T <TELL D .PERSON>)>
<COND (<==? .DIR ,P?OUT>
<COND (<AND <==? .PERSON ,STILES> ,DUFFY-WITH-STILES>
<TELL " leads " .STI " out of the room." CR>)
(T <TELL " leaves the room." CR>)>)
(<==? .DIR ,P?IN>
<COND (<AND .DR <NOT <==? .PERSON ,STILES>>>
<TELL " opens the " D .DR " and">)>
<COND (<AND <==? .PERSON ,STILES> ,DUFFY-WITH-STILES>
<TELL " leads " .STI " into another room">)
(T <TELL " goes into another room">)>
<COND (<AND .DR
<FSET? .DR ,LOCKED>
<NOT <==? .PERSON ,STILES>>>
;<FCLEAR .DR ,OPENBIT>
<TELL ", locking the door again">)>
<TELL "." CR>)
(T
<COND (<AND .DR <NOT <==? .PERSON ,STILES>>>
<TELL " opens the " D .DR " and">)>
<COND (<AND <==? .PERSON ,STILES> ,DUFFY-WITH-STILES>
<TELL " leads " .STI " off to ">)
(T <TELL " heads off to ">)>
<DIR-PRINT .DIR>
<COND (<AND .DR
<FSET? .DR ,LOCKED>
<NOT <==? .PERSON ,STILES>>>
;<FCLEAR .DR ,OPENBIT>
<TELL ", locking the door again">)>
<TELL "." CR>)>)
(<AND <==? .WHERE ,HERE> <NOT <FSET? .PERSON ,INVISIBLE>>>
<SET FLG T>
<THIS-IS-S-HE .PERSON>
<COND (<NOT <==? ,HERE <GET .GT ,GOAL-F>>>
<COND (<AND <==? .PERSON ,STILES> ,DUFFY-WITH-STILES>
<SETG SEEN-DUFFY? T>
<TELL "Sgt. Duffy">
<TELL " leads " .STI " past you." CR>)
(<NOT <FSET? .PERSON ,TOUCHBIT>>
<TELL "Someone walks past you." CR>)
(T <TELL D .PERSON " walks past you." CR>)>)>)
(<AND <SET COR <GETP ,HERE ,P?CORRIDOR>>
<NOT <FSET? .PERSON ,INVISIBLE>>>
<COND (<AND <SET PCOR <GETP .OL ,P?CORRIDOR>>
<NOT <==? <BAND .COR .PCOR> 0>>>
<SET FLG T>
<THIS-IS-S-HE .PERSON>
<COND (<NOT <GETP .WHERE ,P?CORRIDOR>>
<COND (<AND <==? .PERSON ,STILES>
,DUFFY-WITH-STILES>
<SETG SEEN-DUFFY? T>
<TELL "Sgt. Duffy">)
(<NOT <FSET? .PERSON ,TOUCHBIT>>
<TELL "Someone">)
(T <TELL D .PERSON>)>
<TELL ", off to ">
<DIR-PRINT <COR-DIR ,HERE .OL>>
<TELL ",">
<COND (<AND .DR <NOT <==? .PERSON ,STILES>>>
<TELL " opens a door and">)>
<COND (<AND <==? .PERSON ,STILES>
,DUFFY-WITH-STILES>
<TELL " leads " .STI>)
(<OUTSIDE? ,HERE>
<TELL " leaves your view">)
(T
<TELL " ducks into a room">)>
<TELL " to ">
<DIR-PRINT <DIR-FROM .OL .WHERE>>
<COND (<AND .DR
<FSET? .DR ,LOCKED>
<NOT <==? .PERSON ,STILES>>>
;<FCLEAR .DR ,OPENBIT>
<TELL ", locking the door again">)>
<TELL "." CR>)