Final Revision

master
historicalsource 2019-04-14 00:14:31 -04:00
parent 54d8efc546
commit c38d77a11a
22 changed files with 3187 additions and 4189 deletions

File diff suppressed because it is too large Load Diff

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@ -18,75 +18,6 @@
CTHEI <CTHEI-PRINT>
THEI <THEI-PRINT>>
; <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>>)
(<=? .P "THEO">
<MAPRET '<THE-PRINT>>)
(<=? .P "CTHEO">
<MAPRET '<CTHE-PRINT>>)
; (<=? .P "V">
<MAPRET '<VPRINT>>)
(<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>>)
(<=? .P "HE/SHE">
<MAPRET
<FORM HE/SHE-PRINT .O>>)
(<=? .P "HIM/HER">
<MAPRET
<FORM HIM/HER-PRINT .O>>)
(<=? .P "HIS/HER">
<MAPRET
<FORM HIM/HER-PRINT .O T>>)
(<=? .P "THE">
<MAPRET
<FORM THE-PRINT .O>>)
(<=? .P "CTHE">
<MAPRET
<FORM CTHE-PRINT .O>>)
(<OR <=? .P "A">
<=? .P "AN">>
<MAPRET <FORM PRINTA .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 ZSTRING>
<MAPRET <FORM PRINTI .E>>)
(<AND <TYPE? .E FORM>
<==? <NTH .E 1> QUOTE>>
<MAPRET <FORM PRINTD <FORM GVAL <NTH .E 2>>>>)
(<TYPE? .E FORM LVAL GVAL>
<MAPRET <FORM PRINT .E>>)
(ELSE
<ERROR UNKNOWN-TYPE .E>)>>>>>
<DEFMAC VERB? ("ARGS" ATMS)
<MULTIFROB PRSA .ATMS>>
@ -129,35 +60,6 @@
<SET LL (T)>
<SET L .LL>>>
; <DEFMAC BSET ('OBJ "ARGS" BITS)
<MULTIBITS FSET .OBJ .BITS>>
; <DEFMAC BCLEAR ('OBJ "ARGS" BITS)
<MULTIBITS FCLEAR .OBJ .BITS>>
; <DEFMAC BSET? ('OBJ "ARGS" BITS)
<MULTIBITS FSET? .OBJ .BITS>>
; <DEFINE MULTIBITS (X OBJ ATMS "AUX" (O ()) ATM)
<REPEAT ()
<COND (<EMPTY? .ATMS>
<RETURN!- <COND (<LENGTH? .O 1>
<NTH .O 1>)
(<==? .X FSET?>
<FORM OR !.O>)
(ELSE
<FORM PROG () !.O>)>>)>
<SET ATM <NTH .ATMS 1>>
<SET ATMS <REST .ATMS>>
<SET O
(<FORM .X
.OBJ
<COND (<TYPE? .ATM FORM>
.ATM)
(ELSE
<FORM GVAL .ATM>)>>
!.O)>>>
<DEFMAC RFATAL ()
'<PROG () <PUSH 2> <RSTACK>>>
@ -200,14 +102,14 @@
<DEFMAC ABS ('NUM)
<FORM COND (<FORM L? .NUM 0>
<FORM - 0 .NUM>)
(T
(T
.NUM)>>
<DEFMAC QUOTE? ()
<FORM COND (<FORM NOT <FORM EQUAL?
<CHTYPE WINNER GVAL>
<CHTYPE PLAYER GVAL>>>
<FORM PRINTC 34>)>>
<FORM PRINTC 34>)>>
<DEFMAC SPACE ()
<FORM PRINTC 32>>
@ -216,4 +118,4 @@
<FORM ZERO? <CHTYPE NOW-PRSI? GVAL>>>
<DEFMAC THIS-PRSI? ()
<FORM NOT <FORM ZERO? <CHTYPE NOW-PRSI? GVAL>>>>
<FORM NOT <FORM ZERO? <CHTYPE NOW-PRSI? GVAL>>>>

203
misc.zil
View File

@ -8,7 +8,7 @@
<GLOBAL WINNER:OBJECT 0>
<GLOBAL PTHE:STRING ". The ">
<GLOBAL PTHE:STRING ". The ">
<GLOBAL PA:STRING ". A ">
<GLOBAL CHANGES:STRING " changes your mind.|
">
@ -69,46 +69,44 @@
<GLOBAL MIDSCREEN:NUMBER 0>
<ROUTINE GO ()
<SETG MIDSCREEN </ <GETB 0 33> 2>>
<ROUTINE GO ()
<SETG MIDSCREEN </ <GETB 0 33> 2>>
<INC MIDSCREEN>
<COND (<L? ,MIDSCREEN 32>
<CRLF>
<TOO-NARROW>
<QUIT>)>
<PUTB ,INSAVE-A 0 0>
<PUTB ,INSAVE-B 0 0>
<PUTB ,INSAVE-C 0 0>
<SETG RATS ,RODENTS>
<SETG WINNER ,PLAYER>
<CLEAR -1>
<INIT-STATUS-LINE>
<V-$REFRESH>
<CRLF>
; <TELL "for ">
; <HLIGHT ,H-ITALIC>
; <TELL "Challenger">
; <HLIGHT ,H-NORMAL>
; <CARRIAGE-RETURNS 7>
<COPYRIGHT>
<CRLF>
; <TELL CR "[">
; <RELEASE>
; <TELL "]" CR>
<GET-KEY>
<CLEAR -1>
<INIT-STATUS-LINE>
<V-$REFRESH>
<BOOT-SCREEN>
<DO-MAIN-LOOP>
<AGAIN>>
<ROUTINE GET-KEY ("AUX" X)
<TELL CR "[Press any key to begin.]" CR>
<TELL CR "[Press any key to begin.]" CR>
<SET X <INPUT 1>>
<RTRUE>>
@ -119,7 +117,7 @@
<GLOBAL P-MULT?:FLAG <>>
<ROUTINE MAIN-LOOP ("AUX" ICNT OCNT NUM CNT OBJ TBL (V <>)
PTBL OBJ1 TMP X)
PTBL OBJ1 TMP X)
<SET CNT 0>
<SET OBJ <>>
<SET PTBL T>
@ -184,7 +182,7 @@
<TELL "[There isn't anything to ">
<SET TMP <GET ,P-ITBL ,P-VERBN>>
<COND (<INTBL? ,PRSA ,TALKVERBS ,NTVERBS>
<TELL "talk to">)
<TELL "talk to">)
(<OR <T? ,P-MERGED>
<T? ,P-OFLAG>>
<PRINTB <GET .TMP 0>>)
@ -273,7 +271,7 @@
<GLOBAL GAME-VERBS:TABLE
<PTABLE
V?INVENTORY ; V?WAIT ; V?WAIT-FOR V?TELL V?TIME V?SCORE
V?SAVE V?RESTORE V?SCRIPT V?UNSCRIPT V?DIAGNOSE V?HELP
V?SAVE V?RESTORE V?SCRIPT V?UNSCRIPT V?DIAGNOSE V?HELP
V?VERBOSE V?BRIEF V?SUPER-BRIEF V?VERSION V?QUIT V?$REFRESH
V?$VERIFY V?$ID V?NOTIFY V?$CREDITS V?$COMMAND V?$PRAMS
; "V?$UNRECORD V?$COMMAND V?$RANDOM"
@ -322,37 +320,37 @@
<RFALSE>)>>
<ROUTINE ACCESSIBLE? (OBJ)
<COND (<EQUAL? .OBJ <> ,NOT-HERE-OBJECT>
<COND (<EQUAL? .OBJ <> ,NOT-HERE-OBJECT>
<RFALSE>)
(<EQUAL? <META-LOC .OBJ> ,WINNER ,HERE ,GLOBAL-OBJECTS>
<RTRUE>)
<RTRUE>)
(<VISIBLE? .OBJ>
<RTRUE>)
(T
<RTRUE>)
(T
<RFALSE>)>>
<ROUTINE VISIBLE? (OBJ "AUX" L)
<COND (<EQUAL? .OBJ <> ,NOT-HERE-OBJECT>
<COND (<EQUAL? .OBJ <> ,NOT-HERE-OBJECT>
<RFALSE>)>
<SET L <LOC .OBJ>>
<COND (<EQUAL? .L <> ,GLOBAL-OBJECTS>
<RFALSE>)
(<EQUAL? .L ,HERE ,PLAYER ,WINNER>
<RTRUE>)
(<AND <EQUAL? .L ,LOCAL-GLOBALS>
<RTRUE>)
(<AND <EQUAL? .L ,LOCAL-GLOBALS>
<GLOBAL-IN? .OBJ ,HERE>>
<RTRUE>)
(<AND <SEE-INSIDE? .L>
(<AND <SEE-INSIDE? .L>
<VISIBLE? .L>>
<RTRUE>)
(T
<RFALSE>)>>
<RTRUE>)
(T
<RFALSE>)>>
<ROUTINE SEE-INSIDE? (THING)
<COND (<ZERO? .THING>
<RFALSE>)
(<T? ,P-MOBY-FLAG>
<RTRUE>)
<RTRUE>)
(<IS? .THING ,SURFACE>
<RTRUE>)
(<AND <OR <IS? .THING ,PERSON>
@ -361,7 +359,7 @@
<RTRUE>)
(<AND <IS? .THING ,CONTAINER>
<OR <IS? .THING ,OPENED>
<IS? .THING ,TRANSPARENT>>>
<IS? .THING ,TRANSPARENT>>>
<RTRUE>)
(T
<RFALSE>)>>
@ -377,22 +375,24 @@
(T
<SET OBJ <LOC .OBJ>>)>>>
<ROUTINE INIT-STATUS-LINE ()
<ROUTINE V-$REFRESH ("OPT" (NEW T))
<SETG OLD-HERE <>>
<SETG OLD-LEN 0>
<SETG DO-WINDOW <>>
<COND (<T? .NEW>
<CLEAR -1>)>
<SPLIT 1>
<SCREEN ,S-WINDOW>
<BUFOUT <>>
<CURSET 1 1>
<HLIGHT ,H-INVERSE>
<PRINT-SPACES <GETB 0 33>>
<SCREEN ,S-TEXT>
<BUFOUT T>
<HLIGHT ,H-NORMAL>
<SCREEN ,S-TEXT>
<RTRUE>>
<GLOBAL SL-TABLE:TABLE <ITABLE NONE 80>>
<GLOBAL SL-TABLE:TABLE <ITABLE 82 (BYTE) 0>>
<GLOBAL OLD-HERE:OBJECT <>>
<GLOBAL OLD-LEN:NUMBER 0>
@ -403,26 +403,24 @@
<BUFOUT <>>
<HLIGHT ,H-NORMAL>
<HLIGHT ,H-INVERSE>
; <DIROUT ,D-SCREEN-OFF> ; "Screen off."
<DIROUT ,D-TABLE-ON ,SL-TABLE> ; "Table on."
<SAY-HERE>
<DIROUT ,D-TABLE-OFF> ; "Table off."
; <DIROUT ,D-SCREEN-ON> ; "Screen on."
<DIROUT ,D-TABLE-OFF> ; "Table off."
<CURSET 1 <- ,MIDSCREEN </ ,OLD-LEN 2>>> ; "Erase old desc."
<PRINT-SPACES ,OLD-LEN>
<SETG OLD-LEN <GET ,SL-TABLE 0>> ; "Print new HERE desc."
<CURSET 1 <- ,MIDSCREEN </ ,OLD-LEN 2>>>
<SAY-HERE>
<HLIGHT ,H-NORMAL>
<BUFOUT T> ; "Back to main screen."
<SCREEN ,S-TEXT>)>
<SCREEN ,S-TEXT>
<BUFOUT T>
<HLIGHT ,H-NORMAL>)>
<RTRUE>>
<ROUTINE PRINT-SPACES (N)
<ROUTINE PRINT-SPACES (N)
<REPEAT ()
<COND (<L? <SET N <- .N 1>> 0>
<RTRUE>)
@ -435,7 +433,7 @@
<TELL "Darkness">)
(T
<TELL D ,HERE>
<COND (<HERE? DEATH THE-END ON-SAT>
<COND (<HERE? DEATH THE-END ON-SAT>
<RTRUE>)
(<HERE? HALFWAY>
<TELL ,STAIR-DIR>)>
@ -452,7 +450,7 @@
<RTRUE>>
<ROUTINE TELL-TIME ("AUX" H)
<TELL " says it's ">
<TELL " says it's ">
<SET H <COND (<G? ,HOURS 12>
<- ,HOURS 12>)
(<ZERO? ,HOURS>
@ -462,8 +460,8 @@
<TELL N .H ":">
<COND (<L? ,MINUTES 10>
<TELL "0">)>
<TELL N ,MINUTES ":">
<COND (<L? ,SECONDS 10>
<TELL N ,MINUTES ":">
<COND (<L? ,SECONDS 10>
<TELL "0">)>
<TELL N ,SECONDS>
<COND (<G? ,HOURS 11>
@ -512,7 +510,7 @@
<OBJECT GLOBAL-OBJECTS
(FLAGS LOCATION LIGHTED INDOORS PLACE FOODBIT
NODESC NOARTICLE VOWEL PLURAL NOALL FERRIC SEEN
TOUCHED SURFACE CONTAINER OPENABLE DOORLIKE DESERT
TOUCHED SURFACE CONTAINER OPENABLE DOORLIKE DESERT
OPENED TRANSPARENT LOCKED TAKEABLE TRYTAKE SHADOWY
BUYABLE CLOTHING WORN LIVING PERSON FEMALE WINDY
TOOL VEHBIT READABLE GREETED FLIPPED TOLD
@ -555,11 +553,11 @@
<RTRUE>>
<ROUTINE TO-DO-THING-USE (STR1 STR2)
<TELL "[To " .STR1 " something, use the command: "
<TELL "[To " .STR1 " something, use the command: "
.STR2 " THING.]" CR>
<RTRUE>>
<ROUTINE CANT-USE (PTR "AUX" BUF)
<ROUTINE CANT-USE (PTR "AUX" BUF)
<SETG QUOTE-FLAG <>>
<SETG P-OFLAG <>>
<SETG INLEN 0>
@ -585,7 +583,7 @@
(FLAGS NODESC TOUCHED SURFACE)
(SYNONYM WALL WALLS)
(ACTION WALLS-F)>
<ROUTINE WALLS-F ()
<COND (<NOT <IS? ,HERE ,INDOORS>>
<CANT-SEE-ANY ,WALLS>
@ -614,7 +612,7 @@
<RFATAL>)>
<YOU-DONT-NEED ,WALLS>
<RFATAL>>
<OBJECT CEILING
(LOC GLOBAL-OBJECTS)
(FLAGS NODESC TOUCHED)
@ -657,7 +655,7 @@
(SIZE 5)
(VALUE 0)
(ACTION HANDS-F)>
"CHILLY = hands not scorched."
<ROUTINE HANDS-F ()
@ -674,7 +672,7 @@
(<QUEUED? I-BEE>
<TELL "swollen from the bee sting." CR>
<RTRUE>)>
<TELL "still there." CR>
<TELL "still there." CR>
<RTRUE>)
(<VERB? COUNT>
<TELL "You have ">
@ -769,8 +767,8 @@
<IMPOSSIBLE>
<RTRUE>)
(T
<RFALSE>)>>
<RFALSE>)>>
<OBJECT MOUTH
(LOC GLOBAL-OBJECTS)
(DESC "your mouth")
@ -786,7 +784,7 @@
<PERFORM ,V?DRINK ,PRSO>
<RTRUE>)>
<PERFORM ,V?EAT ,PRSO>
<RTRUE>)
<RTRUE>)
(<VERB? TOUCH-TO>
<PERFORM ,V?TASTE ,PRSO>
<RTRUE>)>)
@ -827,7 +825,7 @@
<RTRUE>)>
<YOU-DONT-NEED ,EYES>
<RFATAL>>
<OBJECT HEAD
(LOC GLOBAL-OBJECTS)
(DESC "your head")
@ -853,14 +851,14 @@
(CAPACITY 1000)>
<OBJECT ME
(LOC GLOBAL-OBJECTS)
(LOC GLOBAL-OBJECTS)
(SYNONYM I ME MYSELF BODY)
(ADJECTIVE MY)
(DESC "yourself")
(FLAGS PERSON LIVING TOUCHED NOARTICLE)
(ACTION ME-F)>
<ROUTINE ME-F ("OPTIONAL" (CONTEXT <>) "AUX" OBJ NXT (ANY <>))
<ROUTINE ME-F ("OPTIONAL" (CONTEXT <>) "AUX" OBJ NXT (ANY <>))
<COND (<THIS-PRSI?>
<COND (<VERB? THROW THROW-OVER>
<WASTE-OF-TIME>
@ -868,7 +866,7 @@
(<VERB? COVER>
<COND (<PRSO? GIRL>
<COND (<IS? ,PLANES ,SEEN>
<TELL
<TELL
"You try your best to shield the girl." CR>
<RTRUE>)>
<GIRL-SHIES>
@ -908,7 +906,7 @@
<TELL ,CANT "help doing that." CR>
<RTRUE>)
(<VERB? FIND FOLLOW>
<TELL "You're right here." CR>
<TELL "You're right here." CR>
<RTRUE>)
(<VERB? RAPE SUCK KISS>
<TELL "Desperate?" CR>
@ -931,7 +929,7 @@
(SYNONYM YOU YOURSELF)
(FLAGS NODESC NOARTICLE)
(ACTION YOU-F)>
<ROUTINE YOU-F ()
<COND (<VERB? WHO WHAT WHERE>
<TELL "Good question." CR>
@ -1004,13 +1002,13 @@
<RTRUE>)
(T
<RFALSE>)>>
<ROUTINE OBJECT-IS-LOCKED ()
<TELL ,CANT "do that. It's locked." CR>
<RTRUE>>
<ROUTINE CANT-SEE-ANY ("OPTIONAL" (THING <>) (STRING? <>))
<SETG CLOCK-WAIT? T>
<SETG CLOCK-WAIT? T>
<PCLEAR>
<SETG P-IT-OBJECT ,NOT-HERE-OBJECT>
<TELL ,CANT>
@ -1032,21 +1030,21 @@
<RTRUE>>
<ROUTINE HOW? ()
<TELL "How do you ">
<TELL "How do you ">
<COND (<PROB 50>
<TELL "expect ">)
(T
<TELL "intend ">)>
<TELL "to do that?" CR>
<RTRUE>>
<ROUTINE NOT-LIKELY (THING STR)
<TELL "It" <PICK-NEXT ,LIKELIES> " that " THE .THING>
<SPACE>
<TELL .STR ,PERIOD>
<RTRUE>>
<GLOBAL LIKELIES:TABLE
<GLOBAL LIKELIES:TABLE
<LTABLE 2
" isn't likely"
" seems doubtful"
@ -1106,13 +1104,13 @@
<NOT-IN ,PRSO T>
<RTRUE>)
(T
<RFALSE>)>>
<RFALSE>)>>
<OBJECT GROUND
(LOC GLOBAL-OBJECTS)
(DESC "ground")
(SYNONYM SURFACE GROUND GROUNDS EARTH ICE)
(FLAGS NODESC)
(FLAGS NODESC)
(ACTION GROUND-F)>
<ROUTINE GROUND-F ("AUX" OBJ NXT)
@ -1187,7 +1185,7 @@
<COND (<THIS-PRSI?>
<COND (<VERB? PUT>
<COND (<PRSO? CRANE>
<TELL CTHEO
<TELL CTHEO
" would get crumpled" ,IF-YOU-DID>
<RTRUE>)
(<OR <PRSO? BAG>
@ -1196,7 +1194,7 @@
<YOUD-HAVE-TO "empty" ,PRSO>
<RTRUE>)
(<G? <GETP ,PRSO ,P?SIZE> 3>
<TELL CTHEO " is too big to fit in "
<TELL CTHEO " is too big to fit in "
D ,PRSI ,PERIOD>
<RTRUE>)>
<RFALSE>)>
@ -1205,7 +1203,7 @@
<SET OBJ <FIRST? ,PRSO>>
<COND (<T? .OBJ>
<TELL "You have ">
<PRINT-CONTENTS ,PRSO>)
<PRINT-CONTENTS ,PRSO>)
(T
<TELL "There's nothing">)>
<TELL " in " D ,PRSO ,PERIOD>
@ -1221,7 +1219,7 @@
<RTRUE>)
(T
<RFALSE>)>>
<ROUTINE IN-POCKET ("OPTIONAL" (CONTEXT <>))
<COND (<NOT <EQUAL? .CONTEXT ,M-CONT>>
<RFALSE>)
@ -1245,7 +1243,7 @@
<DIROUT ,D-TABLE-OFF>
; <DIROUT ,D-SCREEN-ON>
<SET LEN <GET ,SL-TABLE 0>>
<INC LEN>
<INC LEN>
<COND (<L? .LEN 2>
<RTRUE>)
(<BAND <GETB 0 1> 8>
@ -1278,7 +1276,7 @@
<RETURN>)>
<INC PTR>>
<RTRUE>>
<ROUTINE WRONG-WINNER? ()
<COND (<EQUAL? ,WINNER ,PLAYER>
<RFALSE>)>
@ -1429,15 +1427,15 @@
<RFALSE>)>>
<ROUTINE HANDLE-PLACE? (INSIDE "OPTIONAL" (N <>) (E <>) (S <>) (W <>)
(OUT <>) "AUX" (CNT 0))
(OUT <>) "AUX" (CNT 0))
<COND (<T? .N>
<INC CNT>)>
<COND (<T? .E>
<INC CNT>)>
<INC CNT>)>
<COND (<T? .S>
<INC CNT>)>
<COND (<T? .W>
<INC CNT>)>
<INC CNT>)>
; <COND (<T? .OUT>
<INC CNT>)>
<COND (<VERB? EXAMINE LOOK-ON LOOK-INSIDE LOOK-DOWN SEARCH>
@ -1480,7 +1478,7 @@
<RTRUE>)
(T
<RFALSE>)>>
<ROUTINE ALREADY-DOING-THAT ()
<TELL ,YOURE-ALREADY "doing that." CR>
<RTRUE>>
@ -1599,7 +1597,7 @@
<RTRUE>)
(T
<RFALSE>)>>
<ROUTINE TAKE-A-MOMENT-TO (OBJ "OPTIONAL" (STR <>))
<TELL "Perhaps you should take a moment to examine the ">
<COND (<T? .STR>
@ -1629,7 +1627,7 @@
<COND (<ZERO? ,FLIP?>
<TELL "east">)
(T
<TELL "west">)>
<TELL "west">)>
<RTRUE>>
<ROUTINE SAY-WEST ()
@ -1662,8 +1660,8 @@
<LTABLE 2 "firm" "permanent" "immovab" "secure">
<LTABLE 2 "attached" "affixed">>>
<ROUTINE NOUN-USED? (WORD1 "OPTIONAL" (WORD2 <>) (WORD3 <>)
"AUX" O I OOF IOF)
<ROUTINE NOUN-USED? (WORD1 "OPTIONAL" (WORD2 <>) (WORD3 <>)
"AUX" O I OOF IOF)
<SET O <GET ,P-NAMW 0>>
<SET I <GET ,P-NAMW 1>>
<SET OOF <GET ,P-OFW 0>>
@ -1721,7 +1719,7 @@
<RTRUE>)
(T
<RFALSE>)>>
<ROUTINE HERE-F ()
<COND (<VERB? EXAMINE LOOK-ON LOOK-INSIDE SEARCH WATCH>
<V-LOOK>
@ -1745,7 +1743,7 @@
<HLIGHT ,H-BOLD>
<TELL "[This might be a good time to use the SAVE command.]" CR>
<HLIGHT ,H-NORMAL>
<RTRUE>>
<RTRUE>>
"WINDOW [table] [left-margin], where [table] is a global PLTABLE
with the 1st element = width of window, followed by strings (0 for blank).
@ -1753,7 +1751,7 @@
<ROUTINE WINDOW (TABLE "OPTIONAL" (MARGIN 0)
"AUX" (Y 4) (I 2) WIDTH LINES STR PLINES)
<SET LINES <GET .TABLE 0>>
<SET PLINES .LINES>
<SET WIDTH <GET .TABLE 1>>
@ -1762,15 +1760,15 @@
<RTRUE>)
(<ZERO? .MARGIN>
<SET MARGIN <- ,MIDSCREEN </ .WIDTH 2>>>)> ; "Center"
<SPLIT <+ .LINES 4>> ; "Set up the window."
<SCREEN ,S-WINDOW>
<BUFOUT <>>
<HLIGHT ,H-INVERSE>
<CURSET .Y .MARGIN>
<PRINT-SPACES .WIDTH>
<REPEAT ()
<INC Y>
<CURSET .Y .MARGIN>
@ -1786,14 +1784,13 @@
<TELL .STR>
<PRINTC 32>)>
<INC I>>
<BUFOUT T>
<HLIGHT ,H-NORMAL>
<SCREEN ,S-TEXT>
<BUFOUT T>
<SPLIT 1>
; "Send window to printer."
; "Send window to printer."
<DIROUT ,D-SCREEN-OFF>
<SET I 2>
<CRLF>
@ -1814,7 +1811,7 @@
<CRLF>
<DIROUT ,D-SCREEN-ON>
<RTRUE>>
<OBJECT SOUND
(LOC GLOBAL-OBJECTS)
(DESC "sound")
@ -1832,7 +1829,7 @@
<RTRUE>)
(<OR <INTBL? ,PRSA ,SEEVERBS ,NSVERBS>
<INTBL? ,PRSA ,TOUCHVERBS ,NTOUCHES>>
<IMPOSSIBLE>
<IMPOSSIBLE>
<RTRUE>)
(T
<RFALSE>)>>
@ -1902,7 +1899,7 @@
<RTRUE>)
(T
<RFALSE>)>>
<ROUTINE YOUD-FALL-OFF (OBJ)
<TELL "You'd ">
<COND (<PROB 50>
@ -2003,12 +2000,12 @@
<TELL " you know,">
<HLIGHT ,H-NORMAL>
<COND (<ZERO? .ST>
<TELL "\"">)
<TELL "\"">)
(T
<ST-QUOTE>)>
<TELL <PICK-NEXT <GET ,MUTTERS 0>> "s a voice in your ear." CR>
<RTRUE>>
; <ROUTINE THIS-IS-NOT (STR)
<TELL "[Sorry. This is ">
<ITALICIZE "Trinity,">
@ -2034,7 +2031,7 @@
" giggle" " sigh" " intone" " snicker" " whisper">
<LTABLE 2 "Smart move" "Had me worried there" "Thanks" "Good idea"
"Well done" "Thanks again">>>
<ROUTINE NONE-AT-MOMENT ()
<TELL ,CANT "see any at the moment." CR>
<RTRUE>>
<RTRUE>>

1014
parser.zil

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@ -39,7 +39,7 @@ You look a little closer and shudder to " D ,ME ,PTHE
<DEQUEUE I-BLOW>
<I-BLOW>
<RFATAL>>
"*** BIRD WOMAN ***"
<OBJECT BWOMAN
@ -52,7 +52,7 @@ You look a little closer and shudder to " D ,ME ,PTHE
(ACTION BWOMAN-F)>
"NODESC = unseen, SEEN = just referenced."
<ROUTINE DIN-DROWNS ()
<TELL "The din of ">
<COND (<ZERO? ,RAID?>
@ -77,13 +77,13 @@ You look a little closer and shudder to " D ,ME ,PTHE
<COND (<PRSO? ME>
<TELL "\"Why not tell me about "
THEI " " D ,ME "?\" scoffs the "
D ,BWOMAN ,PERIOD>
<RTRUE>)>
D ,BWOMAN ,PERIOD>
<RTRUE>)>
<BWOMAN-SNORTS>
<RTRUE>)
(<VERB? ASK-FOR>
<COND (<PRSO? ME>
<TELL
<TELL
"\"I won't beg from the likes o' you,\" sniffs the " D ,BWOMAN ,PERIOD>
<RTRUE>)>
<BWOMAN-SNORTS>
@ -124,7 +124,7 @@ You look a little closer and shudder to " D ,ME ,PTHE
<SETG P-IT-OBJECT ,SCOIN>
<MOVE ,BAG ,BWOMAN>
<TELL "\"Bless yer,\" coos the " D ,BWOMAN
", taking your money with a practiced snatch. \"Twenty p's the change.\" She holds out a "
", taking your money with a practiced snatch. \"Twenty p's the change.\" She holds out a "
D ,BAG " and a " D ,SCOIN " for you." CR>
<COND (<ZERO? ,TR?>
<UPDATE-SCORE>)>
@ -138,7 +138,7 @@ D ,BAG " and a " D ,SCOIN " for you." CR>
<RTRUE>)
(<VERB? SHOW>
<RFALSE>)>
<TELL CTHEI
<TELL CTHEI
" shakes her head. \"Keep it, dearie.\"" CR>
<RTRUE>)>
<RFALSE>)
@ -147,10 +147,10 @@ D ,BAG " and a " D ,SCOIN " for you." CR>
<DIN-DROWNS>
<RTRUE>)>
<ASK-BWOMAN-ABOUT ,PRSI>
<RTRUE>)
<RTRUE>)
(<VERB? EXAMINE>
<COND (<ZERO? ,RAID?>
<TELL
<TELL
"You get the feeling that she's been selling crumbs on this same bench, year after year, since well before you were born. Her face is lined with care for her feathered charges, who perch on her round shoulders without fear." CR>
<RTRUE>)>
<TELL
@ -177,7 +177,7 @@ D ,BAG " and a " D ,SCOIN " for you." CR>
<RFALSE>)>>
<ROUTINE BAD-COO ()
<TELL
<TELL
"A threatening coo from the " D ,PIGEONS ,CHANGES>
<RTRUE>>
@ -210,7 +210,7 @@ D ,BAG " and a " D ,SCOIN " for you." CR>
<TELL CTHE ,BWOMAN
" scowls. \"Pay attention, ducky! I told ye once already.\"" CR>
<RTRUE>)>
; "Check list of interesting subjects."
<SET V <VISIBLE? .OBJ>>
@ -229,10 +229,10 @@ D ,BAG " and a " D ,SCOIN " for you." CR>
<TELL ".\"" CR>
<RTRUE>)>
<TELL ",\" replies the " D ,BWOMAN ,PERIOD>
<RTRUE>)>)>
<RTRUE>)>)>
<COND (<DLESS? CNT 1>
<RETURN>)>>
; "Default for other items she might know about."
<COND (<EQUAL? .OBJ ,WRISTWATCH>
@ -246,10 +246,10 @@ D ,BAG " and a " D ,SCOIN " for you." CR>
<MAKE .OBJ ,TOLD>
<TELL CTHE ,BWOMAN>
<COND (<EQUAL? ,RUBYROOM ,BROAD-WALK>
<TELL
<TELL
" gives you a sad smile. \"Not to worry, dear,\" she sighs. \"Ye'll get it back by and by.\"" CR>
<RTRUE>)>
<TELL
<TELL
" peers at you closely. \"'Ave ye seen one?\" she whispers. \"Wouldn't let it out o' my sight if I was you.\"" CR>
<RTRUE>)
(<EQUAL? .OBJ ,MEEP>
@ -258,7 +258,7 @@ D ,BAG " and a " D ,SCOIN " for you." CR>
<COND (<EQUAL? ,RUBYROOM ,BROAD-WALK>
<TELL " giggles. \"Fast, ain't he?\"" CR>
<RTRUE>)>
<TELL
<TELL
" gives you a sharp look, but doesn't reply." CR>
<RTRUE>)
(<OR <T? .V>
@ -281,9 +281,9 @@ D ,BAG " and a " D ,SCOIN " for you." CR>
<RTRUE>)>
<TELL ",\" shrugs the " D ,BWOMAN ,PERIOD>
<RTRUE>)>
; "Default for all other cases."
<COND (<PROB 50>
<SET Q T>
<TELL CTHE ,BWOMAN " scowls. ">)>
@ -293,7 +293,7 @@ D ,BAG " and a " D ,SCOIN " for you." CR>
<TELL ".\"" CR>
<RTRUE>)>
<TELL ",\" scowls the " D ,BWOMAN ,PERIOD>
<RTRUE>>
<RTRUE>>
<GLOBAL BWOMAN-SUBJECTS:TABLE
<PLTABLE
@ -340,7 +340,7 @@ D ,BAG " and a " D ,SCOIN " for you." CR>
<PTABLE BWOMAN
"Me?\" The woman laughs and gestures at the pigeons. \"Here's all there is to know about me">
<PTABLE GOON
"Shh!\" The old woman shudders. \"Ye musn't speak o' such things">>>
"Shh!\" The old woman shudders. \"Ye musn't speak o' such things">>>
"*** GOON ***"
@ -350,7 +350,7 @@ D ,BAG " and a " D ,SCOIN " for you." CR>
(CAPACITY 20)
(SYNONYM CORPSE CADAVER STIFF BODY SORCERER DEITY WABEWALKER
REMAINS)
(ADJECTIVE ANCIENT SHRUNKEN DECOMPOSED)
(ADJECTIVE ANCIENT SHRUNKEN DECOMPOSED)
(ACTION GOON-F)>
<ROUTINE GOON-F ("OPTIONAL" (CONTEXT <>) "AUX" R G)
@ -397,7 +397,7 @@ D ,BAG " and a " D ,SCOIN " for you." CR>
<COND (<AND <T? .R>
<T? .G>>
; <SETG P-IT-OBJECT ,RBOOT>
<TELL
<TELL
,PA "pair of boots, one red and one green, completes the ghastly wardrobe">)
(<T? .R>
<ONE-CLAD ,RBOOT>)
@ -482,7 +482,7 @@ D ,BAG " and a " D ,SCOIN " for you." CR>
<RTRUE>)
(T
<RFALSE>)>>
<ROUTINE BANDAGE-STOPS-YOU ()
<SETG P-IT-OBJECT ,BANDAGE>
<TELL CTHE ,P-IT-OBJECT " is holding it tightly shut." CR>
@ -538,7 +538,7 @@ D ,BAG " and a " D ,SCOIN " for you." CR>
<TELL CTHEI>
<COND (<VERB? SHOW>
<COND (<IS? ,PRSO ,WORN>
<TELL " glances at " THEO
<TELL " glances at " THEO
" you're wearing, but shows no interest." CR>
<RTRUE>)>
<TELL " confiscates ">)
@ -550,23 +550,23 @@ D ,BAG " and a " D ,SCOIN " for you." CR>
<RTRUE>)
(<PRSO? CREDIT-CARD>
<VANISH>
<TELL
<TELL
" and checks it against a list of delinquent accounts">
<SOLEMNLY>
<TELL
<TELL
", rips the card in half and throws the pieces in the river." CR>
<RTRUE>)
(<PRSO? SCOIN>
<VANISH>
<TELL
", peers at it carefully and compares it to a " D ,BCOIN
<TELL
", peers at it carefully and compares it to a " D ,BCOIN
" given to him by one of the " D ,SHADES ,PTHE "difference is obvious">
<SOLEMNLY>
<TELL
<TELL
" and tosses your coin into the river." CR>
<RTRUE>)>
<MOVE ,PRSO ,HERE>
<TELL
<TELL
", glances at it briefly and tosses it onto the " D ,BEACH ,PERIOD>
<RTRUE>)
(<VERB? PUT PUT-ON EMPTY-INTO>
@ -629,19 +629,19 @@ D ,BAG " and a " D ,SCOIN " for you." CR>
<ROUTINE STYX-TRIP ()
<TELL " and nods at you solemnly." CR>
<VANISH>
<EXIT-DORY>
<EXIT-DORY>
<COND (<EQUAL? ,STICKS 3 4>
<I-STYX>)>
<SETG STICKS 10>
<MOVE ,DORY ,ON-BEACH>
<MAKE ,DORY ,TOUCHED>
<REMOVE ,SHADES>
<TELL CR CTHEI
<TELL CR CTHEI
" pushes away from the beach.|
|
Planes of mist close in around the dory, drawing it deeper into the gloom. The only sound is the rhythmic slurp of the oar as it plies the dark, oily water.">
<CARRIAGE-RETURNS>
<TELL
<TELL
"A vague outline emerges beyond the helm. It slowly resolves into a spit of sand, damp and cheerless in the surrounding murk" ,PCR CTHEI
" swings the dory around and lands it with barely a jolt. ">
<ONE-BY-ONE>
@ -703,7 +703,7 @@ Planes of mist close in around the dory, drawing it deeper into the gloom. The o
<RTRUE>)
(T
<RFALSE>)>>
<ROUTINE GIRL-F ("OPTIONAL" (CONTEXT <>) "AUX" X)
<UNMAKE ,GIRL ,SEEN>
<COND (<THIS-PRSI?>
@ -713,7 +713,7 @@ Planes of mist close in around the dory, drawing it deeper into the gloom. The o
<COND (<PRSO? PARASOL>
<MOVE ,PRSO ,PRSI>
<MAKE ,PRSI ,CHILLY>
<TELL
<TELL
"'s mouth opens into a little \"o\" at the magnificence of your gift. She humbly ">
<COND (<T? .X>
<MOVE .X ,PLAYER>
@ -741,14 +741,14 @@ Planes of mist close in around the dory, drawing it deeper into the gloom. The o
<TELL "accepting ">)
(T
<MOVE .X ,PLAYER>
<TELL "exchanging " THE .X
" for ">)>)
<TELL "exchanging " THE .X
" for ">)>)
(<EQUAL? .X <> ,PARASOL>
<TELL " accepts ">)
(T
<MOVE .X ,PLAYER>
<TELL " exchanges " THE .X " for ">)>
<TELL THEO
<TELL THEO
" with a gracious bow. Her fingers explore the creases in the paper, bending them this way and that. Then, with a few deft maneuvers, she refolds the sheet to its original shape and ">
<COND (<IN? ,PARASOL ,PRSI>
<MOVE ,CRANE ,PLAYER>
@ -784,7 +784,7 @@ D .X " for herself." CR>
<TELL "it">)>
<TELL " and hands it back to you">
<SEE-TWINKLE?>
<RTRUE>)
<RTRUE>)
(<VERB? SHOW>
<TELL CTHEI>
<COND (<PRSO? PARASOL>
@ -796,7 +796,7 @@ D .X " for herself." CR>
<PRINT ,PERIOD>
<RTRUE>)
(<NOT <IN? ,PARASOL ,PRSI>>
<BROLLY-BETTER>
<BROLLY-BETTER>
<RTRUE>)>
<TELL " glances at " THEO
", but exhibits only polite interest">
@ -826,7 +826,7 @@ D .X " for herself." CR>
<RTRUE>)>
<TELL " and tosses it back">
<COND (<VISIBLE? ,PARASOL>
<TELL
<TELL
", her eyes hardly leaving the " D ,PARASOL>)>
<PRINT ,PERIOD>
<RTRUE>)>
@ -893,7 +893,7 @@ D .X " for herself." CR>
<ROUTINE EYES-BRIGHTEN ()
<MAKE ,GIRL ,TOUCHED>
<TELL
<TELL
"'s eyes brighten with surprise when she sees the " D ,PRSO ". \"">
<HLIGHT ,H-ITALIC>
<TELL "Origami">
@ -910,14 +910,14 @@ D .X " for herself." CR>
<ROUTINE BROLLY-BETTER ()
<COND (<VISIBLE? ,PARASOL>
<SETG P-IT-OBJECT ,PARASOL>
<SETG P-IT-OBJECT ,PARASOL>
<BROLLY-INTEREST>)
(<VERB? GIVE>
<TELL " is too timid to take " THEO>)
(T
<TELL " gives " THEO " a timid glance">)>
<PRINT ,PERIOD>
<RTRUE>>
<RTRUE>>
<ROUTINE BROLLY-INTEREST ()
<TELL " isn't as interested in " THEO
@ -942,7 +942,7 @@ D .X " for herself." CR>
(DESCFCN DESCRIBE-BOY)
(GENERIC GENERIC-KID-F)
(ACTION BOY-F)>
<ROUTINE GENERIC-KID-F (TBL)
<COND (<IS? ,HERE ,WINDY>
<RETURN ,BOY>)
@ -961,7 +961,7 @@ D .X " for herself." CR>
(T
<TELL "young ">)>
<TELL "boy sits nearby, listening to a pair of " D ,PHONES
" and idly blowing " D ,SBUBBLE "s. There's a dish full of "
" and idly blowing " D ,SBUBBLE "s. There's a dish full of "
D ,SOAPY-WATER " by his side">
<COND (<T? ,IN-DISH?>
<TELL ", in which you're now standing">)>
@ -973,7 +973,7 @@ D ,SOAPY-WATER " by his side">
<ROUTINE BOY-F ("OPTIONAL" (CONTEXT <>))
<COND (<THIS-PRSI?>
<COND (<VERB? GIVE SHOW FEED>
<TELL
<TELL
"The boy is too preoccupied with his music to notice your offer." CR>
<RTRUE>)>
<RFALSE>)
@ -991,7 +991,7 @@ D ,SOAPY-WATER " by his side">
<ANNOY-BOY>
<RTRUE>)
(<INTBL? ,PRSA ,TALKVERBS ,NTVERBS>
<TELL CTHE ,BOY " doesn't respond" ,AS-IF
<TELL CTHE ,BOY " doesn't respond" ,AS-IF
"he can't hear you." CR>
<RFATAL>)
(T
@ -1046,7 +1046,7 @@ D ,SOAPY-WATER " by his side">
(<HANDLE-BOY?>
<RTRUE>)
(<INTBL? ,PRSA ,TALKVERBS ,NTVERBS>
<BOY-NO-HEED>
<BOY-NO-HEED>
<RFATAL>)
(<INTBL? ,PRSA ,MOVEVERBS ,NMVERBS>
<TELL "Forget it. This kid is ">
@ -1061,7 +1061,7 @@ D ,SOAPY-WATER " by his side">
<COND (<T? ,IN-DISH?>
<EXIT-DISH-FIRST>
<RTRUE>)>
<TELL CTHEO
<TELL CTHEO
" picks you off his clothes like an insect, and tosses you absently over his shoulder">
<THROW-TO-CHASM>
<RFATAL>)
@ -1072,7 +1072,7 @@ D ,SOAPY-WATER " by his side">
<SAY-BOY-BOPS>
<TELL ", but pays no attention." CR>
<RTRUE>>
<ROUTINE HURT-GIANT ()
<TELL CTHE ,GIANT
" brushes at you absently, like a mosquito">
@ -1095,14 +1095,14 @@ D ,SOAPY-WATER " by his side">
<SETG P-HIM-OBJECT ,NOT-HERE-OBJECT>
<TELL CR "You painfully regain your footing." CR>
<RTRUE>>
<ROUTINE HEAR-GIANT-MUSIC ()
<TELL
<TELL
"You hear faint, rhythmic music coming from the " D ,PHONES ,PERIOD>
<RTRUE>>
<ROUTINE RAPE-SCOUT ()
<TELL
<TELL
"There's a name for people who do things like that to boys." CR>
<RTRUE>>
@ -1121,7 +1121,7 @@ D ,SOAPY-WATER " by his side">
<RETURN>)
(<DLESS? PTR 0>
<RFALSE>)>>
<RETURN .OBJ>>
<RETURN .OBJ>>
<GLOBAL ALLBIRDS:TABLE
<PTABLE MCRANE BAD-CRANE OCRANE CRANE DMEEP MAGPIE MEEP>>
@ -1145,21 +1145,21 @@ D ,SOAPY-WATER " by his side">
<MAKE ,MEEP ,SEEN>
<TELL ,CTHEMEEP>
<COND (<T? ,APPETITE>
<SAY-PECKS <>>
<SAY-PECKS <>>
<RTRUE>)>
<TELL <PICK-NEXT <GET ,MEEP-TABLE 3>>>
<PRINTC 46>
<RTRUE>)
(T
<RFALSE>)>>
<ROUTINE OPEN-FOR-MEEP (X)
<TELL "You'd have to open " THE .X
" for the " D ,MEEP " first." CR>
<RTRUE>>
<ROUTINE AFTER-YOU ()
<TELL ,CTHEMEEP
<TELL ,CTHEMEEP
"cocks its head as if to say, \"After you.\"" CR>
<RTRUE>>
@ -1235,7 +1235,7 @@ D ,SOAPY-WATER " by his side">
(<AND <VERB? SGIVE SFEED>
<PRSO? ME>>
<PERFORM ,V?DROP ,PRSI>
<RFATAL>)
<RFATAL>)
(<VERB? EXAMINE WATCH LOOK-ON LOOK-UNDER LOOK-BEHIND
LOOK-DOWN LOOK-UP LOOK-OUTSIDE LOOK SEARCH
COUNT READ>
@ -1320,7 +1320,7 @@ D ,SOAPY-WATER " by his side">
<CANT-FROM-HERE>
<RTRUE>)
(<NOT <PRSO? BAG>>
<NOT-LIKELY ,PRSI
<NOT-LIKELY ,PRSI
"would find that very appetizing">
<RTRUE>)>
<GIVE-PRSO-TO-MEEP>
@ -1350,9 +1350,9 @@ D ,SOAPY-WATER " by his side">
(<T? .X>
<MOVE .X <LOC ,PRSI>>
<TELL "drops " THE .X ", ">)>
<TELL "retrieves " THEO
<TELL "retrieves " THEO
" and drops it at your feet." CR>
<RTRUE>)>
<RTRUE>)>
<RFALSE>)
(<AND <VERB? TELL>
<T? ,P-CONT>>
@ -1363,7 +1363,7 @@ D ,SOAPY-WATER " by his side">
<TELL ,CTHEMEEP>
<BUSY-EATING>
<RFATAL>)>
<RFALSE>)
<RFALSE>)
(<VERB? TELL-ABOUT ASK-ABOUT ASK-FOR>
<COND (<PRSI? PRSO ME>
<PERPLEXED ,PRSO>
@ -1377,12 +1377,12 @@ D ,SOAPY-WATER " by his side">
<I-TMEEP <>>
<RTRUE>)
(<VERB? EXAMINE>
<TELL ,CTHEMEEP
<TELL ,CTHEMEEP
"resembles a gray pheasant, lean and streamlined, with bright eyes and a long tail splashed with color">
<COND (<T? .X>
<TELL ". It's holding " A .X " in its beak">)
(<T? ,APPETITE>
<TELL
<TELL
". Right now it's pecking crumbs out of the bag with great contentment">)>
<PRINT ,PERIOD>
<RTRUE>)
@ -1457,10 +1457,10 @@ D ,SOAPY-WATER " by his side">
<TELL "drops " THE .X " and ">)>
<TELL "nods brightly.|
|
You hold " D ,BREATH
You hold " D ,BREATH
" as a gray torpedo scoots under the jeeps and disappears into the " D ,SBUNK
,PTHE "busy technicians fail to notice the fearless creature plucking the key from its "
D ,PADLOCK ,PCR "Triumphantly, the " D ,MEEP
D ,PADLOCK ,PCR "Triumphantly, the " D ,MEEP
" prances back to your side and deposits the key at your feet." CR>
<UPDATE-SCORE 3>
<RTRUE>)
@ -1513,7 +1513,7 @@ D ,PADLOCK ,PCR "Triumphantly, the " D ,MEEP
<TELL "drops " THE .X ", ">)>
<TELL "picks up " THE .OBJ " and drops it at your feet." CR>
<RTRUE>)>
<TELL "glances at " THE .OBJ
<TELL "glances at " THE .OBJ
", turns back to you and cocks its head as if to say, \"So?\"" CR>
<RTRUE>>
@ -1522,7 +1522,7 @@ D ,PADLOCK ,PCR "Triumphantly, the " D ,MEEP
<OBJECT DOG
(LOC W100)
(DESC "German shepherd")
(FDESC
(FDESC
"A great, big German shepherd is curled up against the blockhouse.")
(FLAGS LIVING PERSON TRYTAKE NOALL)
(SYNONYM DOG WATCHDOG SHEPHERD MUTT POOCH CANINE ANIMAL
@ -1546,7 +1546,7 @@ D ,PADLOCK ,PCR "Triumphantly, the " D ,MEEP
(<VERB? GIVE FEED>
<MOVE ,PRSO ,W100>
<UNMAKE ,PRSI ,SEEN>
<TELL "You deposit " THEO
<TELL "You deposit " THEO
" under the sleeping dog's nose." CR>
<RTRUE>)
(<VERB? THROW THROW-OVER>
@ -1556,14 +1556,14 @@ D ,PADLOCK ,PCR "Triumphantly, the " D ,MEEP
<TELL " over ">)
(T
<TELL " at ">)>
<TELL
<TELL
"the sleeping dog. Luckily, your pitching arm is no better than your sense of diplomacy, and " THE ,PRSO
" falls short of its target by several feet." CR>
<RTRUE>)>
<RFALSE>)
(<VERB? EXAMINE WATCH>
<TELL
"You're looking at a hundred and ten pounds of hard, flea-bitten muscle, leashed to the " D ,BHOUSE
<TELL
"You're looking at a hundred and ten pounds of hard, flea-bitten muscle, leashed to the " D ,BHOUSE
" with a chain of the type used to moor ocean liners. Good thing it's sleeping." CR>
<RTRUE>)
(<INTBL? ,PRSA ,TALKVERBS ,NTVERBS>
@ -1580,7 +1580,7 @@ D ,PADLOCK ,PCR "Triumphantly, the " D ,MEEP
<WAKE-DOG T>
<RTRUE>)
(<VERB? HIT CUT RIP KILL KICK>
<TELL
<TELL
"Boldly, fearlessly, you march up to the dozing shepherd and draw back ">
<COND (<VERB? KICK>
<TELL D ,FEET>)
@ -1633,12 +1633,12 @@ D ,PADLOCK ,PCR "Triumphantly, the " D ,MEEP
<AT-YOUR-TOUCH>)
(T
<AT-YOUR-VOICE>)>
<TELL
<TELL
"It peers at you for a moment, yawns and drifts back to sleep.|
|
You wipe the sweat from your brow" ,PCR>
<ITALICIZE "Click.">
<TELL
<TELL
" A set of long, white fangs snaps together, an inch shy of your left leg. Looks as if sleepytime is over." CR>
<DOG-ALERT>
<RTRUE>>
@ -1651,8 +1651,8 @@ The 110-pound \"puppy\" strains against its chain, opens its toothy maw and star
<AKC>
<COND (<HEAR-BAKER?>
<HEAR-BARKING>)>
<TELL CR
"You stumble backwards to hide as the " D ,SLIGHT
<TELL CR
"You stumble backwards to hide as the " D ,SLIGHT
" sweeps across the road." CR>
<HOLD-IT>
<KINDA-SPY>
@ -1680,7 +1680,7 @@ The 110-pound \"puppy\" strains against its chain, opens its toothy maw and star
<VERY-CLOSE>
<RTRUE>)
(T
<RFALSE>)>>
<RFALSE>)>>
<ROUTINE VERY-CLOSE ()
<TELL
@ -1722,26 +1722,26 @@ The 110-pound \"puppy\" strains against its chain, opens its toothy maw and star
<RFALSE>)>
<TELL CTHEI>
<COND (<IS? ,PRSO ,LIGHTED>
<TELL
<TELL
" winces with pain, and covers its eye with an open claw." CR>
<RTRUE>)>
<TELL " scowls at " THEO
<TELL " scowls at " THEO
" with profound disinterest." CR>
<RTRUE>)
(<VERB? GIVE FEED>
<TELL CTHEI>
<COND (<IS? ,PRSO ,LIGHTED>
<TELL
<TELL
" growls and backs away as you approach it with " THEO ,PERIOD>
<RTRUE>)
(<PRSO? GARLIC ICE SKINK>
<VANISH>
<TELL " crams " THEO
<TELL " crams " THEO
" into its mouth and belches." CR>
<RTRUE>)>
<MOVE ,PRSO ,OSSUARY>
<SETG P-IT-OBJECT ,NOT-HERE-OBJECT>
<TELL " clutches " THEO
<TELL " clutches " THEO
" in its claws, glares at it briefly and flings it off into the darkness with a snarl." CR>
<RTRUE>)
(<VERB? THROW THROW-OVER PUSH-TO>
@ -1761,7 +1761,7 @@ The 110-pound \"puppy\" strains against its chain, opens its toothy maw and star
<TELL CR "You hear a faint ">
<ITALICIZE "pop">
<TELL " as the " D ,PRSO
" strikes the ground." CR>
" strikes the ground." CR>
<SAY-IF-HERE-LIT>)>
<RTRUE>)>
<TELL ", snatches it up ">
@ -1775,19 +1775,19 @@ The 110-pound \"puppy\" strains against its chain, opens its toothy maw and star
<PRINT ,PERIOD>
<RTRUE>)
(<VERB? WAVE-AT BOW>
<TELL CTHEO
<TELL CTHEO
" responds to your gesture with a contemptuous snarl." CR>
<RTRUE>)
(<VERB? TOUCH KNOCK KICK SQUEEZE MOVE PUSH SHAKE
ADJUST SWING>
<VERY-CLOSE>
<RTRUE>)
<RTRUE>)
(<VERB? HIT KILL>
<COND (<EQUAL? ,PRSI <> ,HANDS ,FEET>
<VERY-CLOSE>
<RTRUE>)
(<IS? ,PRSI ,LIGHTED>
<TELL CTHEO
<TELL CTHEO
" backs out of your reach, snarling with fear." CR>
<RTRUE>)>
<TELL CTHEO " grapples " THEI " away from you ">
@ -1813,7 +1813,7 @@ The 110-pound \"puppy\" strains against its chain, opens its toothy maw and star
<ROUTINE THROWS-BACK (OBJ)
<MOVE .OBJ ,HERE>
<TELL
<TELL
"and flings it back at you with a roar. You leap back as it skitters"
,AGROUND ,PERIOD>
<RTRUE>>
@ -1871,20 +1871,20 @@ The 110-pound \"puppy\" strains against its chain, opens its toothy maw and star
<I-OPPIE <>>
<RTRUE>)
(<VERB? EXAMINE>
<TELL CTHEO " near the " D ,SHELTER
<TELL CTHEO " near the " D ,SHELTER
" is drawn and haggard; it looks as if he hasn't slept in days." CR>
<COND (<NOT <IS? ,OPPIE ,BORING>>
<MAKE ,OPPIE ,BORING>
<SETG DO-WINDOW <GET ,QUOTES ,WHITMAN>>
<RFATAL>)>
<RTRUE>)>
<RETURN <HANDLE-GIS?>>>
<RETURN <HANDLE-GIS?>>>
<OBJECT GIS
(LOC S100)
(DESC "GIs")
(FLAGS NODESC LIVING PERSON PLURAL)
(SYNONYM GIS GI DRIVERS DRIVER SOLDIER SOLDIERS TROOP TROOPS
(SYNONYM GIS GI DRIVERS DRIVER SOLDIER SOLDIERS TROOP TROOPS
MAN MISTER MEN)
(ADJECTIVE MILITARY NERVOUS YOUNG NERVOUS\-LOOKING)
(GENERIC GENERIC-GI-F)
@ -1902,14 +1902,14 @@ The 110-pound \"puppy\" strains against its chain, opens its toothy maw and star
<TELL
" are obviously under a lot of strain. Their ">
<COND (<L? ,MINUTES 28>
<TELL
<TELL
"fingers drum impatiently on their steering wheels, and their ">)>
<TELL "eyes dart back and forth between the "
<TELL "eyes dart back and forth between the "
D ,SBUNK " and the " D ,HORIZON ". One of them is training a " D ,BINOS
" on the road leading south." CR>
<RTRUE>)>
<RETURN <HANDLE-GIS?>>>
<ROUTINE HANDLE-GIS? ()
<COND (<THIS-PRSI?>
<COND (<VERB? GIVE SHOW FEED>
@ -1932,7 +1932,7 @@ D ,SBUNK " and the " D ,HORIZON ". One of them is training a " D ,BINOS
<COND (<NOT <IS? ,GIS ,SEEN>>
<MAKE ,GIS ,SEEN>
<TELL " starts">
<AT-YOUR-VOICE>
<AT-YOUR-VOICE>
<TELL "\"Who said that?\" he cries.|
|
The ">
@ -1941,7 +1941,7 @@ The ">
(T
<TELL "surrounding ">)>
<TELL D ,GIS
" snap to alert attention, peering into the gloom. Nobody moves for a long moment. Then, one by one, they begin to relax... all but the closest GI, who stares in the " D ,INTDIR
" snap to alert attention, peering into the gloom. Nobody moves for a long moment. Then, one by one, they begin to relax... all but the closest GI, who stares in the " D ,INTDIR
" of the shed nervously." CR>
<RFATAL>)>
<TELL " points in your " D ,INTDIR>

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@ -7,12 +7,12 @@
<SYNTAX $PRAMS = V-$PRAMS>
<BUZZ A AN THE IS ARE AM PM AND OF THEN ALL BOTH EVERYTHING BUT
EXCEPT \. \, \" \? \!
EXCEPT \. \, \" \? \!
; PRY HERE SOME MISS ; "MR DR" MRS ; MONEY SO PLEASE>
<BUZZ CAREFULLY CLOSELY SLOWLY CAUTIOUSLY WARILY GENTLY
QUICKLY RAPIDLY BRIEFLY SUDDENLY SWIFTLY CARELESSLY HASTILY
HURRIEDLY RECKLESSLY
HURRIEDLY RECKLESSLY
QUIETLY PRIVATELY SILENTLY>
<BUZZ AM ANY COULD DID DO HAS HAVE HE\'S HOW HOW\'S
@ -23,10 +23,10 @@
<BUZZ ; "ZERO ONE TWO THREE FOUR FIVE SIX SEVEN" EIGHT NINE TEN
ELEVEN TWELVE THIRTEEN FOURTEEN FIFTEEN SIXTEEN SEVENTEEN EIGHTEEN
NINETEEN ; "TWENTY THIRTY" FORTY ; FIFTY SIXTY SEVENTY EIGHTY NINETY
NINETEEN ; "TWENTY THIRTY" FORTY ; FIFTY SIXTY SEVENTY EIGHTY NINETY
HUNDRED THOUSAND MILLION BILLION>
<BUZZ FUCK FUCKED CURSE GODDAMNED CUSS DAMN SHIT ASSHOLE ASS CUNT
<BUZZ FUCK FUCKED CURSE GODDAMNED CUSS DAMN SHIT ASSHOLE ASS CUNT
SHITHEAD ; PISS ; SUCK BASTARD FUCKING DAMNED ; PEE COCKSUCKER BITCH>
<BUZZ ZORK XYZZY GRUE GRUES PLUGH YOHO OZMOO GNUSTO SAILOR WISHBRINGER
@ -136,7 +136,7 @@
<SYNTAX BLOW OUT OBJECT = V-LAMP-OFF>
<SYNTAX BURN OBJECT (HELD CARRIED ON-GROUND IN-ROOM)
WITH OBJECT (HELD CARRIED HAVE) = V-BURN-WITH>
WITH OBJECT (HELD CARRIED HAVE) = V-BURN-WITH>
<SYNTAX BURN DOWN OBJECT (HELD CARRIED ON-GROUND IN-ROOM)
WITH OBJECT (HELD CARRIED HAVE) = V-BURN-WITH>
<SYNTAX BURN UP OBJECT (HELD CARRIED ON-GROUND IN-ROOM)
@ -179,7 +179,7 @@
<SYNTAX DESCEND OBJECT (FIND LOCATION) (ON-GROUND IN-ROOM) = V-CLIMB-DOWN>
<SYNTAX CLOSE OBJECT (FIND OPENABLE) (HELD CARRIED ON-GROUND IN-ROOM)
= V-CLOSE>
= V-CLOSE>
<SYNTAX CLOSE OFF OBJECT (HELD CARRIED ON-GROUND IN-ROOM) = V-LAMP-OFF>
<VERB-SYNONYM CLOSE SHUT SLAM>
@ -190,28 +190,28 @@
<SYNTAX CROSS OVER OBJECT = V-CROSS>
<VERB-SYNONYM CROSS TRAVERSE>
<SYNTAX CUT OBJECT WITH OBJECT (FIND SHARPENED) (CARRIED HELD HAVE TAKE)
<SYNTAX CUT OBJECT WITH OBJECT (FIND SHARPENED) (CARRIED HELD HAVE TAKE)
= V-CUT>
<SYNTAX CUT UP OBJECT WITH OBJECT (FIND SHARPENED) (CARRIED HELD HAVE TAKE)
= V-CUT>
<SYNTAX CUT THROUGH OBJECT WITH OBJECT (FIND SHARPENED)
= V-CUT>
<SYNTAX CUT THROUGH OBJECT WITH OBJECT (FIND SHARPENED)
(HELD CARRIED HAVE TAKE) = V-CUT>
<SYNTAX CUT DOWN OBJECT WITH OBJECT (FIND SHARPENED) (CARRIED HELD HAVE TAKE)
= V-CUT>
<VERB-SYNONYM CUT CHOP SLASH SLICE GASH LACERATE CLEAVE SEVER SPLIT>
<VERB-SYNONYM CUT CHOP SLASH SLICE GASH LACERATE CLEAVE SEVER SPLIT>
<SYNTAX RIP OBJECT WITH OBJECT (FIND MANUALLY) (CARRIED HELD HAVE TAKE)
<SYNTAX RIP OBJECT WITH OBJECT (FIND MANUALLY) (CARRIED HELD HAVE TAKE)
= V-RIP>
<SYNTAX RIP UP OBJECT WITH OBJECT (FIND MANUALLY) (CARRIED HELD HAVE TAKE)
= V-RIP>
<SYNTAX RIP THROUGH OBJECT WITH OBJECT (FIND MANUALLY)
= V-RIP>
<SYNTAX RIP THROUGH OBJECT WITH OBJECT (FIND MANUALLY)
(HELD CARRIED HAVE TAKE) = V-RIP>
<SYNTAX RIP DOWN OBJECT WITH OBJECT (FIND MANUALLY) (CARRIED HELD HAVE TAKE)
= V-RIP>
<SYNTAX RIP OFF OBJECT (FIND TAKEABLE) = V-TAKE PRE-TAKE>
<VERB-SYNONYM RIP TEAR>
<SYNTAX FELL OBJECT WITH OBJECT (FIND SHARPENED) (CARRIED HELD HAVE TAKE)
<SYNTAX FELL OBJECT WITH OBJECT (FIND SHARPENED) (CARRIED HELD HAVE TAKE)
= V-CUT>
<SYNTAX BREAK OBJECT (ON-GROUND IN-ROOM HELD CARRIED)
@ -220,7 +220,7 @@
OFF OBJECT (ON-GROUND IN-ROOM) = V-MUNG>
<SYNTAX BREAK DOWN OBJECT (ON-GROUND IN-ROOM HELD CARRIED)
WITH OBJECT (HAVE HELD CARRIED) = V-MUNG>
<SYNTAX BREAK IN OBJECT (ON-GROUND IN-ROOM)
<SYNTAX BREAK IN OBJECT (ON-GROUND IN-ROOM)
WITH OBJECT (FIND MANUALLY) (HAVE HELD CARRIED) = V-MUNG>
<SYNTAX BREAK THROUGH OBJECT (ON-GROUND IN-ROOM)
WITH OBJECT (FIND MANUALLY) (HAVE HELD CARRIED) = V-MUNG>
@ -263,7 +263,7 @@
<SYNTAX EXIT OBJECT (FIND LOCATION) = V-EXIT>
<VERB-SYNONYM EXIT DEPART SCRAM WITHDRAW>
<SYNTAX EXAMINE OBJECT (HELD CARRIED ON-GROUND IN-ROOM)
<SYNTAX EXAMINE OBJECT (HELD CARRIED ON-GROUND IN-ROOM)
= V-EXAMINE PRE-EXAMINE>
<SYNTAX EXAMINE IN OBJECT (HELD CARRIED IN-ROOM ON-GROUND)
= V-LOOK-INSIDE>
@ -271,10 +271,10 @@
= V-EXAMINE>
<SYNTAX EXAMINE FOR OBJECT = V-FIND>
<SYNTAX EXAMINE OBJECT (HELD CARRIED ON-GROUND IN-ROOM)
THROUGH OBJECT (HELD CARRIED ON-GROUND IN-ROOM)
THROUGH OBJECT (HELD CARRIED ON-GROUND IN-ROOM)
= V-LOOK-THRU>
<SYNTAX EXAMINE OBJECT (HELD CARRIED ON-GROUND IN-ROOM)
WITH OBJECT (HELD CARRIED ON-GROUND IN-ROOM)
WITH OBJECT (HELD CARRIED ON-GROUND IN-ROOM)
= V-LOOK-THRU>
<VERB-SYNONYM EXAMINE INSPECT DESCRIBE CHECK STUDY SURVEY SEE TRACE>
@ -290,7 +290,7 @@
<VERB-SYNONYM EXTINGUISH DOUSE QUENCH SNUFF>
; <SYNTAX FILL OBJECT (FIND CONTAINER) (HELD CARRIED ON-GROUND IN-ROOM)
= V-FILL>
= V-FILL>
<SYNTAX FILL OBJECT (FIND CONTAINER) (HELD CARRIED ON-GROUND IN-ROOM)
WITH OBJECT = V-FILL>
<SYNTAX FILL OBJECT (FIND CONTAINER) (HELD CARRIED ON-GROUND IN-ROOM)
@ -298,7 +298,7 @@
<SYNTAX FIND OBJECT = V-FIND>
<VERB-SYNONYM FIND SEEK DISCOVER>
<SYNTAX DETONATE OBJECT = V-DETONATE>
<VERB-SYNONYM DETONATE EXPLODE FIRE>
@ -343,7 +343,7 @@
<VERB-SYNONYM FOLLOW PURSUE CHASE>
<SYNTAX HAND OBJECT (HELD CARRIED HAVE TAKE)
TO OBJECT (FIND LIVING) (IN-ROOM ON-GROUND) = V-GIVE PRE-GIVE>
TO OBJECT (FIND LIVING) (IN-ROOM ON-GROUND) = V-GIVE PRE-GIVE>
<SYNTAX HAND OBJECT (FIND LIVING) (ON-GROUND IN-ROOM)
OBJECT (HELD CARRIED HAVE TAKE) = V-SGIVE>
<VERB-SYNONYM HAND GIVE DONATE DELIVER OFFER BESTOW PRESENT>
@ -354,7 +354,7 @@
OBJECT (HELD CARRIED HAVE TAKE) = V-SSELL>
<SYNTAX SHOW OBJECT (HELD CARRIED HAVE TAKE) TO OBJECT
(FIND LIVING) (IN-ROOM ON-GROUND) = V-SHOW PRE-SHOW>
(FIND LIVING) (IN-ROOM ON-GROUND) = V-SHOW PRE-SHOW>
<SYNTAX SHOW OBJECT (FIND LIVING) OBJECT
(HELD CARRIED HAVE TAKE) = V-SSHOW>
<VERB-SYNONYM SHOW DISPLAY>
@ -362,9 +362,9 @@
<SYNTAX FEED OBJECT (FIND LIVING) (ON-GROUND IN-ROOM) WITH OBJECT
(FIND FOODBIT) (HELD CARRIED HAVE) = V-SFEED>
<SYNTAX FEED OBJECT (FIND FOODBIT) (HELD CARRIED HAVE) TO OBJECT
(FIND LIVING) (ON-GROUND IN-ROOM) = V-FEED PRE-FEED>
(FIND LIVING) (ON-GROUND IN-ROOM) = V-FEED PRE-FEED>
<SYNTAX FEED OBJECT (FIND LIVING) (ON-GROUND IN-ROOM)
OBJECT (FIND FOODBIT) (HELD CARRIED HAVE) = V-SFEED>
OBJECT (FIND FOODBIT) (HELD CARRIED HAVE) = V-SFEED>
<SYNTAX HEAR OBJECT = V-LISTEN>
@ -453,7 +453,7 @@
<VERB-SYNONYM KILL MURDER SLAY STAB PUNCH WOUND DISPATCH VANQUISH>
<SYNTAX HIT OBJECT (ON-GROUND IN-ROOM)
WITH OBJECT (FIND MANUALLY) (HELD CARRIED HAVE) = V-HIT>
WITH OBJECT (FIND MANUALLY) (HELD CARRIED HAVE) = V-HIT>
<SYNTAX HIT AT OBJECT (ON-GROUND IN-ROOM)
WITH OBJECT (FIND MANUALLY) (HELD CARRIED HAVE) = V-HIT>
<VERB-SYNONYM HIT SLAP WHACK STRIKE SWAT>
@ -481,14 +481,14 @@
<VERB-SYNONYM LIE RECLINE REPOSE>
<SYNTAX LISTEN OBJECT (FIND LOCATION) = V-LISTEN>
<SYNTAX LISTEN TO OBJECT (HELD CARRIED ON-GROUND IN-ROOM)
<SYNTAX LISTEN TO OBJECT (HELD CARRIED ON-GROUND IN-ROOM)
= V-LISTEN>
<SYNTAX LISTEN IN OBJECT (HELD CARRIED ON-GROUND IN-ROOM)
= V-LISTEN>
= V-LISTEN>
<SYNTAX LISTEN FOR OBJECT (HELD CARRIED ON-GROUND IN-ROOM)
= V-LISTEN>
<SYNTAX LOCK OBJECT (ON-GROUND IN-ROOM)
<SYNTAX LOCK OBJECT (ON-GROUND IN-ROOM)
WITH OBJECT (FIND MANUALLY) (HELD HAVE) = V-LOCK>
<SYNTAX LOOK = V-LOOK>
@ -499,7 +499,7 @@
<SYNTAX LOOK OVER OBJECT (HELD CARRIED ON-GROUND IN-ROOM)
= V-EXAMINE PRE-EXAMINE>
<SYNTAX LOOK UP OBJECT (FIND LOCATION) = V-LOOK-UP>
<SYNTAX LOOK OBJECT (HELD CARRIED ON-GROUND IN-ROOM)
<SYNTAX LOOK OBJECT (HELD CARRIED ON-GROUND IN-ROOM)
= V-DUMB-EXAMINE PRE-DUMB-EXAMINE>
<SYNTAX LOOK THROUGH OBJECT (HELD CARRIED ON-GROUND IN-ROOM)
= V-LOOK-INSIDE>
@ -507,7 +507,7 @@
<SYNTAX LOOK UNDER OBJECT = V-LOOK-UNDER>
<SYNTAX LOOK BEHIND OBJECT = V-LOOK-BEHIND>
<SYNTAX LOOK IN OBJECT (HELD CARRIED ON-GROUND IN-ROOM) = V-LOOK-INSIDE>
<SYNTAX LOOK ON OBJECT (HELD CARRIED ON-GROUND IN-ROOM)
<SYNTAX LOOK ON OBJECT (HELD CARRIED ON-GROUND IN-ROOM)
= V-LOOK-ON>
<SYNTAX LOOK AT OBJECT (HELD CARRIED ON-GROUND IN-ROOM) THROUGH OBJECT
= V-LOOK-THRU>
@ -519,7 +519,7 @@
= V-LOOK-THRU>
<SYNTAX LOOK OUT OBJECT (FIND LOCATION) = V-LOOK-OUTSIDE>
<SYNTAX LOOK FOR OBJECT = V-FIND>
<SYNTAX LOOK TO OBJECT (HELD CARRIED ON-GROUND IN-ROOM)
<SYNTAX LOOK TO OBJECT (HELD CARRIED ON-GROUND IN-ROOM)
= V-EXAMINE PRE-EXAMINE>
<VERB-SYNONYM LOOK L STARE GAZE PEER PEEK>
@ -536,7 +536,7 @@
<SYNTAX PRY OBJECT WITH OBJECT (FIND MANUALLY) (HELD CARRIED HAVE TAKE)
= V-LOOSEN>
<SYNTAX PRY UP OBJECT WITH OBJECT (FIND MANUALLY) (HELD CARRIED HAVE TAKE)
<SYNTAX PRY UP OBJECT WITH OBJECT (FIND MANUALLY) (HELD CARRIED HAVE TAKE)
= V-LOOSEN>
<SYNTAX PRY OUT OBJECT WITH OBJECT (FIND MANUALLY) (HELD CARRIED HAVE TAKE)
= V-LOOSEN>
@ -571,15 +571,15 @@
<SYNTAX PULL OBJECT (ON-GROUND IN-ROOM) = V-PULL>
<SYNTAX PULL ON OBJECT (ON-GROUND IN-ROOM) = V-PULL>
<SYNTAX PULL ON OBJECT (ON-GROUND IN-ROOM) WITH OBJECT
(HELD CARRIED HAVE) = V-LOOSEN>
(HELD CARRIED HAVE) = V-LOOSEN>
<SYNTAX PULL UP OBJECT (ON-GROUND IN-ROOM) = V-RAISE>
<SYNTAX PULL UP OBJECT (ON-GROUND IN-ROOM) WITH OBJECT (HELD CARRIED HAVE)
= V-LOOSEN>
= V-LOOSEN>
<SYNTAX PULL DOWN OBJECT (ON-GROUND IN-ROOM) = V-LOWER>
<SYNTAX PULL DOWN OBJECT (ON-GROUND IN-ROOM) WITH OBJECT
(HELD CARRIED HAVE) = V-LOOSEN>
(HELD CARRIED HAVE) = V-LOOSEN>
<SYNTAX PULL OBJECT (ON-GROUND IN-ROOM) WITH OBJECT
(HELD CARRIED HAVE) = V-LOOSEN>
(HELD CARRIED HAVE) = V-LOOSEN>
<SYNTAX PULL OBJECT (FIND TAKEABLE) OUT OBJECT (ON-GROUND IN-ROOM)
= V-TAKE PRE-TAKE>
<SYNTAX PULL OBJECT (ON-GROUND IN-ROOM) OBJECT = V-PUSH-TO>
@ -713,7 +713,7 @@
(ON-GROUND IN-ROOM CARRIED) = V-PUT-ON PRE-PUT-ON>
<SYNTAX PUT DOWN OBJECT (HELD CARRIED HAVE MANY) = V-DROP>
<SYNTAX PUT OBJECT (HELD HAVE CARRIED MANY) UNDER OBJECT
(ON-GROUND IN-ROOM CARRIED) = V-PUT-UNDER>
(ON-GROUND IN-ROOM CARRIED) = V-PUT-UNDER>
<SYNTAX PUT ON OBJECT (ON-GROUND IN-ROOM CARRIED) = V-WEAR>
<SYNTAX PUT OBJECT (HELD CARRIED MANY HAVE) BEHIND OBJECT
(ON-GROUND IN-ROOM CARRIED) = V-PUT-BEHIND>
@ -838,13 +838,13 @@
; <SYNTAX SEND FOR OBJECT = V-SEND>
<SYNTAX SHAKE OBJECT WITH OBJECT (FIND MANUALLY) (HELD CARRIED HAVE)
= V-SHAKE>
= V-SHAKE>
<SYNTAX SHAKE OUT OBJECT (HELD CARRIED) = V-EMPTY>
<SYNTAX SHAKE OUT OBJECT (HELD CARRIED HAVE) IN OBJECT = V-EMPTY-INTO>
<SYNTAX SHAKE OUT OBJECT FROM OBJECT (HELD CARRIED HAVE) = V-POUR-FROM>
<SYNTAX JOSTLE OBJECT WITH OBJECT (FIND MANUALLY) (HELD CARRIED HAVE)
= V-SHAKE>
= V-SHAKE>
<VERB-SYNONYM JOSTLE RATTLE>
; <SYNTAX SHARPEN OBJECT WITH OBJECT ; (FIND MANUALLY) (HAVE) = V-SHARPEN>
@ -857,10 +857,10 @@
; <SYNTAX SHOW OBJECT TO OBJECT (FIND PERSON) = V-SHOW>
; <SYNTAX SHOW OBJECT (FIND PERSON) OBJECT = V-SHOW PRE-SHOW>
<SYNTAX SIT OBJECT (FIND LOCATION) (ON-GROUND IN-ROOM) = V-SIT>
<SYNTAX SIT OBJECT (FIND LOCATION) (ON-GROUND IN-ROOM) = V-SIT>
<SYNTAX SIT ON OBJECT (ON-GROUND IN-ROOM) = V-SIT>
<SYNTAX SIT DOWN OBJECT (FIND LOCATION) (ON-GROUND IN-ROOM) = V-SIT>
<SYNTAX SIT IN OBJECT ; (FIND VEHBIT)
<SYNTAX SIT IN OBJECT ; (FIND VEHBIT)
(ON-GROUND IN-ROOM) = V-ENTER ; "V-BOARD PRE-BOARD">
<SYNTAX SIT AT OBJECT = V-SIT>
<VERB-SYNONYM SIT SETTLE SQUAT CROUCH>
@ -892,7 +892,7 @@
<SYNTAX SQUEEZE OBJECT = V-SQUEEZE>
<SYNTAX SQUEEZE OBJECT (HELD CARRIED HAVE) ON OBJECT (ON-GROUND IN-ROOM)
= V-PUT PRE-PUT>
= V-PUT PRE-PUT>
<VERB-SYNONYM SQUEEZE SQUASH SQUISH CRUSH CRUMPLE>
<SYNTAX STAND = V-STAND>
@ -927,7 +927,7 @@
<SYNTAX SWING ON OBJECT = V-CLIMB-ON>
<SYNTAX TAKE OBJECT (FIND TAKEABLE) (ON-GROUND IN-ROOM MANY)
<SYNTAX TAKE OBJECT (FIND TAKEABLE) (ON-GROUND IN-ROOM MANY)
= V-TAKE PRE-TAKE>
<SYNTAX TAKE UP OBJECT (FIND LOCATION) = V-RAISE>
<SYNTAX TAKE DOWN OBJECT (FIND LOCATION) = V-LOWER>
@ -952,13 +952,13 @@
<SYNTAX REMOVE OBJECT (FIND TAKEABLE) (ON-GROUND IN-ROOM MANY)
FROM OBJECT = V-TAKE PRE-TAKE>
<SYNTAX REMOVE OBJECT (FIND TAKEABLE) (ON-GROUND IN-ROOM MANY)
ON OBJECT = V-TAKE PRE-TAKE>
ON OBJECT = V-TAKE PRE-TAKE>
<SYNTAX REMOVE OBJECT (FIND TAKEABLE) (ON-GROUND IN-ROOM MANY)
IN OBJECT = V-TAKE PRE-TAKE>
IN OBJECT = V-TAKE PRE-TAKE>
<SYNTAX REMOVE OBJECT (FIND TAKEABLE) WITH OBJECT (HELD CARRIED HAVE)
= V-TAKE-WITH>
= V-TAKE-WITH>
<SYNTAX HOLD OBJECT (FIND TAKEABLE) (ON-GROUND IN-ROOM MANY)
<SYNTAX HOLD OBJECT (FIND TAKEABLE) (ON-GROUND IN-ROOM MANY)
= V-TAKE PRE-TAKE>
<SYNTAX HOLD ON OBJECT (FIND TAKEABLE) (ON-GROUND IN-ROOM) = V-TAKE PRE-TAKE>
<SYNTAX HOLD UP OBJECT (FIND LOCATION) (HELD CARRIED HAVE) = V-RAISE>
@ -969,7 +969,7 @@
<SYNTAX HOLD DOWN OBJECT (ON-GROUND IN-ROOM HELD CARRIED) = V-LOWER>
<SYNTAX HOLD APART OBJECT (ON-GROUND IN-ROOM) = V-OPEN>
<SYNTAX GET OBJECT (FIND TAKEABLE) (ON-GROUND IN-ROOM MANY)
<SYNTAX GET OBJECT (FIND TAKEABLE) (ON-GROUND IN-ROOM MANY)
= V-TAKE PRE-TAKE>
<SYNTAX GET IN OBJECT (FIND LOCATION) (ON-GROUND IN-ROOM) = V-ENTER>
<SYNTAX GET OUT OBJECT (FIND LOCATION) (ON-GROUND IN-ROOM) = V-EXIT>
@ -1024,9 +1024,9 @@
AT OBJECT (ON-GROUND IN-ROOM) = V-THROW PRE-THROW>
<SYNTAX THROW OBJECT (HELD MANY CARRIED HAVE)
TO OBJECT (ON-GROUND IN-ROOM) = V-THROW PRE-THROW>
<SYNTAX THROW OBJECT (HELD MANY CARRIED HAVE)
<SYNTAX THROW OBJECT (HELD MANY CARRIED HAVE)
OFF OBJECT = V-THROW-OVER PRE-THROW-OVER>
<SYNTAX THROW OBJECT (HELD MANY CARRIED HAVE)
<SYNTAX THROW OBJECT (HELD MANY CARRIED HAVE)
OVER OBJECT = V-THROW-OVER PRE-THROW-OVER>
<SYNTAX THROW OBJECT (HELD MANY CARRIED HAVE)
THROUGH OBJECT (ON-GROUND IN-ROOM) = V-PUT PRE-PUT>
@ -1059,7 +1059,7 @@
; <SYNTAX TURN OBJECT = V-TURN>
; <SYNTAX TURN OBJECT TO OBJECT = V-TURN>
<SYNTAX TURN OBJECT WITH OBJECT (FIND MANUALLY)
<SYNTAX TURN OBJECT WITH OBJECT (FIND MANUALLY)
(HELD CARRIED HAVE TAKE) = V-TURN>
<SYNTAX TURN THROUGH OBJECT = V-READ>
<SYNTAX TURN TO OBJECT = V-TURN-TO>
@ -1077,13 +1077,13 @@
WITH OBJECT (HELD CARRIED HAVE) = V-LAMP-ON>
<SYNTAX STOP OBJECT (HELD CARRIED ON-GROUND IN-ROOM) = V-LAMP-OFF>
<SYNTAX UNLOCK OBJECT (ON-GROUND IN-ROOM)
<SYNTAX UNLOCK OBJECT (ON-GROUND IN-ROOM)
WITH OBJECT (FIND KEYBIT) (HELD CARRIED HAVE TAKE) = V-UNLOCK>
; <SYNTAX UNTIE OBJECT (ON-GROUND IN-ROOM HELD CARRIED) = V-UNTIE>
; <SYNTAX UNTIE OBJECT (ON-GROUND IN-ROOM)
WITH OBJECT (FIND MANUALLY) (HAVE) = V-UNLOCK>
; <SYNTAX UNTIE OBJECT (ON-GROUND IN-ROOM HELD CARRIED)
WITH OBJECT (FIND MANUALLY) (HAVE) = V-UNLOCK>
; <SYNTAX UNTIE OBJECT (ON-GROUND IN-ROOM HELD CARRIED)
FROM OBJECT = V-UNLOCK>
; <VERB-SYNONYM UNTIE FREE UNFASTEN UNATTACH UNHOOK RELEASE UNDO>
@ -1099,7 +1099,7 @@
<VERB-SYNONYM WAKE AWAKE AWAKEN ROUSE>
<SYNTAX SCARE OBJECT (FIND LIVING) = V-ALARM>
<VERB-SYNONYM SCARE AROUSE STARTLE SURPRISE FRIGHTEN>
<VERB-SYNONYM SCARE AROUSE STARTLE SURPRISE FRIGHTEN>
<SYNTAX WALK = V-WALK-AROUND>
<SYNTAX WALK OBJECT = V-WALK>
@ -1139,7 +1139,7 @@
<SYNTAX WAVE OBJECT = V-SWING>
<SYNTAX WAVE AT OBJECT (FIND PERSON) = V-WAVE-AT>
<SYNTAX WAVE TO OBJECT (FIND PERSON) = V-WAVE-AT>
<SYNTAX WAVE TO OBJECT (FIND PERSON) = V-WAVE-AT>
<SYNTAX NOD AT OBJECT (FIND PERSON) = V-WAVE-AT>
<SYNTAX NOD TO OBJECT (FIND PERSON) = V-WAVE-AT>
@ -1173,7 +1173,7 @@
<VERB-SYNONYM YELL SCREAM SHOUT HOWL>
<SYNTAX YES OBJECT (FIND LOCATION) = V-HELLO>
<VERB-SYNONYM YES Y AYE OK OKAY SURE YUP AFFIRMATIVE POSITIVE POSITIVELY
<VERB-SYNONYM YES Y AYE OK OKAY SURE YUP AFFIRMATIVE POSITIVE POSITIVELY
NO NAY NEGATIVE NOPE NAW>
; <SYNTAX NO = V-NO>
@ -1214,4 +1214,4 @@
<SYNTAX SUCK OBJECT FROM OBJECT = V-SUCK>
<SYNTAX SUCK OUT OBJECT FROM OBJECT = V-SUCK>
<SYNTAX BANDAGE OBJECT = V-BANDAGE>
<SYNTAX BANDAGE OBJECT = V-BANDAGE>

2131
things.zil

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@ -2,3 +2,10 @@
9/18 12 261058 63399 593 238 2120
9/26 12 262062 63423 593 238 2120
9/26 12 262062 63423 593 238 2120
1/29 13 261746 63425 593 238 2120
4/02 13 261586 63423 593 238 2120
4/02 14 261582 63423 593 238 2120
6/28 15 261482 63345 593 238 2120
6/28 15 261482 63345 593 238 2120
6/28 15 261482 63345 593 238 2120
6/28 15 261482 63345 593 238 2120

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@ -1,22 +1,24 @@
Assembling TR.XZAP.1 on Friday, September 26, 1986 12:35:36
Release(last was 12): 12
Assembling TR.ZAP.4 on Sunday, June 28, 1987 15:19:55
Release(last was 15): 15
64 Inserting TRFREQ.ZAP.1 (630 bytes)
694 Inserting TRDAT.ZAP.1 (64279 bytes)
64973 Inserting SYNTAX.ZAP.1 (0 bytes)
64973 Inserting MISC.ZAP.1 (6441 bytes)
71414 Inserting PARSER.ZAP.1 (11123 bytes)
82537 Inserting VERBS.ZAP.1 (14826 bytes)
97363 Inserting EVENTS.ZAP.1 (29946 bytes)
127309 Inserting PEOPLE.ZAP.1 (12038 bytes)
139347 Inserting PLACES.ZAP.1 (27976 bytes)
167323 Inserting THINGS.ZAP.2 (83848 bytes)
251171 Inserting TRSTR.ZAP.1 (10891 bytes)
694 Inserting TRDAT.ZAP.2 (62651 bytes)
63345 Inserting TRPUR.ZAP.2 (1550 bytes)
64895 Inserting MACROS.ZAP.4 (0 bytes)
64895 Inserting SYNTAX.ZAP.4 (0 bytes)
64895 Inserting MISC.ZAP.6 (6387 bytes)
71282 Inserting PARSER.ZAP.4 (10994 bytes)
82276 Inserting VERBS.ZAP.4 (14791 bytes)
97067 Inserting EVENTS.ZAP.3 (29845 bytes)
126912 Inserting PEOPLE.ZAP.2 (12027 bytes)
138939 Inserting PLACES.ZAP.2 (27860 bytes)
166799 Inserting THINGS.ZAP.2 (83780 bytes)
250579 Inserting TRSTR.ZAP.2 (10903 bytes)
593 objects.
238 globals.
2120 word vocabulary.
262062 bytes (256K).
63423 bytes of preload.
37726 bytes of impure.
261482 bytes (256K).
63345 bytes of preload.
37648 bytes of impure.
Outputting symbol tables

1156
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tr.zil
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"EXTENDED Z-SYSTEM"
"TR for TRINITY: (C)1986 Infocom, Inc. All Rights Reserved."
<PRINC "
TRINITY: Interactive Fiction PLUS
">
<FREQUENT-WORDS?>
<VERSION EZIP>
ON!-INITIAL "For DEBUGR."
OFF!-INITIAL
ENABLE!-INITIAL

BIN
tr.zip

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THE BACKGROUND
It all started with a dead bird.
A cat proudly deposited the carcass on the doorstep of her owner, a
Japanese schoolteacher who had received enough of these little offerings
to recognize something out of the ordinary. She sealed the corpse in a
plastic bag and brought it to a biologist at the nearby medical school.
The remains were identified as Geococcyx californianus, a species native
to the southwest corner of North America. What a roadrunner was doing
in the vicinity of Nagasaki's Heiwa Koen (Peace Park) was anybody's
guess.
Other evidence was more dramatic. A whaling vessel in the South
Indian Ocean was caught in a rain of radioactive ice cubes the size of
Volkswagens. A popular film director scouting for locations in Utah
died when his helicopter encountered an aerial whirlpool of boiling
seawater; tropical fish and coconuts were found scattered in the debris.
And let's not forget the 50-kiloton blast that rocked Siberia in 1902.
Don't blame Oppenheimer. How was he supposed to know his atom
bombs were fracturing the structure of the universe? After all, the
holes were small (only a few meters wide) and completely invisible
unless you knew exactly where to squint.
So they went on building their hot little time machines and setting
them off in deserts, on islands and even over cities. With the help of
Russia and other cooperative nations, we soon had hundreds of
transdimensional pinpricks scattered all over the globe. It was only a
matter of time before somebody would be inconvenienced by one of them.
The scientists, once convinced, were delighted by the discovery of
the Holes. The Pentagon was unimpressed. There were no obvious
military applications, so they let the university boys poke around
Bikini and the Salt Flats to their hearts' content ... until a Soviet
defector's dying whisper tipped them off to what the Kremlin had in
mind. It made the President's hair stand on end when they told him about
it.
Such were the humble beginnings of Classified Defense Project
#43112. Its official code name is Termite. But the people who got it
going and keep it running like to call themselves the Time Police.
THE SITUATION
You play the role of a Sentry on duty at Project Termite's Alamogordo
Station. It's your duty to monitor the Hole created by the first atomic
explosion, and to make sure nobody is in there mucking around with the
original Manhattan Project. You wouldn't want some other country to get
The Bomb before we did, would you?.
This important but essentially dull job is made more interesting by an
array of technological gadgets the Pentagon has thoughtfully provided
for your amusement. Among these are a variety of mobile electronic
sensors disguised as birds, reptiles and small mammals common to the New
Mexico desert. You can push these lifelike critters through the Hole
and use them to scout around the test site without arousing the
suspicions of the bomb technicians, who might become upset if they knew
The Future was looking over their shoulders. You can communicate with
the mobile sensors and keep tabs on their progress with big television
screens.
It just so happens that tonight is the night the Enemy has chosen for an
all-out invasion on the Manhattan Project. They're determined to knock
out both the Bomb and the Time Police guarding it.
The story begins with Alamogordo Station coming under attack. You and
your mechanical menagerie are hopelessly cut off from the outside world
as infiltrators try to destroy this side of the Hole. Meep, your trusty
Electric Roadrunner, has detected an army of stainless steel armadillos
closing in on the shot tower at Ground Zero. And there's something else
lurking in that pre-dawn desert; a mysterious Presence that will
eventually lock you in a bizarre three-way struggle against time. The
future history of the world -- perhaps the fate of the universe itself
-- depends on your courage and resourcefulness. No matter what happens,
you MUST make sure that the first atomic bomb detonates precisely on
schedule!
It is 5:00 AM on July 16, 1945. You have twenty-nine minutes.
SOURCES
The circumstances of the Trinity bomb test are extensively documented.
It is possible to create a large and interesting map of the test area,
with enough detail to make the game surprisingly accurate from a
historical perspective.
The three best books on the subject are:
Lamont, Lansing, DAY OF TRINITY. New York: Atheneum, 1965.
Kunetka, James W., CITY OF FIRE: LOS ALAMOS AND THE BIRTH OF THE
ATOMIC AGE, 1943-45. Englewood Cliffs, NJ: Prentice-Hall, 1978.
Lawrence, William L., DAWN OVER ZERO. New York: Alfred A. Knopf,
1946.

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"TR1 (SYSTEM FILES) FOR TRINITY"
<INSERT-FILE "MACROS" T>
<INSERT-FILE "SYNTAX" T>
<INSERT-FILE "MISC" T>
<INSERT-FILE "VERBS" T>
<INSERT-FILE "PARSER" T>

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TRINITY II SYNOPSIS
BM 9/4/85
You begin as an American tourist, strolling through a London park.
After witnessing odd events, receiving a mysterious message and
solving a lighthearted puzzle or two, you find yourself nose to nose
with an incoming intercontinental ballistic missile, bearing a red
sickle-and-cresent and tipped with a hydrogen bomb. A convenient
interdimensional duct allows you to escape microseconds before London is
vaporized. This all takes place before the title screen.
"Inside" the duct, you discover a bizarre fantasy world where space and
time are interchanged. The magical inhabitants of this twilight zone are
wringing their 4-dimensional hands because our atom bomb tests are blasting
big, unsightly holes in their otherwise peaceful universe. The only way to
prevent the collapse of the entire kingdom is for some foolhardy adventurer to
journey backwards in time to the first A-bomb test at Trinity, and prevent
it from going off.
Armed only with the 3-D map of the Hole Matrix provided in the game package,
the player ventures through a bewildering variety of exotic locations,
solving puzzles, meeting unlikely characters and casting magic spells.
But unknown forces are at work to foil your quest, and you soon find yourself
caught up in a multidimensional war between two great empires who seek
to control the Matrix. It all comes together during a spectacular climax
in the New Mexico desert, where you must single-handedly decide the
course of history in just 29 minutes of real playing time.
Trinity II IS:
-- definitely an EZIP game;
-- a fantasy (because it has magic in it);
-- "puzzle-oriented," though it's very much a story (like WISHBRINGER);
-- the first Infocom game to include "real-time" sequences (at the end);
-- historically correct (when applicable);
-- the first installment in a vaguely-conceived fantasy trilogy, with a
blanket title to be revealed later.
Trinity II is NOT:
-- a science fiction game (because it has magic in it);
-- a solemn, thinly-disguised political diatribe against the testing and
deployment of nuclear weapons;
-- an excruciatingly detailed tour of the Trinity Site, with every cactus and
prickly pear bush accurately placed and individually described;
-- humorless (the puzzles in the opening sequence are decidedly loony);
-- boring (I hope);
-- behind schedule (yet).

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"TR2 (GAME FILES) FOR TRINITY"
<INSERT-FILE "EVENTS" T>
<INSERT-FILE "PEOPLE" T>
<INSERT-FILE "PLACES" T>
<INSERT-FILE "THINGS" T>

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TRINITY SYNOPSIS
BM 11/15/85
The story casts you as an American tourist, taking a morning stroll through
a London park. You meet a couple of weird characters, solve a few puzzles,
and generally have a pretty good time until somebody drops an H-bomb and
blows the whole city to bits. Good thing you discovered that magic door,
or you'd never have escaped in time.
The door transports you to a Zorkish fantasy world, centered around an
enormous sundial that casts a long, moving shadow across the landscape. This
improbable universe is littered with lots of giant toadstools, each equipped
with its own magic door. Whenever the dial's shadow passes over a toadstool,
the magic door opens, and you can visit a "real" historical place where
somebody is about to explode an atomic bomb. Locations include an underground
test site, a Siberian wilderness, a tropical atoll, a "Star Wars" orbital
battlefield and a playground in Hiroshima.
The player has to explore every square inch of the fantasy world, figure out
how to control the giant sundial, visit all the magic doors (in the right
order) and solve a bunch of interconnected puzzles before he or she can
tackle the seventh and final toadstool ... the Trinity test.
The player materializes in the test tower, only twenty-nine minutes before
the Gadget is scheduled to detonate. The site is heavily guarded, and danger
lurks behind every cactus. If you survive long enough to reach the control
bunker, you'll meet a Who's Who of famous scientists, all intent on vaporizing
your only way home. Can you stop the Bomb from going off? What will happen
if you do? And what about those mysterious beings who keep making snide
comments in the corners of your video screen? Are you being used?

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.FSTR FSTR?1,"the " ;4046 2024
.FSTR FSTR?2,"and " ;1194 598
.FSTR FSTR?3,"You " ;1119 374
.FSTR FSTR?4,"The " ;987 330
.FSTR FSTR?5,", " ;979 980
.FSTR FSTR?6,"your " ;927 310
.FSTR FSTR?7,"with " ;894 299
.FSTR FSTR?8,"you " ;784 393
.FSTR FSTR?9,"of " ;722 723
.FSTR FSTR?10,". " ;710 711
.FSTR FSTR?11,"to " ;552 553
.FSTR FSTR?12,"into " ;537 180
.FSTR FSTR?13,"is " ;444 445
.FSTR FSTR?14,"in " ;443 444
.FSTR FSTR?15,"around " ;435 88
.FSTR FSTR?16,"from " ;420 141
.FSTR FSTR?17,"that " ;396 133
.FSTR FSTR?18,"There's " ;384 49
.FSTR FSTR?19,"You're " ;378 55
.FSTR FSTR?20,"It's " ;355 72
.FSTR FSTR?21,"across " ;330 67
.FSTR FSTR?22,"through " ;300 51
.FSTR FSTR?23,"out " ;276 139
.FSTR FSTR?24,"disappears " ;270 31
.FSTR FSTR?25,"its " ;250 126
.FSTR FSTR?26,"are " ;238 120
.FSTR FSTR?27,"nothing " ;234 40
.FSTR FSTR?28,"already " ;222 38
.FSTR FSTR?29,"on " ;210 211
.FSTR FSTR?30,"over " ;210 71
.FSTR FSTR?31,"at " ;204 205
.FSTR FSTR?32,"A " ;200 201
.FSTR FSTR?33,"between " ;198 34
.FSTR FSTR?34,"doesn't " ;196 29
.FSTR FSTR?35,"for " ;178 90
.FSTR FSTR?36,"like " ;177 60
.FSTR FSTR?37,"little " ;175 36
.FSTR FSTR?38,"open " ;174 59
.FSTR FSTR?39,"would " ;172 44
.FSTR FSTR?40,"leads " ;172 44
.FSTR FSTR?41,"isn't " ;170 35
.FSTR FSTR?42,"away " ;165 56
.FSTR FSTR?43,"back " ;162 55
.FSTR FSTR?44,"as " ;159 160
.FSTR FSTR?45,"see " ;158 80
.FSTR FSTR?46,"towards " ;156 27
.FSTR FSTR?47,"it " ;155 156
.FSTR FSTR?48,"this " ;153 52
.FSTR FSTR?49,"have " ;153 52
.FSTR FSTR?50,"It " ;150 76
.FSTR FSTR?51,"down " ;150 51
.FSTR FSTR?52,"feet " ;144 49
.FSTR FSTR?53,"you're " ;144 25
.FSTR FSTR?54,"against " ;144 25
.FSTR FSTR?55,"something " ;144 19
.FSTR FSTR?56,"under " ;140 36
.FSTR FSTR?57,"looks " ;140 36
.FSTR FSTR?58,"but " ;138 70
.FSTR FSTR?59,"off " ;136 69
.FSTR FSTR?60,"Your " ;136 35
.FSTR FSTR?61,"This " ;136 35
.FSTR FSTR?62,"surrounding " ;130 14
.FSTR FSTR?63,"just " ;129 44
.FSTR FSTR?64,"Something " ;126 15
.FSTR FSTR?65,"about " ;124 32
.FSTR FSTR?66,"hear " ;123 42
.FSTR FSTR?67,"too " ;120 61
.FSTR FSTR?68,"eyes " ;120 41
.FSTR FSTR?69,"enough " ;120 25
.FSTR FSTR?70,"There " ;120 25
.FSTR FSTR?71,"inside " ;115 24
.FSTR FSTR?72,"that" ;110 56
.FSTR FSTR?73,"can " ;110 56
.FSTR FSTR?74,"slowly " ;110 23
.FSTR FSTR?75,"You'd " ;108 19
.FSTR FSTR?76,"only " ;105 36
.FSTR FSTR?77,"northwest " ;104 14
.FSTR FSTR?78,"couldn't " ;104 14
.FSTR FSTR?79,"visible " ;102 18
.FSTR FSTR?80,"distant " ;102 18
.FSTR FSTR?81,"anything " ;98 15
.FSTR FSTR?82,"much " ;96 33
.FSTR FSTR?83,"But " ;96 33
.FSTR FSTR?84,"makes " ;96 25
.FSTR FSTR?85,"With " ;96 25
.FSTR FSTR?86,"one " ;94 48
.FSTR FSTR?87,"here" ;92 47
.FSTR FSTR?88,"all " ;92 47
.FSTR FSTR?89,"north " ;92 24
.FSTR FSTR?90,"falls " ;92 24
.FSTR FSTR?91,"Then " ;92 24
.FSTR FSTR?92,"standing " ;91 14
.FSTR FSTR?93,"probably " ;91 14
.FSTR FSTR?94,"dark " ;90 31
.FSTR FSTR?95,"moment" ;88 23
.FSTR FSTR?96,"ground" ;88 23
;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

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"TR for TRINITY: (C)1986 Infocom, Inc. All Rights Reserved."
<PRINC "
TRINITY: Interactive Fiction PLUS
">
<FREQUENT-WORDS?>
<VERSION EZIP>
ON!-INITIAL "For DEBUGR."
OFF!-INITIAL
ENABLE!-INITIAL
DISABLE!-INITIAL
<COND (<GASSIGNED? MUDDLE>
<BLOAT 90000 0 0 3300 0 0 0 0 0 256>)>
<SET REDEFINE T>
<OR <GASSIGNED? ZILCH>
<SETG WBREAKS <STRING !\" !,WBREAKS>>>
<COND (<GASSIGNED? PREDGEN>
<SETG ZSTR-ON <SETG ZSTR-OFF ,TIME>>
<ID 0>)>
<INSERT-FILE "MACROS" T>
<INSERT-FILE "SYNTAX" T>
<INSERT-FILE "MISC" T>
<INSERT-FILE "PARSER" T>
<INSERT-FILE "VERBS" T>
<INSERT-FILE "EVENTS" T>
<INSERT-FILE "PEOPLE" T>
<INSERT-FILE "PLACES" T>
<INSERT-FILE "THINGS" T>
<PROPDEF SIZE 0>
<PROPDEF CAPACITY 0>
<PROPDEF MASS 0>
<PROPDEF VALUE 0>

400
verbs.zil

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