ADJECTIVE red,green,blue,clear; ADJECTIVE glass; NOUN red message(road2); { It's red so there can be others elsewhere } red message(WEIGH) = CAPAC; red message(LDESC) = ($say "There is a message scratched in the dirt.\n"); red message(SDESC) = ($say "a message in the dirt"); red message(ACTION) = (($eq ($verb) read): ($say "'in' is a preposition. 'enter' is a verb.\n") ($exit 1) ); NOUN keys (town4); keys(WEIGH) = 2; keys(LDESC) = ($say "There's a set of keys here.\n"); keys(SDESC) = ($say "a set of keys"); NOUN toolbox (farm5); toolbox(WEIGH) = CAPAC; toolbox(HOLDS) = 50; toolbox(OPENS) = TRUE; toolbox(LOCKS) = TRUE; toolbox(LOCKD) = TRUE; toolbox(LIGHT) = TRUE; toolbox(LDESC) = (($eq ($loc .ME) toolbox): ($say "You are in a huge wooden structure, towering up at least 80 feet above your head, with wooden walls formed of immense 10-foot by 50-foot boards. Everything here, even the grains of dust which cover the wooden floor, seems immense. ") (($prop toolbox OPEN): ($say "Above your head, the top of the structure is open, and sunlight streams in.\n") : ($say "The structure is closed at the top, but enough light comes in from between the boards to enable you to see.\n") ) : {else} ($say " Against the house is a heavy ") (($prop toolbox OPEN): ($say "toolbox with the lid open.\n") { (($cont toolbox) : ($say "In the toolbox, you see:\n") ($setp toolbox CONTS TRUE) (Slook 1 ($cont toolbox)) ($setp toolbox CONTS FALSE) )} :{else} (($prop toolbox LOCKD) : ($say "toolbox with a rusty lock, painted with an insignia composed of blue and green squares, joined at their corners.\n") : ($say "toolbox, the lid of which is ajar.\n") ) ) ); toolbox(SDESC) = (($eq ($loc .ME) toolbox): ($say "Inside huge box.\n") :{else} ($say "a toolbox")); toolbox(ACTION) = (($eq ($loc .ME) toolbox) : (($or ($eq ($verb) drop) ($eq ($verb) throw)): ($say "You just lost ")(($sdesc ($dobj))) ($say " in a crack between the wooden floorboards!\n") ($move ($dobj) .ALL) ) ($miss cg cg cg cg cg cg cg cg cg cg) {else} : (($eq ($verb) lock): (Lockup toolbox keys "The toolbox seals with a CLICK!\n")) (($eq ($verb) unlock): (Ulock toolbox keys "One of the keys fits! The toolbox can be opened now.\n") ) ); NOUN signpost(roadx); signpost(RDLOC)=10; signpost(WEIGH)=CAPAC; signpost(LDESC)=($say "There is a signpost by the side of the road.\n"); signpost(SDESC)=($say "a signpost"); signpost(ACTION) = (($eq ($verb) read): ($say "Pointing east, it says: 'Unuchevala: 10 miles'\n") ($exit 1) ); NOUN globe(toolbox); globe(WEIGH) = 20; globe(LDESC) = (($prop globe LIGHT): ($say "A globe of stone glows brightly here.\n") {else}: ($say "There is a strange globe of polished stone here.\n") ); globe(SDESC) = (($prop globe LIGHT): ($say "a glowing globe of stone") : ($say "a stone globe")); globe(ACTION) = (($eq ($verb) rub): (($prop globe LIGHT): ($say "The light from the stone globe fades away.\n") ($setp globe LIGHT FALSE) {else}: ($say "The stone globe glows brightly!\n") ($setp globe LIGHT TRUE) ) ($setg LOOKP TRUE) ($exit 1) ) ; NOUN crowbar (town3); crowbar(WEIGH) = 100; crowbar(LDESC) = ($say "There is a long crowbar here.\n"); crowbar(SDESC) = ($say "a crowbar"); crydie = ($say "What POWER! The magic crystal releases a flood of energy in a split-second! Unfortunately, you were a little close...\n") (die); { Dragon Stuff } AWAKE=MISC1; NOUN dragon (cel06); white=clear; NOUN green crystal(cel07); NOUN red crystal(cel08); NOUN blue crystal(cel10); NOUN clear crystal(cel09); {NOUN diamond { = clear crystal; {NOUN sapphire{= blue crystal; {NOUN ruby (cel08){= red crystal; {NOUN emerald (cel07){= green crystal;} green crystal(WEIGH)=15; green crystal(POINT)=25; green crystal(LDESC) = ($say "There is a beautiful green crystal here!\n"); green crystal(SDESC) = ($say "a green crystal"); green crystal(ACTION) = (($eq ($verb) take): (($eq ($loc .ME) cel07): (($not ($prop dragon AWAKE)): ($say "You hear a stirring in the Ice Cavern.\n") ($setg Tempr ($plus @Tempr 2)) ($setp dragon AWAKE TRUE) ($setp cel06 VISIT FALSE) :{else} ($setg Tempr 0) ) ) ) (($eq ($verb) drop): (($eq ($loc .ME) cel07): ($setg Tempr ($minus @Tempr 2)) (($le @Tempr 0) : ($setp dragon AWAKE FALSE) ($say "You hear a deep Y A W N from the Cavern.\n")) ($setp cel06 VISIT FALSE) ) ) (($eq ($verb) touch): (($eq ($dobj) [red crystal]) : ($say "The red and green crystals flare briefly!\n") (Grow) ($move .ME cel01) ($setg LOOKP TRUE) ($exit 1) ) (($eq ($dobj) [blue crystal]) : ($say "The blue and green crystals flare briefly!\n") ($move .ME toolbox) (Shrink) ($setg LOOKP TRUE) ($exit 1) ) ) (($eq ($verb) break): (($eq ($dobj) [green crystal]): (crydie) ) ); ROUTINE CRout; WORKD = MISC1; { Has Clear crystal shed its light? } red crystal(WEIGH)=15; red crystal(POINT)=25; red crystal(LDESC) = ($say "There is a beautiful red crystal here!\n"); red crystal(SDESC) = ($say "a red crystal"); red crystal(ACTION) = (($eq ($verb) touch): (($eq ($dobj) [clear crystal]) : (($not ($prop [clear crystal] WORKD)): ($say "The red and clear crystals flare briefly!\n") ($setp [clear crystal] WORKD TRUE) ($setp [clear crystal] LIGHT TRUE) ($say "The clear crystal blazes forth with a magical incandescence brilliant enough to penetrate even the deepest darkness!!\n\n") ($sfus CRout 4) ($setg LOOKP TRUE) ($exit 1) {else} : ($say "The clear crystal seems curiously inert now.\n") ($exit 1) ) ) (($eq ($dobj) [green crystal]) : ($say "The red and green crystals flare briefly!\n") (Grow) ($move .ME cel01) ($setg LOOKP TRUE) ($exit 1) ) ) (($eq ($verb) break): (($eq ($dobj) [red crystal]): (crydie) ) ); blue crystal(WEIGH)=15; blue crystal(POINT)=25; blue crystal(LDESC) = ($say "There is a beautiful blue crystal here!\n"); blue crystal(SDESC) = ($say "a blue crystal"); blue crystal(ACTION) = (($eq ($verb) touch): (($eq ($dobj) [red crystal]) : ($say "The red and blue crystals flare briefly!\n") ($exit 1) ) (($eq ($dobj) [green crystal]) : ($say "The blue and green crystals flare briefly!\n") ($move .ME toolbox) (Shrink) ($setg LOOKP TRUE) ($exit 1) ) ) (($eq ($verb) break): (($eq ($dobj) [blue crystal]): (crydie) ) ); CRout = ($say "The glowing magical crystal seems to have gone dark.\n> ") ($setp [clear crystal] LIGHT FALSE) ; clear crystal(WEIGH)=15; clear crystal(POINT)=25; clear crystal(LDESC) = ($say "There is a beautiful clear crystal here") (($prop [clear crystal] LIGHT): ($say " (GLOWING!)")) ($say "!\n"); clear crystal(SDESC) = ($say "a clear crystal") (($prop [clear crystal] LIGHT): ($say " (GLOWING!)")) ; clear crystal(ACTION) = (($eq ($verb) touch): (($eq ($dobj) [red crystal]) : (($not ($prop [clear crystal] WORKD)): ($say "The red and clear crystals flare briefly!\n") ($setp [clear crystal] WORKD TRUE) ($setp [clear crystal] LIGHT TRUE) ($say "The clear crystal blazes forth with a magical incandescence brilliant enough to penetrate even the deepest darkness!!\n\n") ($setg LOOKP TRUE) ($sfus CRout 4) ($exit 1) {else} : ($say "The clear crystal seems curiously inert now.\n") ($exit 1) ) ) ) (($eq ($verb) break): (($eq ($dobj) [red crystal]): (crydie) ) ); ROUTINE DRdem; { Dragon Daemon. Increases temper in .my presence } DRdem= (($not ($prop dragon AWAKE)): ($exit 0)) (($eq ($loc .ME) ($loc dragon)): (($eq ($loc [green crystal]) .ME): { even worse! } ($setg Tempr ($plus @Tempr 1))) ($setg Tempr ($plus @Tempr 1)) ) { ($say "His temper is now at ")($num @Tempr)($say "\n") } (($ge @Tempr 7): ($say "Jeez, I didn't know ice dragons could reach their boiling point! In a final flare of rage, he opens his mouth and breathes his frigid breath in a blast in your direction. It's a bit much for you.\n") (die) ) (($ge @Tempr 6) : ($say "Gee, he looks like he's really at the edge!\n") ($exit 0)) (($ge @Tempr 5) : ($say "This is one upset dragon! Be careful!\n") ($exit 0)) (($ge @Tempr 3) : ($say "He's getting angrier...\n")($exit 0)) ; dragon(WEIGH)=CAPAC; dragon(LDESC)= (($prop dragon AWAKE): ($say "There is a fierce ice dragon glaring balefully in your direction.\n") :{else} ($say "There is a large white dragon sleeping peacefully in the middle of the cavern floor.\n") ) (DRdem); dragon(SDESC)= (($prop dragon AWAKE): ($say "a fierce dragon") : ($say "a somnolent dragon") ) (@LOOKP: ($say "\n") (DRdem)) ; dragon(ACTION)= { Man, the things you can try here... } (($prop dragon AWAKE): { This is the harder stuff } (($eq ($verb) strike): ($say "This just seems to get him angrier!\n") ($setg Tempr ($plus @Tempr 1)) ($exit 1)) (($eq ($verb) throw): (($eq ($iobj) dragon): (($gt ($prop ($dobj) WEIGH) 75): ($say "This just bruises him! Now he's getting mad!\n") ($setg Tempr ($plus @Tempr 1)) ($exit 1) : {else} ($say "That object is just too light to hurt him.\n") ($exit 1) ) : ($say "This amuses the dragon no end!\n") ($exit 1) )) { end of Throw case} :{else} { he's snoozing} (($eq ($verb) wake): ($say "You manage to waken him. He's not happy.\n") ($setg Tempr 1) ($setp dragon AWAKE TRUE) ($exit 1)) (($eq ($verb) strike): ($say "Now you woke him up! He's upset, too!\n") ($setg Tempr 2) ($setp dragon AWAKE TRUE) ($exit 1)) (($eq ($verb) throw): (($eq ($iobj) dragon): (($gt ($prop ($dobj) WEIGH) 75): ($say "It's just heavy enough to waken him. The bruise doesn't help his temper any either.\n") ($setp dragon AWAKE TRUE) ($setg Tempr 3) ($exit 1) : {else} ($say "That object is just too light to wake him.\n") ($exit 1) ) : ($say "Don't hurt yourself trying!\n") ($exit 1) )) { end of Throw case} ); NOUN bed (farm7); bed(WEIGH) = CAPAC; bed(SDESC) = ($say "an old, rickety bed"); bed(ACTION) = (($eq ($verb) move): (($prop bed OPEN) : ($say "Stop messing with the bed, it's fragile!\n") ($exit 1) ) ($say "Moving the bed seems to have loosened one of the wall panels on the west wall.\n") ($setp bed OPEN TRUE) ($exit 1) ); NOUN panel (farm7); panel(OPENS) = TRUE; panel(WEIGH) = CAPAC; panel(ACTION) = (($or ($eq ($verb) open) ($eq ($verb) pry) ): (($and ($eq ($iobj) crowbar) ($eq ($loc crowbar) .ME)): (($not ($prop bed OPEN)): ($say "There aren't any loose enough.\n") ($exit 1)) ($say "The loose panel comes away, revealing a secret stairway down, down...\n") ($setp panel OPEN TRUE) {else}: ($say "You can't seem to get the panel open.\n") ) ($exit 1) ); NOUN knife (farm6); knife(LDESC)= (($prop farm6 VISIT): ($say "There is a carving knife here.\n") :{else} ($say "However, on the table is a large carving knife (suitable for blind mice).\n") ); knife(SDESC)=($say "a carving knife"); NOUN bottle(town6); bottle (LDESC) = ($say "There is a bottle here.\n"); bottle (SDESC) = ($say "a bottle"); bottle (TRANS) = TRUE; bottle (ACTION) = (($eq ($verb) open): ($say "Hm, the bottle is somehow sealed shut.\n") ($exit 1)) (($eq ($verb) break): ($say "Wow, is that heavy glass! It won't break!\n") ($exit 1)) (($eq ($verb) strike): (($eq ($iobj) bottle): ($say "Weird thing to do with it.\n") : ($say "Nice try, but it isn't even scratched.\n") ) ($exit 1)); NOUN ship(bottle); ship (LDESC) = ($say "There is a model ship here.\n"); ship (SDESC) = ($say "a model ship"); ship (POINT) = 50; ROUTINE TWN5y; NOUN well(town5); well (WEIGH) = CAPAC; well (ACTION) = (($eq ($iobj) well): (($eq ($verb) put): (cdrop) (TWN5y) ($exit 1) ) ); NOUN insignia; insignia (WEIGH) = CAPAC; insignia (ACTION) = ($say "There's nothing useful to do with the insignia.\n") ($exit 1); square=insignia; NOUN glass box(cel08); glass box(HOLDS)=1; glass box(TRANS)=TRUE; glass box(OPENS)=TRUE; glass box(OPEN)=FALSE; glass box(SHRNK)=TRUE; { First seen as a tiny box } glass box(LDESC) = (($eq ($prop .ME SHRNK) ($prop [glass box] SHRNK)): ($say "There is a big glass case here.\n") ($setp [glass box] WEIGH CAPAC) ($setp [glass box] HOLDS 50) {else}: (($prop .ME SHRNK): ($say "Before you looms a huge glass wall, inscribed with the words, 'program error!'\n") {else} : ($say "There is a tiny glass box with a snap lid here.\n") ($setp [glass box] WEIGH 5) ($setp [glass box] HOLDS 1) ) ); glass box(SDESC) = (($eq ($prop .ME SHRNK) ($prop [glass box] SHRNK)): ($say "a glass case") ($setp [glass box] WEIGH CAPAC) ($setp [glass box] HOLDS 50) {else}: (($prop .ME SHRNK): ($say "a huge glass wall, inscribed with the words, 'program error'") {else} : ($say "a tiny glass box") ($setp [glass box] WEIGH 5) ($setp [glass box] HOLDS 1) ) ); case=glass box; NOUN sand(glass box); sand(SHRNK)=TRUE; sand(WEIGH)=1; sand(LDESC)=(($and ($prop sand SHRNK) ($not ($prop .ME SHRNK))): ($setp sand POINT 0) ($say "There is a grain of sand here.\n") {else}: ($say "There is a beautiful porcelain statue here!\n") ($setp sand POINT 50) ); sand(SDESC)=(($and ($prop sand SHRNK) ($not ($prop .ME SHRNK))): ($setp sand POINT 0) ($say "a grain of sand") : ($say "a porcelain statue") ($setp sand POINT 50) ); statue=sand; sand(ACTION)=(($eq ($verb) take): (($and ($prop sand SHRNK) ($not ($prop .ME SHRNK))): ($say "You fumble the grain of sand and lose it on the ground.\n") ($move sand .ALL) ($exit 1) ) ); NOUN hole; NOUN rock(road5); rock(LDESC)=($say "There is a plain-looking rock here.\n"); rock(SDESC)=($say "an ordinary rock"); rock(ACTION)= (($and ($eq ($verb) take) ($eq ($dobj) rock)): ($say "Mmph! Heavy!\n")); rock(WEIGH)=100; { {NOUN saw(toolbox); {saw(WEIGH) = 20; {saw(LDESC) = ($say "There is a saw here.\n"); {saw(SDESC) = ($say "a saw"); {saw(ACTION) = (($eq ($verb) cut): { (($eq ($dobj) hole): { (($eq ($loc .ME) cel13): { (($prop cel13 HOLED): { ($say "There's already one here!\n") { ($exit 1) { :{else} { ($say {"You cut a hole in the thick ice; icy water sloshes about two feet down.\n") { ($setp cel13 HOLED TRUE) { ($move hole cel13) { ($exit 1) { ) { ) { { cutting a hole somewhere else } { ($say "There's nowhere to cut a hole.\n") { ($exit 1) { ) { ($say "The saw isn't used that way.\n") { ($exit 1) { ); /* I Know A better way to make a Hole */}