Revision 15 (Original Source)
commit
f9f770f8c7
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@ -0,0 +1,60 @@
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|||
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||||
<CONSTANT C-TABLELEN 180>
|
||||
|
||||
<GLOBAL C-TABLE <ITABLE NONE 180>>
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||||
|
||||
<GLOBAL C-DEMONS 180>
|
||||
|
||||
<GLOBAL C-INTS 180>
|
||||
|
||||
<CONSTANT C-INTLEN 6>
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||||
|
||||
<CONSTANT C-ENABLED? 0>
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||||
|
||||
<CONSTANT C-TICK 1>
|
||||
|
||||
<CONSTANT C-RTN 2>
|
||||
|
||||
<ROUTINE DEMON (RTN TICK "AUX" CINT)
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||||
#DECL ((RTN) ATOM (TICK) FIX (CINT) <PRIMTYPE VECTOR>)
|
||||
<PUT <SET CINT <INT .RTN T>> ,C-TICK .TICK>
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||||
.CINT>
|
||||
|
||||
<ROUTINE QUEUE (RTN TICK "AUX" CINT)
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||||
#DECL ((RTN) ATOM (TICK) FIX (CINT) <PRIMTYPE VECTOR>)
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<PUT <SET CINT <INT .RTN>> ,C-TICK .TICK>
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.CINT>
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|
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<ROUTINE INT (RTN "OPTIONAL" (DEMON <>) E C INT)
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#DECL ((RTN) ATOM (DEMON) <OR ATOM FALSE> (E C INT) <PRIMTYPE
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||||
VECTOR>)
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<SET E <REST ,C-TABLE ,C-TABLELEN>>
|
||||
<SET C <REST ,C-TABLE ,C-INTS>>
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||||
<REPEAT ()
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<COND (<==? .C .E>
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<SETG C-INTS <- ,C-INTS ,C-INTLEN>>
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<AND .DEMON <SETG C-DEMONS <- ,C-DEMONS ,C-INTLEN>>>
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<SET INT <REST ,C-TABLE ,C-INTS>>
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<PUT .INT ,C-RTN .RTN>
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||||
<RETURN .INT>)
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||||
(<==? <GET .C ,C-RTN> .RTN> <RETURN .C>)>
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<SET C <REST .C ,C-INTLEN>>>>
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||||
|
||||
<GLOBAL CLOCK-WAIT <>>
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<ROUTINE CLOCKER ("AUX" C E TICK (FLG <>))
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#DECL ((C E) <PRIMTYPE VECTOR> (TICK) FIX (FLG) <OR FALSE ATOM>)
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<COND (,CLOCK-WAIT <SETG CLOCK-WAIT <>> <RFALSE>)>
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<SET C <REST ,C-TABLE <COND (,P-WON ,C-INTS) (T ,C-DEMONS)>>>
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<SET E <REST ,C-TABLE ,C-TABLELEN>>
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<REPEAT ()
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<COND (<==? .C .E> <RETURN .FLG>)
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(<NOT <0? <GET .C ,C-ENABLED?>>>
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<SET TICK <GET .C ,C-TICK>>
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<COND (<0? .TICK>)
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(T
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<PUT .C ,C-TICK <- .TICK 1>>
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<COND (<AND <NOT <G? .TICK 1>>
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<APPLY <GET .C ,C-RTN>>>
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<SET FLG T>)>)>)>
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<SET C <REST .C ,C-INTLEN>>>>
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@ -0,0 +1,22 @@
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.FUNCT THIS-IT?,OBJ,TBL,SYNS,?TMP1
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FSET? OBJ,INVISIBLE /FALSE
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ZERO? P-NAM /?THN3
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GETPT OBJ,P?SYNONYM >SYNS
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PTSIZE SYNS
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DIV STACK,2
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SUB STACK,1
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CALL ZMEMQ,P-NAM,SYNS,STACK
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ZERO? STACK /FALSE
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?THN3: ZERO? P-ADJ /?ELS8
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GETPT OBJ,P?ADJECTIVE >SYNS
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ZERO? SYNS /FALSE
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PTSIZE SYNS
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SUB STACK,1
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CALL ZMEMQB,P-ADJ,SYNS,STACK
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ZERO? STACK /FALSE
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?ELS8: ZERO? P-GWIMBIT /TRUE
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FSET? OBJ,P-GWIMBIT /TRUE
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RFALSE
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||||
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.ENDI
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@ -0,0 +1,17 @@
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"CRUFTY2 for
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Zork: The Wizard of Frobozz
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The Great Underground Empire (Part 2)
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(c) Copyright 1981 Infocom, Inc. All Rights Reserved.
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"
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<ROUTINE THIS-IT? (OBJ TBL "AUX" SYNS)
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#DECL ((OBJ) OBJECT (TBL) TABLE (SYNS) <OR FALSE TABLE>)
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<AND <NOT <FSET? .OBJ ,INVISIBLE>>
|
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<OR <NOT ,P-NAM>
|
||||
<ZMEMQ ,P-NAM
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<SET SYNS <GETPT .OBJ ,P?SYNONYM>>
|
||||
<- </ <PTSIZE .SYNS> 2> 1>>>
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||||
<OR <NOT ,P-ADJ>
|
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<AND <SET SYNS <GETPT .OBJ ,P?ADJECTIVE>>
|
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<ZMEMQB ,P-ADJ .SYNS <- <PTSIZE .SYNS> 1>>>>
|
||||
<OR <0? ,P-GWIMBIT> <FSET? .OBJ ,P-GWIMBIT>>>>
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"EMERG for
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||||
Interlogic SF Game
|
||||
(c) Copyright 1981,1982 Infocom, Inc. All Rights Reserved
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"
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||||
|
||||
;"Emergency lighting and environmental controls"
|
||||
|
||||
<ROUTINE SWITCH-FCN ()
|
||||
<COND (<VERB? LAMP-ON TURN THROW>
|
||||
<COND (,MELTED?
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||||
<TELL
|
||||
"There is a sickening wheeze, but nothing else happens." CR>)
|
||||
(,SWITCH-ON?
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||||
<TELL "It's already on." CR>)
|
||||
(ELSE
|
||||
<TELL
|
||||
"The lights in the room come on and there is a deafening FOOOOM! noise as the
|
||||
computer starts up." CR>
|
||||
<SETG SWITCH-ON? T>
|
||||
<COND (<AND <IN? ,CARD ,SLOT> <NOT ,FRIED?>>
|
||||
<COND (,GOT-KEY?
|
||||
<TELL
|
||||
"The main display blinks once and then displays the word \"Ready\"." CR>)
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(ELSE
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<SETG GOT-KEY? T>
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<MOVE ,GOLD-KEY ,HERE>
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<FCLEAR ,ENUNCIATOR ,INVISIBLE>
|
||||
<TELL
|
||||
"The main display blinks twice, a bell rings, and out of the output
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||||
hopper onto the floor is extruded a gold rod! A moment later, a
|
||||
previously unseen enunciator panel comes on." CR>
|
||||
<PERFORM ,V?EXAMINE ,ENUNCIATOR>
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||||
<RTRUE>)>)
|
||||
(ELSE
|
||||
<TELL
|
||||
"On the main display lights blink insistently and the word \"Fault\"
|
||||
appears." CR>)>)>)
|
||||
(<VERB? LAMP-OFF>
|
||||
<SETG SWITCH-ON? <>>
|
||||
<FSET ,ENUNCIATOR ,INVISIBLE>
|
||||
<TELL
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||||
"The computer is off." CR>)>>
|
||||
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||||
<ROUTINE COMPUTER-ROOM-FCN (RARG)
|
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<COND (<==? .RARG ,M-LOOK>
|
||||
<TELL
|
||||
"This is the main computer room. The builders of this ship were obviously
|
||||
still wedded to large mainframes: this one stretches off in all directions
|
||||
and is thirty meters high. There is an overlarge switch at about eye-level
|
||||
and an access panel below it, which is ">
|
||||
<COND (<FSET? ,PANEL ,OPENBIT>
|
||||
<TELL "open">)
|
||||
(ELSE <TELL "closed">)>
|
||||
<TELL ". The power seems to be ">
|
||||
<COND (,SWITCH-ON? <TELL "on." CR>)
|
||||
(ELSE <TELL "off." CR>)>
|
||||
|
||||
<COND (,FRIED? <TELL
|
||||
"There is a strong smell of burning components here." CR>)>
|
||||
<RTRUE>)>>
|
||||
|
||||
<OBJECT ENUNCIATOR
|
||||
(IN COMPUTER-ROOM)
|
||||
(DESC "enunciator panel")
|
||||
(LDESC "An enunciator panel is prominent along one wall here.")
|
||||
(SYNONYM PANEL LIGHT LIGHTS SYMBOL)
|
||||
(ADJECTIVE ENUNCIATOR RED YELLOW BLUE GREEN)
|
||||
(FLAGS INVISIBLE)
|
||||
(ACTION ENUNCIATOR-F)>
|
||||
|
||||
<ROUTINE ENUNCIATOR-F ()
|
||||
<COND (<VERB? EXAMINE>
|
||||
<COND (,SWITCH-ON?
|
||||
<TELL
|
||||
"On the left are three banks of four colored lights: red, yellow, green, and
|
||||
blue. The first is labelled with a symbol of the emission of rays: of the
|
||||
lights underneath, the red one is flashing and the yellow one is brightly
|
||||
lit. The second column is labelled with a stylized docking port and the third
|
||||
with an airlock. The only indications on these two banks are the yellow ones,
|
||||
the first of which is brightly lit and the other of which is flashing. On the
|
||||
right are six other lights, each bearing a stylized picture. The first four,
|
||||
all dark, represent navigation, engine, library, and defenses. A fifth,
|
||||
bearing the picture of a cage, is brightly lit. The sixth is "
|
||||
<GET ,AIR-FLASH ,AIR-COUNT> ". It" ,REPAIR-PANEL CR>)
|
||||
(ELSE <TELL "The panel is dark." CR>)>)>>
|
||||
|
||||
<GLOBAL AIR-FLASH <TABLE
|
||||
"flickering dimly"
|
||||
"flashing slowly"
|
||||
"flashing rapidly"
|
||||
"also brightly lit"
|
||||
"also brightly lit">>
|
||||
|
||||
<GLOBAL REPAIR-PANEL
|
||||
" bears a symbol in three parts: the first two parts, in black, are a
|
||||
solid block and a fluid level. The third, in red, is a series of parallel
|
||||
wavy lines.">
|
||||
|
||||
<ROOM REPAIR-ROOM
|
||||
(IN ROOMS)
|
||||
(DESC "Repair Room")
|
||||
(OUT TO SCRUB IF METAL-DOOR IS OPEN)
|
||||
(UP TO SCRUB IF METAL-DOOR IS OPEN)
|
||||
(ACTION REPAIR-ROOM-FCN)
|
||||
(FLAGS RLANDBIT ONBIT)
|
||||
(GLOBAL STAIRS METAL-DOOR)>
|
||||
|
||||
<ROUTINE REPAIR-ROOM-FCN (RARG)
|
||||
<COND (<==? .RARG ,M-LOOK>
|
||||
<TELL
|
||||
"This is a bright room taken up by two large pieces of machinery. On the
|
||||
leftmost one is a symbol depicting the emission of rays and beside it a
|
||||
yellow slot. The other machine" ,REPAIR-PANEL " Beside it are three diagrams;
|
||||
under each one is a
|
||||
red slot. The first diagram shows four single dots equally spaced around a
|
||||
six-dot cluster. The second shows two eight-dot clusters in close proximity.
|
||||
The third has three single dots equally spaced around a seven-dot cluster.
|
||||
The only exit is up some stairs." CR>)>>
|
||||
|
||||
<OBJECT YELLOW-SLOT
|
||||
(IN REPAIR-ROOM)
|
||||
(DESC "yellow slot")
|
||||
(SYNONYM SLOT HOLE)
|
||||
(ADJECTIVE YELLOW)
|
||||
(FLAGS NDESCBIT CONTBIT OPENBIT)
|
||||
(KEY TO YELLOW-KEY)
|
||||
(CAPACITY 6)
|
||||
(ACTION YELLOW-SLOT-F)>
|
||||
|
||||
<ROUTINE YELLOW-SLOT-F ()
|
||||
<COND (<AND <VERB? PUT> <==? ,PRSI ,YELLOW-SLOT>>
|
||||
<COND (<==? ,PRSO ,YELLOW-KEY>
|
||||
<SETG ALWAYS-LIT T>
|
||||
<RIGHT-KEY>
|
||||
<CRLF>)
|
||||
(<FSET? ,PRSO ,KEYBIT> <WRONG-KEY>)
|
||||
(ELSE <WONT-FIT>)>)>>
|
||||
|
||||
<ROUTINE WONT-FIT ()
|
||||
<TELL "The " D ,PRSO " doesn't fit." CR>>
|
||||
|
||||
<OBJECT RED-SLOT
|
||||
(IN REPAIR-ROOM)
|
||||
(DESC "red slot")
|
||||
(SYNONYM SLOT HOLE)
|
||||
(ADJECTIVE RED FIRST SECOND THIRD)
|
||||
(FLAGS NDESCBIT CONTBIT OPENBIT)
|
||||
(KEY TO RED-KEY)
|
||||
(CAPACITY 5)
|
||||
(ACTION RED-SLOT-F)>
|
||||
|
||||
<ROUTINE RED-SLOT-F ("AUX" NUM)
|
||||
<COND (<AND <VERB? PUT> <==? ,PRSI ,RED-SLOT>>
|
||||
<SET NUM <ORDINAL ,P-ADJECTIVE>>
|
||||
<COND (<OR <G? .NUM 3> <EQUAL? .NUM 0>>
|
||||
<TELL "You must specify which red slot." CR>)
|
||||
(<NOT <==? ,PRSO ,RED-KEY>>
|
||||
<WRONG-KEY>)
|
||||
(T
|
||||
<REMOVE ,RED-KEY>
|
||||
<RIGHT-KEY>
|
||||
<TELL
|
||||
" You hear the subdued hum of some machinery coming to life." CR>
|
||||
<COND (<==? .NUM 2>
|
||||
<ENABLE <QUEUE I-FRESH-AIR 30>>
|
||||
<DISABLE <INT I-BAD-AIR>>)
|
||||
(T
|
||||
<ENABLE <QUEUE I-POISON-AIR 20>>
|
||||
<DISABLE <INT I-BAD-AIR>>
|
||||
<COND (<==? .NUM 3>
|
||||
<SETG AMMONIA? T>)>
|
||||
<RTRUE>)>)>)>>
|
||||
|
||||
<ROUTINE RIGHT-KEY ()
|
||||
<REMOVE ,PRSO>
|
||||
<TELL
|
||||
"The " D ,PRSO " disappears into the slot.">>
|
||||
|
||||
<ROUTINE WRONG-KEY ()
|
||||
<REMOVE ,PRSO>
|
||||
<TELL
|
||||
"The " D ,PRSO " slides into the slot and disappears." CR>>
|
||||
|
||||
<ROUTINE I-FRESH-AIR ()
|
||||
<SETG POISON-COUNT 0>
|
||||
<COND (<0? ,AIR-COUNT> <RTRUE>)
|
||||
(<L? <SETG AIR-COUNT <- ,AIR-COUNT 1>> 1>
|
||||
<COND (<AND <NOT ,SUIT-ON?> ,IN-ARTIFACT?>
|
||||
<TELL
|
||||
"The air seems fine now." CR>)>
|
||||
<RTRUE>)>
|
||||
<COND (<AND <NOT ,SUIT-ON?> ,IN-ARTIFACT?>
|
||||
<DESCRIBE-AIR
|
||||
"The air seems a bit better, but is still ">)>
|
||||
<QUEUE I-FRESH-AIR 20>>
|
||||
|
||||
<GLOBAL POISON-COUNT 0>
|
||||
|
||||
<ROUTINE I-POISON-AIR ()
|
||||
<COND (<G? <SETG POISON-COUNT <+ ,POISON-COUNT 1>> 3>
|
||||
<COND (<NOT ,IN-ARTIFACT?>
|
||||
<ENABLE <QUEUE I-POISON-AIR 1>>)
|
||||
(,SUIT-ON?
|
||||
<JIGS-UP
|
||||
"Suddenly, you notice everything around you going dark, as though
|
||||
the artifact was shutting down. The lights are dimming everywhere,
|
||||
and a faint thrumming vibration stops; one you didn't even notice
|
||||
until it ceased.">)
|
||||
(T <JIGS-UP
|
||||
"You are overcome by noxious gases and slump to the floor, dead.">)>)
|
||||
(T
|
||||
<COND (<AND <NOT ,SUIT-ON?> ,IN-ARTIFACT?>
|
||||
<DESCRIBE-AIR "The air here has become ">)>
|
||||
<QUEUE I-POISON-AIR 30>)>>
|
||||
|
||||
<ROUTINE I-BAD-AIR ()
|
||||
<COND (<G? <SETG AIR-COUNT <+ ,AIR-COUNT 1>> 3>
|
||||
<SETG POISON-COUNT 4>
|
||||
<COND (<NOT ,IN-ARTIFACT?>
|
||||
<ENABLE <QUEUE I-BAD-AIR 1>>)
|
||||
(<NOT ,SUIT-ON?>
|
||||
<JIGS-UP
|
||||
"You gasp for air, but there is none left, and slump to the ground, dead.">)
|
||||
(T
|
||||
<JIGS-UP
|
||||
"Suddenly, you notice everything around you going dark, as though
|
||||
the artifact was shutting down. The lights are dimming everywhere,
|
||||
and a faint thrumming vibration stops; one you didn't even notice
|
||||
until it ceased.">)>)
|
||||
(T
|
||||
<COND (<AND <NOT ,SUIT-ON?> ,IN-ARTIFACT?>
|
||||
<DESCRIBE-AIR "You notice that the air has become ">)>
|
||||
<QUEUE I-BAD-AIR 40>)>>
|
||||
|
||||
<GLOBAL AIR-COUNT 0>
|
||||
|
||||
<ROUTINE DESCRIBE-AIR (STR)
|
||||
<COND (<==? ,POISON-COUNT 4>
|
||||
<COND (<==? ,AIR-COUNT 4>
|
||||
<JIGS-UP
|
||||
"You gasp for air, but there is none left, and slump to the ground, dead.">)
|
||||
(T
|
||||
<JIGS-UP
|
||||
"You are overcome by noxious gases and slump to the floor, dead.">)>)
|
||||
(<G? ,POISON-COUNT 0>
|
||||
<TELL .STR
|
||||
<GET ,POISON-AIRS ,POISON-COUNT>
|
||||
<GET <COND (,AMMONIA? ,AMMONIA-TABLE)
|
||||
(T ,METHANE-TABLE)>
|
||||
,POISON-COUNT>
|
||||
CR>)
|
||||
(T
|
||||
<TELL .STR <GET ,LIGHT-AIRS ,AIR-COUNT> CR>)>>
|
||||
|
||||
<GLOBAL AMMONIA-TABLE <TABLE
|
||||
"foo"
|
||||
"glass cleaner."
|
||||
"ammonia."
|
||||
"ammonia.">>
|
||||
|
||||
<GLOBAL METHANE-TABLE <TABLE
|
||||
"foo"
|
||||
"charcoal."
|
||||
"coal gas."
|
||||
"coal gas.">>
|
||||
|
||||
<GLOBAL AMMONIA? <>>
|
||||
|
||||
<GLOBAL POISON-AIRS <TABLE
|
||||
"foo"
|
||||
"quite pungent, smelling vaguely of "
|
||||
"quite hard to breathe, permeated with the smell of "
|
||||
"almost unbreathable, and heavy with the smell of ">>
|
||||
|
||||
<GLOBAL LIGHT-AIRS <TABLE
|
||||
"quite breathable and slightly sweet."
|
||||
"quite thin."
|
||||
"quite hard to breathe."
|
||||
"almost unbreathable.">>
|
|
@ -0,0 +1,54 @@
|
|||
"SF for
|
||||
Zork SF Game
|
||||
(c) Copyright 1981 Infocom, Inc. All Rights Reserved.
|
||||
"
|
||||
|
||||
<SNAME "INFOCOM.SF">
|
||||
|
||||
<BLOAT 70000 0 0 2700 0 0 0 0 0 256>
|
||||
|
||||
<SET REDEFINE T>
|
||||
|
||||
<GLOBAL BIGFIX 10000>
|
||||
|
||||
<OR <GASSIGNED? ZILCH>
|
||||
<SETG WBREAKS <STRING !\" !\= !,WBREAKS>>>
|
||||
|
||||
<OR <GASSIGNED? INSERT-CRUFTY>
|
||||
<DEFINE INSERT-CRUFTY (STR) <IFILE .STR T>>>
|
||||
|
||||
<DEFINE IFILE (STR "OPTIONAL" (FLOAD? <>) "AUX" (TIM <TIME>))
|
||||
<INSERT-FILE .STR .FLOAD?>>
|
||||
|
||||
<PRINC "Starcross: Interlogic Science Fiction
|
||||
">
|
||||
|
||||
<COND (<GASSIGNED? PREDGEN>
|
||||
<ID 0>)>
|
||||
|
||||
<IFILE "DUNGEON" T>
|
||||
|
||||
<PROPDEF SIZE 5>
|
||||
<PROPDEF CAPACITY 0>
|
||||
<PROPDEF VALUE 0>
|
||||
|
||||
<IFILE "SYNTAX" T>
|
||||
<ENDLOAD>
|
||||
<IFILE "MACROS" T>
|
||||
<IFILE "CLOCK" T>
|
||||
<IFILE "MAIN" T>
|
||||
<IFILE "PARSER" T>
|
||||
;<IFILE "DEMONS" T>
|
||||
<INSERT-CRUFTY "CRUFTY">
|
||||
<IFILE "VERBS" T>
|
||||
<IFILE "FOO" T>
|
||||
|
||||
|
||||
<GC 0 T>
|
||||
|
||||
<DEFINE CNT (STR OBL)
|
||||
<PRINC .STR>
|
||||
<PRIN1 <MAPF ,+ ,LENGTH .OBL>>
|
||||
<CRLF>>
|
||||
|
||||
<IMAGE 7><IMAGE 7><IMAGE 7>
|
|
@ -0,0 +1,86 @@
|
|||
<SETG C-ENABLED? 0>
|
||||
<SETG C-ENABLED 1>
|
||||
<SETG C-DISABLED 0>
|
||||
|
||||
<DEFMAC TELL ("ARGS" A)
|
||||
<FORM PROG ()
|
||||
!<MAPF ,LIST
|
||||
<FUNCTION ("AUX" E P O)
|
||||
<COND (<EMPTY? .A> <MAPSTOP>)
|
||||
(<SET E <NTH .A 1>>
|
||||
<SET A <REST .A>>)>
|
||||
<COND (<TYPE? .E ATOM>
|
||||
<COND (<OR <=? <SET P <SPNAME .E>>
|
||||
"CRLF">
|
||||
<=? .P "CR">>
|
||||
<MAPRET '<CRLF>>)
|
||||
(<EMPTY? .A>
|
||||
<ERROR INDICATOR-AT-END? .E>)
|
||||
(ELSE
|
||||
<SET O <NTH .A 1>>
|
||||
<SET A <REST .A>>
|
||||
<COND (<OR <=? <SET P <SPNAME .E>>
|
||||
"DESC">
|
||||
<=? .P "D">
|
||||
<=? .P "OBJ">
|
||||
<=? .P "O">>
|
||||
<MAPRET <FORM PRINTD .O>>)
|
||||
(<OR <=? .P "NUM">
|
||||
<=? .P "N">>
|
||||
<MAPRET <FORM PRINTN .O>>)
|
||||
(<OR <=? .P "CHAR">
|
||||
<=? .P "CHR">
|
||||
<=? .P "C">>
|
||||
<MAPRET <FORM PRINTC .O>>)
|
||||
(ELSE
|
||||
<MAPRET
|
||||
<FORM PRINT
|
||||
<FORM GETP .O .E>>>)>)>)
|
||||
(<TYPE? .E STRING>
|
||||
<MAPRET <FORM PRINTI .E>>)
|
||||
(<TYPE? .E FORM>
|
||||
<MAPRET <FORM PRINT .E>>)
|
||||
(ELSE <ERROR UNKNOWN-TYPE .E>)>>>>>
|
||||
|
||||
<DEFMAC VERB? ("TUPLE" ATMS "AUX" (O ()) (L ()))
|
||||
<REPEAT ()
|
||||
<COND (<EMPTY? .ATMS>
|
||||
<RETURN!- <COND (<LENGTH? .O 1> <NTH .O 1>)
|
||||
(ELSE <FORM OR !.O>)>>)>
|
||||
<REPEAT ()
|
||||
<COND (<EMPTY? .ATMS> <RETURN!->)>
|
||||
<SET ATM <NTH .ATMS 1>>
|
||||
<SET L
|
||||
(<FORM GVAL <PARSE <STRING "V?" <SPNAME .ATM>>>>
|
||||
!.L)>
|
||||
<SET ATMS <REST .ATMS>>
|
||||
<COND (<==? <LENGTH .L> 3> <RETURN!->)>>
|
||||
<SET O (<FORM EQUAL? ',PRSA !.L> !.O)>
|
||||
<SET L ()>>>
|
||||
|
||||
<DEFMAC RFATAL ()
|
||||
'<PROG () <PUSH 2> <RSTACK>>>
|
||||
|
||||
<DEFMAC PROB ('BASE? "OPTIONAL" 'LOSER?)
|
||||
<COND (<ASSIGNED? LOSER?> <FORM ZPROB .BASE?>)
|
||||
(ELSE <FORM G? .BASE? '<RANDOM 100>>)>>
|
||||
|
||||
<ROUTINE ZPROB
|
||||
(BASE)
|
||||
<COND (,LUCKY <G? .BASE <RANDOM 100>>)
|
||||
(ELSE <G? .BASE <RANDOM 300>>)>>
|
||||
|
||||
<ROUTINE PICK-ONE (FROB)
|
||||
<GET .FROB <RANDOM <GET .FROB 0>>>>
|
||||
|
||||
<DEFMAC ENABLE ('INT) <FORM PUT .INT ,C-ENABLED? 1>>
|
||||
|
||||
<DEFMAC DISABLE ('INT) <FORM PUT .INT ,C-ENABLED? 0>>
|
||||
|
||||
<DEFMAC OPENABLE? ('OBJ)
|
||||
<FORM OR <FORM FSET? .OBJ ',DOORBIT>
|
||||
<FORM FSET? .OBJ ',CONTBIT>>>
|
||||
|
||||
<DEFMAC ABS ('NUM)
|
||||
<FORM COND (<FORM L? .NUM 0> <FORM - 0 .NUM>)
|
||||
(T .NUM)>>
|
|
@ -0,0 +1,176 @@
|
|||
|
||||
"MAIN for
|
||||
Zork SF Game
|
||||
(c) Copyright 1981 Infocom, Inc. All Rights Reserved.
|
||||
"
|
||||
|
||||
<GLOBAL P-WON <>>
|
||||
|
||||
<CONSTANT M-FATAL 2>
|
||||
|
||||
<CONSTANT M-HANDLED 1>
|
||||
|
||||
<CONSTANT M-NOT-HANDLED <>>
|
||||
|
||||
<CONSTANT M-BEG 1>
|
||||
|
||||
<CONSTANT M-END <>>
|
||||
|
||||
<CONSTANT M-ENTER 2>
|
||||
|
||||
<CONSTANT M-LOOK 3>
|
||||
|
||||
<CONSTANT M-FLASH 4>
|
||||
|
||||
<CONSTANT M-OBJDESC 5>
|
||||
|
||||
<ROUTINE GO ()
|
||||
;"put interrupts on clock chain"
|
||||
;<QUEUE I-LAMP 200>
|
||||
<ENABLE <QUEUE I-NIGHT 128>>
|
||||
<ENABLE <QUEUE I-ALARM 1>>
|
||||
;"set up and go"
|
||||
<SETG LIT T>
|
||||
<SETG WINNER ,ADVENTURER>
|
||||
<SETG HERE ,SPACESHIP-QUARTERS>
|
||||
<MOVE ,ADVENTURER ,BUNK>
|
||||
<SETG FF-HERE ,FORCE-FIELD-2>
|
||||
<PUT ,MASSES 1 ,UM08>
|
||||
<PUT ,MASSES 2 ,UM12>
|
||||
<PUT ,MASSES 3 ,UM24>
|
||||
<PUT ,MASSES 4 ,UM28>
|
||||
<PUT ,MASSES 5 ,UM31>
|
||||
<PUT ,MASSES 6 ,UM52>
|
||||
<PUT ,MASSES 7 ,UM70>
|
||||
<PUT ,MASSES 8 ,UM91>
|
||||
<PUT ,KNOWNS 1 ,AB40>
|
||||
<PUT ,KNOWNS 2 ,AX87>
|
||||
<PUT ,KNOWNS 3 ,AX32>
|
||||
<PUT ,KNOWNS 4 ,AX01>
|
||||
<PUT ,KNOWNS 5 ,AX71>
|
||||
<PUT ,KNOWNS 6 ,US75>
|
||||
<PUT ,KNOWNS 7 ,MARS>
|
||||
<SETG P-IT-LOC ,HERE>
|
||||
<SETG P-IT-OBJECT <>>
|
||||
<COND (<NOT <FSET? ,HERE ,TOUCHBIT>>
|
||||
<V-VERSION>
|
||||
<CRLF>
|
||||
<TELL
|
||||
"You are sound asleep in your bunk aboard the deep-space black hole
|
||||
prospecting ship \"Starcross,\" operating out of Ceres. Just as your
|
||||
sleep becomes deep and comfortable, an alarm bell begins ringing! It's
|
||||
the mass detector! Instantly you awake. This hasn't been a profitable
|
||||
trip so far, and you don't even have the cash for repairs. This could
|
||||
be the break you've been waiting for.
|
||||
|" CR>)>
|
||||
<V-LOOK>
|
||||
<MAIN-LOOP>
|
||||
<AGAIN>>
|
||||
|
||||
|
||||
<ROUTINE MAIN-LOOP ("AUX" ICNT OCNT NUM CNT OBJ TBL V PTBL OBJ1 TMP)
|
||||
#DECL ((CNT OCNT ICNT NUM) FIX (V) <OR 'T FIX FALSE> (OBJ) <OR FALSE OBJECT>
|
||||
(OBJ1) OBJECT (TBL) TABLE (PTBL) <OR FALSE ATOM>)
|
||||
<REPEAT ()
|
||||
<SET CNT 0>
|
||||
<SET OBJ <>>
|
||||
<SET PTBL T>
|
||||
<COND (<SETG P-WON <PARSER>>
|
||||
<SET ICNT <GET ,P-PRSI ,P-MATCHLEN>>
|
||||
<SET NUM
|
||||
<COND (<0? <SET OCNT <GET ,P-PRSO ,P-MATCHLEN>>> .OCNT)
|
||||
(<G? .OCNT 1>
|
||||
<SET TBL ,P-PRSO>
|
||||
<COND (<0? .ICNT> <SET OBJ <>>)
|
||||
(T <SET OBJ <GET ,P-PRSI 1>>)>
|
||||
.OCNT)
|
||||
(<G? .ICNT 1>
|
||||
<SET PTBL <>>
|
||||
<SET TBL ,P-PRSI>
|
||||
<SET OBJ <GET ,P-PRSO 1>>
|
||||
.ICNT)
|
||||
(T 1)>>
|
||||
<COND (<AND <NOT .OBJ> <1? .ICNT>> <SET OBJ <GET ,P-PRSI 1>>)>
|
||||
<COND (<==? ,PRSA ,V?WALK> <SET V <PERFORM ,PRSA ,PRSO>>)
|
||||
(<0? .NUM>
|
||||
<COND (<0? <BAND <GETB ,P-SYNTAX ,P-SBITS> ,P-SONUMS>>
|
||||
<SET V <PERFORM ,PRSA>>
|
||||
<SETG PRSO <>>)
|
||||
(T
|
||||
<TELL "There isn't anything to ">
|
||||
<SET TMP <GET ,P-ITBL ,P-VERBN>>
|
||||
<COND (,P-OFLAG
|
||||
<PRINTB <GET .TMP 0>>)
|
||||
(T
|
||||
<WORD-PRINT <GETB .TMP 2> <GETB .TMP 3>>)>
|
||||
<TELL "!" CR>
|
||||
<SET V <>>)>)
|
||||
(T
|
||||
<REPEAT ()
|
||||
<COND (<G? <SET CNT <+ .CNT 1>> .NUM> <RETURN>)
|
||||
(T
|
||||
<COND (.PTBL <SET OBJ1 <GET ,P-PRSO .CNT>>)
|
||||
(T <SET OBJ1 <GET ,P-PRSI .CNT>>)>
|
||||
<COND (<G? .NUM 1>
|
||||
<PRINTD .OBJ1>
|
||||
<TELL ": ">)>
|
||||
<SETG PRSO <COND (.PTBL .OBJ1) (T .OBJ)>>
|
||||
<SETG PRSI <COND (.PTBL .OBJ) (T .OBJ1)>>
|
||||
<SET V <PERFORM ,PRSA ,PRSO ,PRSI>>
|
||||
<COND (<==? .V ,M-FATAL> <RETURN>)>)>>)>
|
||||
<COND (<NOT <==? ,PRSA ,V?AGAIN>>
|
||||
<SETG L-PRSA ,PRSA>
|
||||
<SETG L-PRSO ,PRSO>
|
||||
<SETG L-PRSI ,PRSI>)>
|
||||
<SETG MOVES <+ ,MOVES 1>>
|
||||
<COND (<==? .V ,M-FATAL> <SETG P-CONT <>>)>)
|
||||
(T
|
||||
<SETG P-CONT <>>)>
|
||||
<COND (,P-WON
|
||||
<COND (<VERB? TELL BRIEF SUPER-BRIEF VERBOSE SAVE SCORE> T)
|
||||
(T <SET V <CLOCKER>>)>)>>>
|
||||
|
||||
<GLOBAL L-PRSA <>>
|
||||
|
||||
<GLOBAL L-PRSO <>>
|
||||
|
||||
<GLOBAL L-PRSI <>>
|
||||
|
||||
<ROUTINE PERFORM (A "OPTIONAL" (O <>) (I <>) "AUX" V OA OO OI)
|
||||
#DECL ((A) FIX (O) <OR FALSE OBJECT FIX> (I) <OR FALSE OBJECT> (V) ANY)
|
||||
<SET OA ,PRSA>
|
||||
<SET OO ,PRSO>
|
||||
<SET OI ,PRSI>
|
||||
<COND (<AND <EQUAL? ,IT .I .O>
|
||||
<NOT <EQUAL? ,P-IT-LOC ,HERE>>>
|
||||
<TELL "I don't see what you are referring to." CR>
|
||||
<RFATAL>)>
|
||||
<COND (<==? .O ,IT> <SET O ,P-IT-OBJECT>)>
|
||||
<COND (<==? .I ,IT> <SET I ,P-IT-OBJECT>)>
|
||||
<SETG PRSA .A>
|
||||
<SETG PRSO .O>
|
||||
<COND (<AND ,PRSO <NOT <VERB? WALK>>>
|
||||
<SETG P-IT-OBJECT ,PRSO>
|
||||
<SETG P-IT-LOC ,HERE>)>
|
||||
<SETG PRSI .I>
|
||||
<COND (<SET V <APPLY <GETP ,WINNER ,P?ACTION>>> .V)
|
||||
(<SET V <APPLY <GETP <LOC ,WINNER> ,P?ACTION> ,M-BEG>> .V)
|
||||
(<SET V <APPLY <GET ,PREACTIONS .A>>> .V)
|
||||
(<AND .I <SET V <APPLY <GETP .I ,P?ACTION>>>> .V)
|
||||
(<AND .O
|
||||
<NOT <==? .A ,V?WALK>>
|
||||
<LOC .O>
|
||||
<SET V <APPLY <GETP <LOC .O> ,P?CONTFCN>>>>
|
||||
.V)
|
||||
(<AND .O
|
||||
<NOT <==? .A ,V?WALK>>
|
||||
<SET V <APPLY <GETP .O ,P?ACTION>>>>
|
||||
.V)
|
||||
(<SET V <APPLY <GET ,ACTIONS .A>>> .V)>
|
||||
<COND (<NOT <==? .V ,M-FATAL>>
|
||||
<SET V <APPLY <GETP <LOC ,WINNER> ,P?ACTION> ,M-END>>)>
|
||||
<SETG PRSA .OA>
|
||||
<SETG PRSO .OO>
|
||||
<SETG PRSI .OI>
|
||||
.V>
|
||||
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,54 @@
|
|||
"SF for
|
||||
Zork SF Game
|
||||
(c) Copyright 1981 Infocom, Inc. All Rights Reserved.
|
||||
"
|
||||
|
||||
<SNAME "INFOCOM.SF">
|
||||
|
||||
<BLOAT 70000 0 0 2700 0 0 0 0 0 256>
|
||||
|
||||
<SET REDEFINE T>
|
||||
|
||||
<GLOBAL BIGFIX 10000>
|
||||
|
||||
<OR <GASSIGNED? ZILCH>
|
||||
<SETG WBREAKS <STRING !\" !\= !,WBREAKS>>>
|
||||
|
||||
<OR <GASSIGNED? INSERT-CRUFTY>
|
||||
<DEFINE INSERT-CRUFTY (STR) <IFILE .STR T>>>
|
||||
|
||||
<DEFINE IFILE (STR "OPTIONAL" (FLOAD? <>) "AUX" (TIM <TIME>))
|
||||
<INSERT-FILE .STR .FLOAD?>>
|
||||
|
||||
<PRINC "Starcross: Interlogic Science Fiction
|
||||
">
|
||||
|
||||
<COND (<GASSIGNED? PREDGEN>
|
||||
<ID 0>)>
|
||||
|
||||
<IFILE "DUNGEON" T>
|
||||
|
||||
<PROPDEF SIZE 5>
|
||||
<PROPDEF CAPACITY 0>
|
||||
<PROPDEF VALUE 0>
|
||||
|
||||
<IFILE "SYNTAX" T>
|
||||
<ENDLOAD>
|
||||
<IFILE "MACROS" T>
|
||||
<IFILE "CLOCK" T>
|
||||
<IFILE "MAIN" T>
|
||||
<IFILE "PARSER" T>
|
||||
;<IFILE "DEMONS" T>
|
||||
<INSERT-CRUFTY "CRUFTY">
|
||||
<IFILE "VERBS" T>
|
||||
<IFILE "ACTIONS" T>
|
||||
<IFILE "EMERG" T>
|
||||
|
||||
<GC 0 T>
|
||||
|
||||
<DEFINE CNT (STR OBL)
|
||||
<PRINC .STR>
|
||||
<PRIN1 <MAPF ,+ ,LENGTH .OBL>>
|
||||
<CRLF>>
|
||||
|
||||
<IMAGE 7><IMAGE 7><IMAGE 7>
|
|
@ -0,0 +1,200 @@
|
|||
.FSTR FSTR?1,"the " ;1784 892
|
||||
.FSTR FSTR?2,"The " ;1164 388
|
||||
.FSTR FSTR?3,"and " ;670 335
|
||||
.FSTR FSTR?4,", " ;603 603
|
||||
.FSTR FSTR?5,"You " ;585 195
|
||||
.FSTR FSTR?6,"is " ;474 474
|
||||
.FSTR FSTR?7,"you " ;442 221
|
||||
.FSTR FSTR?8,"There " ;440 88
|
||||
.FSTR FSTR?9,". " ;425 425
|
||||
.FSTR FSTR?10,"of " ;393 393
|
||||
.FSTR FSTR?11,"are " ;350 175
|
||||
.FSTR FSTR?12,"can't " ;290 58
|
||||
.FSTR FSTR?13,"with " ;276 92
|
||||
.FSTR FSTR?14,"This " ;260 65
|
||||
.FSTR FSTR?15,"to " ;254 254
|
||||
.FSTR FSTR?16,"which " ;244 61
|
||||
.FSTR FSTR?17,"your " ;237 79
|
||||
.FSTR FSTR?18,"have " ;222 74
|
||||
.FSTR FSTR?19,"that " ;207 69
|
||||
.FSTR FSTR?20,"corridor " ;189 27
|
||||
.FSTR FSTR?21,"from " ;177 59
|
||||
.FSTR FSTR?22,"into " ;174 58
|
||||
.FSTR FSTR?23,"in " ;168 168
|
||||
.FSTR FSTR?24,"maintenance " ;160 16
|
||||
.FSTR FSTR?25,"artifact" ;156 26
|
||||
.FSTR FSTR?26,"computer " ;147 21
|
||||
.FSTR FSTR?27,"for " ;146 73
|
||||
.FSTR FSTR?28,"space " ;144 36
|
||||
.FSTR FSTR?29,"nothing " ;138 23
|
||||
.FSTR FSTR?30,"here" ;136 68
|
||||
.FSTR FSTR?31,"but " ;132 66
|
||||
.FSTR FSTR?32,"It's " ;130 26
|
||||
.FSTR FSTR?33,"already " ;126 21
|
||||
.FSTR FSTR?34,"cylinder" ;120 20
|
||||
.FSTR FSTR?35,"large " ;116 29
|
||||
.FSTR FSTR?36,"through " ;114 19
|
||||
.FSTR FSTR?37,"around " ;110 22
|
||||
.FSTR FSTR?38,"crystal " ;108 18
|
||||
.FSTR FSTR?39,"artifact " ;105 15
|
||||
.FSTR FSTR?40,"small " ;104 26
|
||||
.FSTR FSTR?41,"something " ;104 13
|
||||
.FSTR FSTR?42,"this " ;102 34
|
||||
.FSTR FSTR?43,"don't " ;100 20
|
||||
.FSTR FSTR?44,"mouse " ;96 24
|
||||
.FSTR FSTR?45,"chief " ;96 24
|
||||
.FSTR FSTR?46,"about " ;96 24
|
||||
.FSTR FSTR?47,"surface " ;96 16
|
||||
.FSTR FSTR?48,"airlock " ;96 16
|
||||
.FSTR FSTR?49,"It " ;88 44
|
||||
.FSTR FSTR?50,"there " ;88 22
|
||||
.FSTR FSTR?51,"some " ;87 29
|
||||
.FSTR FSTR?52,"has " ;86 43
|
||||
.FSTR FSTR?53,"out " ;84 42
|
||||
.FSTR FSTR?54,"not " ;84 42
|
||||
.FSTR FSTR?55,"seems " ;84 21
|
||||
.FSTR FSTR?56,"controls " ;84 12
|
||||
.FSTR FSTR?57,"Unfortunately" ;84 7
|
||||
.FSTR FSTR?58,"here " ;81 27
|
||||
.FSTR FSTR?59,"almost " ;80 16
|
||||
.FSTR FSTR?60,"aliens " ;80 16
|
||||
.FSTR FSTR?61,"mass " ;78 26
|
||||
.FSTR FSTR?62,"blue " ;78 26
|
||||
.FSTR FSTR?63,"strange " ;78 13
|
||||
.FSTR FSTR?64,"outside " ;78 13
|
||||
.FSTR FSTR?65,"starboard" ;77 11
|
||||
.FSTR FSTR?66,"floating " ;77 11
|
||||
.FSTR FSTR?67,"at " ;76 76
|
||||
.FSTR FSTR?68,"would " ;76 19
|
||||
.FSTR FSTR?69,"bubble" ;76 19
|
||||
.FSTR FSTR?70,"it " ;75 75
|
||||
.FSTR FSTR?71,"been " ;75 25
|
||||
.FSTR FSTR?72,"yellow " ;75 15
|
||||
.FSTR FSTR?73,"airlock" ;75 15
|
||||
.FSTR FSTR?74,"as " ;72 72
|
||||
.FSTR FSTR?75,"one " ;72 36
|
||||
.FSTR FSTR?76,"end " ;72 36
|
||||
.FSTR FSTR?77,"area " ;72 24
|
||||
.FSTR FSTR?78,"other " ;72 18
|
||||
.FSTR FSTR?79,"metal " ;72 18
|
||||
.FSTR FSTR?80,"looks " ;72 18
|
||||
.FSTR FSTR?81,"They " ;72 18
|
||||
.FSTR FSTR?82,"wearing " ;72 12
|
||||
.FSTR FSTR?83,"appears " ;72 12
|
||||
.FSTR FSTR?84,"projector " ;72 9
|
||||
.FSTR FSTR?85,"on " ;71 71
|
||||
.FSTR FSTR?86,"safety " ;70 14
|
||||
.FSTR FSTR?87,"rotation " ;70 10
|
||||
.FSTR FSTR?88,"attached " ;70 10
|
||||
.FSTR FSTR?89,"like " ;69 23
|
||||
.FSTR FSTR?90,"then " ;66 22
|
||||
.FSTR FSTR?91,"corridor" ;66 11
|
||||
.FSTR FSTR?92,"control " ;66 11
|
||||
.FSTR FSTR?93,"rather " ;65 13
|
||||
.FSTR FSTR?94,"bubble " ;65 13
|
||||
.FSTR FSTR?95,"expressionless " ;65 5
|
||||
.FSTR FSTR?96,"I " ;64 64
|
||||
|
||||
|
||||
;word frequency table of 96 most common words
|
||||
|
||||
WORDS:: .TABLE
|
||||
FSTR?1
|
||||
FSTR?2
|
||||
FSTR?3
|
||||
FSTR?4
|
||||
FSTR?5
|
||||
FSTR?6
|
||||
FSTR?7
|
||||
FSTR?8
|
||||
FSTR?9
|
||||
FSTR?10
|
||||
FSTR?11
|
||||
FSTR?12
|
||||
FSTR?13
|
||||
FSTR?14
|
||||
FSTR?15
|
||||
FSTR?16
|
||||
FSTR?17
|
||||
FSTR?18
|
||||
FSTR?19
|
||||
FSTR?20
|
||||
FSTR?21
|
||||
FSTR?22
|
||||
FSTR?23
|
||||
FSTR?24
|
||||
FSTR?25
|
||||
FSTR?26
|
||||
FSTR?27
|
||||
FSTR?28
|
||||
FSTR?29
|
||||
FSTR?30
|
||||
FSTR?31
|
||||
FSTR?32
|
||||
FSTR?33
|
||||
FSTR?34
|
||||
FSTR?35
|
||||
FSTR?36
|
||||
FSTR?37
|
||||
FSTR?38
|
||||
FSTR?39
|
||||
FSTR?40
|
||||
FSTR?41
|
||||
FSTR?42
|
||||
FSTR?43
|
||||
FSTR?44
|
||||
FSTR?45
|
||||
FSTR?46
|
||||
FSTR?47
|
||||
FSTR?48
|
||||
FSTR?49
|
||||
FSTR?50
|
||||
FSTR?51
|
||||
FSTR?52
|
||||
FSTR?53
|
||||
FSTR?54
|
||||
FSTR?55
|
||||
FSTR?56
|
||||
FSTR?57
|
||||
FSTR?58
|
||||
FSTR?59
|
||||
FSTR?60
|
||||
FSTR?61
|
||||
FSTR?62
|
||||
FSTR?63
|
||||
FSTR?64
|
||||
FSTR?65
|
||||
FSTR?66
|
||||
FSTR?67
|
||||
FSTR?68
|
||||
FSTR?69
|
||||
FSTR?70
|
||||
FSTR?71
|
||||
FSTR?72
|
||||
FSTR?73
|
||||
FSTR?74
|
||||
FSTR?75
|
||||
FSTR?76
|
||||
FSTR?77
|
||||
FSTR?78
|
||||
FSTR?79
|
||||
FSTR?80
|
||||
FSTR?81
|
||||
FSTR?82
|
||||
FSTR?83
|
||||
FSTR?84
|
||||
FSTR?85
|
||||
FSTR?86
|
||||
FSTR?87
|
||||
FSTR?88
|
||||
FSTR?89
|
||||
FSTR?90
|
||||
FSTR?91
|
||||
FSTR?92
|
||||
FSTR?93
|
||||
FSTR?94
|
||||
FSTR?95
|
||||
FSTR?96
|
||||
.ENDT
|
||||
|
||||
.ENDI
|
|
@ -0,0 +1,517 @@
|
|||
"SEARCH <SYNTAX "
|
||||
|
||||
"SYNTAX for
|
||||
Interlogic SF Game
|
||||
(c) Copyright 1981,1982 Infocom, Inc. All Rights Reserved
|
||||
"
|
||||
|
||||
"SUBTITLE VOCABULARY"
|
||||
|
||||
<BUZZ A AN THE IS ARE EQUALS ;= AND OF THEN ALL ONE BUT EXCEPT \. \, \" OUR>
|
||||
|
||||
<SYNONYM WITH USING THROUGH>
|
||||
<SYNONYM IN INSIDE INTO>
|
||||
<SYNONYM ALL BOTH>
|
||||
|
||||
<SYNONYM NORTH N FORE FORWARD FOREWARD F>
|
||||
<SYNONYM SOUTH S AFT>
|
||||
<SYNONYM EAST E CW STARBOARD SB>
|
||||
<SYNONYM WEST W CCW PORT P>
|
||||
<SYNONYM DOWN D>
|
||||
<SYNONYM UP U>
|
||||
|
||||
\
|
||||
|
||||
"ZORK game commands"
|
||||
|
||||
<SYNTAX BRIEF = V-BRIEF>
|
||||
|
||||
<SYNTAX SUPER = V-SUPER-BRIEF>
|
||||
<SYNONYM SUPER SUPERBRIEF>
|
||||
|
||||
<SYNTAX DIAGNOSE = V-DIAGNOSE>
|
||||
|
||||
<SYNTAX INVENTORY = V-INVENTORY>
|
||||
<SYNONYM INVENTORY I>
|
||||
|
||||
<SYNTAX QUIT = V-QUIT>
|
||||
<SYNONYM QUIT Q>
|
||||
|
||||
<SYNTAX RESTART = V-RESTART>
|
||||
|
||||
<SYNTAX RESTORE = V-RESTORE>
|
||||
|
||||
<SYNTAX SAVE = V-SAVE>
|
||||
|
||||
<SYNTAX SCORE = V-SCORE>
|
||||
|
||||
<SYNTAX $VERIFY = V-$VERIFY>
|
||||
|
||||
<SYNTAX VERSION = V-VERSION>
|
||||
|
||||
<SYNTAX VERBOSE = V-VERBOSE>
|
||||
|
||||
\
|
||||
|
||||
"SUBTITLE REAL VERBS"
|
||||
|
||||
<SYNTAX AGAIN = V-AGAIN>
|
||||
|
||||
<SYNTAX ANSWER = V-ANSWER>
|
||||
<SYNTAX ANSWER OBJECT = V-REPLY>
|
||||
<SYNONYM ANSWER REPLY>
|
||||
|
||||
<SYNTAX APPLY OBJECT TO OBJECT = V-PUT PRE-PUT>
|
||||
|
||||
<SYNTAX ATTACK
|
||||
OBJECT (FIND VILLAIN) (ON-GROUND IN-ROOM)
|
||||
WITH
|
||||
OBJECT (FIND WEAPONBIT) (HELD CARRIED HAVE)
|
||||
= V-ATTACK>
|
||||
<SYNONYM ATTACK FIGHT HURT INJURE HIT>
|
||||
|
||||
<SYNTAX BACK = V-BACK>
|
||||
|
||||
<SYNTAX BOARD OBJECT (FIND VEHBIT) (ON-GROUND IN-ROOM)
|
||||
= V-BOARD PRE-BOARD>
|
||||
|
||||
<SYNTAX CLIMB ON OBJECT (FIND CLIMBBIT) (ON-GROUND IN-ROOM) = V-CLIMB-ON>
|
||||
<SYNTAX CLIMB UP OBJECT (FIND CLIMBBIT) (ON-GROUND IN-ROOM) = V-CLIMB-UP>
|
||||
<SYNTAX CLIMB DOWN OBJECT (FIND CLIMBBIT) (ON-GROUND IN-ROOM) = V-CLIMB-DOWN>
|
||||
<SYNTAX CLIMB OBJECT (FIND CLIMBBIT) (ON-GROUND IN-ROOM) = V-CLIMB-FOO>
|
||||
<SYNTAX CLIMB IN OBJECT (FIND CLIMBBIT) (ON-GROUND IN-ROOM) = V-BOARD PRE-BOARD>
|
||||
<SYNONYM CLIMB SIT RECLINE LIE LAY>
|
||||
|
||||
<SYNTAX STAND = V-STAND>
|
||||
<SYNTAX STAND UP OBJECT (FIND RMUNGBIT) = V-STAND>
|
||||
<SYNTAX STAND ON OBJECT = V-STAND-ON>
|
||||
<SYNONYM STAND>
|
||||
|
||||
<SYNTAX CLOSE
|
||||
OBJECT (FIND DOORBIT) (HELD CARRIED ON-GROUND IN-ROOM)
|
||||
= V-CLOSE>
|
||||
|
||||
<SYNTAX CURSE = V-CURSES>
|
||||
<SYNTAX CURSE OBJECT (FIND VILLAIN) = V-CURSES>
|
||||
<SYNONYM CURSE DAMN>
|
||||
|
||||
<SYNTAX DIG
|
||||
IN
|
||||
OBJECT ;(FIND DIGBIT) (ON-GROUND IN-ROOM)
|
||||
= V-DIG>
|
||||
<SYNTAX DIG
|
||||
WITH ;"REALLY THROUGH?"
|
||||
OBJECT ;(FIND DIGBIT) (ON-GROUND IN-ROOM)
|
||||
= V-DIG>
|
||||
|
||||
<SYNTAX DISEMBARK OBJECT (FIND VEHBIT) (ON-GROUND IN-ROOM)
|
||||
= V-DISEMBARK>
|
||||
|
||||
<SYNTAX DRINK
|
||||
OBJECT (FIND DRINKBIT) (HELD CARRIED ON-GROUND IN-ROOM)
|
||||
= V-DRINK>
|
||||
<SYNONYM DRINK IMBIBE SWALLOW>
|
||||
|
||||
<SYNTAX DROP OBJECT (HELD MANY HAVE) = V-DROP ;*>
|
||||
<SYNTAX DROP OBJECT (HELD MANY HAVE) DOWN OBJECT = V-PUT PRE-PUT>
|
||||
<SYNTAX DROP OBJECT (HELD MANY HAVE) IN OBJECT = V-PUT PRE-PUT>
|
||||
<SYNTAX DROP OBJECT (HELD MANY HAVE) ON OBJECT = V-PUT-ON PRE-PUT>
|
||||
<SYNONYM DROP RELEASE>
|
||||
|
||||
<SYNTAX EAT
|
||||
OBJECT (FIND FOODBIT) (HELD CARRIED ON-GROUND IN-ROOM TAKE MANY)
|
||||
= V-EAT>
|
||||
<SYNONYM EAT BITE TASTE>
|
||||
|
||||
<SYNTAX ENTER = V-ENTER>
|
||||
<SYNTAX ENTER OBJECT = V-THROUGH>
|
||||
<SYNTAX EXIT = V-EXIT>
|
||||
<SYNTAX EXIT OBJECT = V-EXIT>
|
||||
|
||||
<SYNTAX EXAMINE OBJECT = V-EXAMINE>
|
||||
<SYNTAX EXAMINE IN OBJECT (HELD CARRIED IN-ROOM ON-GROUND MANY)
|
||||
= V-LOOK-INSIDE>
|
||||
<SYNTAX EXAMINE ON OBJECT (HELD CARRIED IN-ROOM ON-GROUND MANY)
|
||||
= V-LOOK-INSIDE>
|
||||
<SYNONYM EXAMINE DESCRIBE WHAT WHATS>
|
||||
|
||||
<SYNTAX FIND OBJECT
|
||||
= V-FIND>
|
||||
<SYNONYM FIND WHERE SEEK SEE>
|
||||
|
||||
<SYNTAX FIRE OBJECT WITH OBJECT (FIND WEAPONBIT) (HELD) = V-SZAP PRE-SZAP>
|
||||
<SYNTAX FIRE OBJECT = V-ZAP PRE-ZAP>
|
||||
<SYNTAX FIRE OBJECT (FIND WEAPONBIT) (HELD)
|
||||
AT OBJECT = V-ZAP>
|
||||
<SYNONYM FIRE ZAP BLAST SHOOT BURN>
|
||||
|
||||
<SYNTAX FOLLOW = V-FOLLOW>
|
||||
<SYNTAX FOLLOW OBJECT = V-FOLLOW>
|
||||
<SYNONYM FOLLOW PURSUE CHASE>
|
||||
|
||||
<SYNTAX FLY = V-FLY>
|
||||
<SYNTAX FLY OBJECT = V-FLY>
|
||||
|
||||
<SYNTAX GIVE
|
||||
OBJECT (MANY HELD HAVE ;CARRIED ;ON-GROUND ;IN-ROOM)
|
||||
TO
|
||||
OBJECT (FIND VICBIT) (ON-GROUND)
|
||||
= V-GIVE PRE-GIVE>
|
||||
<SYNTAX GIVE
|
||||
OBJECT (FIND VICBIT) (ON-GROUND)
|
||||
OBJECT (MANY HELD HAVE)
|
||||
= V-SGIVE PRE-SGIVE>
|
||||
<SYNONYM GIVE HAND DONATE OFFER FEED>
|
||||
|
||||
<SYNTAX HELLO = V-HELLO ;*>
|
||||
<SYNTAX HELLO OBJECT = V-HELLO>
|
||||
<SYNONYM HELLO HI>
|
||||
|
||||
<SYNTAX BLOW OUT OBJECT = V-LAMP-OFF>
|
||||
|
||||
<SYNTAX JUMP = V-LEAP>
|
||||
<SYNTAX JUMP OVER OBJECT = V-LEAP>
|
||||
<SYNTAX JUMP ACROSS OBJECT = V-LEAP>
|
||||
<SYNTAX JUMP IN OBJECT = V-LEAP>
|
||||
<SYNTAX JUMP FROM OBJECT = V-LEAP>
|
||||
<SYNTAX JUMP OFF OBJECT = V-LEAP>
|
||||
<SYNONYM JUMP LEAP>
|
||||
|
||||
<SYNTAX KICK OBJECT = V-KICK>
|
||||
|
||||
<SYNTAX KILL OBJECT (FIND VILLAIN) (ON-GROUND IN-ROOM) = V-KILL>
|
||||
<SYNTAX KILL
|
||||
OBJECT (FIND VILLAIN) (ON-GROUND IN-ROOM)
|
||||
WITH
|
||||
OBJECT (FIND WEAPONBIT) (HELD CARRIED HAVE)
|
||||
= V-KILL>
|
||||
<SYNONYM KILL MURDER SLAY DISPATCH STAB>
|
||||
|
||||
<SYNTAX KISS OBJECT (FIND VILLAIN) (ON-GROUND IN-ROOM) = V-KISS>
|
||||
|
||||
<SYNTAX KNOCK AT OBJECT = V-KNOCK ;*>
|
||||
<SYNTAX KNOCK ON OBJECT = V-KNOCK>
|
||||
<SYNTAX KNOCK DOWN OBJECT (FIND VICBIT) (ON-GROUND IN-ROOM) = V-ATTACK>
|
||||
<SYNONYM KNOCK RAP>
|
||||
|
||||
<SYNTAX LAND = V-LAND>
|
||||
<SYNTAX LAND OBJECT = V-LAND>
|
||||
<SYNTAX LAND ON OBJECT = V-LAND>
|
||||
<SYNTAX LAND WITH OBJECT = V-LAND>
|
||||
<SYNONYM LAND DOCK INTERCEPT RENDEZVOUS>
|
||||
|
||||
<SYNTAX LAUNCH OBJECT (FIND VEHBIT) = V-LAUNCH>
|
||||
|
||||
<SYNTAX LEAVE = V-LEAVE>
|
||||
<SYNTAX LEAVE OBJECT = V-DROP>
|
||||
|
||||
<SYNTAX LISTEN TO OBJECT = V-LISTEN>
|
||||
<SYNTAX LISTEN FOR OBJECT = V-LISTEN>
|
||||
|
||||
<SYNTAX LOCK
|
||||
OBJECT (ON-GROUND IN-ROOM)
|
||||
WITH
|
||||
OBJECT (FIND TOOLBIT) (HELD CARRIED ON-GROUND IN-ROOM TAKE)
|
||||
= V-LOCK>
|
||||
|
||||
<SYNTAX LOOK = V-LOOK>
|
||||
<SYNTAX LOOK AROUND OBJECT (FIND RMUNGBIT) = V-LOOK>
|
||||
<SYNTAX LOOK AT OBJECT (HELD CARRIED ON-GROUND IN-ROOM MANY) = V-EXAMINE>
|
||||
<SYNTAX LOOK WITH OBJECT = V-LOOK-INSIDE>
|
||||
<SYNTAX LOOK UNDER OBJECT = V-LOOK-UNDER>
|
||||
<SYNTAX LOOK BEHIND OBJECT = V-LOOK-BEHIND>
|
||||
<SYNTAX LOOK IN OBJECT (HELD CARRIED ON-GROUND IN-ROOM MANY) = V-LOOK-INSIDE>
|
||||
<SYNTAX LOOK IN OBJECT (HELD CARRIED ON-GROUND IN-ROOM MANY) WITH OBJECT = V-LOOK-SAFELY>
|
||||
<SYNTAX LOOK AT OBJECT (HELD CARRIED ON-GROUND IN-ROOM MANY) WITH OBJECT = V-LOOK-SAFELY>
|
||||
<SYNTAX LOOK FOR OBJECT = V-FIND>
|
||||
<SYNONYM LOOK L STARE GAZE>
|
||||
|
||||
<SYNTAX SEARCH OBJECT = V-SEARCH>
|
||||
<SYNTAX SEARCH IN OBJECT = V-SEARCH>
|
||||
<SYNTAX SEARCH FOR OBJECT = V-FIND>
|
||||
<SYNTAX SEARCH WITH OBJECT = V-SEARCH> ;"THROUGH"
|
||||
|
||||
<SYNONYM SEARCH EMPTY RUMMAGE SORT SIFT>
|
||||
|
||||
<SYNTAX LOWER OBJECT = V-LOWER>
|
||||
|
||||
<SYNTAX MOVE OBJECT (ON-GROUND IN-ROOM) = V-MOVE PRE-MOVE>
|
||||
<SYNONYM MOVE>
|
||||
|
||||
<SYNTAX PLAY OBJECT = V-PLAY>
|
||||
|
||||
<SYNTAX POINT AT OBJECT (ON-GROUND IN-ROOM) = V-POINT>
|
||||
<SYNTAX POINT TO OBJECT (ON-GROUND IN-ROOM) = V-POINT>
|
||||
<SYNTAX POINT OBJECT (HELD CARRIED HAVE) AT OBJECT (ON-GROUND IN-ROOM)
|
||||
= V-POINT>
|
||||
<SYNONYM POINT GESTURE AIM>
|
||||
|
||||
<SYNTAX PULL OBJECT (ON-GROUND IN-ROOM) = V-MOVE PRE-MOVE ; *>
|
||||
<SYNTAX PULL ON OBJECT (ON-GROUND IN-ROOM) = V-MOVE PRE-MOVE>
|
||||
<SYNONYM PULL TUG>
|
||||
|
||||
<SYNTAX DESTROY
|
||||
OBJECT (ON-GROUND IN-ROOM HELD CARRIED)
|
||||
WITH
|
||||
OBJECT (HELD CARRIED TAKE)
|
||||
= V-MUNG PRE-MUNG>
|
||||
<SYNTAX DESTROY
|
||||
DOWN
|
||||
OBJECT (ON-GROUND IN-ROOM HELD CARRIED)
|
||||
WITH
|
||||
OBJECT (HELD CARRIED TAKE)
|
||||
= V-MUNG PRE-MUNG>
|
||||
<SYNONYM DESTROY DAMAGE BREAK BLOCK SMASH>
|
||||
|
||||
<SYNTAX OPEN
|
||||
OBJECT (FIND DOORBIT) (HELD CARRIED ON-GROUND IN-ROOM)
|
||||
= V-OPEN ;*>
|
||||
<SYNTAX OPEN
|
||||
UP
|
||||
OBJECT (FIND DOORBIT) (HELD CARRIED ON-GROUND IN-ROOM)
|
||||
= V-OPEN ;*>
|
||||
<SYNTAX OPEN
|
||||
OBJECT (FIND DOORBIT) (HELD CARRIED ON-GROUND IN-ROOM)
|
||||
WITH
|
||||
OBJECT (FIND TOOLBIT) (ON-GROUND IN-ROOM HELD CARRIED)
|
||||
= V-OPEN>
|
||||
|
||||
<SYNTAX PICK OBJECT = V-PICK>
|
||||
<SYNTAX PICK OBJECT WITH OBJECT = V-PICK>
|
||||
|
||||
<SYNTAX PICK UP
|
||||
OBJECT (FIND TAKEBIT)
|
||||
(ON-GROUND MANY)
|
||||
= V-TAKE PRE-TAKE>
|
||||
|
||||
<SYNTAX PLUG OBJECT WITH OBJECT = V-PLUG>
|
||||
<SYNONYM PLUG GLUE PATCH REPAIR FIX>
|
||||
|
||||
<SYNTAX POKE
|
||||
OBJECT (FIND VILLAIN) (ON-GROUND IN-ROOM)
|
||||
WITH
|
||||
OBJECT (FIND WEAPONBIT) (HELD CARRIED HAVE)
|
||||
= V-MUNG PRE-MUNG>
|
||||
<SYNONYM POKE JAB BLIND>
|
||||
|
||||
<SYNTAX PUSH OBJECT = V-PUSH>
|
||||
<SYNTAX PUSH ON OBJECT = V-PUSH>
|
||||
<SYNTAX PUSH OFF OBJECT = V-PUSH>
|
||||
<SYNTAX PUSH AGAINST OBJECT = V-PUSH>
|
||||
<SYNTAX PUSH OBJECT UNDER OBJECT = V-PUT-UNDER>
|
||||
<SYNONYM PUSH PRESS>
|
||||
|
||||
<SYNTAX PUT OBJECT (HELD MANY HAVE TAKE) IN OBJECT = V-PUT PRE-PUT ;*>
|
||||
<SYNTAX PUT OBJECT (HELD MANY HAVE TAKE) ON OBJECT = V-PUT-ON PRE-PUT>
|
||||
<SYNTAX PUT DOWN OBJECT (HELD MANY HAVE) = V-DROP>
|
||||
<SYNTAX PUT OBJECT (HELD MANY HAVE TAKE) UNDER OBJECT = V-PUT-UNDER>
|
||||
<SYNTAX PUT ON OBJECT = V-WEAR>
|
||||
<SYNONYM PUT STUFF INSERT PLACE>
|
||||
|
||||
<SYNTAX RAISE OBJECT = V-RAISE ;*>
|
||||
<SYNTAX RAISE UP OBJECT = V-RAISE>
|
||||
<SYNONYM RAISE LIFT>
|
||||
|
||||
<SYNTAX RAPE OBJECT (FIND VICBIT) = V-RAPE>
|
||||
<SYNONYM RAPE MOLEST>
|
||||
|
||||
<SYNTAX REACH IN OBJECT (FIND CONTBIT) = V-REACH>
|
||||
<SYNTAX REACH FOR OBJECT = V-REACH-FOR>
|
||||
|
||||
<SYNTAX READ
|
||||
OBJECT (FIND READBIT) (HELD CARRIED ON-GROUND IN-ROOM TAKE)
|
||||
= V-READ PRE-READ ; *>
|
||||
<SYNTAX READ
|
||||
OBJECT (FIND READBIT) (HELD CARRIED ON-GROUND IN-ROOM TAKE)
|
||||
WITH
|
||||
OBJECT
|
||||
= V-READ PRE-READ>
|
||||
<SYNONYM READ SKIM>
|
||||
|
||||
<SYNTAX RUB OBJECT = V-RUB>
|
||||
<SYNTAX RUB OBJECT WITH OBJECT = V-RUB>
|
||||
<SYNONYM RUB TOUCH FEEL PAT PET>
|
||||
|
||||
<SYNTAX SCRIPT = V-SCRIPT>
|
||||
<SYNTAX UNSCRIPT = V-UNSCRIPT>
|
||||
|
||||
<SYNTAX SHAKE OBJECT (HAVE TAKE) = V-SHAKE>
|
||||
|
||||
<SYNTAX SLIDE OBJECT UNDER OBJECT = V-PUT-UNDER>
|
||||
|
||||
<SYNTAX SKIP = V-SKIP>
|
||||
<SYNONYM SKIP HOP>
|
||||
|
||||
<SYNTAX SMELL OBJECT = V-SMELL>
|
||||
<SYNONYM SMELL SNIFF>
|
||||
|
||||
<SYNTAX STEP ON OBJECT = V-STEP-ON>
|
||||
|
||||
<SYNTAX STRIKE
|
||||
OBJECT (FIND VICBIT) (ON-GROUND IN-ROOM)
|
||||
WITH
|
||||
OBJECT (FIND WEAPONBIT) (HELD CARRIED ON-GROUND IN-ROOM HAVE)
|
||||
= V-ATTACK>
|
||||
<SYNTAX STRIKE
|
||||
OBJECT (FIND VICBIT) (ON-GROUND IN-ROOM)
|
||||
= V-ATTACK ;*>
|
||||
|
||||
<SYNTAX SWIM = V-SWIM>
|
||||
<SYNTAX SWIM IN OBJECT = V-SWIM>
|
||||
<SYNONYM SWIM BATHE WADE>
|
||||
|
||||
<SYNTAX TAKE
|
||||
OBJECT (FIND TAKEBIT) (ON-GROUND MANY)
|
||||
= V-TAKE PRE-TAKE ;*>
|
||||
<SYNTAX TAKE IN OBJECT (FIND VEHBIT) (ON-GROUND IN-ROOM) = V-BOARD PRE-BOARD>
|
||||
<SYNTAX TAKE OUT OBJECT (FIND VEHBIT) (ON-GROUND IN-ROOM) = V-DISEMBARK>
|
||||
<SYNTAX TAKE ON OBJECT (FIND VEHBIT) (ON-GROUND IN-ROOM) = V-CLIMB-ON>
|
||||
<SYNTAX TAKE
|
||||
OBJECT (FIND TAKEBIT) (CARRIED IN-ROOM)
|
||||
OUT
|
||||
OBJECT
|
||||
= V-TAKE PRE-TAKE>
|
||||
<SYNTAX TAKE
|
||||
OBJECT (FIND TAKEBIT) (CARRIED IN-ROOM)
|
||||
OFF
|
||||
OBJECT
|
||||
= V-TAKE PRE-TAKE>
|
||||
<SYNTAX TAKE
|
||||
OBJECT (FIND TAKEBIT) (IN-ROOM CARRIED)
|
||||
FROM
|
||||
OBJECT
|
||||
= V-TAKE PRE-TAKE>
|
||||
<SYNTAX TAKE OFF OBJECT (FIND WEARBIT) (HELD CARRIED) = V-TAKE-OFF>
|
||||
<SYNTAX TAKE UP OBJECT (FIND RMUNGBIT) = V-STAND> ;"GET UP"
|
||||
<SYNONYM TAKE GET HOLD CARRY>
|
||||
|
||||
<SYNTAX REMOVE OBJECT = V-REMOVE>
|
||||
<SYNTAX REMOVE OBJECT FROM OBJECT = V-TAKE>
|
||||
|
||||
<SYNTAX TELL OBJECT (FIND VICBIT) (IN-ROOM) = V-TELL>
|
||||
<SYNONYM TELL ASK>
|
||||
|
||||
<SYNTAX SMILE AT OBJECT (FIND VILLAIN) = V-SMILE>
|
||||
<SYNTAX SMILE = V-SMILE>
|
||||
<SYNONYM SMILE GRIN>
|
||||
|
||||
<SYNTAX SAY TO OBJECT (FIND VICBIT) (IN-ROOM) = V-TELL>
|
||||
<SYNTAX SAY = V-SAY>
|
||||
<SYNONYM SAY TALK>
|
||||
|
||||
<SYNTAX THROW
|
||||
OBJECT (HELD CARRIED HAVE)
|
||||
AT
|
||||
OBJECT (ON-GROUND IN-ROOM)
|
||||
= V-THROW ;*>
|
||||
<SYNTAX THROW
|
||||
OBJECT (HELD CARRIED HAVE)
|
||||
WITH
|
||||
OBJECT (ON-GROUND IN-ROOM)
|
||||
= V-THROW>
|
||||
|
||||
<SYNTAX THROW OBJECT (HELD CARRIED HAVE) IN OBJECT = V-PUT PRE-PUT>
|
||||
<SYNTAX THROW OBJECT (HELD CARRIED HAVE) ON OBJECT = V-PUT PRE-PUT>
|
||||
<SYNTAX THROW OBJECT (HELD CARRIED HAVE) OVER OBJECT = V-PUT PRE-PUT>
|
||||
<SYNTAX THROW OBJECT (HELD CARRIED HAVE) = V-THROW>
|
||||
<SYNONYM THROW HURL CHUCK TOSS>
|
||||
|
||||
<SYNTAX HOOK OBJECT (HELD CARRIED) = V-TIE>
|
||||
<SYNTAX HOOK OBJECT (HELD CARRIED) TO OBJECT = V-TIE PRE-TIE>
|
||||
<SYNONYM HOOK TIE FASTEN SECURE ATTACH BUCKLE>
|
||||
|
||||
<SYNTAX TURN
|
||||
OBJECT (FIND TURNBIT) ( HELD CARRIED ON-GROUND IN-ROOM)
|
||||
WITH
|
||||
OBJECT (FIND TOOLBIT) (ON-GROUND IN-ROOM HELD CARRIED HAVE)
|
||||
= V-TURN PRE-TURN ;*>
|
||||
<SYNTAX TURN ON
|
||||
OBJECT (FIND LIGHTBIT) (HELD CARRIED ON-GROUND IN-ROOM TAKE)
|
||||
= V-LAMP-ON>
|
||||
<SYNTAX TURN OFF
|
||||
OBJECT (FIND LIGHTBIT) (HELD CARRIED ON-GROUND IN-ROOM TAKE)
|
||||
= V-LAMP-OFF>
|
||||
<SYNTAX TURN
|
||||
OBJECT (ON-GROUND IN-ROOM)
|
||||
TO
|
||||
OBJECT
|
||||
= V-SET>
|
||||
<SYNONYM TURN FLIP SHUT>
|
||||
|
||||
<SYNTAX SET OBJECT (ON-GROUND IN-ROOM) TO OBJECT = V-SET>
|
||||
<SYNTAX SET OBJECT (ON-GROUND IN-ROOM) FOR OBJECT = V-SET>
|
||||
<SYNONYM SET PLOT>
|
||||
|
||||
<SYNTAX UNLOCK
|
||||
OBJECT (ON-GROUND IN-ROOM)
|
||||
WITH
|
||||
OBJECT (FIND TOOLBIT) (HELD CARRIED ON-GROUND IN-ROOM TAKE)
|
||||
= V-UNLOCK>
|
||||
|
||||
<SYNTAX UNTIE
|
||||
OBJECT (ON-GROUND IN-ROOM HELD CARRIED)
|
||||
= V-UNTIE ;*>
|
||||
<SYNTAX UNTIE
|
||||
OBJECT (ON-GROUND IN-ROOM HELD CARRIED)
|
||||
FROM
|
||||
OBJECT (HELD CARRIED)
|
||||
= V-UNTIE>
|
||||
<SYNONYM UNTIE FREE UNFASTEN DETACH UNATTACH UNHOOK UNBUCKLE>
|
||||
|
||||
<SYNTAX WAIT = V-WAIT>
|
||||
|
||||
<SYNTAX WAKE OBJECT (FIND VICBIT) (ON-GROUND IN-ROOM) = V-ALARM ;*>
|
||||
<SYNTAX WAKE UP OBJECT (FIND VICBIT) (ON-GROUND IN-ROOM) = V-ALARM>
|
||||
<SYNONYM WAKE AWAKE SURPRISE STARTLE>
|
||||
|
||||
<SYNTAX WALK OBJECT = V-WALK>
|
||||
<SYNTAX WALK IN OBJECT = V-THROUGH>
|
||||
<SYNTAX WALK WITH OBJECT = V-THROUGH>
|
||||
<SYNTAX WALK AROUND OBJECT = V-WALK-AROUND>
|
||||
<SYNTAX WALK UP OBJECT (FIND CLIMBBIT) (ON-GROUND IN-ROOM) = V-CLIMB-UP>
|
||||
<SYNTAX WALK DOWN OBJECT (FIND CLIMBBIT) (ON-GROUND IN-ROOM) = V-CLIMB-DOWN>
|
||||
<SYNTAX WALK TO OBJECT = V-WALK-TO>
|
||||
<SYNONYM WALK GO RUN PROCEED>
|
||||
|
||||
<SYNTAX WAVE OBJECT (HELD CARRIED) = V-WAVE>
|
||||
<SYNTAX WAVE OBJECT (HELD CARRIED) AT OBJECT = V-WAVE>
|
||||
<SYNONYM WAVE BRANDISH>
|
||||
|
||||
<SYNTAX WEAR OBJECT = V-WEAR>
|
||||
<SYNONYM WEAR DON>
|
||||
|
||||
<SYNTAX YELL = V-YELL>
|
||||
<SYNONYM YELL SCREAM SHOUT>
|
||||
|
||||
<SYNTAX ZORK = V-ZORK>
|
||||
|
||||
<SYNTAX YES = V-YES>
|
||||
<SYNTAX YES OBJECT = V-YES>
|
||||
<SYNONYM YES Y CONFIRM AFFIRMATIVE>
|
||||
|
||||
<SYNTAX NO = V-NO>
|
||||
<SYNONYM NO NEGATIVE CANCEL>
|
||||
|
||||
;"Simple questions"
|
||||
|
||||
;"<SYNTAX WHAT ...> WHAT is a synonym of EXAMINE"
|
||||
|
||||
;"<SYNTAX WHERE ...> WHERE is a synonym of FIND"
|
||||
|
||||
<SYNTAX IS OBJECT IN OBJECT = V-IS-IN>
|
||||
<SYNTAX IS OBJECT ON OBJECT = V-IS-IN>
|
||||
|
||||
<SYNTAX R OBJECT = V-R>
|
||||
<SYNONYM R RANGE>
|
||||
<SYNTAX THETA OBJECT = V-THETA>
|
||||
<SYNONYM THETA ANGLE>
|
||||
<SYNTAX PHI OBJECT = V-PHI>
|
||||
<SYNONYM PHI ELEVATION>
|
||||
|
||||
;<SYNTAX $CHEAT = V-CHEAT>
|
||||
|
||||
<SYNTAX REPORT OBJECT = V-REPORT>
|
||||
|
||||
<SYNTAX $FALL OBJECT OBJECT = V-FALL> ;"for objects falling inside sphere"
|
||||
|
||||
;<SYNTAX $MOUSE = V-MOUSE>
|
Loading…
Reference in New Issue