Final Revision
commit
0dbf6b5df8
|
@ -0,0 +1,431 @@
|
|||
|
||||
<DEFINE-ROUTINE WEST-HOUSE>
|
||||
<DEFINE-ROUTINE EAST-HOUSE>
|
||||
<DEFINE-ROUTINE OPEN-CLOSE>
|
||||
<DEFINE-ROUTINE BOARD-F>
|
||||
<DEFINE-ROUTINE TEETH-F>
|
||||
<DEFINE-ROUTINE SONGBIRD-F>
|
||||
<DEFINE-ROUTINE WHITE-HOUSE-F>
|
||||
<DEFINE-ROUTINE GO-NEXT>
|
||||
<DEFINE-ROUTINE FOREST-F>
|
||||
<DEFINE-ROUTINE MOUNTAIN-RANGE-F>
|
||||
<DEFINE-ROUTINE WATER-F>
|
||||
<GLOBAL KITCHEN-WINDOW-FLAG <>>
|
||||
<DEFINE-ROUTINE KITCHEN-WINDOW-F>
|
||||
<DEFINE-ROUTINE GHOSTS-F>
|
||||
<GLOBAL CAGE-TOP T>
|
||||
<DEFINE-ROUTINE BASKET-F>
|
||||
<DEFINE-ROUTINE BAT-F>
|
||||
<DEFINE-ROUTINE FLY-ME>
|
||||
<DEFINE-ROUTINE FWEEP>
|
||||
<GLOBAL BAT-DROPS <LTABLE 0 MINE-1 MINE-2 MINE-3 MINE-4 LADDER-TOP
|
||||
LADDER-BOTTOM SQUEEKY-ROOM MINE-ENTRANCE>>
|
||||
<DEFINE-ROUTINE BELL-F>
|
||||
<DEFINE-ROUTINE HOT-BELL-F>
|
||||
<DEFINE-ROUTINE BOARDED-WINDOW-FCN>
|
||||
<DEFINE-ROUTINE NAILS-PSEUDO>
|
||||
<DEFINE-ROUTINE CRACK-FCN>
|
||||
<DEFINE-ROUTINE KITCHEN-FCN>
|
||||
<DEFINE-ROUTINE STONE-BARROW-FCN>
|
||||
<DEFINE-ROUTINE BARROW-DOOR-FCN>
|
||||
<DEFINE-ROUTINE BARROW-FCN>
|
||||
<DEFINE-ROUTINE TROPHY-CASE-FCN>
|
||||
<GLOBAL RUG-MOVED <>>
|
||||
<DEFINE-ROUTINE LIVING-ROOM-FCN>
|
||||
<DEFINE-ROUTINE TOUCH-ALL>
|
||||
<DEFINE-ROUTINE OTVAL-FROB>
|
||||
<DEFINE-ROUTINE TRAP-DOOR-FCN>
|
||||
<DEFINE-ROUTINE CELLAR-FCN>
|
||||
<DEFINE-ROUTINE CHIMNEY-F>
|
||||
<DEFINE-ROUTINE UP-CHIMNEY-FUNCTION>
|
||||
<DEFINE-ROUTINE TRAP-DOOR-EXIT>
|
||||
<DEFINE-ROUTINE RUG-FCN>
|
||||
<DEFINE-ROUTINE AXE-F>
|
||||
<DEFINE-ROUTINE STILETTO-FUNCTION>
|
||||
<DEFINE-ROUTINE WEAPON-FUNCTION>
|
||||
<DEFINE-ROUTINE TROLL-FCN>
|
||||
<GLOBAL GRATE-REVEALED <>>
|
||||
<GLOBAL GRUNLOCK <>>
|
||||
<DEFINE-ROUTINE LEAVES-APPEAR>
|
||||
<DEFINE-ROUTINE LEAF-PILE>
|
||||
<DEFINE-ROUTINE CLEARING-FCN>
|
||||
<DEFINE-ROUTINE MAZE-11-FCN>
|
||||
<DEFINE-ROUTINE GRATE-FUNCTION>
|
||||
<DEFINE-ROUTINE MAZE-DIODES>
|
||||
<DEFINE-ROUTINE RUSTY-KNIFE-FCN>
|
||||
<DEFINE-ROUTINE KNIFE-F>
|
||||
<DEFINE-ROUTINE SKELETON>
|
||||
<DEFINE-ROUTINE TORCH-OBJECT>
|
||||
<DEFINE-ROUTINE MIRROR-ROOM>
|
||||
<GLOBAL MIRROR-MUNG <>>
|
||||
<GLOBAL LUCKY T>
|
||||
<DEFINE-ROUTINE MIRROR-MIRROR>
|
||||
<DEFINE-ROUTINE TORCH-ROOM-FCN>
|
||||
<DEFINE-ROUTINE DOME-ROOM-FCN>
|
||||
<DEFINE-ROUTINE LLD-ROOM>
|
||||
<GLOBAL XB <>>
|
||||
<GLOBAL XC <>>
|
||||
<DEFINE-ROUTINE I-XB>
|
||||
<DEFINE-ROUTINE I-XC>
|
||||
<DEFINE-ROUTINE I-XBH>
|
||||
<GLOBAL GATE-FLAG <>>
|
||||
<GLOBAL GATES-OPEN <>>
|
||||
<DEFINE-ROUTINE DAM-ROOM-FCN>
|
||||
<DEFINE-ROUTINE BOLT-F>
|
||||
<DEFINE-ROUTINE BUBBLE-F>
|
||||
<DEFINE-ROUTINE INTEGRAL-PART>
|
||||
<DEFINE-ROUTINE I-RFILL>
|
||||
<GLOBAL LOUD-RUNS <LTABLE 0 DAMP-CAVE ROUND-ROOM DEEP-CANYON>>
|
||||
<DEFINE-ROUTINE I-REMPTY>
|
||||
<GLOBAL DROWNINGS <TABLE (PURE) "bis an deine Kn%ochel." "bis an dein Kinn."
|
||||
"bis an deine Knie." "bis an deine H%uften." "bis an deine Taille."
|
||||
"bis an deine Brust." "bis an deinen Hals." "%uber deinen Kopf."
|
||||
"hoch in deiner Lunge.">>
|
||||
<GLOBAL WATER-LEVEL 0>
|
||||
<GDECL (WATER-LEVEL) FIX>
|
||||
<DEFINE-ROUTINE BUTTON-F>
|
||||
<DEFINE-ROUTINE TOOL-CHEST-FCN>
|
||||
<DEFINE-ROUTINE I-MAINT-ROOM>
|
||||
<DEFINE-ROUTINE LEAK-FUNCTION>
|
||||
<DEFINE-ROUTINE FIX-MAINT-LEAK>
|
||||
<DEFINE-ROUTINE PUTTY-FCN>
|
||||
<DEFINE-ROUTINE TUBE-FUNCTION>
|
||||
<DEFINE-ROUTINE DAM-FUNCTION>
|
||||
<DEFINE-ROUTINE WITH-TELL>
|
||||
<DEFINE-ROUTINE RESERVOIR-SOUTH-FCN>
|
||||
<DEFINE-ROUTINE RESERVOIR-FCN>
|
||||
<DEFINE-ROUTINE RESERVOIR-NORTH-FCN>
|
||||
<DEFINE-ROUTINE BOTTLE-FUNCTION>
|
||||
<GLOBAL CYCLOWRATH 0>
|
||||
<DEFINE-ROUTINE CYCLOPS-FCN>
|
||||
<DEFINE-ROUTINE I-CYCLOPS>
|
||||
<DEFINE-ROUTINE CYCLOPS-ROOM-FCN>
|
||||
<GLOBAL CYCLOMAD <TABLE (PURE) "Der Zyklop scheint irgendwie ver%argert."
|
||||
"Der Zyklop scheint immer %argerlicher zu werden."
|
||||
"Der Zyklop wandert durch das Zimmer, als ob er nach etwas sucht."
|
||||
"Der Zyklop hat nach Salz und Pfeffer gesucht. Es besteht kein Zweifel, da%s er sich seine bevorstehende Mahlzeit damit w%urzen will."
|
||||
"Der Zyklop kommt dir auf eine sehr unangenehme Weise n%aher und n%aher."
|
||||
"F%ur dich bestehen hier zwei M%oglichkeiten: 1. Abhauen. 2. Zur Mahlzeit werden."
|
||||
>>
|
||||
<GLOBAL LOUD-FLAG <>>
|
||||
<DEFINE-ROUTINE LOUD-ROOM-FCN>
|
||||
<DEFINE-ROUTINE DEEP-CANYON-F>
|
||||
<GLOBAL EGG-SOLVE <>>
|
||||
<GLOBAL THIEF-HERE <>>
|
||||
<DEFINE-ROUTINE THIEF-VS-ADVENTURER>
|
||||
<DEFINE-ROUTINE STOLE-LIGHT?>
|
||||
<DEFINE-ROUTINE HACK-TREASURES>
|
||||
<DEFINE-ROUTINE DEPOSIT-BOOTY>
|
||||
<DEFINE-ROUTINE ROB-MAZE>
|
||||
<GLOBAL THIEF-ENGROSSED <>>
|
||||
<DEFINE-ROUTINE ROBBER-FUNCTION>
|
||||
<GLOBAL ROBBER-C-DESC
|
||||
"Da steht ein verd%achtig au%sehender Kerl, der eine T%ute h%alt, gegen die Wand gelehnt. Er ist mit einem Stilett bewaffnet."
|
||||
>
|
||||
<GLOBAL ROBBER-U-DESC
|
||||
"Da liegt ein verd%achtig au%sehender Kerl bewu%stlos auf der Erde.">
|
||||
<DEFINE-ROUTINE LARGE-BAG-F>
|
||||
<DEFINE-ROUTINE MOVE-ALL>
|
||||
<DEFINE-ROUTINE CHALICE-FCN>
|
||||
<DEFINE-ROUTINE TREASURE-ROOM-FCN>
|
||||
<DEFINE-ROUTINE THIEF-IN-TREASURE>
|
||||
<DEFINE-ROUTINE FRONT-DOOR-FCN>
|
||||
<DEFINE-ROUTINE BODY-FUNCTION>
|
||||
<DEFINE-ROUTINE BLACK-BOOK>
|
||||
<DEFINE-ROUTINE PAINTING-FCN>
|
||||
<GLOBAL LAMP-TABLE <TABLE (PURE) 100 "The lamp appears a bit dimmer." 70
|
||||
"The lamp is definitely dimmer now." 15 "The lamp is nearly out." 0>>
|
||||
<DEFINE-ROUTINE LANTERN>
|
||||
<DEFINE-ROUTINE MAILBOX-F>
|
||||
<GLOBAL MATCH-COUNT 6>
|
||||
<DEFINE-ROUTINE MATCH-FUNCTION>
|
||||
<DEFINE-ROUTINE I-MATCH>
|
||||
<DEFINE-ROUTINE I-LANTERN>
|
||||
<DEFINE-ROUTINE I-CANDLES>
|
||||
<DEFINE-ROUTINE LIGHT-INT>
|
||||
<DEFINE-ROUTINE MIN>
|
||||
<DEFINE-ROUTINE CANDLES-FCN>
|
||||
<GLOBAL CANDLE-TABLE <TABLE (PURE) 20 "The candles grow shorter." 10
|
||||
"The candles are becoming quite short." 5 "The candles won't last long now." 0>
|
||||
>
|
||||
<DEFINE-ROUTINE CAVE2-ROOM>
|
||||
<DEFINE-ROUTINE SWORD-FCN>
|
||||
<DEFINE-ROUTINE BOOM-ROOM>
|
||||
<DEFINE-ROUTINE BAT-D>
|
||||
<DEFINE-ROUTINE BATS-ROOM>
|
||||
<DEFINE-ROUTINE MACHINE-ROOM-FCN>
|
||||
<DEFINE-ROUTINE MACHINE-F>
|
||||
<DEFINE-ROUTINE MSWITCH-FUNCTION>
|
||||
<DEFINE-ROUTINE GUNK-FUNCTION>
|
||||
<DEFINE-ROUTINE NO-OBJS>
|
||||
<DEFINE-ROUTINE SOUTH-TEMPLE-FCN>
|
||||
<GLOBAL LIGHT-SHAFT 13>
|
||||
<GDECL (LIGHT-SHAFT) FIX>
|
||||
<DEFINE-ROUTINE WHITE-CLIFFS-FUNCTION>
|
||||
<DEFINE-ROUTINE SCEPTRE-FUNCTION>
|
||||
<DEFINE-ROUTINE FALLS-ROOM>
|
||||
<DEFINE-ROUTINE RAINBOW-FCN>
|
||||
<DEFINE-ROUTINE DBOAT-FUNCTION>
|
||||
<DEFINE-ROUTINE FIX-BOAT>
|
||||
<DEFINE-ROUTINE RIVER-FUNCTION>
|
||||
<GLOBAL RIVER-SPEEDS <LTABLE (PURE) RIVER-1 4 RIVER-2 4 RIVER-3 3 RIVER-4 2
|
||||
RIVER-5 1>>
|
||||
<GLOBAL RIVER-NEXT <LTABLE (PURE) RIVER-1 RIVER-2 RIVER-3 RIVER-4 RIVER-5>>
|
||||
<GLOBAL RIVER-LAUNCH <LTABLE (PURE) DAM-BASE RIVER-1 WHITE-CLIFFS-NORTH RIVER-3
|
||||
WHITE-CLIFFS-SOUTH RIVER-4 SHORE RIVER-5 SANDY-BEACH RIVER-4 RESERVOIR-SOUTH
|
||||
RESERVOIR RESERVOIR-NORTH RESERVOIR STREAM-VIEW IN-STREAM>>
|
||||
<DEFINE-ROUTINE I-RIVER>
|
||||
<DEFINE-ROUTINE RBOAT-FUNCTION>
|
||||
<DEFINE-ROUTINE IBOAT-FUNCTION>
|
||||
<GLOBAL BUOY-FLAG T>
|
||||
<DEFINE-ROUTINE RIVR4-ROOM>
|
||||
<GLOBAL BEACH-DIG -1>
|
||||
<GDECL (BEACH-DIG) FIX>
|
||||
<DEFINE-ROUTINE SAND-FUNCTION>
|
||||
<GLOBAL BDIGS <TABLE (PURE) "Du scheinst hier ein Loch zu graben."
|
||||
"Das Loch wird immer tiefer, aber sonst nichts."
|
||||
"Du bist auf allen Seiten von Sand umgeben.">>
|
||||
<DEFINE-ROUTINE TREE-ROOM>
|
||||
<DEFINE-ROUTINE EGG-OBJECT>
|
||||
<DEFINE-ROUTINE BAD-EGG>
|
||||
<GLOBAL SING-SONG <>>
|
||||
<DEFINE-ROUTINE CANARY-OBJECT>
|
||||
<DEFINE-ROUTINE FOREST-ROOM?>
|
||||
<DEFINE-ROUTINE I-FOREST-ROOM>
|
||||
<DEFINE-ROUTINE FOREST-ROOM>
|
||||
<DEFINE-ROUTINE WCLIF-OBJECT>
|
||||
<DEFINE-ROUTINE CLIFF-OBJECT>
|
||||
<DEFINE-ROUTINE ROPE-FUNCTION>
|
||||
<DEFINE-ROUTINE UNTIE-FROM>
|
||||
<DEFINE-ROUTINE SLIDE-FUNCTION>
|
||||
<DEFINE-ROUTINE SLIDER>
|
||||
<DEFINE-ROUTINE SANDWICH-BAG-FCN>
|
||||
<DEFINE-ROUTINE DEAD-FUNCTION>
|
||||
<DEFINE-ROUTINE LAKE-PSEUDO>
|
||||
<DEFINE-ROUTINE STREAM-PSEUDO>
|
||||
<DEFINE-ROUTINE CHASM-PSEUDO>
|
||||
<DEFINE-ROUTINE DOME-PSEUDO>
|
||||
<DEFINE-ROUTINE GATE-PSEUDO>
|
||||
<DEFINE-ROUTINE DOOR-PSEUDO>
|
||||
<DEFINE-ROUTINE PAINT-PSEUDO>
|
||||
<DEFINE-ROUTINE GAS-PSEUDO>
|
||||
<CONSTANT F-BUSY? 1>
|
||||
<CONSTANT F-DEAD 2>
|
||||
<CONSTANT F-UNCONSCIOUS 3>
|
||||
<CONSTANT F-CONSCIOUS 4>
|
||||
<CONSTANT F-FIRST? 5>
|
||||
<CONSTANT MISSED 1>
|
||||
<CONSTANT UNCONSCIOUS 2>
|
||||
<CONSTANT KILLED 3>
|
||||
<CONSTANT LIGHT-WOUND 4>
|
||||
<CONSTANT SERIOUS-WOUND 5>
|
||||
<CONSTANT STAGGER 6>
|
||||
<CONSTANT LOSE-WEAPON 7>
|
||||
<CONSTANT HESITATE 8>
|
||||
<CONSTANT SITTING-DUCK 9>
|
||||
<GLOBAL DEF1 <TABLE (PURE) MISSED MISSED MISSED MISSED STAGGER STAGGER
|
||||
UNCONSCIOUS UNCONSCIOUS KILLED KILLED KILLED KILLED KILLED>>
|
||||
<GLOBAL DEF2A <TABLE (PURE) MISSED MISSED MISSED MISSED MISSED STAGGER STAGGER
|
||||
LIGHT-WOUND LIGHT-WOUND UNCONSCIOUS>>
|
||||
<GLOBAL DEF2B <TABLE (PURE) MISSED MISSED MISSED STAGGER STAGGER LIGHT-WOUND
|
||||
LIGHT-WOUND LIGHT-WOUND UNCONSCIOUS KILLED KILLED KILLED>>
|
||||
<GLOBAL DEF3A <TABLE (PURE) MISSED MISSED MISSED MISSED MISSED STAGGER STAGGER
|
||||
LIGHT-WOUND LIGHT-WOUND SERIOUS-WOUND SERIOUS-WOUND>>
|
||||
<GLOBAL DEF3B <TABLE (PURE) MISSED MISSED MISSED STAGGER STAGGER LIGHT-WOUND
|
||||
LIGHT-WOUND LIGHT-WOUND SERIOUS-WOUND SERIOUS-WOUND SERIOUS-WOUND>>
|
||||
<GLOBAL DEF3C <TABLE (PURE) MISSED STAGGER STAGGER LIGHT-WOUND LIGHT-WOUND
|
||||
LIGHT-WOUND LIGHT-WOUND SERIOUS-WOUND SERIOUS-WOUND SERIOUS-WOUND>>
|
||||
<GLOBAL DEF1-RES <TABLE DEF1 0 0>>
|
||||
<GLOBAL DEF2-RES <TABLE DEF2A DEF2B 0 0>>
|
||||
<GLOBAL DEF3-RES <TABLE DEF3A 0 DEF3B 0 DEF3C>>
|
||||
<CONSTANT STRENGTH-MAX 7>
|
||||
<CONSTANT STRENGTH-MIN 2>
|
||||
<CONSTANT CURE-WAIT 30>
|
||||
<DEFINE-ROUTINE DO-FIGHT>
|
||||
<DEFINE-ROUTINE REMARK>
|
||||
<DEFINE-ROUTINE FIGHT-STRENGTH>
|
||||
<DEFINE-ROUTINE VILLAIN-STRENGTH>
|
||||
<DEFINE-ROUTINE FIND-WEAPON>
|
||||
<DEFINE-ROUTINE VILLAIN-BLOW>
|
||||
<DEFINE-ROUTINE HERO-BLOW>
|
||||
<DEFINE-ROUTINE WINNER-RESULT>
|
||||
<DEFINE-ROUTINE VILLAIN-RESULT>
|
||||
<DEFINE-ROUTINE WINNING?>
|
||||
<DEFINE-ROUTINE I-CURE>
|
||||
<CONSTANT WEP-ACC 2>
|
||||
<CONSTANT WEP-ACC-CAP 3>
|
||||
<CONSTANT WEP-NOM 4>
|
||||
<CONSTANT WEP-NOM-CAP 5>
|
||||
<CONSTANT DER-WEP-ACC 6>
|
||||
<CONSTANT WEP-DAT 7>
|
||||
<CONSTANT DEF-NOM 8>
|
||||
<CONSTANT DEF-NOM-CAP 9>
|
||||
<CONSTANT DEF-ACC 10>
|
||||
<CONSTANT DEF-DAT-CAP 11>
|
||||
<GLOBAL HERO-MELEE <TABLE (PURE) <LTABLE (PURE) <LTABLE (PURE) WEP-NOM-CAP
|
||||
" verpa%st " DEF-ACC " um 2cm."> <LTABLE (PURE)
|
||||
"Ein guter Hieb, aber er verpa%st " DEF-ACC " um einen Kilometer."> <LTABLE (
|
||||
PURE) "Du greifst an, aber " DEF-NOM " springt leichtf%u%sig zur Seite."> <
|
||||
LTABLE (PURE) "Kling! Klang! Bumm! " DEF-NOM-CAP " pariert den Schlag."> <
|
||||
LTABLE (PURE) "Ein schneller Schlag, aber " DEF-NOM " ist auf der Hut."> <
|
||||
LTABLE (PURE) "Ein guter Schlag, aber er ist zu langsam, " DEF-NOM
|
||||
" weicht aus.">> <LTABLE (PURE) <LTABLE (PURE) WEP-NOM-CAP
|
||||
" braust nieder, sendet " DEF-ACC " ins Land der Tr%aume."> <LTABLE (PURE)
|
||||
DEF-NOM-CAP " ist bewu%stlos geschlagen."> <LTABLE (PURE)
|
||||
"Ein f%urchterlicher Waffenaustausch und " DEF-NOM " ist k.o."> <LTABLE (PURE)
|
||||
"Das Heft von " WEP-DAT " haut " DEF-ACC " um."> <LTABLE (PURE) DEF-NOM-CAP
|
||||
" ist k.o. geschlagen.">> <LTABLE (PURE) <LTABLE (PURE) DEF-NOM-CAP
|
||||
" bei%st ins Gras, als " WEP-NOM " seinen Kopf abschl%agt."> <LTABLE (PURE)
|
||||
"Der t%odliche Schlag trifft " DEF-ACC " direkt ins Herz. Er stirbt."> <LTABLE
|
||||
(PURE) DEF-NOM-CAP " erleidet einen t%odlichen Schlag und f%allt tot zur Erde."
|
||||
>> <LTABLE (PURE) <LTABLE (PURE) DEF-NOM-CAP
|
||||
" ist am Arm verletzt. Blut beginnt herabzurinseln."> <LTABLE (PURE)
|
||||
WEP-NOM-CAP " ritzt " DEF-ACC " am Handgelenk, aber es ist nicht ernst."> <
|
||||
LTABLE (PURE) "Dein Hieb sitzt, aber er war nur mit der flachen Seite von
|
||||
dem Schwert."> <LTABLE (PURE) "Der Schlag trifft " DEF-ACC
|
||||
" und hinterl%a%st eine leichte Wunde in seinem Arm.">> <LTABLE (PURE) <LTABLE
|
||||
(PURE) DEF-NOM-CAP " bekommt eine tiefe Wunde in der Seite."> <LTABLE (PURE)
|
||||
"Ein grausiger Schlag in den Schenkel! " DEF-NOM-CAP
|
||||
" ist momentan wie festgenagelt, aber er kann weiterk%ampfen!"> <LTABLE (PURE)
|
||||
"Schwupp! Dein Schlag f%allt! Dieser hat eine Arterie getroffen, das k%onnte gef%ahrlich sein!"
|
||||
> <LTABLE (PURE)
|
||||
"Schwupp! Dein Schlag hat getroffen! Dies k%onnte gef%ahrlich sein.">> <LTABLE
|
||||
(PURE) <LTABLE (PURE) DEF-DAT-CAP
|
||||
" hat es den Atem verschlagen, und er f%allt auf die Knie."> <LTABLE (PURE)
|
||||
DEF-NOM-CAP " ist f%ur einen Moment verwirrt und kann nicht zur%uckschlagen.">
|
||||
<LTABLE (PURE) "Die Macht deines Hiebes wirft " DEF-ACC
|
||||
" zur%uck, er ist benommen."> <LTABLE (PURE) DEF-NOM-CAP
|
||||
" ist verwirrt und kann nicht zur%uckschlagen."> <LTABLE (PURE)
|
||||
"Die Geschwindigkeit deines Sto%ses schl%agt " DEF-ACC " zur%uck.">> <LTABLE (
|
||||
PURE) <LTABLE (PURE) DEF-DAT-CAP " wird " WEP-NOM
|
||||
" aus der Hand geschlagen, damit ist er unbewaffnet."> <LTABLE (PURE)
|
||||
DEF-NOM-CAP " ist durch ein kluges T%auschungsman%over entwaffnet.">>>>
|
||||
<GLOBAL CYCLOPS-MELEE <TABLE (PURE) <LTABLE (PURE) <LTABLE (PURE)
|
||||
"Der Zyklop schafft es nicht, aber die Nachwelle schmei%st dich beinahe um."> <
|
||||
LTABLE (PURE) "Der Zyklop greift dich an, aber er rennt gegen die Wand.">> <
|
||||
LTABLE (PURE) <LTABLE (PURE) "Der Zyklop sendet dich bewu%stlos zu Boden.">> <
|
||||
LTABLE (PURE) <LTABLE (PURE)
|
||||
"Der Zyklop bricht dir mit einem ungeheuren Hieb das Genick.">> <LTABLE (PURE)
|
||||
<LTABLE (PURE) "Ein schneller Schlag, aber er hat dich nur gestreift."> <LTABLE
|
||||
(PURE) "Ein dich streifender Faustschlag von dem Zyklopen.">> <LTABLE (PURE) <
|
||||
LTABLE (PURE) "Das Ungeheuer trifft dich mit seiner enormen Faust in der Brust und bricht dir einige Rippen."
|
||||
> <LTABLE (PURE)
|
||||
"Der Zyklop nimmt dir mit einem schnellen Schlag beinahe den Atem.">> <LTABLE (
|
||||
PURE) <LTABLE (PURE)
|
||||
"Der Zyklop landet einen Schlag, der dir den Atem momentan nimmt."> <LTABLE (
|
||||
PURE) "Deiner Waffen nicht achtend wird der Zyklop dich gegen die Wand des Raumes."
|
||||
>> <LTABLE (PURE) <LTABLE (PURE)
|
||||
"Der Zyklop nimmt pl%otzlich deine Waffe, bei%st hinein und schmei%st sie v%ar%achtlich auf die Erde."
|
||||
> <LTABLE (PURE)
|
||||
"Das Ungeheuer ergreift dein Handgelenk, quetscht seine Finger darum, und du l%a%st vor Schmerz "
|
||||
WEP-ACC " fallen.">> <LTABLE (PURE) <LTABLE (PURE)
|
||||
"Der Zyklop scheint nicht entscheiden zu k%onnen, ob er sein Abendessen kochen oder backen soll."
|
||||
>> <LTABLE (PURE) <LTABLE (PURE)
|
||||
"Der Zyklop, der h%ochst unsportlich ist, wird sein bewu%stloses Opfer los.">>>
|
||||
>
|
||||
<GLOBAL TROLL-MELEE <TABLE (PURE) <LTABLE (PURE) <LTABLE (PURE)
|
||||
"Der Troll schwingt die Axt, aber er trifft nicht."> <LTABLE (PURE)
|
||||
"Die Axt des Trolls geht haarscharf an deinem Ohr vorbei."> <LTABLE (PURE)
|
||||
"Die Axt fegt vorbei, als du zur Seite springst."> <LTABLE (PURE)
|
||||
"Die Axt schmettert so hart gegen den Stein, da%s Funken spr%uhen.">> <LTABLE (
|
||||
PURE) <LTABLE (PURE)
|
||||
"Die flache Seite der Axt des Trolls trifft dich leicht am Kopf, und du wirst bewu%stlos."
|
||||
>> <LTABLE (PURE) <LTABLE (PURE) "Der Troll schneidet elegant deinen Kopf ab.">
|
||||
<LTABLE (PURE) "Die Axt des Trolls teilt dich in zwei gleiche Teile, von oben bis unten."
|
||||
> <LTABLE (PURE) "Die Axt des Trolls haut dir den Kopf ab.">> <LTABLE (PURE) <
|
||||
LTABLE (PURE) "Die Axt trifft dich direkt in die Seite. Au!"> <LTABLE (PURE)
|
||||
"Die Fl%ache der Axt des Trolls entfernt die Haut an deinem Unterarm."> <LTABLE
|
||||
(PURE) "Die Schw%unge des Trolls hauen dich beinahe um, w%ahrend du sie kaum rechtzeitig parieren kannst."
|
||||
> <LTABLE (PURE)
|
||||
"Der Troll schwingt seine Axt, trifft deinen Arm als du ausweichst.">> <LTABLE
|
||||
(PURE) <LTABLE (PURE)
|
||||
"Der Troll greift an, und seine Axt verletzt dich an deinem Schwertarm."> <
|
||||
LTABLE (PURE) "Ein Axthiebt hinterl%a%st eine tiefe Wunde in deinem Bein."> <
|
||||
LTABLE (PURE) "Die Axt des Trolls schwingt herunter, schl%agt dir die Schulter blutig."
|
||||
>> <LTABLE (PURE) <LTABLE (PURE)
|
||||
"Der Troll trifft dich mit einem schnellen Schlag, und du bist momentan au%ser Gefecht gesetzt."
|
||||
> <LTABLE (PURE)
|
||||
"Der Troll trifft, aber die Schneide wird von deiner R%ustung abgelenkt, trifft dich aber direkt in den Kopf."
|
||||
> <LTABLE (PURE) "Du stolperst unter einem Hagel von Axtstreichen zur%uck."> <
|
||||
LTABLE (PURE) "Der m%achtige Schlag des Trolls bringt dich auf die Kniee.">> <
|
||||
LTABLE (PURE) <LTABLE (PURE) "Die Axt trifft dein Schwert, und haut dich um.">
|
||||
<LTABLE (PURE) "Der Troll schwingt, du parierst, aber die Gewalt seines Streiches schl%agt dir "
|
||||
DER-WEP-ACC " aus der Hand."> <LTABLE (PURE)
|
||||
"Die Axt schl%agt dir die Waffe aus der Hand. Sie f%allt zu Boden.">> <LTABLE (
|
||||
PURE) <LTABLE (PURE) "Der Troll z%ogert, betastet seine Axt."> <LTABLE (PURE)
|
||||
"Der Troll kratzt sich nachdenklich am Kopf. Ob du wohl magische Kr%afte hast, wundert er sich?"
|
||||
>> <LTABLE (PURE) <LTABLE (PURE)
|
||||
"Der Troll meistert seine Furcht und t%otet dich.">>>>
|
||||
<GLOBAL THIEF-MELEE <TABLE (PURE) <LTABLE (PURE) <LTABLE (PURE)
|
||||
"Der Dieb sticht elegant mit dem Stilett und trifft nicht."> <LTABLE (PURE)
|
||||
"Du vermeidest das Stilett, als der Dieb tief sticht."> <LTABLE (PURE)
|
||||
"Du parierst einen blitzartigen Sto%s, und der Dieb bedient dich mit einem grimmigen Kopfnicken."
|
||||
> <LTABLE (PURE)
|
||||
"Der Dieb versucht, deine Abwehrstellung heimt%uckisch zu durchbrechen, aber du windest dich aus seiner Richtung."
|
||||
>> <LTABLE (PURE) <LTABLE (PURE)
|
||||
"Indem er die Richtung seines Sto%ses %andert, trifft dich der Dieb mit dem Heft des Stiletts, du wirst bewu%stlos."
|
||||
> <LTABLE (PURE) "Der Dieb haut dich k.o.">> <LTABLE (PURE) <LTABLE (PURE)
|
||||
"Dein Leben endet, als der Dieb die Schneide in dein Herz senkt."> <LTABLE (
|
||||
PURE) "Der Dieb kommt von der Seite, macht ein T%auschungsman%over und setzt die Schneide zwischen deine Rippen."
|
||||
> <LTABLE (PURE)
|
||||
"Der Dieb verbeugt sich formell, hebt das Stilett und mit einem h%a%slichen Grinsen beendet er den Kampf und dein Leben."
|
||||
>> <LTABLE (PURE) <LTABLE (PURE)
|
||||
"Ein schneller Hieb streift deinen linken Arm, und Blut rinnt deinen Arm herunter."
|
||||
> <LTABLE (PURE)
|
||||
"Blut beginnt zu flie%sen, als der Dieb sein Stilett %uber deinen Arm recht.">
|
||||
<LTABLE (PURE) "Das Stilett zuckt schneller, als Du denken kannst, und Blut flie%st von deinem Bein."
|
||||
> <LTABLE (PURE)
|
||||
"Der Dieb kommt langsam n%aher, schl%agt zu wie eine Schlange und l%a%st dich verwundet liegen."
|
||||
>> <LTABLE (PURE) <LTABLE (PURE)
|
||||
"Der Dieb schl%agt zu wie eine Schlange! Die empfangene Wunde ist ernst!"> <
|
||||
LTABLE (PURE) "Der Dieb versetzt dir einen tiefen Stich in den Oberarm."> <
|
||||
LTABLE (PURE) "Das Stilett ber%uhrt deine Stirn, und das herabrinnende Blut macht dich blind."
|
||||
> <LTABLE (PURE)
|
||||
"Der Dieb trifft dich am Handgelenk und pl%otzlich wird dein Schwertgriff schl%upfrig von dem Blut."
|
||||
>> <LTABLE (PURE) <LTABLE (PURE)
|
||||
"Der Griff von seinem Stilett kracht auf deinen Sch%adel, und du wankst zur%uck."
|
||||
> <LTABLE (PURE)
|
||||
"Der Dieb rammt das Heft seines Messers in deinen Bauch und du verlierst den Atem."
|
||||
> <LTABLE (PURE) "Der Dieb greift dich an, und du f%allst verzweifelt zur%uck."
|
||||
>> <LTABLE (PURE) <LTABLE (PURE)
|
||||
"Ein langer theatralischer Stich. Du parierst ihn auf " WEP-DAT
|
||||
", aber der Dieb dreht sein Messer, und " WEP-NOM " fliegt dir aus der Hand.">
|
||||
<LTABLE (PURE) "Der Dieb dreht dir " DER-WEP-ACC
|
||||
" elegant aus der Hand, und es f%allt auf die Erde."> <LTABLE (PURE)
|
||||
"Du parierst einen Tiefschlag und " WEP-NOM " schl%upft dir aus der Hand.">> <
|
||||
LTABLE (PURE) <LTABLE (PURE)
|
||||
"Der Dieb, ein Mann aus guter Gesellschaft, stoppt f%ur eine Minute, um zu %uberlegen, ob es in Ordnung ist, dein Leben zu beenden."
|
||||
> <LTABLE (PURE) "Es am%usiert den Dieb, deine Taschen zu durchsuchen."> <
|
||||
LTABLE (PURE) "Der Dieb besch%aftigt sich damit, deinen Rucksack zu durchw%uhlen."
|
||||
>> <LTABLE (PURE) <LTABLE (PURE)
|
||||
"F%ur einen Moment vergi%st der Dieb seine gute Kinderstube, er schneidet dir den Hals ab."
|
||||
> <LTABLE (PURE)
|
||||
"Der Dieb, ein Pragmatiker, sieht in dir eine Bedrohung seines Lebens.">>>>
|
||||
<CONSTANT V-VILLAIN 0>
|
||||
<CONSTANT V-BEST 1>
|
||||
<CONSTANT V-BEST-ADV 2>
|
||||
<CONSTANT V-PROB 3>
|
||||
<CONSTANT V-MSGS 4>
|
||||
<GLOBAL VILLAINS <LTABLE <TABLE TROLL SWORD 1 0 TROLL-MELEE> <TABLE THIEF KNIFE
|
||||
1 0 THIEF-MELEE> <TABLE CYCLOPS <> 0 0 CYCLOPS-MELEE>>>
|
||||
<DEFINE-ROUTINE I-FIGHT>
|
||||
<DEFINE-ROUTINE AWAKEN>
|
||||
<DEFINE-ROUTINE I-SWORD>
|
||||
<DEFINE-ROUTINE INFESTED?>
|
||||
<DEFINE-ROUTINE I-THIEF>
|
||||
<DEFINE-ROUTINE DROP-JUNK>
|
||||
<DEFINE-ROUTINE RECOVER-STILETTO>
|
||||
<DEFINE-ROUTINE STEAL-JUNK>
|
||||
<DEFINE-ROUTINE ROB>
|
||||
<DEFINE-ROUTINE V-DIAGNOSE>
|
||||
<DEFINE-ROUTINE V-SCORE>
|
||||
<DEFINE-ROUTINE JIGS-UP>
|
||||
<DEFINE-ROUTINE RANDOMIZE-OBJECTS>
|
||||
<DEFINE-ROUTINE KILL-INTERRUPTS>
|
||||
<DEFINE-ROUTINE BAG-OF-COINS-F>
|
||||
<DEFINE-ROUTINE TRUNK-F>
|
||||
<DEFINE-ROUTINE STUPID-CONTAINER>
|
||||
<DEFINE-ROUTINE DUMB-CONTAINER>
|
||||
<DEFINE-ROUTINE GARLIC-F>
|
||||
<DEFINE-ROUTINE CHAIN-PSEUDO>
|
||||
<DEFINE-ROUTINE TROLL-ROOM-F>
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,59 @@
|
|||
Notes:
|
||||
|
||||
1) Under each paragraph of so of text, type out your translation.
|
||||
(So I know to what the translation corresponds.)
|
||||
|
||||
2) Don't bother translating the input now, such as >OPEN THE MAILBOX,
|
||||
etc. All the inputs will be translated as all together.
|
||||
|
||||
3) You do NOT need to translate sentences with a German article in them.
|
||||
These sentences are usually simple, functional sentences that are
|
||||
used repeatedly. The object following the German article indicates
|
||||
that it is "plugged into" the sentence and could be, usually, just
|
||||
about any object in the game. (These sentences all have the default
|
||||
Feminine gender because the object names to be plugged in haven't
|
||||
been translated yet.) The sentences with the German article will be
|
||||
translated apart from the game transcript below.
|
||||
|
||||
4) If you run across a chunk of text that you've already translated, of
|
||||
course there's no need to do it again. Hopefully there won't be alot
|
||||
of these. But there will be some "repeat" chunks of text.
|
||||
|
||||
5) If you can put quotes around each paragraph of text, it would be
|
||||
helpful. But if you forget, don't worry about it.
|
||||
|
||||
6) Some text may be seem bizarre or puzzling. You might as well not waste
|
||||
your time trying to figure out exactly what they mean. I'll try
|
||||
to explain them (or find someone who can).
|
||||
|
||||
7) Good luck.
|
||||
|
||||
|
||||
West of House
|
||||
You are standing in an open field west of a white house, with a boarded front
|
||||
door.
|
||||
There is eine small mailbox here. (Renata: E.g., don't bother translating
|
||||
this sentence)
|
||||
|
||||
>EXAMINE THE WHITE HOUSE
|
||||
|
||||
The house is a beautiful colonial house which is painted white.
|
||||
It is clear that the owners must have been extremely wealthy.
|
||||
|
||||
>OPEN THE MAILBOX
|
||||
Opening die small mailbox reveals eine leaflet.
|
||||
|
||||
>TAKE LEAFLET
|
||||
Taken.
|
||||
|
||||
>READ LEAFLET
|
||||
"WELCOME TO ZORK!
|
||||
|
||||
ZORK is a game of adventure, danger, and low cunning. In it you will explore
|
||||
some of the most amazing territory ever seen by mortals. No computer should be
|
||||
without one!"
|
||||
|
||||
>GO NORTH
|
||||
North of House
|
||||
You are facing the north side of a white house. There is no door here, and all
|
||||
the windows are boarded up. To the north a narrow path winds through the trees.
|
|
@ -0,0 +1,13 @@
|
|||
|
||||
<CONSTANT C-TABLELEN 180>
|
||||
<GLOBAL C-TABLE <ITABLE NONE 180>>
|
||||
<GLOBAL C-DEMONS 180>
|
||||
<GLOBAL C-INTS 180>
|
||||
<CONSTANT C-INTLEN 6>
|
||||
<CONSTANT C-ENABLED? 0>
|
||||
<CONSTANT C-TICK 1>
|
||||
<CONSTANT C-RTN 2>
|
||||
<DEFINE-ROUTINE QUEUE>
|
||||
<DEFINE-ROUTINE INT>
|
||||
<GLOBAL CLOCK-WAIT <>>
|
||||
<DEFINE-ROUTINE CLOCKER>
|
|
@ -0,0 +1,53 @@
|
|||
|
||||
|
||||
.FUNCT QUEUE:ANY:2:2,RTN:ATOM,TICK:FIX,CINT
|
||||
CALL2 INT,RTN >CINT
|
||||
PUT CINT,C-TICK,TICK
|
||||
RETURN CINT
|
||||
|
||||
|
||||
.FUNCT INT:ANY:1:5,RTN:ATOM,DEMON:ATOM,E,C,INT
|
||||
ADD C-TABLE,C-TABLELEN >E
|
||||
ADD C-TABLE,C-INTS >C
|
||||
?PRG1: EQUAL? C,E \?CCL5
|
||||
SUB C-INTS,C-INTLEN >C-INTS
|
||||
ZERO? DEMON /?PEN6
|
||||
SUB C-DEMONS,C-INTLEN >C-DEMONS
|
||||
?PEN6: ADD C-TABLE,C-INTS >INT
|
||||
PUT INT,C-RTN,RTN
|
||||
RETURN INT
|
||||
?CCL5: GET C,C-RTN
|
||||
EQUAL? STACK,RTN \?CND3
|
||||
RETURN C
|
||||
?CND3: ADD C,C-INTLEN >C
|
||||
JUMP ?PRG1
|
||||
|
||||
|
||||
.FUNCT CLOCKER:ANY:0:0,C,E,TICK:FIX,FLG:ATOM
|
||||
ZERO? CLOCK-WAIT /?CND1
|
||||
SET 'CLOCK-WAIT,FALSE-VALUE
|
||||
RFALSE
|
||||
?CND1: ZERO? P-WON /?CCL5
|
||||
PUSH C-INTS
|
||||
JUMP ?CND3
|
||||
?CCL5: PUSH C-DEMONS
|
||||
?CND3: ADD C-TABLE,STACK >C
|
||||
ADD C-TABLE,C-TABLELEN >E
|
||||
?PRG6: EQUAL? C,E \?CCL10
|
||||
INC 'MOVES
|
||||
RETURN FLG
|
||||
?CCL10: GET C,C-ENABLED?
|
||||
ZERO? STACK /?CND8
|
||||
GET C,C-TICK >TICK
|
||||
ZERO? TICK /?CND8
|
||||
SUB TICK,1
|
||||
PUT C,C-TICK,STACK
|
||||
GRTR? TICK,1 /?CND8
|
||||
GET C,C-RTN
|
||||
CALL STACK
|
||||
ZERO? STACK /?CND8
|
||||
SET 'FLG,TRUE-VALUE
|
||||
?CND8: ADD C,C-INTLEN >C
|
||||
JUMP ?PRG6
|
||||
|
||||
.ENDI
|
|
@ -0,0 +1,62 @@
|
|||
"GCLOCK for
|
||||
The Zork Trilogy
|
||||
(c) Copyright 1983 Infocom, Inc. All Rights Reserved"
|
||||
|
||||
<CONSTANT C-TABLELEN 180>
|
||||
|
||||
<GLOBAL C-TABLE <ITABLE NONE 180>>
|
||||
|
||||
<GLOBAL C-DEMONS 180>
|
||||
|
||||
<GLOBAL C-INTS 180>
|
||||
|
||||
<CONSTANT C-INTLEN 6>
|
||||
|
||||
<CONSTANT C-ENABLED? 0>
|
||||
|
||||
<CONSTANT C-TICK 1>
|
||||
|
||||
<CONSTANT C-RTN 2>
|
||||
|
||||
<ROUTINE QUEUE (RTN TICK "AUX" CINT)
|
||||
#DECL ((RTN) ATOM (TICK) FIX (CINT) <PRIMTYPE VECTOR>)
|
||||
<PUT <SET CINT <INT .RTN>> ,C-TICK .TICK>
|
||||
;"added per RAGER"
|
||||
;<PUT .CINT ,C-ENABLED? 1>
|
||||
.CINT>
|
||||
|
||||
<ROUTINE INT (RTN "OPTIONAL" (DEMON <>) E C INT)
|
||||
#DECL ((RTN) ATOM (DEMON) <OR ATOM FALSE> (E C INT) <PRIMTYPE
|
||||
VECTOR>)
|
||||
<SET E <REST ,C-TABLE ,C-TABLELEN>>
|
||||
<SET C <REST ,C-TABLE ,C-INTS>>
|
||||
<REPEAT ()
|
||||
<COND (<==? .C .E>
|
||||
<SETG C-INTS <- ,C-INTS ,C-INTLEN>>
|
||||
<AND .DEMON <SETG C-DEMONS <- ,C-DEMONS ,C-INTLEN>>>
|
||||
<SET INT <REST ,C-TABLE ,C-INTS>>
|
||||
<PUT .INT ,C-RTN .RTN>
|
||||
<RETURN .INT>)
|
||||
(<EQUAL? <GET .C ,C-RTN> .RTN> <RETURN .C>)>
|
||||
<SET C <REST .C ,C-INTLEN>>>>
|
||||
|
||||
<GLOBAL CLOCK-WAIT <>>
|
||||
|
||||
<ROUTINE CLOCKER ("AUX" C E TICK (FLG <>))
|
||||
#DECL ((C E) <PRIMTYPE VECTOR> (TICK) FIX (FLG) <OR FALSE ATOM>)
|
||||
<COND (,CLOCK-WAIT <SETG CLOCK-WAIT <>> <RFALSE>)>
|
||||
<SET C <REST ,C-TABLE <COND (,P-WON ,C-INTS) (T ,C-DEMONS)>>>
|
||||
<SET E <REST ,C-TABLE ,C-TABLELEN>>
|
||||
<REPEAT ()
|
||||
<COND (<==? .C .E>
|
||||
<SETG MOVES <+ ,MOVES 1>>
|
||||
<RETURN .FLG>)
|
||||
(<NOT <0? <GET .C ,C-ENABLED?>>>
|
||||
<SET TICK <GET .C ,C-TICK>>
|
||||
<COND (<0? .TICK>)
|
||||
(T
|
||||
<PUT .C ,C-TICK <- .TICK 1>>
|
||||
<COND (<AND <NOT <G? .TICK 1>>
|
||||
<APPLY <GET .C ,C-RTN>>>
|
||||
<SET FLG T>)>)>)>
|
||||
<SET C <REST .C ,C-INTLEN>>>>
|
|
@ -0,0 +1,108 @@
|
|||
25-Oct-87 15:59:52 XZILCH started. Load is 0.15.
|
||||
PS:<INTERLOGIC>XZILCH.EXE ZORK1 /NI
|
||||
|
||||
|
||||
Compiling SS:<GERMAN>ZORK1.ZIL.13
|
||||
[XZIP instructions]
|
||||
Renovated ZORK I: The Great Underground Empire
|
||||
|
||||
Loading SS:<GERMAN>TELLS.ZIL.45 and compiling it.
|
||||
Abstracting SS:<GERMAN>TELLS.
|
||||
Loading SS:<GERMAN>SYNTAX.ZIL.23 and compiling it.
|
||||
Loading SS:<GERMAN>DUNGEON.ZIL.31 and compiling it.
|
||||
*** Compilation error: PROPERTY-DOESNT-MATCH-SPEC
|
||||
Relevant values: (EAST The door is boarded and you can't remove the boards.)
|
||||
OBJECT WEST-OF-HOUSE
|
||||
*** Compilation error: PROPERTY-DOESNT-MATCH-SPEC
|
||||
Relevant values: (SOUTH The windows are all boarded.) OBJECT NORTH-OF-HOUSE
|
||||
|
||||
*** Compilation error: PROPERTY-DOESNT-MATCH-SPEC
|
||||
Relevant values: (NORTH The windows are all boarded.) OBJECT SOUTH-OF-HOUSE
|
||||
|
||||
*** Compilation error: PROPERTY-DOESNT-MATCH-SPEC
|
||||
Relevant values: (UP There is no tree here suitable for climbing.) OBJECT
|
||||
FOREST-1
|
||||
*** Compilation error: PROPERTY-DOESNT-MATCH-SPEC
|
||||
Relevant values: (UP There is no tree here suitable for climbing.) OBJECT
|
||||
FOREST-2
|
||||
*** Compilation error: PROPERTY-DOESNT-MATCH-SPEC
|
||||
Relevant values: (UP The mountains are impassable.) OBJECT MOUNTAINS
|
||||
|
||||
*** Compilation error: PROPERTY-DOESNT-MATCH-SPEC
|
||||
Relevant values: (UP There is no tree here suitable for climbing.) OBJECT
|
||||
FOREST-3
|
||||
*** Compilation error: PROPERTY-DOESNT-MATCH-SPEC
|
||||
Relevant values: (UP You cannot climb any higher.) OBJECT UP-A-TREE
|
||||
|
||||
*** Compilation error: PROPERTY-DOESNT-MATCH-SPEC
|
||||
Relevant values: (NORTH The forest becomes impenetrable to the north.)
|
||||
OBJECT GRATING-CLEARING
|
||||
*** Compilation error: PROPERTY-DOESNT-MATCH-SPEC
|
||||
Relevant values: (UP There is no tree here suitable for climbing.) OBJECT
|
||||
CLEARING
|
||||
*** Compilation error: PROPERTY-DOESNT-MATCH-SPEC
|
||||
Relevant values: (WEST
|
||||
You try to ascend the ramp, but it is impossible, and you slide back down.)
|
||||
OBJECT CELLAR
|
||||
*** Compilation error: PROPERTY-DOESNT-MATCH-SPEC
|
||||
Relevant values: (DOWN
|
||||
The chasm probably leads straight to the infernal regions.) OBJECT EAST-OF-CHASM
|
||||
|
||||
*** Compilation error: PROPERTY-DOESNT-MATCH-SPEC
|
||||
Relevant values: (DOWN The dam blocks your way.) OBJECT RESERVOIR GIN--
|
||||
GOUT TIME=8.4430003
|
||||
|
||||
*** Compilation error: PROPERTY-DOESNT-MATCH-SPEC
|
||||
Relevant values: (WEST
|
||||
The stream emerges from a spot too small for you to enter.) OBJECT STREAM-VIEW
|
||||
|
||||
*** Compilation error: PROPERTY-DOESNT-MATCH-SPEC
|
||||
Relevant values: (UP The channel is too narrow.) OBJECT IN-STREAM
|
||||
|
||||
*** Compilation error: PROPERTY-DOESNT-MATCH-SPEC
|
||||
Relevant values: (SOUTH It is too narrow for most insects.) OBJECT DAMP-CAVE
|
||||
|
||||
*** Compilation error: PROPERTY-DOESNT-MATCH-SPEC
|
||||
Relevant values: (DOWN Are you out of your mind?) OBJECT CHASM-ROOM
|
||||
|
||||
*** Compilation error: PROPERTY-DOESNT-MATCH-SPEC
|
||||
Relevant values: (UP You cannot reach the rope.) OBJECT TORCH-ROOM
|
||||
|
||||
*** Compilation error: PROPERTY-DOESNT-MATCH-SPEC
|
||||
Relevant values: (UP You cannot go upstream due to strong currents.) OBJECT
|
||||
RIVER-1
|
||||
*** Compilation error: PROPERTY-DOESNT-MATCH-SPEC
|
||||
Relevant values: (UP You cannot go upstream due to strong currents.) OBJECT
|
||||
RIVER-2
|
||||
*** Compilation error: PROPERTY-DOESNT-MATCH-SPEC
|
||||
Relevant values: (UP You cannot go upstream due to strong currents.) OBJECT
|
||||
RIVER-3
|
||||
*** Compilation error: PROPERTY-DOESNT-MATCH-SPEC
|
||||
Relevant values: (UP You cannot go upstream due to strong currents.) OBJECT
|
||||
RIVER-4
|
||||
*** Compilation error: PROPERTY-DOESNT-MATCH-SPEC
|
||||
Relevant values: (UP You cannot go upstream due to strong currents.) OBJECT
|
||||
RIVER-5
|
||||
*** Compilation error: PROPERTY-DOESNT-MATCH-SPEC
|
||||
Relevant values: (DOWN It's a long way...) OBJECT ARAGAIN-FALLS
|
||||
|
||||
*** Compilation error: PROPERTY-DOESNT-MATCH-SPEC
|
||||
Relevant values: (SOUTH Storm-tossed trees block your way.) OBJECT
|
||||
CANYON-VIEW
|
||||
*** Compilation error: PROPERTY-DOESNT-MATCH-SPEC
|
||||
Relevant values: (DOWN You wouldn't fit and would die if you could.) OBJECT
|
||||
SHAFT-ROOM
|
||||
Abstracting SS:<GERMAN>DUNGEON.
|
||||
Loading SS:<GERMAN>GLOBALS.ZIL.45 and compiling it.
|
||||
Abstracting SS:<GERMAN>GLOBALS.
|
||||
Loading SS:<GERMAN>CLOCK.ZIL.5 and compiling it.
|
||||
Abstracting SS:<GERMAN>CLOCK.
|
||||
Loading SS:<GERMAN>LOOP.ZIL.29 and compiling it.Command received from user JEFF.
|
||||
Killing plan WASTE-MIMC.PLAN.2.
|
||||
|
||||
Abstracting SS:<GERMAN>LOOP.
|
||||
Loading SS:<GERMAN>PARSER.ZIL.57 and compiling it.Command received from user JEFF.
|
||||
Killing plan WASTE-MIMC.PLAN.1.
|
||||
Compiler killed.
|
||||
Compiler died.
|
||||
Used 1:43.7 in 00:02:24.
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,78 @@
|
|||
|
||||
|
||||
.FUNCT GRATING-EXIT:ANY:0:0
|
||||
ZERO? GRATE-REVEALED /?CCL3
|
||||
FSET? GRATE,OPENBIT \?CCL6
|
||||
RETURN GRATING-ROOM
|
||||
?CCL6: PRINTI "Das Gitter ist geschlossen."
|
||||
CRLF
|
||||
ICALL2 THIS-IS-IT,GRATE
|
||||
RFALSE
|
||||
?CCL3: PRINTI "In die Richtung kannst du nicht gehen."
|
||||
CRLF
|
||||
RFALSE
|
||||
|
||||
|
||||
.FUNCT TREASURE-INSIDE:ANY:0:0
|
||||
EQUAL? PRSA,V?OPEN \FALSE
|
||||
ICALL2 SCORE-OBJ,EMERALD
|
||||
RFALSE
|
||||
|
||||
|
||||
.FUNCT IN-MAZE?:ANY:1:1,PLACE
|
||||
EQUAL? PLACE,MAZE-1,MAZE-2,MAZE-3 /TRUE
|
||||
EQUAL? PLACE,MAZE-4,MAZE-5,MAZE-6 /TRUE
|
||||
EQUAL? PLACE,MAZE-7,MAZE-8,MAZE-9 /TRUE
|
||||
EQUAL? PLACE,MAZE-10,MAZE-11,MAZE-12 /TRUE
|
||||
EQUAL? PLACE,MAZE-13,MAZE-14,MAZE-15 /TRUE
|
||||
EQUAL? PLACE,DEAD-END-1,DEAD-END-2,DEAD-END-3 /TRUE
|
||||
EQUAL? PLACE,DEAD-END-4 /TRUE
|
||||
RFALSE
|
||||
|
||||
|
||||
.FUNCT CANYON-VIEW-F:ANY:1:1,RARG
|
||||
EQUAL? RARG,M-BEG \FALSE
|
||||
EQUAL? PRSA,V?LEAP \FALSE
|
||||
ZERO? PRSO \FALSE
|
||||
ICALL2 JIGS-UP,STR?181
|
||||
RTRUE
|
||||
|
||||
|
||||
.FUNCT GO:ANY:0:0
|
||||
?FCN: CALL QUEUE,I-FIGHT,-1
|
||||
PUT STACK,0,1
|
||||
ICALL QUEUE,I-SWORD,-1
|
||||
CALL QUEUE,I-THIEF,-1
|
||||
PUT STACK,0,1
|
||||
ICALL QUEUE,I-CANDLES,40
|
||||
ICALL QUEUE,I-LANTERN,200
|
||||
PUTP INFLATED-BOAT,P?VTYPE,NONLANDBIT
|
||||
ADD DEF1,2
|
||||
PUT DEF1-RES,1,STACK
|
||||
ADD DEF1,4
|
||||
PUT DEF1-RES,2,STACK
|
||||
ADD DEF2B,2
|
||||
PUT DEF2-RES,2,STACK
|
||||
ADD DEF2B,4
|
||||
PUT DEF2-RES,3,STACK
|
||||
ADD DEF3A,2
|
||||
PUT DEF3-RES,1,STACK
|
||||
ADD DEF3B,2
|
||||
PUT DEF3-RES,3,STACK
|
||||
SET 'HERE,WEST-OF-HOUSE
|
||||
ICALL2 THIS-IS-IT,MAILBOX
|
||||
CLEAR -1
|
||||
ICALL1 INIT-STATUS-LINE
|
||||
CRLF
|
||||
FSET? HERE,TOUCHBIT /?CND1
|
||||
ICALL1 V-VERSION
|
||||
CRLF
|
||||
?CND1: SET 'LIT,TRUE-VALUE
|
||||
SET 'WINNER,ADVENTURER
|
||||
SET 'PLAYER,WINNER
|
||||
MOVE WINNER,HERE
|
||||
ICALL1 V-LOOK
|
||||
ICALL1 MAIN-LOOP
|
||||
JUMP ?FCN
|
||||
|
||||
.ENDI
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1 @@
|
|||
fdele /all:_*.*,*.temp/keep:2/spec:mud,msubr/delfn:*.*
|
|
@ -0,0 +1,322 @@
|
|||
|
||||
*** BELOW ARE THE SEVERAL WAYS TO DIE IN ZORK I ***
|
||||
|
||||
>BRUSH TEETH WITH GUNK
|
||||
"Well, you seem to have been brushing your teeth with some sort of glue. As a result, your mouth gets glued together (with your nose) and you die of respiratory failure."
|
||||
|
||||
|
||||
>BURN LEAVES
|
||||
"The leaves burn, and so do you."
|
||||
|
||||
|
||||
>KILL THIEF WITH KNIFE
|
||||
"As the knife approaches its victim, your mind is submerged by an
|
||||
overmastering will. Slowly, your hand turns, until the rusty blade
|
||||
is an inch from your neck. The knife seems to sing as it savagely
|
||||
slits your throat."strange phrase in English????
|
||||
|
||||
|
||||
>JUMP OF CLIFF
|
||||
"It's a shame the leap you just attempted has done you in."
|
||||
|
||||
|
||||
(NOTE: IN THE BOAT)
|
||||
"You are lifted up by the rising river! You try to swim, but the
|
||||
currents are too strong. You come closer, closer to the awesome
|
||||
structure of Flood Control Dam #3. The dam beckons to you.
|
||||
The roar of the water nearly deafens you, but you remain conscious
|
||||
as you tumble over the dam toward your certain doom among the rocks at its base."
|
||||
|
||||
|
||||
|
||||
"Unfortuneately, you have drowned yourself."
|
||||
|
||||
|
||||
"The rising water carries the boat over the dam, down the river, and over the falls. Tsk, tsk."
|
||||
|
||||
>LOOK AT CYCLOPS
|
||||
"The cyclops, tired of all of your games and trickery, grabs you firmly.
|
||||
As he licks his chops, he says \"Mmm. Just like Mom used to make 'em.\"
|
||||
\"
|
||||
It's nice to be appreciated."
|
||||
|
||||
|
||||
>BURN THE BODIES (IN HADES)
|
||||
"The voice of the guardian of the dungeon booms out from the darkness, \"Your disrespect costs you your life!\" and places your head on a sharp pole."
|
||||
|
||||
|
||||
|
||||
>BURN THE BLACK BOOK
|
||||
"A booming voice says \"Wrong, cretin!\" and you notice that you have
|
||||
turned into a pile of dust. How, I can't imagine."
|
||||
|
||||
|
||||
|
||||
>WALK NORTH (INTO THE GAS ROOM)
|
||||
|
||||
** BOOOOOOOOOOOM **
|
||||
|
||||
|
||||
(NOTE: THE RAINBOW GIVES WAY)
|
||||
"The structural integrity of the rainbow is severely compromised, leaving you hanging in midair, supported only by water vapor. Bye."
|
||||
|
||||
|
||||
>PUT MYSELF IN RIVER
|
||||
"You splash around for a while, fighting the current, then you drown."
|
||||
|
||||
|
||||
...
|
||||
"Unfortunately, the magic boat doesn't provide protection from
|
||||
the rocks and boulders one meets at the bottom of waterfalls.
|
||||
Including this one."
|
||||
|
||||
|
||||
THE BOAT DEFLATES...
|
||||
"Another pathetic sputter, this time from you, heralds your drowning."
|
||||
|
||||
|
||||
THE BOAT DEFLATES...
|
||||
"In other words, fighting the fierce currents of the Frigid River. You
|
||||
manage to hold your own for a bit, but then you are carried over a
|
||||
waterfall and into some nasty rocks. Ouch!"
|
||||
|
||||
|
||||
(NOTE: IF YOU DIG TOO DEEP)
|
||||
"The hole collapses, smothering you."
|
||||
|
||||
|
||||
DITTO
|
||||
"That was just a bit too far down."
|
||||
|
||||
|
||||
|
||||
FIGHTING A VILLAIN...
|
||||
"It appears that that last blow was too much for you. I'm afraid you
|
||||
are dead."
|
||||
|
||||
|
||||
DITTO
|
||||
"Well, you really did it that time. Is suicide painless?"
|
||||
|
||||
|
||||
|
||||
>THROW THING AT ME
|
||||
"The THING hits you squarely in the head. Normally, this wouldn't do much damage, but by incredible mischance, you fall over backwards trying to duck, and break your neck, justice being swift and merciful in the Great Underground Empire." copy from text.
|
||||
|
||||
|
||||
>WALK NORTH
|
||||
"Oh, no! You have walked into a den of hungry grues and it's dinner time!" copy
|
||||
|
||||
DITTO
|
||||
"Oh, no! You have walked into the slavering fangs of a lurking grue!"copy
|
||||
|
||||
>ATTACK MYSELF
|
||||
"If you insist.... Poof, you're dead!"
|
||||
|
||||
|
||||
|
||||
*** BELOW ARE SOME MORE MISCELLANEOUS TEXT STRINGS ***
|
||||
|
||||
>TAKE THE SWORD AND THE LAMP
|
||||
"Those things aren't here!"
|
||||
|
||||
|
||||
>LOOK AT THE THING
|
||||
"You can't see that here!" (RENATA: does the word 'that' depend on gender?) no
|
||||
|
||||
>PERSON, TAKE THE SWORD
|
||||
"The PERSON seems confused. ""I don't see that here!""
|
||||
"Der PERSON scheint verwirrt""Ich sehe das hier nicht!""
|
||||
|
||||
>CLIMB STAIRS
|
||||
"You should say whether you want to go up or down."
|
||||
|
||||
|
||||
>SAILOR, GO AWAY
|
||||
"You can't talk to the sailor that way."
|
||||
|
||||
|
||||
>LOOK AT SAILOR
|
||||
"There is no sailor to be seen."
|
||||
|
||||
|
||||
>HELLO, SAILOR
|
||||
"You seem to be repeating yourself."
|
||||
|
||||
|
||||
>HELLO, SAILOR
|
||||
"I think that phrase is getting a bit worn out."
|
||||
|
||||
|
||||
>HELLO, SAILOR
|
||||
"Nothing happens here."
|
||||
|
||||
|
||||
>DIG IN GROUND
|
||||
"The ground is too hard for digging here."
|
||||
|
||||
|
||||
>LOOK AT GRUE
|
||||
"There is no grue here, but I'm sure there is at least one lurking in the darkness nearby. It would be wise keep an eye on your light source!"
|
||||
|
||||
|
||||
>LISTEN TO GRUE
|
||||
"It makes no sound but is always lurking in the darkness nearby."
|
||||
|
||||
|
||||
>TALK TO MYSELF
|
||||
"Talking to yourself is said to be a sign of impending mental collapse."copy
|
||||
|
||||
>WAKE MYSELF UP
|
||||
"You're already wide awake!"
|
||||
|
||||
|
||||
>EAT MYSELF
|
||||
"Auto-cannibalism is not the answer."
|
||||
|
||||
|
||||
>KILL MYSELF
|
||||
"Suicide is not the answer."
|
||||
|
||||
|
||||
>THROW MYSELF AT THE TROLL
|
||||
"Why don't you just walk like normal people?"
|
||||
|
||||
|
||||
>TAKE ME
|
||||
"How romantic!"
|
||||
|
||||
|
||||
>LOOK AT MYSELF
|
||||
"Your image in the mirror looks tired."
|
||||
|
||||
|
||||
>LOOK AT MYSELF
|
||||
"That's difficult unless your eyes are prehensile."
|
||||
|
||||
|
||||
>WHAT IS A ZORKMID
|
||||
"The zorkmid is the unit of currency of the Great Underground Empire."
|
||||
|
||||
|
||||
>FIND ZORKMID
|
||||
"The best way to find zorkmids is to go out and look for them."
|
||||
|
||||
|
||||
*** BELOW ARE RESPONSES GIVEN WHEN YOU INPUT IS UNCLEAR ***
|
||||
(GENERAL NOTES: IN THE GAME, IF YOU MISSPELL A WORD, THE GAME WILL TELL YOU
|
||||
IT'S DOESN'T KNOW THE WORD. BUT THEN YOU MAY TYPE >OOPS "WORD", SPELLING IT CORRECTLY, SO YOU WON'T HAVE TO RETYPE THE WHOLE INPUT.)
|
||||
|
||||
|
||||
(NOTE: IF YOU TYPE NOTHING, AND JUST HIT RETURN)
|
||||
"I beg your pardon?"
|
||||
|
||||
|
||||
(NOTE: IF YOU TYPE A PERIOD AND THEN A RETURN WITH NO WORDS)
|
||||
"I can't help your clumsiness."
|
||||
|
||||
|
||||
(NOTE: IF YOU TYPE >OOPS SOMETHING AND THE SOMETHING WAS IN A QUOTE)
|
||||
"Sorry, you can't correct mistakes in quoted text."
|
||||
|
||||
|
||||
(NOTE: IF YOU TYPE ">OOPS WORD1 WORD2")
|
||||
"Warning: only the first word after OOPS is used."
|
||||
|
||||
|
||||
(NOTE: IF YOU TYPE "OOPS" AFTER YOU DIDN'T MISSPELL SOMETHING)
|
||||
"There was no word to replace!"
|
||||
|
||||
|
||||
(NOTE: IF YOU TYPE "OOPS" AFTER AN INCOMPLETE INPUT GAME)
|
||||
"It's difficult to repeat fragments."
|
||||
|
||||
|
||||
(NOTE: IF YOU TYPE "AGAIN" AFTER A BAD SENTENCE INPUT)
|
||||
"That would just repeat a mistake."
|
||||
"Das wuerde den Fehler nur wiederholen."
|
||||
|
||||
|
||||
"That sentence was not understood."
|
||||
|
||||
|
||||
|
||||
"There were too many nouns in that sentence."
|
||||
|
||||
|
||||
|
||||
"Please consult your manual for the correct way to talk to other people or creatures."
|
||||
|
||||
The word is not in the story's vocabulary of understanding."
|
||||
|
||||
|
||||
>LOOK AT THE DIG (NOTE: DIG IS RECOGNIZED ONLY AS A VERB)
|
||||
"You used the word "dig" in a way that I don't understand."
|
||||
"Du hast das Wort "graben" so gebraucht, dass ich es nicht verstehen kann."
|
||||
|
||||
>DOG THE TROLL
|
||||
"There was no verb in that sentence!"
|
||||
|
||||
|
||||
|
||||
"That sentence isn't recognized by the story."
|
||||
|
||||
|
||||
>WHO IS TROLL
|
||||
"That question can't be answered."
|
||||
|
||||
|
||||
>TROLL, LOOK AT THE BUTTON
|
||||
"I don't understand! What are you referring to?"
|
||||
|
||||
|
||||
>LOOK AT THE RED
|
||||
"There seems to be a noun missing in that sentence!"
|
||||
|
||||
|
||||
"It's too dark to see!"
|
||||
|
||||
|
||||
>DROP SWORD
|
||||
"You don't have that!"
|
||||
|
||||
|
||||
"You don't have the SWORD."
|
||||
|
||||
|
||||
>READ THE LEAFLET
|
||||
(taking the leaflet first)
|
||||
|
||||
|
||||
The leaflet says... ect.
|
||||
"Auf dem Blatt steht.......etc. " We might have to talk about the syntax here??? Jeff.
|
||||
|
||||
|
||||
>LOOK AT THE RED
|
||||
It's not clear what you're referring to."
|
||||
|
||||
|
||||
|
||||
>LOOK AT THE SWORD AND LAMP
|
||||
You can't use multiple direct objects with "look."
|
||||
"Man kann mehrere Akkusative nicht mit "ansehen
|
||||
I need more feedback on that, R. Yes, Hildegunde also!
|
||||
|
||||
|
||||
>HIT THE TROLL WITH SWORD AND KNIFE
|
||||
You can't use multiple indirect objects with "hit."
|
||||
need mor feedback.
|
||||
|
||||
>LOOK
|
||||
"It's too dark to see."
|
||||
|
||||
|
||||
>TAKE THE SWORD AND LAMP
|
||||
Sword: Taken.
|
||||
The other object that you mentioned is not here.
|
||||
"Schwert: genommen."
|
||||
"Das andere Ding, von dem du sprichst, ist nicht hier."
|
||||
|
||||
>TAKE ALL
|
||||
"There's nothing here you can take."
|
||||
|
|
@ -0,0 +1,487 @@
|
|||
<OBJECT BOARD
|
||||
(SYNONYM BOARD BOARDS)
|
||||
(DESC "board")
|
||||
<OBJECT TEETH
|
||||
(SYNONYM OVERBOARD TEETH)
|
||||
(DESC "set of teeth")
|
||||
<OBJECT WALL
|
||||
(SYNONYM WALL WALLS)
|
||||
(ADJECTIVE SURROUNDING)
|
||||
(DESC "surrounding wall")>
|
||||
<OBJECT GRANITE-WALL
|
||||
(SYNONYM WALL)
|
||||
(ADJECTIVE GRANITE)
|
||||
(DESC "granite wall")
|
||||
|
||||
|
||||
|
||||
|
||||
<OBJECT MOUNTAIN-RANGE
|
||||
(DESC "mountain range")
|
||||
(SYNONYM MOUNTAIN RANGE)
|
||||
(ADJECTIVE IMPASSABLE FLATHEAD)>
|
||||
<OBJECT GLOBAL-WATER
|
||||
(SYNONYM WATER QUANTITY)
|
||||
(DESC "water")
|
||||
<OBJECT WATER
|
||||
(SYNONYM WATER QUANTITY LIQUID H2O)
|
||||
(DESC "quantity of water")
|
||||
|
||||
<OBJECT CHIMNEY
|
||||
(SYNONYM CHIMNEY)
|
||||
(ADJECTIVE DARK NARROW)
|
||||
(DESC "chimney")
|
||||
<OBJECT GHOSTS
|
||||
(SYNONYM GHOSTS SPIRITS FIENDS FORCE)
|
||||
(ADJECTIVE INVISIBLE EVIL)
|
||||
(DESC "number of ghosts")
|
||||
<OBJECT SKULL
|
||||
(SYNONYM KRISTA HIRNSCHALE KOPF)
|
||||
(ADJECTIVE KRISTAL CRYSTA)
|
||||
(DESC "Hirnschale")
|
||||
<OBJECT LOWERED-BASKET
|
||||
(SYNONYM CAGE DUMBWAITER BASKET)
|
||||
(ADJECTIVE LOWERED)
|
||||
(DESC "basket")
|
||||
<OBJECT RAISED-BASKET
|
||||
(SYNONYM CAGE DUMBWAITER BASKET)
|
||||
(DESC "basket")
|
||||
<OBJECT LUNCH
|
||||
(SYNONYM FOOD SANDWICH LUNCH DINNER)
|
||||
(ADJECTIVE HOT PEPPER)
|
||||
(DESC "lunch")
|
||||
<OBJECT BAT
|
||||
(SYNONYM BAT VAMPIRE)
|
||||
(ADJECTIVE VAMPIRE DERANGED)
|
||||
(DESC "bat")
|
||||
(DESCFCN BAT-D)
|
||||
<OBJECT BELL
|
||||
(SYNONYM BELL)
|
||||
(ADJECTIVE SMALL BRASS)
|
||||
(DESC "brass bell")
|
||||
<OBJECT HOT-BELL
|
||||
(SYNONYM BELL)
|
||||
(ADJECTIVE BRASS HOT RED SMALL)
|
||||
(DESC "red hot brass bell")
|
||||
<OBJECT AXE
|
||||
(SYNONYM AXE AX)
|
||||
(ADJECTIVE BLOODY)
|
||||
(DESC "bloody axe")
|
||||
<OBJECT BOLT
|
||||
(SYNONYM BOLT NUT)
|
||||
(ADJECTIVE METAL LARGE)
|
||||
(DESC "bolt")
|
||||
<OBJECT BUBBLE
|
||||
(SYNONYM BUBBLE)
|
||||
(ADJECTIVE SMALL GREEN PLASTIC)
|
||||
(DESC "green bubble")
|
||||
<OBJECT ALTAR
|
||||
(SYNONYM ALTAR)
|
||||
(DESC "altar")
|
||||
<OBJECT BOOK
|
||||
(SYNONYM BOOK PRAYER PAGE BOOKS)
|
||||
(ADJECTIVE LARGE BLACK)
|
||||
(DESC "black book")
|
||||
<OBJECT BROKEN-LAMP
|
||||
(SYNONYM LAMP LANTERN)
|
||||
(ADJECTIVE BROKEN)
|
||||
(DESC "broken lantern")
|
||||
<OBJECT SCEPTRE
|
||||
(SYNONYM SCEPTRE SCEPTER TREASURE)
|
||||
(ADJECTIVE SHARP EGYPTIAN ANCIENT ENAMELED)
|
||||
(DESC "sceptre")
|
||||
<OBJECT TIMBERS
|
||||
(SYNONYM TIMBERS PILE TIMBER)
|
||||
(ADJECTIVE WOODEN BROKEN)
|
||||
(DESC "broken timber")
|
||||
<OBJECT SLIDE
|
||||
(SYNONYM CHUTE RAMP SLIDE)
|
||||
(ADJECTIVE STEEP METAL TWISTING)
|
||||
(DESC "chute")
|
||||
|
||||
<OBJECT ATTIC-TABLE
|
||||
(SYNONYM TABLE)
|
||||
(DESC "table")
|
||||
<OBJECT SANDWICH-BAG
|
||||
(SYNONYM BAG SACK)
|
||||
(ADJECTIVE BROWN ELONGATED SMELLY)
|
||||
(DESC "Sack")
|
||||
<OBJECT TOOL-CHEST
|
||||
(SYNONYM CHEST CHESTS GROUP TOOLCHESTS)
|
||||
(ADJECTIVE TOOL)
|
||||
(DESC "group of tool chests")
|
||||
<OBJECT YELLOW-BUTTON
|
||||
(SYNONYM BUTTON SWITCH)
|
||||
(ADJECTIVE YELLOW)
|
||||
(DESC "yellow button")
|
||||
<OBJECT BROWN-BUTTON
|
||||
(SYNONYM BUTTON SWITCH)
|
||||
(ADJECTIVE BROWN)
|
||||
(DESC "brown button")
|
||||
<OBJECT RED-BUTTON
|
||||
(SYNONYM BUTTON SWITCH)
|
||||
(ADJECTIVE RED)
|
||||
(DESC "red button")
|
||||
<OBJECT BLUE-BUTTON
|
||||
(SYNONYM BUTTON SWITCH)
|
||||
(ADJECTIVE BLUE)
|
||||
(DESC "blue button")
|
||||
<OBJECT TROPHY-CASE
|
||||
(SYNONYM CASE)
|
||||
(ADJECTIVE TROPHY)
|
||||
(DESC "trophy case")
|
||||
<OBJECT RUG
|
||||
(SYNONYM RUG CARPET)
|
||||
(ADJECTIVE LARGE ORIENTAL)
|
||||
(DESC "carpet")
|
||||
<OBJECT CHALICE
|
||||
(SYNONYM CHALICE CUP SILVER TREASURE)
|
||||
(ADJECTIVE SILVER ENGRAVINGS)
|
||||
(DESC "chalice")
|
||||
<OBJECT GARLIC
|
||||
(SYNONYM GARLIC CLOVE)
|
||||
(DESC "clove of garlic")
|
||||
<OBJECT TRIDENT
|
||||
(SYNONYM TRIDENT FORK TREASURE)
|
||||
(ADJECTIVE POSEIDON OWN CRYSTA)
|
||||
(DESC "crystal trident")
|
||||
<OBJECT CYCLOPS
|
||||
(SYNONYM CYCLOPS MONSTER EYE)
|
||||
(ADJECTIVE HUNGRY GIANT)
|
||||
(DESC "cyclops")
|
||||
<OBJECT DAM
|
||||
(SYNONYM DAM GATE GATES FCD\#3)
|
||||
(DESC "dam")
|
||||
<OBJECT TRAP-DOOR
|
||||
(SYNONYM DOOR TRAPDOOR TRAP-DOOR COVER)
|
||||
(ADJECTIVE TRAP DUSTY)
|
||||
(DESC "trap door")
|
||||
<OBJECT BOARDED-WINDOW
|
||||
(SYNONYM FENSTER) ;"nuet"
|
||||
(ADJECTIVE BOARDED)
|
||||
(DESC "Fenster")
|
||||
|
||||
<OBJECT BARROW-DOOR
|
||||
(SYNONYM DOOR)
|
||||
(ADJECTIVE HUGE STONE)
|
||||
(DESC "stone door")
|
||||
<OBJECT BARROW
|
||||
(SYNONYM BARROW TOMB)
|
||||
(ADJECTIVE MASSIVE STONE)
|
||||
(DESC "stone barrow")
|
||||
<OBJECT BOTTLE
|
||||
(SYNONYM BOTTLE CONTAINER)
|
||||
(ADJECTIVE CLEAR GLASS)
|
||||
(DESC "Flasche")
|
||||
<OBJECT CRACK
|
||||
(SYNONYM CRACK)
|
||||
(ADJECTIVE NARROW)
|
||||
(DESC "crack")
|
||||
<OBJECT COFFIN
|
||||
(SYNONYM COFFIN CASKET TREASURE)
|
||||
(ADJECTIVE SOLID GOLD)
|
||||
(DESC "gold coffin")
|
||||
<OBJECT GRATE
|
||||
(SYNONYM GITTER)
|
||||
(DESC "Gitter")
|
||||
<OBJECT PUMP
|
||||
(SYNONYM PUMP AIR-PUMP TOOL TOOLS)
|
||||
(ADJECTIVE SMALL HAND-HELD)
|
||||
(DESC "hand-held air pump")
|
||||
<OBJECT DIAMOND
|
||||
(SYNONYM DIAMOND TREASURE)
|
||||
(ADJECTIVE HUGE ENORMOUS)
|
||||
(DESC "huge diamond")
|
||||
<OBJECT JADE
|
||||
(SYNONYM FIGURINE TREASURE)
|
||||
(ADJECTIVE EXQUISITE JADE)
|
||||
(DESC "jade figurine")
|
||||
<OBJECT KNIFE
|
||||
(SYNONYM KNIVES KNIFE BLADE)
|
||||
(ADJECTIVE NASTY UNRUSTY)
|
||||
(DESC "nasty knife")
|
||||
<OBJECT BONES
|
||||
(SYNONYM BONES SKELETON BODY)
|
||||
(DESC "skeleton")
|
||||
<OBJECT BURNED-OUT-LANTERN
|
||||
(SYNONYM LANTERN LAMP)
|
||||
(ADJECTIVE RUSTY BURNED DEAD USELESS)
|
||||
(DESC "Lanterna")
|
||||
<OBJECT BAG-OF-COINS
|
||||
(SYNONYM BAG COINS TREASURE)
|
||||
(ADJECTIVE OLD LEATHER)
|
||||
(DESC "leather bag of coins")
|
||||
<OBJECT LAMP
|
||||
(SYNONYM LAMP LANTERN LIGHT)
|
||||
(ADJECTIVE BRASS)
|
||||
(DESC "Messingleuchte")
|
||||
<OBJECT EMERALD
|
||||
(SYNONYM EMERALD TREASURE)
|
||||
(ADJECTIVE LARGE)
|
||||
(DESC "large emerald")
|
||||
<OBJECT ADVERTISEMENT
|
||||
(SYNONYM ADVERTISEMENT LEAFLET BOOKLET MAIL)
|
||||
(ADJECTIVE SMALL)
|
||||
(DESC "Zettel")
|
||||
<OBJECT LEAK
|
||||
(SYNONYM LEAK DRIP PIPE)
|
||||
(DESC "leak")
|
||||
<OBJECT MACHINE
|
||||
(SYNONYM MACHINE PDP10 DRYER LID)
|
||||
(DESC "machine")
|
||||
<OBJECT INFLATED-BOAT
|
||||
(SYNONYM BOAT RAFT)
|
||||
(ADJECTIVE INFLAT MAGIC PLASTIC SEAWORTHY)
|
||||
(DESC "magic boat")
|
||||
<OBJECT MAILBOX
|
||||
(SYNONYM MAILBOX BOX)
|
||||
(ADJECTIVE SMALL)
|
||||
(DESC "small mailbox")
|
||||
<OBJECT MATCH
|
||||
(SYNONYM MATCH MATCHES MATCHBOOK)
|
||||
(ADJECTIVE MATCH)
|
||||
(DESC "matchbook")
|
||||
<OBJECT MIRROR-2
|
||||
(SYNONYM REFLECTION MIRROR ENORMOUS)
|
||||
(DESC "mirror")
|
||||
<OBJECT MIRROR-1
|
||||
(SYNONYM REFLECTION MIRROR ENORMOUS)
|
||||
(DESC "mirror")
|
||||
<OBJECT PAINTING
|
||||
(SYNONYM PAINTING ART CANVAS TREASURE)
|
||||
(ADJECTIVE BEAUTI)
|
||||
(DESC "Gem%alde")
|
||||
<OBJECT CANDLES
|
||||
(SYNONYM CANDLES PAIR)
|
||||
(ADJECTIVE BURNING)
|
||||
(DESC "pair of candles")
|
||||
<OBJECT GUNK
|
||||
(SYNONYM GUNK PIECE SLAG)
|
||||
(ADJECTIVE SMALL VITREOUS)
|
||||
(DESC "small piece of vitreous slag")
|
||||
<OBJECT BODIES
|
||||
(SYNONYM BODIES BODY REMAINS PILE)
|
||||
(ADJECTIVE MANGLED)
|
||||
(DESC "pile of bodies")
|
||||
<OBJECT LEAVES
|
||||
(SYNONYM BLAETTERHAUFEN BLAETTER BLATT HAUFEN)
|
||||
(DESC "Blaetterhaufen")
|
||||
<OBJECT PUNCTURED-BOAT
|
||||
(SYNONYM BOAT PILE PLASTIC)
|
||||
(ADJECTIVE PLASTIC PUNCTURE LARGE)
|
||||
(DESC "punctured boat")
|
||||
<OBJECT INFLATABLE-BOAT
|
||||
(SYNONYM BOAT PILE PLASTIC VALVE)
|
||||
(ADJECTIVE PLASTIC INFLAT)
|
||||
(DESC "pile of plastic")
|
||||
<OBJECT BAR
|
||||
(SYNONYM BAR PLATINUM TREASURE)
|
||||
(ADJECTIVE PLATINUM LARGE)
|
||||
(DESC "platinum bar")
|
||||
<OBJECT POT-OF-GOLD
|
||||
(SYNONYM POT GOLD TREASURE)
|
||||
(ADJECTIVE GOLD)
|
||||
(DESC "pot of gold")
|
||||
<OBJECT PRAYER
|
||||
(SYNONYM PRAYER INSCRIPTION)
|
||||
(ADJECTIVE ANCIENT OLD)
|
||||
(DESC "prayer")
|
||||
<OBJECT RAILING
|
||||
(SYNONYM RAILING RAIL)
|
||||
(ADJECTIVE WOODEN)
|
||||
(DESC "wooden railing")
|
||||
<OBJECT RAINBOW
|
||||
(SYNONYM REGENBOGEN) ;"masc"
|
||||
(DESC "Regenbogen")
|
||||
<OBJECT RIVER
|
||||
(DESC "river")
|
||||
(SYNONYM FLUSS FLUSSGLETSCH)
|
||||
;(ADJECTIVE FRIGID)
|
||||
<OBJECT BUOY
|
||||
(SYNONYM BUOY)
|
||||
(ADJECTIVE RED)
|
||||
(DESC "Markierungsboje")
|
||||
<OBJECT ROPE
|
||||
(SYNONYM ROPE HEMP COIL)
|
||||
(ADJECTIVE LARGE)
|
||||
(DESC "Seil")
|
||||
<OBJECT RUSTY-KNIFE
|
||||
(SYNONYM KNIVES KNIFE)
|
||||
(ADJECTIVE RUSTY)
|
||||
(DESC "Messer")
|
||||
<OBJECT SAND
|
||||
(SYNONYM SAND)
|
||||
(DESC "sand")
|
||||
<OBJECT BRACELET
|
||||
(SYNONYM BRACELET JEWEL SAPPHIRE TREASURE)
|
||||
(ADJECTIVE SAPPHIRE)
|
||||
(DESC "sapphire-encrusted bracelet")
|
||||
<OBJECT SCREWDRIVER
|
||||
(SYNONYM SCREWDRIVER TOOL TOOLS DRIVER)
|
||||
(ADJECTIVE SCREW)
|
||||
(DESC "screwdriver")
|
||||
<OBJECT KEYS
|
||||
(SYNONYM KEY)
|
||||
(ADJECTIVE SKELETON)
|
||||
(DESC "skeleton key")
|
||||
<OBJECT SHOVEL
|
||||
(SYNONYM SHOVEL TOOL TOOLS)
|
||||
(DESC "shovel")
|
||||
<OBJECT COAL
|
||||
(SYNONYM COAL PILE HEAP)
|
||||
(ADJECTIVE SMALL)
|
||||
(DESC "small pile of coal")
|
||||
<OBJECT LADDER
|
||||
(SYNONYM LADDER)
|
||||
(ADJECTIVE WOODEN RICKETY NARROW)
|
||||
(DESC "wooden ladder")
|
||||
<OBJECT SCARAB
|
||||
(SYNONYM SCARAB BUG BEETLE TREASURE)
|
||||
(ADJECTIVE BEAUTI CARVED JEWELED)
|
||||
(DESC "beautiful jeweled scarab")
|
||||
<OBJECT LARGE-BAG
|
||||
(SYNONYM BAG)
|
||||
(ADJECTIVE LARGE THIEFS)
|
||||
(DESC "large bag")
|
||||
<OBJECT STILETTO
|
||||
(SYNONYM STILETTO)
|
||||
(ADJECTIVE VICIOUS)
|
||||
(DESC "stiletto")
|
||||
<OBJECT MACHINE-SWITCH
|
||||
(SYNONYM SWITCH)
|
||||
(DESC "switch")
|
||||
<OBJECT WOODEN-DOOR
|
||||
(SYNONYM DOOR LETTERING WRITING)
|
||||
(ADJECTIVE WOODEN GOTHIC STRANGE WEST)
|
||||
(DESC "wooden door")
|
||||
<OBJECT SWORD
|
||||
(SYNONYM SWORD ORCRIST GLAMDRING BLADE)
|
||||
(ADJECTIVE ELVISH OLD ANTIQUE)
|
||||
(DESC "Elfenschwert")
|
||||
<OBJECT MAP
|
||||
(SYNONYM PARCHMENT MAP)
|
||||
(ADJECTIVE ANTIQUE OLD ANCIENT)
|
||||
(DESC "ancient map")
|
||||
<OBJECT BOAT-LABEL
|
||||
(SYNONYM LABEL FINEPRINT PRINT)
|
||||
(ADJECTIVE TAN FINE)
|
||||
(DESC "tan label")
|
||||
<OBJECT THIEF
|
||||
(SYNONYM THIEF ROBBER MAN PERSON)
|
||||
(ADJECTIVE SHADY SUSPICIOUS SEEDY)
|
||||
(DESC "thief")
|
||||
<OBJECT PEDESTAL
|
||||
(SYNONYM PEDESTAL)
|
||||
(ADJECTIVE WHITE MARBLE)
|
||||
(DESC "pedestal")
|
||||
<OBJECT TORCH
|
||||
(SYNONYM TORCH IVORY TREASURE)
|
||||
(ADJECTIVE FLAMING IVORY)
|
||||
(DESC "Fackel")
|
||||
<OBJECT GUIDE
|
||||
(SYNONYM GUIDE BOOK BOOKS GUIDEBOOKS)
|
||||
(ADJECTIVE TOUR GUIDE)
|
||||
(DESC "Prospekte")
|
||||
<OBJECT TROLL
|
||||
(SYNONYM TROLL)
|
||||
(ADJECTIVE NASTY)
|
||||
(DESC "troll")
|
||||
<OBJECT TRUNK
|
||||
(SYNONYM TRUNK CHEST JEWELS TREASURE)
|
||||
(ADJECTIVE OLD)
|
||||
(DESC "Koffer")
|
||||
<OBJECT TUBE
|
||||
(SYNONYM TUBE TOOTH PASTE)
|
||||
(DESC "tube")
|
||||
<OBJECT PUTTY
|
||||
(SYNONYM MATERIAL GUNK)
|
||||
(ADJECTIVE VISCOUS)
|
||||
(DESC "viscous material")
|
||||
<OBJECT ENGRAVINGS
|
||||
(SYNONYM WALL ENGRAVINGS INSCRIPTION)
|
||||
(ADJECTIVE OLD ANCIENT)
|
||||
(DESC "wall with engravings")
|
||||
<OBJECT OWNERS-MANUAL
|
||||
(SYNONYM MANUAL PIECE PAPER)
|
||||
(ADJECTIVE ZORK OWNERS SMALL)
|
||||
(DESC "ZORK owner's manual")
|
||||
<OBJECT CLIMBABLE-CLIFF
|
||||
(SYNONYM WALL CLIFF WALLS LEDGE)
|
||||
(ADJECTIVE ROCKY SHEER)
|
||||
(DESC "cliff")
|
||||
<OBJECT WHITE-CLIFF
|
||||
(SYNONYM FELS FELSEN KLIPPEN KLIPPE) ;"masc"
|
||||
(ADJECTIVE WEISSE WEISSEN)
|
||||
(ADJDESC "weiss")
|
||||
(DESC "Fels") ;"Felsen is plural"
|
||||
<OBJECT WRENCH
|
||||
(SYNONYM WRENCH TOOL TOOLS)
|
||||
(DESC "wrench")
|
||||
<OBJECT CONTROL-PANEL
|
||||
(SYNONYM PANEL)
|
||||
(ADJECTIVE CONTROL)
|
||||
(DESC "control panel")
|
||||
<OBJECT NEST
|
||||
(SYNONYM VOGELNEST NEST)
|
||||
(ADJECTIVE KLEINE KLEINEN)
|
||||
(DESC "Vogelnest")
|
||||
<OBJECT EGG
|
||||
(SYNONYM EGG TREASURE)
|
||||
(ADJECTIVE EI GROSSE GROSSEN BIRDS ENCRUSTED JEWELED)
|
||||
(DESC "jewel-encrusted egg")
|
||||
<OBJECT BROKEN-EGG
|
||||
(SYNONYM EGG TREASURE)
|
||||
(ADJECTIVE BROKEN BIRDS ENCRUSTED JEWEL)
|
||||
(DESC "broken jewel-encrusted egg")
|
||||
<OBJECT BAUBLE
|
||||
(SYNONYM BAUBLE TREASURE)
|
||||
(ADJECTIVE BRASS BEAUTI)
|
||||
(DESC "beautiful brass bauble")
|
||||
<OBJECT CANARY
|
||||
(SYNONYM CANARY TREASURE)
|
||||
(ADJECTIVE CLOCKWORK GOLD GOLDEN)
|
||||
(DESC "golden clockwork canary")
|
||||
<OBJECT BROKEN-CANARY
|
||||
(SYNONYM CANARY TREASURE)
|
||||
(ADJECTIVE BROKEN CLOCKWORK GOLD GOLDEN)
|
||||
(DESC "broken clockwork canary")
|
||||
|
||||
<OBJECT NAILS
|
||||
(SYNONYM NAIL NAILS)
|
||||
(DESC "nail")
|
||||
|
||||
<OBJECT CHASM
|
||||
(SYNONYM CHASM)
|
||||
(DESC "chasm")
|
||||
|
||||
<OBJECT DOOR-P
|
||||
(SYNONYM DOOR)
|
||||
(DESC "door")
|
||||
<OBJECT PAINT
|
||||
(SYNONYM PAINT)
|
||||
(DESC "paint")
|
||||
|
||||
<OBJECT LAKE
|
||||
(SYNONYM LAKE)
|
||||
(DESC "lake")
|
||||
|
||||
<OBJECT STREAM
|
||||
(SYNONYM STREAM)
|
||||
(DESC "stream")
|
||||
|
||||
<OBJECT GATE
|
||||
(SYNONYM GATE GATES)
|
||||
(DESC "gate")
|
||||
|
||||
<OBJECT DOME
|
||||
(SYNONYM DOME)
|
||||
(DESC "dome")
|
||||
|
||||
<OBJECT CHAIN
|
||||
(SYNONYM CHAIN)
|
||||
(DESC "chain")
|
||||
|
||||
<OBJECT GAS
|
||||
(SYNONYM GAS ODOR)
|
||||
(DESC "gas")
|
||||
|
|
@ -0,0 +1,176 @@
|
|||
SS:<GERMAN>GENDER.SCRIPTHier beginnt eine gedruckte Kopie von:
|
||||
ZORK I: Das Grosse Unterweltreich
|
||||
Infocom dialogfaehig Prose - eine Phantasiegeschichte
|
||||
Copyright (c) 1981, 1982, 1983, 1984, 1985, 1986 Infocom, Inc.
|
||||
Alle Rechte vorbehalten. ZORK ist ein eingetragenes Markenzeichen
|
||||
der Infocom, Inc.
|
||||
BETA RELEASE # 1
|
||||
Veroeffentlichung 6 / Seriennummer 880114 / Interpreter 1 Version C
|
||||
|
||||
>TESTIT
|
||||
Dass ich zu spaet komme.
|
||||
Oeffne den Uebermensch. Aepfel sind schoen.
|
||||
Er sagt, >>Und ueber den Mann.<<
|
||||
|
||||
Der Wald ist gut.
|
||||
Das Wasser ist gut.
|
||||
Das Paar Haende ist gut.
|
||||
Der Nagel ist gut.
|
||||
Die Schalttafel ist gut.
|
||||
Die Jade-Figur ist gut.
|
||||
Die Fackel ist gut.
|
||||
Das Pepperoni-Brot ist gut.
|
||||
Die Streichholzschachtel ist gut.
|
||||
Der Abenteurer ist gut.
|
||||
Der Kristalldreizack ist gut.
|
||||
Die uralte Landkarte ist gut.
|
||||
Das Kerzenpaar ist gut.
|
||||
Das Gitter ist gut.
|
||||
Der Altar ist gut.
|
||||
Die blutige Axt ist gut.
|
||||
Der Weg ist gut.
|
||||
No Gender: ZORK owner's manual
|
||||
Der Schornstein ist gut.
|
||||
Der Abenteuer ist gut.
|
||||
No Gender: F
|
||||
Das Leck ist gut.
|
||||
Das Tor ist gut.
|
||||
Die sie ist gut.
|
||||
Der Teppich ist gut.
|
||||
Der Singvogel ist gut.
|
||||
Das hoelzerne Gelaender ist gut.
|
||||
Die Ketter ist gut.
|
||||
Das Seil ist gut.
|
||||
Der Regenbogen ist gut.
|
||||
Die kleine Kohlenhalde ist gut.
|
||||
Der es ist gut.
|
||||
Der gelbe Knopf ist gut.
|
||||
Das weisse Haus ist gut.
|
||||
Das es ist gut.
|
||||
No Gender: punctured boat
|
||||
Die Fledermaus ist gut.
|
||||
Das Gebet ist gut.
|
||||
Der Durchgang ist gut.
|
||||
Der Zettel ist gut.
|
||||
Das Brett ist gut.
|
||||
Das Marmorpodest ist gut.
|
||||
Der goldene Kanarienvogel ist gut.
|
||||
Die Messingglocke ist gut.
|
||||
No Gender: Einmeisselung
|
||||
Der Holzleiter ist gut.
|
||||
Die nutzlose Laterne ist gut.
|
||||
Das shoene Gemaelde ist gut.
|
||||
Der grosse Sack ist gut.
|
||||
Der Schluessel ist gut.
|
||||
Der Ledersack voll Muenzen ist gut.
|
||||
Der Fels ist gut.
|
||||
Der braune Sack ist gut.
|
||||
Die Holztuer ist gut.
|
||||
Der Schalter ist gut.
|
||||
Der kleine Fluss ist gut.
|
||||
Der weisse Fels ist gut.
|
||||
Das juwelenbesetzte Ei ist gut.
|
||||
Die Spalte ist gut.
|
||||
Der Baum ist gut.
|
||||
Der Korb ist gut.
|
||||
Die Fahrradpumpe ist gut.
|
||||
Das steinerne Huegelgrab ist gut.
|
||||
Der Schraubenzieher ist gut.
|
||||
No Gender: broken jewel-encrusted egg
|
||||
Das Zorkknete ist gut.
|
||||
Der Berg ist gut.
|
||||
Der grosse Smaragd ist gut.
|
||||
Die Haustuer ist gut.
|
||||
Der Seemann ist gut.
|
||||
No Gender: beautiful jeweled scaraben Skarabaeus
|
||||
Das Sand ist gut.
|
||||
Die Schaufel ist gut.
|
||||
Die schoene Flitterkugel ist gut.
|
||||
Das Vogelnest ist gut.
|
||||
No Gender: viscous material
|
||||
Die Flasche ist gut.
|
||||
Der Kristalschaedel ist gut.
|
||||
Die Kuppel ist gut.
|
||||
Der er ist gut.
|
||||
Die Schlacke ist gut.
|
||||
Das Haufen von Koerpern ist gut.
|
||||
Die batteriengespeiste Messingleuchte ist gut.
|
||||
No Gender: broken clockwork canary
|
||||
Der Troll ist gut.
|
||||
Der braune Knopf ist gut.
|
||||
Der Topf voll Gold ist gut.
|
||||
Das Blaetterhaufen ist gut.
|
||||
Die Luft ist gut.
|
||||
Die Farbe ist gut.
|
||||
Die kaputte Leuchte ist gut.
|
||||
Das Dieb ist gut.
|
||||
Das aussenhende Messer ist gut.
|
||||
Die rotgluehende Glocke ist gut.
|
||||
Der KuechenTisch ist gut.
|
||||
Das lauernde Greuel ist gut.
|
||||
Die Treppe ist gut.
|
||||
Der reingoldene Sarg ist gut.
|
||||
Das beige Schildchen ist gut.
|
||||
Das Gebaelk ist gut.
|
||||
Der riesige Spiegel ist gut.
|
||||
Die rote Markierungsboje ist gut.
|
||||
Die Wassermenge ist gut.
|
||||
Der Grund ist gut.
|
||||
Die Steintuer ist gut.
|
||||
Der riesige Diamanten ist gut.
|
||||
Das Ding ist gut.
|
||||
No Gender: tube
|
||||
Das schwarze Buch ist gut.
|
||||
Der Trophaeenschrank ist gut.
|
||||
Die Nummer ist gut.
|
||||
Der Zyklop ist gut.
|
||||
Die gruene Plastikblase ist gut.
|
||||
Die Platinbarren ist gut.
|
||||
Der Korb ist gut.
|
||||
Das Zepter ist gut.
|
||||
Das Skelett ist gut.
|
||||
Die Maschine ist gut.
|
||||
Das Zauberboot ist gut.
|
||||
Die Metallschraube ist gut.
|
||||
Die Geisterzahl ist gut.
|
||||
Der rote Knopf ist gut.
|
||||
Das Fenster ist gut.
|
||||
Die Tuer ist gut.
|
||||
No Gender: sapphire-encrusted bracelet
|
||||
Der Prospekt ist gut.
|
||||
Die Knoblauchzehe ist gut.
|
||||
Die Haufen Plastik ist gut.
|
||||
Die Ritze ist gut.
|
||||
Der Damm ist gut.
|
||||
Der blaue Knopf ist gut.
|
||||
Der Fluss Gletsch ist gut.
|
||||
Das Elfenschwert ist gut.
|
||||
Der Juwelenkoffer ist gut.
|
||||
Der kleine Briefkasten ist gut.
|
||||
Die Rampe ist gut.
|
||||
Das rostige Messer ist gut.
|
||||
Das Gebiss ist gut.
|
||||
Der riesige Spiegel ist gut.
|
||||
Der Schraubenschuessel ist gut.
|
||||
Die Reihe von Werkzeugkaesten ist gut.
|
||||
Der Wand ist gut.
|
||||
Die Falltuer ist gut.
|
||||
Der Silberkelch ist gut.
|
||||
Das Gas ist gut.
|
||||
Das Fenster ist gut.
|
||||
Das Stilett ist gut.
|
||||
No Gender: lake
|
||||
Der Tisch ist gut.
|
||||
Das nach ist gut.
|
||||
|
||||
End of test.
|
||||
|
||||
>UNSCRIPT
|
||||
Hier endet eine gedruckte Kopie von:
|
||||
ZORK I: Das Grosse Unterweltreich
|
||||
Infocom dialogfaehig Prose - eine Phantasiegeschichte
|
||||
Copyright (c) 1981, 1982, 1983, 1984, 1985, 1986 Infocom, Inc.
|
||||
Alle Rechte vorbehalten. ZORK ist ein eingetragenes Markenzeichen
|
||||
der Infocom, Inc.
|
||||
BETA RELEASE # 1
|
||||
Veroeffentlichung 6 / Seriennummer 880114 / Interpreter 1 Version C
|
Binary file not shown.
|
@ -0,0 +1,10 @@
|
|||
HEXDUMP Version 1.0
|
||||
-------------------
|
||||
Dumping "GERMAN.CHAR" in radix 16.
|
||||
|
||||
00000/ 00 24 07 00 20 08 08 00 00 00 00 00 00 00 00 00
|
||||
00010/ 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
00020/ 00 78 44 42 7C 42 44 78 40 24 00 00 42 42 42 3E
|
||||
00030/ 00 24 00 00 3C 42 42 3C 00 24 00 00 3C 42 42 3D
|
||||
00040/ 00 24 00 42 42 42 42 3E 00 24 00 3C 42 42 42 3C
|
||||
00050/ 00 24 00 3C 42 7E 42 42 00 00 00 00 00 00 00 00
|
|
@ -0,0 +1,82 @@
|
|||
|
||||
<OBJECT GLOBAL-OBJECTS (SYNONYM ZZMGCK) (DESC "es") (FLAGS ACTORBIT DOORBIT
|
||||
LIGHTBIT RMUNGBIT TOOLBIT WEAPONBIT BURNBIT DRINKBIT NDESCBIT SACREDBIT
|
||||
TOUCHBIT WEARBIT CLIMBBIT FIGHTBIT NONLANDBIT SEARCHBIT TRANSBIT READBIT
|
||||
CONTBIT FLAMEBIT ONBIT STAGGERED TRYTAKEBIT DASBIT FOODBIT OPENBIT SURFACEBIT
|
||||
TURNBIT DIEBIT DERBIT INVISIBLE RLANDBIT TAKEBIT VEHBIT KLUDGEBIT)>
|
||||
<OBJECT LOCAL-GLOBALS (LOC GLOBAL-OBJECTS) (SYNONYM ZZMGCK) (DESCFCN
|
||||
PATH-OBJECT) (GLOBAL GLOBAL-OBJECTS) (ADVFCN 0) (DESC "F") (FDESC "F") (LDESC
|
||||
"F") (CONTFCN 0) (VTYPE 1) (SIZE 0) (CAPACITY 0)>
|
||||
<OBJECT ROOMS (HINEIN TO ROOMS)>
|
||||
<OBJECT INTNUM (LOC GLOBAL-OBJECTS) (SYNONYM INTNUM) (FLAGS TOOLBIT DIEBIT) (
|
||||
DESC "Nummer")>
|
||||
<OBJECT INTDIR (LOC GLOBAL-OBJECTS) (SYNONYM WEG) (ADJECTIVE NORD NORDEN OST
|
||||
OSTEN WEST WESTEN SUED SUEDEN NORDOSTEN NO NORDWESTEN NW SUEDOSTEN SO
|
||||
SUEDWESTEN SW) (FLAGS TOOLBIT DERBIT) (DESC "Weg")>
|
||||
<OBJECT IT (LOC GLOBAL-OBJECTS) (SYNONYM ES IHM) (DESC "es") (FLAGS NDESCBIT
|
||||
TOUCHBIT DASBIT)>
|
||||
<OBJECT HIM (LOC GLOBAL-OBJECTS) (SYNONYM ER IHN IHM) (DESC "er") (FLAGS
|
||||
NDESCBIT TOUCHBIT DERBIT)>
|
||||
<OBJECT HER (LOC GLOBAL-OBJECTS) (SYNONYM SIE IHR) (DESC "sie") (FLAGS NDESCBIT
|
||||
TOUCHBIT DIEBIT)>
|
||||
<OBJECT NOT-HERE-OBJECT (DESC "Ding") (FLAGS DASBIT) (ACTION NOT-HERE-OBJECT-F)
|
||||
>
|
||||
<DEFINE-ROUTINE NOT-HERE-OBJECT-F>
|
||||
<DEFINE-ROUTINE NULL-F>
|
||||
<GLOBAL LOAD-MAX 100>
|
||||
<GLOBAL LOAD-ALLOWED 100>
|
||||
<OBJECT STAIRS (LOC LOCAL-GLOBALS) (SYNONYM TREPPENHAUS TREPPENSTUFE TREPPE
|
||||
TREPP) (ADJECTIVE STEINE STEINEN DUNKELE DUNKELEN FORBIDDING STEEP) (DESC
|
||||
"Treppe") (FLAGS NDESCBIT CLIMBBIT DIEBIT) (ACTION STAIRS-F)>
|
||||
<DEFINE-ROUTINE STAIRS-F>
|
||||
<OBJECT SAILOR (LOC GLOBAL-OBJECTS) (SYNONYM SEEMANN) (DESC "Seemann") (FLAGS
|
||||
NDESCBIT DERBIT) (ACTION SAILOR-FCN)>
|
||||
<DEFINE-ROUTINE SAILOR-FCN>
|
||||
<OBJECT GROUND (LOC GLOBAL-OBJECTS) (SYNONYM GRUND BODEN MEERESBODEN SAND
|
||||
FUSSBODEN FU\%SBODEN) (DESC "Grund") (FLAGS DERBIT) (ACTION GROUND-FUNCTION)>
|
||||
<DEFINE-ROUTINE GROUND-FUNCTION>
|
||||
<OBJECT GRUE (LOC GLOBAL-OBJECTS) (SYNONYM GREUEL) (ADJECTIVE BOESARTIGE
|
||||
B\%OSARTIGE) (DESC "Greuel") (ADJDESC "lauernd") (FLAGS DASBIT) (ACTION
|
||||
GRUE-FUNCTION)>
|
||||
<DEFINE-ROUTINE GRUE-FUNCTION>
|
||||
<OBJECT LUNGS (LOC GLOBAL-OBJECTS) (SYNONYM LUNGEN LUFT MUND) (DESC "Luft") (
|
||||
FLAGS NDESCBIT DIEBIT)>
|
||||
<OBJECT ME (LOC GLOBAL-OBJECTS) (SYNONYM MICH ICH SELBE ABENTEURER) (DESC
|
||||
"Abenteurer") (FLAGS ACTORBIT DERBIT) (ACTION CRETIN-FCN)>
|
||||
<DEFINE-ROUTINE CRETIN-FCN>
|
||||
<OBJECT ADVENTURER (SYNONYM ABENTEUER) (DESC "Abenteurer") (FLAGS NDESCBIT
|
||||
INVISIBLE SACREDBIT ACTORBIT DERBIT) (STRENGTH 0) (ACTION 0)>
|
||||
<OBJECT PATHOBJ (LOC GLOBAL-OBJECTS) (SYNONYM PFAD WALDPFAD) (ADJECTIVE ENGE
|
||||
ENGEN WINDENDER DURCHGANG) (DESC "Durchgang") (FLAGS NDESCBIT DERBIT) (ACTION
|
||||
PATH-OBJECT)>
|
||||
<DEFINE-ROUTINE PATH-OBJECT>
|
||||
<OBJECT ZORKMID (LOC GLOBAL-OBJECTS) (SYNONYM ZORKKNETE ZORKKNET) (DESC
|
||||
"Zorkknete") (FLAGS DIEBIT) (ACTION ZORKMID-FUNCTION)>
|
||||
<DEFINE-ROUTINE ZORKMID-FUNCTION>
|
||||
<OBJECT HANDS (LOC GLOBAL-OBJECTS) (SYNONYM HAND HAENDE H\%ANDE) (ADJECTIVE
|
||||
PAAR) (DESC "Paar H%ande") (FLAGS NDESCBIT TOOLBIT DASBIT)>
|
||||
<CONSTANT S-TEXT 0>
|
||||
<CONSTANT S-WINDOW 1>
|
||||
<CONSTANT H-NORMAL 0>
|
||||
<CONSTANT H-INVERSE 1>
|
||||
<CONSTANT H-BOLD 2>
|
||||
<CONSTANT H-ITALIC 4>
|
||||
<CONSTANT D-SCREEN-ON 1>
|
||||
<CONSTANT D-SCREEN-OFF -1>
|
||||
<CONSTANT D-PRINTER-ON 2>
|
||||
<CONSTANT D-PRINTER-OFF -2>
|
||||
<CONSTANT D-TABLE-ON 3>
|
||||
<CONSTANT D-TABLE-OFF -3>
|
||||
<CONSTANT D-RECORD-ON 4>
|
||||
<CONSTANT D-RECORD-OFF -4>
|
||||
<GLOBAL HOST:NUMBER 0>
|
||||
<GLOBAL WIDTH:NUMBER 0>
|
||||
<GLOBAL CWIDTH:NUMBER 0>
|
||||
<GLOBAL CHEIGHT:NUMBER 0>
|
||||
<DEFINE-ROUTINE INIT-STATUS-LINE>
|
||||
<CONSTANT SL-TABLE:TABLE <ITABLE NONE 80>>
|
||||
<GLOBAL OHERE:OBJECT <>>
|
||||
<GLOBAL OLD-LEN:NUMBER 0>
|
||||
<DEFINE-ROUTINE UPDATE-STATUS-LINE>
|
||||
<DEFINE-ROUTINE PRINT-SPACES>
|
||||
<DEFINE-ROUTINE SAY-HERE>
|
|
@ -0,0 +1,200 @@
|
|||
|
||||
|
||||
.FUNCT NOT-HERE-OBJECT-F:ANY:0:0,TBL,PRSO?,OBJ
|
||||
SET 'PRSO?,TRUE-VALUE
|
||||
EQUAL? PRSO,NOT-HERE-OBJECT \?CCL3
|
||||
EQUAL? PRSI,NOT-HERE-OBJECT \?CCL3
|
||||
PRINTR "Diese Dinge sind nicht hier!"
|
||||
?CCL3: EQUAL? PRSO,NOT-HERE-OBJECT \?CCL7
|
||||
SET 'TBL,P-PRSO
|
||||
JUMP ?CND1
|
||||
?CCL7: SET 'TBL,P-PRSI
|
||||
SET 'PRSO?,FALSE-VALUE
|
||||
?CND1: SET 'P-CONT,FALSE-VALUE
|
||||
SET 'QUOTE-FLAG,FALSE-VALUE
|
||||
EQUAL? WINNER,PLAYER \?CCL10
|
||||
PRINTR "Du kannst das hier nicht sehen!"
|
||||
?CCL10: ICALL2 DER-NOM-CAP-PRINT,WINNER
|
||||
PRINTR " scheint verwirrt. %>Ich sehe das hier nicht!%<"
|
||||
|
||||
|
||||
.FUNCT NULL-F:ANY:0:2,A1,A2
|
||||
RFALSE
|
||||
|
||||
|
||||
.FUNCT STAIRS-F:ANY:0:0
|
||||
EQUAL? PRSA,V?THROUGH \FALSE
|
||||
PRINTR "Du mu%st sagen, ob du nach oben oder unten gehen willst."
|
||||
|
||||
|
||||
.FUNCT SAILOR-FCN:ANY:0:0
|
||||
EQUAL? PRSA,V?TELL \?CCL3
|
||||
SET 'P-CONT,FALSE-VALUE
|
||||
SET 'QUOTE-FLAG,FALSE-VALUE
|
||||
PRINTR "So kannst du mit dem Seemann nicht sprechen."
|
||||
?CCL3: EQUAL? PRSA,V?EXAMINE \?CCL5
|
||||
PRINTR "Hier ist kein Seemann zu sehen."
|
||||
?CCL5: EQUAL? PRSA,V?HELLO \FALSE
|
||||
INC 'HS
|
||||
MOD HS,20
|
||||
ZERO? STACK \?CCL10
|
||||
PRINTR "Du wiederholst dich."
|
||||
?CCL10: MOD HS,10
|
||||
ZERO? STACK \?CCL12
|
||||
PRINTR "Dieser Satz wird langsam langweilig."
|
||||
?CCL12: PRINTR "Hier passiert garnichts."
|
||||
|
||||
|
||||
.FUNCT GROUND-FUNCTION:ANY:0:0
|
||||
EQUAL? PRSA,V?PUT-ON,V?PUT \?CCL3
|
||||
EQUAL? PRSI,GROUND \?CCL3
|
||||
ICALL PERFORM,V?DROP,PRSO
|
||||
RTRUE
|
||||
?CCL3: EQUAL? HERE,SANDY-CAVE \?CCL7
|
||||
CALL1 SAND-FUNCTION
|
||||
RSTACK
|
||||
?CCL7: EQUAL? PRSA,V?DIG \FALSE
|
||||
PRINTR "Hier ist der Boden zu hart zum Graben."
|
||||
|
||||
|
||||
.FUNCT GRUE-FUNCTION:ANY:0:0
|
||||
EQUAL? PRSA,V?EXAMINE \?CCL3
|
||||
PRINTR "Das Greuel ist ein b%osartiges lauerndes Wesen in den dunklen Orten dieser Welt. Sein Lieblingsfressen besteht aus Abenteurern, aber sein uners%attlicher Appetit ist von seiner Furcht vor Licht gem%a%sigt Kein Greuel ist je bei Tageslicht gesehen worden, und nur wenige haben seine f%urchterlichen Krallen %uberlebt, um von dem grauenhaften Wesen zu erz%ahlen."
|
||||
?CCL3: EQUAL? PRSA,V?FIND \?CCL5
|
||||
PRINTR "Hier ist kein Greuel, aber ich bin sicher, das mindestens eines hier in der N%ahe im Dunkeln auf der Lauer liegt. Es w%are schon klug, auf die Lichtquelle zu achten."
|
||||
?CCL5: EQUAL? PRSA,V?LISTEN \FALSE
|
||||
PRINTR "Es gibt keinen Ton von sich, aber es liegt immer in der N%ahe im Dunkeln."
|
||||
|
||||
|
||||
.FUNCT CRETIN-FCN:ANY:0:0,?TMP1
|
||||
EQUAL? PRSA,V?TELL \?CCL3
|
||||
SET 'P-CONT,FALSE-VALUE
|
||||
SET 'QUOTE-FLAG,FALSE-VALUE
|
||||
PRINTR "Selbstgespr%ache deuten auf einen bevorstehenden Nervenzusammenbruch hin."
|
||||
?CCL3: EQUAL? PRSA,V?GIVE \?CCL5
|
||||
EQUAL? PRSI,ME \?CCL5
|
||||
ICALL PERFORM,V?TAKE,PRSO
|
||||
RTRUE
|
||||
?CCL5: EQUAL? PRSA,V?ALARM \?CCL9
|
||||
PRINTR "Du bist schon hellwach!"
|
||||
?CCL9: EQUAL? PRSA,V?EAT \?CCL11
|
||||
PRINTR "Selbst-Kanibalismus ist nicht die L%osung."
|
||||
?CCL11: EQUAL? PRSA,V?MUNG,V?ATTACK \?CCL13
|
||||
ZERO? PRSI /?CCL16
|
||||
FSET? PRSI,WEAPONBIT \?CCL16
|
||||
CALL2 JIGS-UP,STR?197
|
||||
RSTACK
|
||||
?CCL16: PRINTR "Selbstmord ist nicht die L%osung."
|
||||
?CCL13: EQUAL? PRSA,V?THROW \?CCL20
|
||||
EQUAL? PRSO,ME \FALSE
|
||||
PRINTR "Warum l%aufst du nicht wie normale Menschen?"
|
||||
?CCL20: EQUAL? PRSA,V?TAKE \?CCL25
|
||||
PRINTR "Ach, wie romantisch!"
|
||||
?CCL25: EQUAL? PRSA,V?EXAMINE \FALSE
|
||||
LOC MIRROR-1 >?TMP1
|
||||
LOC MIRROR-2
|
||||
EQUAL? HERE,?TMP1,STACK \?CCL30
|
||||
PRINTR "Dein Spiegelbild sieht m%ude aus."
|
||||
?CCL30: PRINTR "Das ist schwierig, au%ser wenn deine Augen rausnehmbar sind."
|
||||
|
||||
|
||||
.FUNCT PATH-OBJECT:ANY:0:0
|
||||
EQUAL? PRSA,V?FOLLOW,V?TAKE,V?FIND \?CCL3
|
||||
PRINTR "Du mu%st eine Richtung angeben."
|
||||
?CCL3: EQUAL? PRSA,V?DIG \FALSE
|
||||
ICALL PERFORM,V?DIG,GROUND
|
||||
RTRUE
|
||||
|
||||
|
||||
.FUNCT ZORKMID-FUNCTION:ANY:0:0
|
||||
EQUAL? PRSA,V?EXAMINE \?CCL3
|
||||
PRINTR "Zorkknete ist die W%ahrung des Gro%sen Unterweltreiches."
|
||||
?CCL3: EQUAL? PRSA,V?FIND \FALSE
|
||||
PRINTR "Man findet Zorkknete am besten, indem man rausgeht, und sie sucht."
|
||||
|
||||
|
||||
.FUNCT INIT-STATUS-LINE:ANY:0:0
|
||||
GETB 0,30 >HOST
|
||||
GETB 0,38 >CWIDTH
|
||||
GET 0,17
|
||||
DIV STACK,CWIDTH >WIDTH
|
||||
LESS? WIDTH,38 \?CND1
|
||||
PRINTI "[Screen too narrow.]"
|
||||
CRLF
|
||||
QUIT
|
||||
?CND1: GETB 0,39 >CHEIGHT
|
||||
SET 'OHERE,FALSE-VALUE
|
||||
SET 'OLD-LEN,0
|
||||
SPLIT 1
|
||||
SCREEN S-WINDOW
|
||||
HLIGHT H-INVERSE
|
||||
ICALL DO-CURSET,1,1
|
||||
ICALL2 PRINT-SPACES,WIDTH
|
||||
GRTR? WIDTH,75 \?CND3
|
||||
ICALL DO-CURSET,1,48
|
||||
PRINTI "Spielstand:"
|
||||
ICALL DO-CURSET,1,66
|
||||
PRINTI "Z%ugen:"
|
||||
?CND3: HLIGHT H-NORMAL
|
||||
SCREEN S-TEXT
|
||||
RTRUE
|
||||
|
||||
|
||||
.FUNCT UPDATE-STATUS-LINE:ANY:0:0
|
||||
SCREEN S-WINDOW
|
||||
HLIGHT H-NORMAL
|
||||
HLIGHT H-INVERSE
|
||||
EQUAL? HERE,OHERE /?CND1
|
||||
SET 'OHERE,HERE
|
||||
DIROUT D-TABLE-ON,SL-TABLE
|
||||
ICALL1 SAY-HERE
|
||||
DIROUT D-TABLE-OFF
|
||||
ICALL DO-CURSET,1,2
|
||||
ICALL2 PRINT-SPACES,OLD-LEN
|
||||
GET SL-TABLE,0 >OLD-LEN
|
||||
ICALL DO-CURSET,1,2
|
||||
ICALL1 SAY-HERE
|
||||
?CND1: GRTR? WIDTH,78 \?CCL5
|
||||
ICALL DO-CURSET,1,60
|
||||
PRINTN SCORE
|
||||
PRINTC 32
|
||||
ICALL DO-CURSET,1,73
|
||||
PRINTN MOVES
|
||||
JUMP ?CND3
|
||||
?CCL5: DIROUT D-TABLE-ON,SL-TABLE
|
||||
PRINTN SCORE
|
||||
PRINTC 47
|
||||
PRINTN MOVES
|
||||
DIROUT D-TABLE-OFF
|
||||
GET SL-TABLE,0
|
||||
ADD STACK,2
|
||||
SUB WIDTH,STACK
|
||||
ICALL DO-CURSET,1,STACK
|
||||
PRINTC 32
|
||||
PRINTN SCORE
|
||||
PRINTC 47
|
||||
PRINTN MOVES
|
||||
?CND3: HLIGHT H-NORMAL
|
||||
SCREEN S-TEXT
|
||||
RTRUE
|
||||
|
||||
|
||||
.FUNCT PRINT-SPACES:ANY:1:1,N
|
||||
?PRG1: DLESS? 'N,0 /TRUE
|
||||
PRINTC 32
|
||||
JUMP ?PRG1
|
||||
|
||||
|
||||
.FUNCT SAY-HERE:ANY:0:0
|
||||
ZERO? LIT? \?CCL3
|
||||
PRINTI "Dunkelheit"
|
||||
RTRUE
|
||||
?CCL3: ICALL DPRINT,HERE,FALSE-VALUE
|
||||
GRTR? WIDTH,75 \TRUE
|
||||
IN? ADVENTURER,HERE /TRUE
|
||||
PRINTI ", in "
|
||||
LOC ADVENTURER
|
||||
ICALL2 DER-DAT-PRINT,STACK
|
||||
RTRUE
|
||||
|
||||
.ENDI
|
|
@ -0,0 +1,454 @@
|
|||
"Generic GLOBALS file for
|
||||
The ZORK Trilogy
|
||||
started on 7/28/83 by MARC
|
||||
|
||||
-- GERMAN EDITION "
|
||||
|
||||
"SUBTITLE GLOBAL OBJECTS"
|
||||
|
||||
<OBJECT GLOBAL-OBJECTS
|
||||
(SYNONYM ZZMGCK)
|
||||
(DESC "es")
|
||||
(FLAGS
|
||||
ACTORBIT DOORBIT LIGHTBIT RMUNGBIT TOOLBIT WEAPONBIT
|
||||
BURNBIT DRINKBIT NDESCBIT SACREDBIT TOUCHBIT WEARBIT
|
||||
CLIMBBIT FIGHTBIT NONLANDBIT SEARCHBIT TRANSBIT READBIT
|
||||
CONTBIT FLAMEBIT ONBIT STAGGERED TRYTAKEBIT
|
||||
DASBIT FOODBIT OPENBIT SURFACEBIT TURNBIT DIEBIT
|
||||
DERBIT INVISIBLE RLANDBIT TAKEBIT VEHBIT KLUDGEBIT)>
|
||||
|
||||
<OBJECT LOCAL-GLOBALS
|
||||
(LOC GLOBAL-OBJECTS)
|
||||
(SYNONYM ZZMGCK)
|
||||
(DESCFCN PATH-OBJECT)
|
||||
(GLOBAL GLOBAL-OBJECTS)
|
||||
(ADVFCN 0)
|
||||
(DESC "F")
|
||||
(FDESC "F")
|
||||
(LDESC "F")
|
||||
;(PSEUDO "FOOBAR" V-WALK)
|
||||
(CONTFCN 0)
|
||||
(VTYPE 1)
|
||||
(SIZE 0)
|
||||
(CAPACITY 0)>
|
||||
|
||||
;"Yes, this synonym for LOCAL-GLOBALS needs to exist... sigh"
|
||||
|
||||
<OBJECT ROOMS
|
||||
(HINEIN TO ROOMS)>
|
||||
|
||||
<OBJECT INTNUM
|
||||
(LOC GLOBAL-OBJECTS)
|
||||
(SYNONYM INTNUM)
|
||||
(FLAGS TOOLBIT DIEBIT)
|
||||
(DESC "Nummer")>
|
||||
|
||||
;"adjs. make ps?direction work for 'walk to east'"
|
||||
<OBJECT INTDIR
|
||||
(LOC GLOBAL-OBJECTS)
|
||||
(SYNONYM WEG ;DIRECTION)
|
||||
(ADJECTIVE NORD NORDEN OST OSTEN WEST WESTEN SUED SUEDEN
|
||||
NORDOSTEN NO NORDWESTEN NW SUEDOSTEN SO SUEDWESTEN SW)
|
||||
(FLAGS TOOLBIT DERBIT)
|
||||
(DESC "Weg")>
|
||||
|
||||
;<OBJECT PSEUDO-OBJECT
|
||||
(LOC LOCAL-GLOBALS)
|
||||
(DESC "pseudo")
|
||||
(ACTION CRETIN-FCN)>
|
||||
|
||||
<OBJECT IT
|
||||
(LOC GLOBAL-OBJECTS)
|
||||
(SYNONYM ES IHM)
|
||||
(DESC "es")
|
||||
(FLAGS NDESCBIT TOUCHBIT DASBIT)>
|
||||
|
||||
<OBJECT HIM
|
||||
(LOC GLOBAL-OBJECTS)
|
||||
(SYNONYM ER IHN IHM)
|
||||
(DESC "er")
|
||||
(FLAGS NDESCBIT TOUCHBIT DERBIT)>
|
||||
|
||||
<OBJECT HER
|
||||
(LOC GLOBAL-OBJECTS)
|
||||
(SYNONYM SIE IHR)
|
||||
(DESC "sie")
|
||||
(FLAGS NDESCBIT TOUCHBIT DIEBIT)>
|
||||
|
||||
<OBJECT NOT-HERE-OBJECT
|
||||
(DESC "Ding" ;"[not here]")
|
||||
(FLAGS DASBIT)
|
||||
(ACTION NOT-HERE-OBJECT-F)>
|
||||
|
||||
<ROUTINE NOT-HERE-OBJECT-F ("AUX" TBL (PRSO? T) OBJ)
|
||||
;"This COND is game independent (except the TELL)"
|
||||
<COND (<AND <EQUAL? ,PRSO ,NOT-HERE-OBJECT>
|
||||
<EQUAL? ,PRSI ,NOT-HERE-OBJECT>>
|
||||
<TELL "Diese Dinge sind nicht hier!" CR>
|
||||
<RTRUE>)
|
||||
(<EQUAL? ,PRSO ,NOT-HERE-OBJECT>
|
||||
<SET TBL ,P-PRSO>)
|
||||
(T
|
||||
<SET TBL ,P-PRSI>
|
||||
<SET PRSO? <>>)>
|
||||
;"Here is the default 'cant see any' printer"
|
||||
<SETG P-CONT <>>
|
||||
<SETG QUOTE-FLAG <>>
|
||||
<COND (<EQUAL? ,WINNER ,PLAYER>
|
||||
<TELL
|
||||
"Du kannst das hier nicht sehen!" CR>
|
||||
;<TELL "You can't see ">
|
||||
;<NOT-HERE-PRINT .PRSO?>
|
||||
;<TELL "that here!" CR>)
|
||||
(T
|
||||
;<TELL
|
||||
DER-NOM-CAP ,WINNER " seems confused. \"I don't see any ">
|
||||
<TELL DER-NOM-CAP ,WINNER " scheint verwirrt. %>Ich sehe das hier nicht!%<" CR>
|
||||
;<NOT-HERE-PRINT .PRSO?>
|
||||
;<TELL " here!\"" CR>)>
|
||||
<RTRUE>>
|
||||
|
||||
;<ROUTINE NOT-HERE-PRINT (PRSO?)
|
||||
<COND (,P-OFLAG
|
||||
<COND (,P-XADJ <PRINTB ,P-XADJ ;N>)>
|
||||
<COND (,P-XNAM <PRINTB ,P-XNAM>)>)
|
||||
(.PRSO?
|
||||
<BUFFER-PRINT <GET ,P-ITBL ,P-NC1> <GET ,P-ITBL ,P-NC1L> <>>)
|
||||
(T
|
||||
<BUFFER-PRINT <GET ,P-ITBL ,P-NC2> <GET ,P-ITBL ,P-NC2L> <>>)>>
|
||||
|
||||
<ROUTINE NULL-F ("OPTIONAL" A1 A2)
|
||||
<RFALSE>>
|
||||
|
||||
"Objects shared by all three Zorks go here"
|
||||
|
||||
<GLOBAL LOAD-MAX 100>
|
||||
|
||||
<GLOBAL LOAD-ALLOWED 100>
|
||||
|
||||
;<OBJECT BLESSINGS
|
||||
(LOC GLOBAL-OBJECTS)
|
||||
(SYNONYM BLESSINGS GRACES)
|
||||
(DESC "blessings")
|
||||
(FLAGS NDESCBIT)>
|
||||
|
||||
<OBJECT STAIRS
|
||||
(LOC LOCAL-GLOBALS)
|
||||
(SYNONYM TREPPENHAUS TREPPENSTUFE TREPPE TREPP)
|
||||
(ADJECTIVE STEINE STEINEN DUNKELE DUNKELEN FORBIDDING STEEP)
|
||||
(DESC "Treppe")
|
||||
(FLAGS NDESCBIT CLIMBBIT DIEBIT)
|
||||
(ACTION STAIRS-F)>
|
||||
|
||||
<ROUTINE STAIRS-F ()
|
||||
<COND (<VERB? THROUGH>
|
||||
<TELL
|
||||
"Du mu%st sagen, ob du nach oben oder unten gehen willst." CR>)>>
|
||||
|
||||
<OBJECT SAILOR
|
||||
(LOC GLOBAL-OBJECTS)
|
||||
(SYNONYM SEEMANN)
|
||||
(DESC "Seemann")
|
||||
(FLAGS NDESCBIT DERBIT)
|
||||
(ACTION SAILOR-FCN)>
|
||||
|
||||
<ROUTINE SAILOR-FCN ()
|
||||
<COND (<VERB? TELL>
|
||||
<SETG P-CONT <>>
|
||||
<SETG QUOTE-FLAG <>>
|
||||
<TELL "So kannst du mit dem Seemann nicht sprechen." CR>)
|
||||
(<VERB? EXAMINE>
|
||||
%<COND (<==? ,ZORK-NUMBER 3>
|
||||
'<COND (<NOT <FSET? ,VIKING-SHIP ,INVISIBLE>>
|
||||
<TELL
|
||||
"He looks like a sailor." CR>
|
||||
<RTRUE>)>)
|
||||
(ELSE T)>
|
||||
<TELL
|
||||
"Hier ist kein Seemann zu sehen." CR>)
|
||||
(<VERB? HELLO>
|
||||
<SETG HS <+ ,HS 1>>
|
||||
%<COND (<==? ,ZORK-NUMBER 3>
|
||||
'<COND (<NOT <FSET? ,VIKING-SHIP ,INVISIBLE>>
|
||||
<TELL
|
||||
"The seaman looks up and maneuvers the boat toward shore. He cries out %>I
|
||||
have waited three ages for someone to say those words and save me from
|
||||
sailing this endless ocean. Please accept this gift. You may find it
|
||||
useful!\" He throws something which falls near you in the sand, then sails
|
||||
off toward the west, singing a lively, but somewhat uncouth, sailor song." CR>
|
||||
<FSET ,VIKING-SHIP ,INVISIBLE>
|
||||
<MOVE ,VIAL ,HERE>)
|
||||
(<==? ,HERE ,FLATHEAD-OCEAN>
|
||||
<COND (,SHIP-GONE
|
||||
<TELL "Nothing happens anymore." CR>)
|
||||
(T
|
||||
<TELL "Nothing happens yet." CR>)>)
|
||||
(T <TELL "Hier passiert garnichts." CR>)>)
|
||||
(T
|
||||
'<COND (<0? <MOD ,HS 20>>
|
||||
<TELL
|
||||
"Du wiederholst dich." CR>)
|
||||
(<0? <MOD ,HS 10>>
|
||||
<TELL
|
||||
"Dieser Satz wird langsam langweilig." CR>)
|
||||
(T
|
||||
<TELL "Hier passiert garnichts." CR>)>)>)>>
|
||||
|
||||
<OBJECT GROUND
|
||||
(LOC GLOBAL-OBJECTS)
|
||||
(SYNONYM GRUND BODEN MEERESBODEN SAND FUSSBODEN FU\%SBODEN)
|
||||
(DESC "Grund")
|
||||
(FLAGS DERBIT)
|
||||
(ACTION GROUND-FUNCTION)>
|
||||
|
||||
<ROUTINE GROUND-FUNCTION ()
|
||||
<COND (<AND <VERB? PUT PUT-ON>
|
||||
<EQUAL? ,PRSI ,GROUND>>
|
||||
<PERFORM ,V?DROP ,PRSO>
|
||||
<RTRUE>)
|
||||
%<COND (<==? ,ZORK-NUMBER 1>
|
||||
'(<EQUAL? ,HERE ,SANDY-CAVE>
|
||||
<SAND-FUNCTION>))
|
||||
(T
|
||||
'(<NULL-F>
|
||||
<RFALSE>))>
|
||||
(<VERB? DIG>
|
||||
<TELL "Hier ist der Boden zu hart zum Graben." CR>)>>
|
||||
|
||||
<OBJECT GRUE
|
||||
(LOC GLOBAL-OBJECTS)
|
||||
(SYNONYM GREUEL)
|
||||
(ADJECTIVE BOESARTIGE B\%OSARTIGE)
|
||||
(DESC "Greuel")
|
||||
(ADJDESC "lauernd")
|
||||
(FLAGS DASBIT)
|
||||
(ACTION GRUE-FUNCTION)>
|
||||
|
||||
<ROUTINE GRUE-FUNCTION ()
|
||||
<COND (<VERB? EXAMINE>
|
||||
<TELL
|
||||
"Das Greuel ist ein b%osartiges lauerndes Wesen in den dunklen Orten dieser Welt. Sein Lieblingsfressen besteht aus Abenteurern, aber sein uners%attlicher Appetit ist von seiner Furcht vor Licht gem%a%sigt Kein Greuel ist je bei Tageslicht gesehen worden, und nur wenige haben seine f%urchterlichen Krallen %uberlebt, um von dem grauenhaften Wesen zu erz%ahlen." CR>)
|
||||
(<VERB? FIND>
|
||||
<TELL
|
||||
"Hier ist kein Greuel, aber ich bin sicher, das mindestens eines hier in der N%ahe im Dunkeln auf der Lauer liegt. Es w%are schon klug, auf die Lichtquelle zu achten." CR>)
|
||||
(<VERB? LISTEN>
|
||||
<TELL
|
||||
"Es gibt keinen Ton von sich, aber es liegt immer in der N%ahe im Dunkeln."
|
||||
CR>)>>
|
||||
|
||||
<OBJECT LUNGS
|
||||
(LOC GLOBAL-OBJECTS)
|
||||
(SYNONYM LUNGEN LUFT MUND)
|
||||
(DESC "Luft")
|
||||
(FLAGS NDESCBIT DIEBIT)>
|
||||
|
||||
<OBJECT ME
|
||||
(LOC GLOBAL-OBJECTS)
|
||||
(SYNONYM ;MYSELF MICH ICH SELBE ABENTEURER)
|
||||
(DESC "Abenteurer")
|
||||
(FLAGS ACTORBIT DERBIT)
|
||||
(ACTION CRETIN-FCN)>
|
||||
|
||||
<ROUTINE CRETIN-FCN ()
|
||||
<COND (<VERB? TELL>
|
||||
<SETG P-CONT <>>
|
||||
<SETG QUOTE-FLAG <>>
|
||||
<TELL
|
||||
"Selbstgespr%ache deuten auf einen bevorstehenden Nervenzusammenbruch hin."
|
||||
CR>)
|
||||
(<AND <VERB? GIVE>
|
||||
<EQUAL? ,PRSI ,ME>>
|
||||
<PERFORM ,V?TAKE ,PRSO>
|
||||
<RTRUE>)
|
||||
(<VERB? ALARM>
|
||||
<TELL "Du bist schon hellwach!" CR>)
|
||||
(<VERB? EAT>
|
||||
<TELL "Selbst-Kanibalismus ist nicht die L%osung." CR>)
|
||||
(<VERB? ATTACK MUNG>
|
||||
<COND (<AND ,PRSI <FSET? ,PRSI ,WEAPONBIT>>
|
||||
<JIGS-UP
|
||||
"Wenn du darauf bestehst.........Bum! Du bist tot.">)
|
||||
(T
|
||||
<TELL "Selbstmord ist nicht die L%osung." CR>)>)
|
||||
(<VERB? THROW>
|
||||
<COND (<==? ,PRSO ,ME>
|
||||
<TELL
|
||||
"Warum l%aufst du nicht wie normale Menschen?" CR>)>)
|
||||
(<VERB? TAKE>
|
||||
<TELL "Ach, wie romantisch!" CR>)
|
||||
(<VERB? EXAMINE>
|
||||
<COND %<COND (<==? ,ZORK-NUMBER 1>
|
||||
'(<EQUAL? ,HERE <LOC ,MIRROR-1> <LOC ,MIRROR-2>>
|
||||
<TELL
|
||||
"Dein Spiegelbild sieht m%ude aus." CR>))
|
||||
(<==? ,ZORK-NUMBER 3>
|
||||
'(,INVIS
|
||||
<TELL
|
||||
"A good trick, as you are currently invisible." CR>))
|
||||
(T
|
||||
'(<NULL-F> <RTRUE>))>
|
||||
(T
|
||||
%<COND (<==? ,ZORK-NUMBER 3>
|
||||
'<TELL
|
||||
"What you can see looks pretty much as usual, sorry to say." CR>)
|
||||
(ELSE
|
||||
'<TELL
|
||||
"Das ist schwierig, au%ser wenn deine Augen rausnehmbar sind." CR>)>)>)>>
|
||||
|
||||
<OBJECT ADVENTURER
|
||||
(SYNONYM ABENTEUER)
|
||||
(DESC "Abenteurer")
|
||||
(FLAGS NDESCBIT INVISIBLE SACREDBIT ACTORBIT DERBIT)
|
||||
(STRENGTH 0)
|
||||
(ACTION 0)>
|
||||
|
||||
<OBJECT PATHOBJ
|
||||
(LOC GLOBAL-OBJECTS)
|
||||
(SYNONYM PFAD WALDPFAD)
|
||||
(ADJECTIVE ENGE ENGEN WINDENDER DURCHGANG)
|
||||
(DESC "Durchgang")
|
||||
(FLAGS NDESCBIT DERBIT)
|
||||
(ACTION PATH-OBJECT)>
|
||||
|
||||
<ROUTINE PATH-OBJECT ()
|
||||
<COND (<VERB? FIND TAKE FOLLOW>
|
||||
<TELL "Du mu%st eine Richtung angeben." CR>)
|
||||
(<VERB? DIG>
|
||||
<PERFORM ,V?DIG ,GROUND>
|
||||
<RTRUE>)>>
|
||||
|
||||
<OBJECT ZORKMID
|
||||
(LOC GLOBAL-OBJECTS)
|
||||
(SYNONYM ZORKKNETE ZORKKNET)
|
||||
(DESC "Zorkknete")
|
||||
(FLAGS DIEBIT)
|
||||
(ACTION ZORKMID-FUNCTION)>
|
||||
|
||||
<ROUTINE ZORKMID-FUNCTION ()
|
||||
<COND (<VERB? EXAMINE>
|
||||
<TELL
|
||||
"Zorkknete ist die W%ahrung des Gro%sen Unterweltreiches." CR>)
|
||||
(<VERB? FIND>
|
||||
<TELL
|
||||
"Man findet Zorkknete am besten, indem man rausgeht, und sie sucht." CR>)>>
|
||||
|
||||
<OBJECT HANDS
|
||||
(LOC GLOBAL-OBJECTS)
|
||||
(SYNONYM HAND HAENDE H\%ANDE)
|
||||
(ADJECTIVE PAAR)
|
||||
(DESC "Paar H%ande")
|
||||
(FLAGS NDESCBIT TOOLBIT DASBIT)>
|
||||
|
||||
;"status line stuff"
|
||||
|
||||
<CONSTANT S-TEXT 0>
|
||||
<CONSTANT S-WINDOW 1>
|
||||
|
||||
<CONSTANT H-NORMAL 0>
|
||||
<CONSTANT H-INVERSE 1>
|
||||
<CONSTANT H-BOLD 2>
|
||||
<CONSTANT H-ITALIC 4>
|
||||
|
||||
<CONSTANT D-SCREEN-ON 1>
|
||||
<CONSTANT D-SCREEN-OFF -1>
|
||||
<CONSTANT D-PRINTER-ON 2>
|
||||
<CONSTANT D-PRINTER-OFF -2>
|
||||
<CONSTANT D-TABLE-ON 3>
|
||||
<CONSTANT D-TABLE-OFF -3>
|
||||
<CONSTANT D-RECORD-ON 4>
|
||||
<CONSTANT D-RECORD-OFF -4>
|
||||
|
||||
<GLOBAL HOST:NUMBER 0> "Host machine."
|
||||
<GLOBAL WIDTH:NUMBER 0> "Width of screen in chars."
|
||||
;<GLOBAL MIDSCREEN:NUMBER 0> "Center of screen."
|
||||
<GLOBAL CWIDTH:NUMBER 0> "Pixel width of characters."
|
||||
<GLOBAL CHEIGHT:NUMBER 0> "Pixel height of characters."
|
||||
|
||||
<ROUTINE INIT-STATUS-LINE ()
|
||||
<SETG HOST <LOWCORE INTID>>
|
||||
<SETG CWIDTH <LOWCORE (FWRD 0)>>
|
||||
<SETG WIDTH </ <LOWCORE HWRD> ,CWIDTH>>
|
||||
<COND (<L? ,WIDTH 38>
|
||||
<TELL "[Screen too narrow.]" CR>
|
||||
<QUIT>)>
|
||||
;<SETG MIDSCREEN <+ </ ,WIDTH 2> 1>>
|
||||
<SETG CHEIGHT <LOWCORE (FWRD 1)>>
|
||||
|
||||
<SETG OHERE <>>
|
||||
<SETG OLD-LEN 0>
|
||||
;<SETG DO-WINDOW <>>
|
||||
<SPLIT 1>
|
||||
<SCREEN ,S-WINDOW>
|
||||
;<BUFOUT <>>
|
||||
<HLIGHT ,H-INVERSE>
|
||||
<DO-CURSET 1 1>
|
||||
;<ERASE 1> ;"This semi by Jeff"
|
||||
;<PRINT-SPACES <LOWCORE SCRH>>
|
||||
<PRINT-SPACES ,WIDTH>
|
||||
<COND (<G? ,WIDTH 75>
|
||||
<DO-CURSET 1 48 ;53>
|
||||
<TELL "Spielstand:">
|
||||
<DO-CURSET 1 66>
|
||||
<TELL "Z%ugen:">)> ;"ren: JEFF - if Zuegen printed then needs"
|
||||
;<BUFOUT T> ;"to start one char to left, 65"
|
||||
<HLIGHT ,H-NORMAL>
|
||||
<SCREEN ,S-TEXT>
|
||||
<RTRUE>>
|
||||
|
||||
<CONSTANT SL-TABLE:TABLE <ITABLE NONE 80>> "status line constructed here"
|
||||
<GLOBAL OHERE:OBJECT <>>
|
||||
<GLOBAL OLD-LEN:NUMBER 0>
|
||||
|
||||
;<GLOBAL MIDSCREEN:NUMBER 0>
|
||||
|
||||
<ROUTINE UPDATE-STATUS-LINE ()
|
||||
<SCREEN ,S-WINDOW>
|
||||
;<BUFOUT <>>
|
||||
<HLIGHT ,H-NORMAL>
|
||||
<HLIGHT ,H-INVERSE>
|
||||
<COND (<NOT <EQUAL? ,HERE ,OHERE>>
|
||||
<SETG OHERE ,HERE>
|
||||
; <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."
|
||||
<DO-CURSET 1 2>
|
||||
<PRINT-SPACES ,OLD-LEN> ; "Erase old HERE desc"
|
||||
<SETG OLD-LEN <GET ,SL-TABLE 0>> ; "Print new HERE desc."
|
||||
<DO-CURSET 1 2>
|
||||
<SAY-HERE>)>
|
||||
<COND (<G? ,WIDTH 78>
|
||||
;"in case score g%os down, move 1 col. to left and print space"
|
||||
<DO-CURSET 1 ;59 60>
|
||||
<TELL N ,SCORE " ">
|
||||
<DO-CURSET 1 73>
|
||||
<TELL N ,MOVES>)
|
||||
(T
|
||||
<DIROUT ,D-TABLE-ON ,SL-TABLE>
|
||||
<TELL N ,SCORE "/" N ,MOVES>
|
||||
<DIROUT ,D-TABLE-OFF>
|
||||
;"in case score g%os down, one col. to left and print space"
|
||||
<DO-CURSET 1 <- ,WIDTH <+ <GET ,SL-TABLE 0> 2 ;1>>>
|
||||
<TELL " " N ,SCORE "/" N ,MOVES>)>
|
||||
<HLIGHT ,H-NORMAL>
|
||||
<SCREEN ,S-TEXT> ;"Back to main screen."
|
||||
<RTRUE>>
|
||||
|
||||
<ROUTINE PRINT-SPACES (N)
|
||||
<REPEAT ()
|
||||
<COND (<L? <SET N <- .N 1>> 0>
|
||||
<RTRUE>)
|
||||
(T
|
||||
<TELL !\ >)>>
|
||||
<RTRUE>>
|
||||
|
||||
<ROUTINE SAY-HERE ()
|
||||
<COND (<ZERO? ,LIT?>
|
||||
<TELL "Dunkelheit">)
|
||||
(T
|
||||
<TELL D ,HERE>
|
||||
<COND (<AND <G? ,WIDTH 75>
|
||||
<NOT <IN? ,ADVENTURER ,HERE>>>
|
||||
<TELL ", in " DER-DAT <LOC ,ADVENTURER>>)>)>
|
||||
<RTRUE>>
|
|
@ -0,0 +1,304 @@
|
|||
|
||||
<FILE-FLAGS CLEAN-STACK?>
|
||||
<GLOBAL HINT-WARNING <>>
|
||||
<GLOBAL HINTS-OFF <>>
|
||||
<DEFINE-ROUTINE V-HINT>
|
||||
<DEFINE-ROUTINE PICK-QUESTION>
|
||||
<GLOBAL LINE-TABLE <PTABLE 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 5 6 7
|
||||
8 9 10 11 12 13 14 15 16 17 18 19 20 21>>
|
||||
<GLOBAL COLUMN-TABLE <PTABLE 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 24 24 24 24 24
|
||||
24 24 24 24 24 24 24 24 24 24 24 24>>
|
||||
<GLOBAL CUR-POS 0>
|
||||
<GLOBAL QUEST-NUM 1>
|
||||
<GLOBAL CHAPT-NUM 1>
|
||||
<DEFINE-ROUTINE ERASE-CURSOR>
|
||||
<DEFINE-ROUTINE NEW-CURSOR>
|
||||
<DEFINE-ROUTINE INVERSE-LINE>
|
||||
<DEFINE-ROUTINE DISPLAY-HINT>
|
||||
<DEFINE-ROUTINE PUT-UP-QUESTIONS>
|
||||
<DEFINE-ROUTINE PUT-UP-CHAPTERS>
|
||||
<GLOBAL HINTS <PLTABLE <PLTABLE "Ueber der Erde" <LTABLE 3
|
||||
"Wo finde ich ein Buschmesser?"
|
||||
"...Es gibt keines. Dieses Spiel muss doch IRGENDWO seine Grenzen haben.Du kannst doch nicht ploetzlich erwarten, dass du zum naechsten Flugplatz gehst, um von dort nach London zu fliegen, um das Britische Museum zu besuchen."
|
||||
> <LTABLE 3 "Wie ueberquere ich die Berge?" "Spiele ZORK II."> <LTABLE 3
|
||||
"Wie bringe ich den Singvogel um?"
|
||||
"Was fuer eine Schnapsidee? Du brauchst einen Psychater."> <LTABLE 3
|
||||
"Wofuer ist das Nest sonst gut?"
|
||||
"In China koennte man Vogelnestersuppe daraus machen."
|
||||
"Wir sind nicht in China." "In anderen Worten: Nein."> <LTABLE 3
|
||||
"Wie mache ich das Ei heil auf?" "You don't."
|
||||
"Hast du versucht zu sagen: EI %OFFNE."
|
||||
"Es gehoert grosse Fingerferigkeit dazu und die richtigen Werkzeuge."
|
||||
"Ein anderer Spieler kann es vielleicht."
|
||||
"Nur der Dieb kann das Ei oeffnen. Gibt es ihm,oder lass es unteriridisch sein, wo er es finden kann."
|
||||
> <LTABLE 3 "Kanarienvogel braucht Hilfe?" "Er ist nicht mehr reparierbar."
|
||||
"Keiner kann ihn reparieren. Sicher!"> <LTABLE 3 "Wozu sind Blaetter denn gut?"
|
||||
"Die sind gut, um Gitter zu verbergen."
|
||||
"Man kann sie nehmen, zaehlen, oder verbrennen."> <LTABLE 3
|
||||
"Ich habe mich im Wald verlaufen."
|
||||
"Es gibt nur vier verschiedene Orte, die \"Wald\" heissen. Aber die Verbindungen sind gewoehnlich nicht gerade Wege. Um die Konfusion zu vergroesseren, gibt es zwei Oertlichkeiten, die \"Lichtung\" heissen.
|
||||
Von dem \"Waldpfad\" kann man nach Sueden zu dem \"Norden des Hauses\" gehen.">
|
||||
<LTABLE 3 "Wie oeffne ich das Gitter?" "Du musst es aufschliessen."
|
||||
"Du brauchst den Schluessel beim Skelett."
|
||||
"Es kann nur von unten aufgeschlossen werden."
|
||||
"Das Gitter und der Schluessel koennen im Irrgarten gefunden werden."> <LTABLE
|
||||
3 "Wie komme ich von dem Hausdach?" "Wie bist du denn raufgekommen."
|
||||
"Einer von Infocom wuerde gerne wissen, wie du das geschafft hast."
|
||||
"Das ist wirklich eine Falle. Verwende weder das Nichtvorhandensein oder das Vorhandenseins eines Themas als Indikator fuer das,was wichtig ist."
|
||||
> <LTABLE 3 "Wozu ist der Kanarienvogel gut?"
|
||||
"Er muss natuerlich unversehrt sein."
|
||||
"Irgendwer ist von seinem Singen bezaubert." "Es ist auch ein Wertstueck."
|
||||
"Versuche ihn im Wald aufzuziehen."> <LTABLE 3 "Wo ist das Flitterzeug? "
|
||||
"Du musst erst mal das Ei oeffnen." "Schau die vorige Frage an."> <LTABLE 3
|
||||
"Wie oeffne ich die Haustuer?" "Man kann sie nicht eintreten"
|
||||
"Man kann sie nicht nicht zerstoeren." "Man kann sie nicht oeffnen."> <LTABLE 3
|
||||
"Wie komme ich ins Haus?" "Hast du alle Seiten ausgechecked?"
|
||||
"Da ist eine Fenster hinten, das ein bisschen offen steht."
|
||||
"Mach's auf und klettere hinein."> <LTABLE 3 "Kann ich das Brot essen?"
|
||||
"Versuch's." "Versuch auch das Wasser."
|
||||
"In ZORK I darfst du vor nichts Angst haben (aber es ist sinnvoll, deinen Spielstand erst zu SICHERN)."
|
||||
> <LTABLE 3 "Wie komme ich in den Kerker?" "Der Eingang ist im Haus."
|
||||
"Falltueren koennen versteckt sein." "Zieh den Teppich weg."> <LTABLE 3
|
||||
"Was ist ein Greul?" "Tippe, WAS IST EIN GREUL">> <PLTABLE "Der Keller" <
|
||||
LTABLE 3 "Geht die Falltuer von unten auf?"
|
||||
"Nein. Der einzige Weg, den es gibt die Falltuer daran zu hindern hinter dir zuzufallen, ist einen anderen Ausweg zu finden (nicht den Kamin, der sehr limitiert ist)."
|
||||
> <LTABLE 3 "Geht es die Kellerrampe rauf?"
|
||||
"Die Rampe ist zu schluepfrig zum Klettern."
|
||||
"Kann man was gegen die Schluepfrigkeit tun?"
|
||||
"Nein, die Rampe kommst du nie rauf."> <LTABLE 3
|
||||
"Wie verhandle ich mit dem Troll?"
|
||||
"Trolle unterhalten sich gewoehnlich nicht gern. Man muss sie meist mit direkten Methoden angehen."
|
||||
"So lange er bei Bewusstsein ist, kannst du nicht an ihm vorbei."
|
||||
"Bring ihn mit dem Schwert um."> <LTABLE 3 "Was mache ich mit der Axt?"
|
||||
"Man kann es als Waffe benutzen, aber es ist eigentlich zu nichts gut."
|
||||
"Dieser Platz ist absichtlich leer."> <LTABLE 3 "Warum sind hier Farbkleckse?"
|
||||
"Der Kuenstler war ein Ferkel.">> <PLTABLE "Der Irrgarten" <LTABLE 3
|
||||
"Wie geht's durch den Irrgarten?"
|
||||
"Es ist notwendig eine Karte von dem Irrgarten zu zeichnen."
|
||||
"Alle zehn Richtungen werden benutzt: N, S, O, W, NO, NW, SO, SW, RAUF, RUNTER."
|
||||
"Einige Durchgaenge fuehren zu demselben Zimmer zurueck."
|
||||
"Zimmer koennen dadurch markiert werden, dass man Dinge fallen laesst. (Der Dieb aber kann ein Problem sein)."
|
||||
"Es gibt 22 Zimmer westlich von dem Trollzimmer."> <LTABLE 3
|
||||
"Wie durch den Irrgarten?" "Von dem Trollzimmer zu dem Gitterzimmer:"
|
||||
"W. W. W. RAUF. SW. RAUF. RUNTER. NO"
|
||||
"Von dem Gitterzimmer zu dem Trollzimmer:"
|
||||
"SW. RUNTER. O. N. RUNTER. N. N. N. O"
|
||||
"Von dem Trollzimmer zu dem Zyklopenzimmer:" "W. W. W. U. SW. E. S. SE."
|
||||
"Von dem Zyklopenzimmer zu dem Trollzimmer:" "NW. S. W. RUNTER. N. N. N. O"
|
||||
"Von dem Gitterzimmer zu dem Zyklopenzimmer:" "SW. RUNTER. O. N. O. S. SO"
|
||||
"Von dem Zyklopenzimmer zu dem Gitterzimmer:" "NW. S. W. RAUF. RUNTER. NO"> <
|
||||
LTABLE 3 "Wozu ist das rostige Messer?"
|
||||
"Wenn du dein Schwert gehabt haettest, als du es genommen hast, haette das flackernde blendende Licht als Warnung gedient."
|
||||
"Versuche das Messer zu werfen oder jemanden damit anzugreifen."> <LTABLE 3
|
||||
"Wozu ist ein Skelett gut?" "Lasse den Toten ihren Frieden."
|
||||
"Dieser Platz ist absichtlich frei gelassen worden."> <LTABLE 3
|
||||
"Brauch ich die kaputte Leuchte?"
|
||||
"Wenn du denkst, dass sie nuetzlich ist, da gibt es die Bruecke, die dich vielleicht interessiert."
|
||||
> <LTABLE 3 "Wie komm ich am Zyklop vorbei?"
|
||||
"Kaempfen ist nicht immer die Antwort." "Es gibt zwei Loesungen."
|
||||
"Erst die erste Loesung:"
|
||||
"Was passiert, wenn du herumhaengst oder dem Zyklop etwas gibst?"
|
||||
"Er ist hungrig, nicht wahr?" "Gib ihm das Brot und das Wasser.">> <PLTABLE
|
||||
"Die Rundzimmergegend" <LTABLE 3 "Wie bekomme ich das Platin?"
|
||||
"Da gibt es eigentlich zwei Loesungen." "Was macht das laute Tosen?"
|
||||
"Gibt es eine Moeglichkeit den Fluss des Wassers zu kontrollieren?"
|
||||
"Loese das Raetsel des Dammes."
|
||||
"Hat das Oeffnen oder Schliessen der Schleusentore irgendwelchen Einfluss auf den Unterlauf des Flusses."
|
||||
"Oeffne die Schleusentore."
|
||||
"Warte bis das Reservoir leer ist, dann schliesse die Tore."
|
||||
"Benutze die Ruhe im lauten Zimmer, waehrend sich das Reservoir anfuellt."
|
||||
"Hier ist die zweite Loesung."
|
||||
"Die Loesung, die das laute Zimmer betrifft, benoetigt keine Objekte aus dem Spiel oder auch irgendwelche Auskunft ueber das uebrige Spiel."
|
||||
"Die Loesung hat etwas mit der Akustik in diesem Raum zu tun."
|
||||
"Was passiert, wenn du etwas... etwas...etwas tippst?" "Tippe ECHO."> <LTABLE 3
|
||||
"Wie bring ich den Rock um?" "Wie dumm!"
|
||||
"Der Ausdruck \"lebender Rock\" ist metaphorisch und sollte nicht woertlich genommen werden."
|
||||
> <LTABLE 3 "Was Besonderes am Spiegel?"
|
||||
"Ihn zerschlagen ist nicht die beste Idee." "Hineingucken kann Spass machen."
|
||||
"Hast du jemals versucht ihn zu beruehren oder ihn zu reiben?"
|
||||
"Es gibt zwei Spiegelzimmer."
|
||||
"Wenn man einen davon in einem Zimmer anruehrt, wird man automatisch ins andere Zimmer versetzt."
|
||||
> <LTABLE 3 "Wie komme ich in den Hades?"
|
||||
"Du musst die boesen Geister austreiben."
|
||||
"Hier ein Tip: schlage die Seite im schwarzen Buch um."
|
||||
"Man benoetigt die Glocke, das Buch und Kerzen."
|
||||
"Laeute die Glocke, stecke die Kerzen an und lies das schwarze Buch."
|
||||
"Die Reihenfolge in dieser feierlichen Handlung ist sehr wichtig."
|
||||
"Auch musst du die Kerzen in der Hand halten, wenn du sie ansteckst."
|
||||
"Geschwindigkeit ist in diesem Fall auch wichtig,--verschwende auch nicht mehr Zeit, als unbedingt zwischen den Handlungen notwendig ist."
|
||||
> <LTABLE 3 "Geht es runter vom Domzimmer?" "Ja."
|
||||
"Du musst frueher mal das notwendige Hilfsmittel gesehen haben."
|
||||
"Man findet es im Speicher." "Binde das Seil ans Gelaender."> <LTABLE 3
|
||||
"Geht es rauf vom Fackelzimmer?" "Nein."> <LTABLE 3
|
||||
"Wie geht's weg vom Tempel?" "Du wirst das Seil nie erreichen."
|
||||
"Du kannst vom Altarende aus nach unten gehen, aber du brauchst Gottes Hilfe um den Sarg durch das Loch nach unten zu bekommen."
|
||||
"Der Altar hat magische Kraefte." "Was tut man gewoehnlich vor einem Altar?"
|
||||
"Versuch's doch mal mit Beten.">> <PLTABLE "Die Dammgegend" <LTABLE 3
|
||||
"Wie sprenge ich den Damm?" "Was fuer eine Idee!"
|
||||
"Hier ist absichtlich Platz frei gelassen."> <LTABLE 3
|
||||
"Wie funktioniert die Kontrolltafel?" "Du kannst die Schraube drehen."
|
||||
"Du brauchst einen Schraubenschluessel."
|
||||
"Du musst die Schalttafel aktivieren. (Gruene Blase leuchtet auf.)"> <LTABLE 3
|
||||
"Fuer was ist die gruene Blase?"
|
||||
"Sie zeigt an, dass die Schalttafel aktiviert ist."
|
||||
"Benutze die Knoepfe in dem Wartungsraum ."> <LTABLE 3
|
||||
"Was tue ich mit der Tube?" "Lies die Tube."
|
||||
"Die Zaehne damit putzen macht wirklich keinen Sinn."
|
||||
"Zum Oelen der Schraube ist es auch nicht gedacht."
|
||||
"Schwarze Schmiere wie diese, ist gut zum Reparieren von Lecks in Wasserroehren und Booten."
|
||||
> <LTABLE 3 "Wozu ist der Schraubenzieher?"
|
||||
"Wenn es an der Zeit ist, wirst du es wissen."> <LTABLE 3
|
||||
"Wozu Wartungsraumknoepfe?"
|
||||
"Probier sie alle doch mal. Das sollte dir helfen das rauszufinden."
|
||||
"Der blaue Knopf kann eine Wasserroehre platzen lassen."
|
||||
"Der rote Knopf schaltet die Lichter ein und aus."
|
||||
"Der gelbe Knopf aktiviert die Kontrolltafel am Damm(die gruene Blase leuchtet jetzt auf.)"
|
||||
"Die braune Blase legt die Kontrolltafel lahm."> <LTABLE 3
|
||||
"Kann ich das Leck dichten?" "Ja, aber nicht mit deinem Finger."
|
||||
"Gibt es nicht irendwelche Schmiere, die man benutzen kann?"
|
||||
"Benutze die Schmiere in der Tube."> <LTABLE 3 "Wozu ist der Haufen Plastik?"
|
||||
"Wofuer ist das Ventil?" "Hast du mal versucht hineinzublasen?"
|
||||
"Du brauchst die Luftpumpe, die noerdlich vom Reservoir ist."
|
||||
"Loese das verDAMMte Problem, oder werd endlich aus dem Spiegel schlau.">> <
|
||||
PLTABLE "Der Fluss" <LTABLE 3 "Kann man ueber den Fluss?" "Nicht ohne Boot."> <
|
||||
LTABLE 3 "Was besaenftigt den Flussgott?"
|
||||
"Was hast du versucht, in den Fluss zu werfen?"
|
||||
"Es gibt keinen Flussgott. Was jemals reingeworfen wird, ist fuer immer verloren."
|
||||
> <LTABLE 3 "Kann ich zurueck ueber den Fluss?"
|
||||
"Wenn du vom sandigen Strand abstoesst, kannst du den Fluss westlich von den Weissen Klippen Sued ueberqueren."
|
||||
"Es ist auch moeglich den Regenbogen zu ueberqueren."> <LTABLE 3
|
||||
"Wie funktioniert das Boot?" "Lese die Anweisungen."
|
||||
"Du kannst sagen: STEIG INS, STEIG AUS, STOSSEN AB, und LANDEN (oder eine Richtung gegen einen Landeplatz angeben.). Du kannst dich auch von der Stroemung tragen lassen."
|
||||
> <LTABLE 3 "Ich habe eine Bootpanne!"
|
||||
"Spitze Gegenstaende koennen ein Plastikboot kaputt machen. Man sollte sie nicht an Bord nehmen. Man sollte sie in das Boot tun, bevor man einsteigt, oder man solllte sie vorher in einem Behaelter haben, wie zum Beispiel dem braunen Sack."
|
||||
> <LTABLE 3 "Wie komme ich ueber die Faelle?" "Bleib im Boot und warte."
|
||||
"Na ja, was hast du erwartet?" "Ich sehe hier keinerlei Intelligenz."> <LTABLE
|
||||
3 "Hat der Regenbogen Bedeutung?"
|
||||
"Du kannst ihn ueberqueren und den goldenen Topf bekommen."
|
||||
"Du schlaegst nicht dreimal die Hacken zusammen, waehrend du ausrufst:\"Heimat, suesse Heimat.\""
|
||||
"Die Beschreibung von einem der Schaetze, und das Resultat der richtigen Benutzung davon, sollten versteckte Tips sein."
|
||||
"Erhebe das Zepter oder winke damit, waehrend du am Ende des Regenbogen stehst."
|
||||
> <LTABLE 3 "Kann ich durch die Grottenritze?"
|
||||
"\"Die ist zu eng fuer die meisten Insekten.\"" "Das geht nicht."> <LTABLE 3
|
||||
"Wie werde ich ein Insekt?" "Spinne einen Kokon." "Eine laecherliche Aufgabe.">
|
||||
> <PLTABLE "Die Kohlengrube Gegend." <LTABLE 3 "Was ist mit der Fledermaus?"
|
||||
"Es ist eine Vampirfledermaus." "Hast du je einen Greuelfilm gesehen?"
|
||||
"Benutze den Knoblauch."> <LTABLE 3 "Wie am Stinkzimmer vorbei?"
|
||||
"Wenn die Batterie von deiner Leuchte kaputt ist, vergiss es."> <LTABLE 3
|
||||
"Die beste Kohlengrubenroute?" "Vom Gaszimmer zur Spitze der Leiter:"
|
||||
"O. NO. SO. SW. RUNTER" "Von der Spitze der Leiter zum Gaszimmer:"
|
||||
"RUNTER. N. O. S. N"> <LTABLE 3 "Ist der Korb nuetzlich?"
|
||||
"Alles in Zork ist nuetzlich."> <LTABLE 3 "Wie durch den engen Durchgang?"
|
||||
"\"Du passt nicht durch diesen Durchgang mit der Last.\""
|
||||
"Hast du versucht,alles fallen zu lassen?"> <LTABLE 3
|
||||
"Eine Lichtquelle fuers zugige Zimmer?" "Streichhoelzer."
|
||||
"Na ja, keiner hat gesagt, dass die in einem Zug angehen. Du kannst keine Lichtquelle reintragen. Es gibt eine andere Moeglichkeit."
|
||||
"Hast du dir mal ueberlegt wohin der Schacht mit dem Korb gefuehrt hat?"
|
||||
"Dinge, wie z.B. Lichtquellen kann man in den Korb tun. Der Korb kann erhoeht und gesenkt werden."
|
||||
> <LTABLE 3 "Wozu ist das Bauholz?"
|
||||
"Es macht den Raum interessanter und verwirrt den Abenteurer."> <LTABLE 3
|
||||
"Wie funktioniert die Maschine?"
|
||||
"Die Schalterbeschreibung sollte dich an etwas erinnern."
|
||||
"Versuch mal was reinzutun und die Maschine mit dem Schraubenzieher anzustellen. Hast du einen Duden zur Hand?"
|
||||
"Aus Kohle kann man einen Diamanten machen."> <LTABLE 3
|
||||
"Wozu ist die Kohle gut?" "Es ist eine Quelle fuer Kohlenstoff."
|
||||
"Einer der wertvollsten Steine ist aus Kohlenstoff gemacht."
|
||||
"Diamanten sind aus reinem Kohlenstoff in einer Kristallform. Sie werden durch enorme Hitze und durch Druck erzeugt."
|
||||
> <LTABLE 3 "Wozu ist das Gas gut?"
|
||||
"Es hat eine tolle Wirkung, wenn man bornierteAbenteurer, die mit offenen Flammen in Kohlengruben rumlatschen, in die Luft blasen will."
|
||||
>> <PLTABLE "Das Land hinter der Spalte." <LTABLE 3
|
||||
"Wie ueberquere ich die Spalte?" "Es gibt keine Bruecke."> <LTABLE 3
|
||||
"Wie baue ich eine Bruecke?" "Eine interessante Idee..."
|
||||
"Das Bauholz koennte nuetzlich sein." "Aber, vielleicht auch nicht?."
|
||||
"Ein akzeptabler Versuch, aber vielleicht bringt er dir nichts.">> <PLTABLE
|
||||
"Freie Fragen." <LTABLE 3 "Warum leuchtet das Schwert auf?"
|
||||
"Elfenschwerter haben Zauberkraft und leuchten blau auf, wenn in der Naehe Gefahren drohen (besonders gefaehrliche Personen)."
|
||||
> <LTABLE 3 "Was mach ich mit dem Dieb?"
|
||||
"Einschaetzung ist der bessere Teil von Heldenmut."
|
||||
"Du kannst fast immer einer Gegenueberstellung ausweichen, indem du in die andere Richtung gehst. Obwohl du beraubt werden koenntest
|
||||
wirst du wenigstens nicht umgebracht."> <LTABLE 3
|
||||
"Wieviele Gesamtpunkte gibt's?"
|
||||
"350 jedesmal, wenn du AUFH%OREN, NEUBEGINN ODER PUNKTZAHL sagst, das ist angegeben."
|
||||
> <LTABLE 3 "Wie komm ich aus der Hoehle?" "Es gibt da sechs Ausgaenge."
|
||||
"Der Kamin erlaubt dir ausser deiner Lampe, jedesmal ein Objekt zu transportieren."
|
||||
"Wahrscheinlich ist der einfachste Ausgang(rein von der Anlage her) durch das Gitter. Du triffst wahrscheinlich auf die anderen drei Ausgaenge, waehrend du einige der schwierigeren Probleme loest, aber es ist nicht notwendig, mehr als einen zu finden, um das Spiel zu beenden."
|
||||
> <LTABLE 3 "Was bedeuten die Gravierungen?"
|
||||
"Der superweise Kritiker I.Q. Rundkopf hat eine zehnbaendige Studie ueber die Gravierungen der Ur-Zorker geschrieben. Doch machen wir eine lange Geschichte kurz, er erfasste klar, dass die Zorkers sehr eigentuemliche Kaeuze waren."
|
||||
> <LTABLE 3 "Wie bring ich den Dieb um?"
|
||||
"Der Dieb ist gerissen und gefaehrlich als Gegner, beschlagen in den Kampfarten. Anfaenger Zorker tun sich am Besten, indem sie in vermeiden."
|
||||
"Es besteht die Moeglichkeit ihn fuer einen Zug lang abzulenken, indem man ihm etwas Wertvolles gibt."
|
||||
"Das gefaehrliche Messer ist eine unter Umstaenden wirksamere Waffe, die man gegen ihn benutzen koennte."
|
||||
> <LTABLE 3 "Wie kann ich meine Leuchte aufladen?" "Wie kommst du darauf?"
|
||||
"Es ist immer am besten, seine Mittel zu schonen."
|
||||
"Du kannst ihre Lebensdauer verlaengern, indem du sie ausschaltest, wenn immer du kannst und andere Lichtquellen benutzen."
|
||||
> <LTABLE 3 "Was passiert, wenn du stirbst?"
|
||||
"Du koenntest im Wald erscheinen von all deinem Besitz umgeben (Wervolles unterirdisch, Wertloses ueberirdisch.)"
|
||||
"Du koenntest als Geist umhergeistern, bis du eine Form deiner Auferstehung gefunden hast."
|
||||
"ZORK I hat die gleichen Regeln wie Schlagball. Drei Versuche, dann bist du aus dem Spiel."
|
||||
"Du wirst zu einem Geist, wenn du an einem gewissen Ort angekommen bist, der vor dem eigentlichen Tod steht."
|
||||
"Dieser Ort ist der Altar in dem Suedtempel." "Versuche am Altar zu beten."> <
|
||||
LTABLE 3 "Wer ist \"der andere Bewohner\"?" "\"Der von der grossen Tuete.\""
|
||||
"Der Dieb, natuerlich."> <LTABLE 3 "Wozu ist TAG, SEEMAN gut?"
|
||||
"Willst du das wirklich wissen?" "Bist du ganz sicher?"
|
||||
"Um von dem schwarzen Buch zu zitieren: \"Oh Ihr, die Ihr zueinander sagt: %>Tag, Seeman%<. Seid Ihr Euch der Gr%o%se Eurer S%unden vor den G%ottern bewu%st? ... Wahrhaftig Ihr sollt b%ussen f%ur eure Schlauheit.\""
|
||||
"Nirgends. (Man hat dich gewarnt.)">> <PLTABLE "Freie Fragen" <LTABLE 3
|
||||
"Dinge scheinen hier oder nicht hier." "Der Dieb ist dauernd irgendwo anders."
|
||||
"Es ist sehr moeglich, dass er Wertvolles nimmt(ausser dem goldenen Sarg), den du gesehen hast. Es ist wesentlich weniger moeglich, das er etwas Nichtwertvolles nimmt (natuerlich nur, wenn du es gesehen hast), manchmal laesst er es auch spaeter fallen."
|
||||
> <LTABLE 3 "Wo sind die gestohlenen Schaetze?"
|
||||
"Waehrend der Dieb herumwandert, stielt er Dinge, die er in seinen Sack stopft. Wenn er in seinem Schatzzimmer ankommt, deponiert er die Werte, die er angesammelt hat."
|
||||
"Das Schatzzimmer wird von dem Zyklop bewacht."> <LTABLE 3
|
||||
"Was mach ich mit dem Stilett?"
|
||||
"Gratuliere! Das Stilett zu bekommen passiert selten. Wenn du es vor dem Dieb verbergen kannst, dann wird er dich nicht angreifen."
|
||||
"Es ist ja nur eine Waffe, sonst nichts."> <LTABLE 3
|
||||
"Wer ist der duerre,hungrige Typ?" "Der Dieb."> <LTABLE 3
|
||||
"Wo brauche ich die Schaufel?" "Sie graebt nur in loser Erde."
|
||||
"Probier sie im Sand." "Der Sand in der sandigen Hoehle ist vielversprechend.">
|
||||
<LTABLE 3 "Der beste Selbstbildniswiedergeber?"
|
||||
"Von was sprichst du eigentlich?"
|
||||
"Dieser Platz ist absichtlich offen gelassen."> <LTABLE 3
|
||||
"In den eigentuemlichen Durchgang?"
|
||||
"Das ist nicht notwendig, um das Spiel zu beenden."
|
||||
"Schau die andere Zyklopantwort an."> <LTABLE 3 "Wie in das Steingrab?"
|
||||
"Wenn die Zeit reif ist, weisst du es."
|
||||
"Wenn du alle 350 Punkte erreicht hast, dann kannst du ins Steingrab eintreten."
|
||||
> <LTABLE 3 "Wie man Punkte macht. (Bitte nur benutzen, wenn alles verloren scheint.)"
|
||||
"Du bekommst 10 Punkte, wenn du ins Haus gelangst, 25 fuer den Keller, 5 als Bonus, wenn du am Troll vorbei kommst, 13 fuer den Eintritt in das zugige Zimmer,25 fuer das Erreichen des Schatzzimmers."
|
||||
"Diese Punkete zusammen mit all den Schatzpunkten kommen auf 350. Wenn du all diese 350 Punkte hast, wird der zwanzigste Schatz im Trophaenschrank erscheinen-- eine Karte, die (indirekt) zu 400 weiteren Punkten (ZORK II) fuehrt."
|
||||
> <LTABLE 3 "Schaetze: Ihre Werte, wo sie sind."
|
||||
"(Nur benutzen, wenn alles verloren scheint.)"
|
||||
"(Der Schatz wird aufgefuehrt, gefolgt von den Punkten, die man bekommt, wenn man ihn nimmt, die Punkte dafuer, dass man ihn in den Trophaeenkasten tut, dann der Platz, wo er gefunden wird.)"
|
||||
"Juwelenbedecktes Ei - 5 - 5 - im Nest im Baum"
|
||||
"Aufziebarer Kanarienvogel 6 - 4 - im Ei"
|
||||
"Schoenes Gemaelde - 4 - 6 - Kunstgalerie"
|
||||
"Platinbarren - 10 - 5 - im lauten Zimmer"
|
||||
"Elfenbeinfackel - 14 - 6 - Fackelzimmer"
|
||||
"Goldener Sarg - 10 - 15 - Aegyptisches Zimmer"
|
||||
"Egyptian sceptre - 4 - 6 - in the coffin"
|
||||
"Koffer mit Juwelen - 15 - 5 - Reservoir"
|
||||
"Kristaldreizack - 4 - 11 - Atlantiszimmer"
|
||||
"Jadefigure - 5 - 5 - Fledermauszimmer" "Saphirarmbanch - 5 - 5 - Gaszimmer"
|
||||
"Riesendiamant - 10 - 10 - du machst ihn"
|
||||
"Sack mit Muenzen - 10 - 5 - im Irrgarten."
|
||||
"Kristallschaedel - 10 - 10 - im Land der lebendigen Toten."
|
||||
"juwelenbesetzer Skarabaeus - 5 - 5 - in der sandigen Hoehle vergraben"
|
||||
"grosser Smaragd - 5 - 10 - in der Boje" "Silberkelch - 10 - 5 - Schatzzimmer"
|
||||
"Goldener Topf - 10 - 10 - am Ende des Regenbogens"
|
||||
"Messingflitterkugel - 1 - 1 - der Singvogel hat sie"> <LTABLE 3 "Zum Spass"
|
||||
"(Lies nur, nachdem du das Spiel beendet hast.)" "Hast du je:"
|
||||
"...das Gitter geoeffnet, waehrend die Blaetter noch drauf lagen?"
|
||||
"...ZORK I so richtig verflucht?"
|
||||
"...mit dem Zepter gewinkt, als du auf dem Regenbogen gestanden hast?"
|
||||
"...etwas Boeses mit den Leichen im Hades ausprobiert?"
|
||||
"...das schwarze Buch verbrannt?" "...das Gemaelde kaputt gemacht?"
|
||||
"...die Kerzen mit der Fackel angezuendet?"
|
||||
"...das Streichholzschaechtelchen gelesen?"
|
||||
"...versucht dich selber(oder den Dieb, den Troll oder den Zyklop)zu verulken?"
|
||||
"...versucht Dinge mit dem Messer oder dem Schwert zu zerschneiden?"
|
||||
"...Wasser auf etwas Brennendes geschuettet?"
|
||||
"...gesagt WARTE oder SPIELSTAND, als du tot warst (als ein Geist)?">>>>
|
||||
<DEFINE-ROUTINE INIT-HINT-SCREEN>
|
||||
<DEFINE-ROUTINE CENTER-LINE>
|
||||
<DEFINE-ROUTINE LEFT-LINE>
|
||||
<DEFINE-ROUTINE RIGHT-LINE>
|
||||
<GLOBAL DIROUT-TBL <TABLE 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0>>
|
|
@ -0,0 +1,267 @@
|
|||
|
||||
|
||||
.FUNCT V-HINT:ANY:0:0,CHR,MAXC,C,Q,WHO
|
||||
?FCN: PRINTR "Hints are not in this version."
|
||||
?PRG9: INPUT 1 >CHR
|
||||
EQUAL? CHR,81,113 \?CCL13
|
||||
SET 'Q,TRUE-VALUE
|
||||
JUMP ?REP10
|
||||
?CCL13: EQUAL? CHR,78,110 \?CCL15
|
||||
EQUAL? CHAPT-NUM,MAXC /?PRG9
|
||||
ICALL1 ERASE-CURSOR
|
||||
INC 'CUR-POS
|
||||
INC 'CHAPT-NUM
|
||||
ICALL1 NEW-CURSOR
|
||||
SET 'QUEST-NUM,1
|
||||
JUMP ?PRG9
|
||||
?CCL15: EQUAL? CHR,80,112 \?CCL19
|
||||
EQUAL? CHAPT-NUM,1 /?PRG9
|
||||
ICALL1 ERASE-CURSOR
|
||||
DEC 'CUR-POS
|
||||
DEC 'CHAPT-NUM
|
||||
ICALL1 NEW-CURSOR
|
||||
SET 'QUEST-NUM,1
|
||||
JUMP ?PRG9
|
||||
?CCL19: EQUAL? CHR,13,10 \?PRG9
|
||||
ICALL1 PICK-QUESTION
|
||||
?REP10: ZERO? Q /?FCN
|
||||
SPLIT 0
|
||||
CLEAR -1
|
||||
ICALL1 INIT-STATUS-LINE
|
||||
RETURN 2
|
||||
|
||||
|
||||
.FUNCT PICK-QUESTION:ANY:0:0,CHR,MAXQ,Q
|
||||
?FCN: ICALL2 INIT-HINT-SCREEN,FALSE-VALUE
|
||||
ICALL LEFT-LINE,3,STR?407,18
|
||||
ICALL RIGHT-LINE,3,STR?408,13
|
||||
GET HINTS,CHAPT-NUM
|
||||
GET STACK,0
|
||||
SUB STACK,1 >MAXQ
|
||||
CURSET 5,1
|
||||
ICALL1 PUT-UP-QUESTIONS
|
||||
SUB QUEST-NUM,1 >CUR-POS
|
||||
ICALL1 NEW-CURSOR
|
||||
?PRG1: INPUT 1 >CHR
|
||||
EQUAL? CHR,81,113 \?CCL5
|
||||
SET 'Q,TRUE-VALUE
|
||||
JUMP ?REP2
|
||||
?CCL5: EQUAL? CHR,78,110 \?CCL7
|
||||
EQUAL? QUEST-NUM,MAXQ /?PRG1
|
||||
ICALL1 ERASE-CURSOR
|
||||
INC 'CUR-POS
|
||||
INC 'QUEST-NUM
|
||||
ICALL1 NEW-CURSOR
|
||||
JUMP ?PRG1
|
||||
?CCL7: EQUAL? CHR,80,112 \?CCL11
|
||||
EQUAL? QUEST-NUM,1 /?PRG1
|
||||
ICALL1 ERASE-CURSOR
|
||||
DEC 'CUR-POS
|
||||
DEC 'QUEST-NUM
|
||||
ICALL1 NEW-CURSOR
|
||||
JUMP ?PRG1
|
||||
?CCL11: EQUAL? CHR,13,10 \?PRG1
|
||||
ICALL1 DISPLAY-HINT
|
||||
?REP2: ZERO? Q /?FCN
|
||||
RFALSE
|
||||
|
||||
|
||||
.FUNCT ERASE-CURSOR:ANY:0:0,?TMP1
|
||||
GET LINE-TABLE,CUR-POS >?TMP1
|
||||
GET COLUMN-TABLE,CUR-POS
|
||||
SUB STACK,2
|
||||
CURSET ?TMP1,STACK
|
||||
PRINTC 32
|
||||
RTRUE
|
||||
|
||||
|
||||
.FUNCT NEW-CURSOR:ANY:0:0,?TMP1
|
||||
GET LINE-TABLE,CUR-POS >?TMP1
|
||||
GET COLUMN-TABLE,CUR-POS
|
||||
SUB STACK,2
|
||||
CURSET ?TMP1,STACK
|
||||
PRINTC 62
|
||||
RTRUE
|
||||
|
||||
|
||||
.FUNCT INVERSE-LINE:ANY:0:0,CENTER-HALF
|
||||
HLIGHT H-INVERSE
|
||||
GETB 0,33
|
||||
ICALL2 PRINT-SPACES,STACK
|
||||
HLIGHT H-NORMAL
|
||||
RTRUE
|
||||
|
||||
|
||||
.FUNCT DISPLAY-HINT:ANY:0:0,H,MX,CNT,CHR,FLG,N,?TMP1
|
||||
SET 'CNT,2
|
||||
SET 'FLG,TRUE-VALUE
|
||||
SPLIT 0
|
||||
CLEAR -1
|
||||
SPLIT 3
|
||||
SCREEN S-WINDOW
|
||||
CURSET 1,1
|
||||
ICALL1 INVERSE-LINE
|
||||
ICALL CENTER-LINE,1,STR?409,16
|
||||
CURSET 3,1
|
||||
ICALL1 INVERSE-LINE
|
||||
ICALL LEFT-LINE,3,STR?410
|
||||
ICALL RIGHT-LINE,3,STR?411,17
|
||||
HLIGHT H-BOLD
|
||||
GET HINTS,CHAPT-NUM >?TMP1
|
||||
ADD QUEST-NUM,1
|
||||
GET ?TMP1,STACK >H
|
||||
GET H,1
|
||||
ICALL CENTER-LINE,2,STACK
|
||||
HLIGHT H-NORMAL
|
||||
GET H,0 >MX
|
||||
SCREEN S-TEXT
|
||||
CRLF
|
||||
?PRG1: ZERO? FLG /?CND3
|
||||
SUB MX,CNT
|
||||
ADD STACK,1 >N
|
||||
PRINTC 91
|
||||
PRINTN N
|
||||
PRINTI " hint"
|
||||
EQUAL? N,1 /?CND5
|
||||
PRINTC 115
|
||||
?CND5: PRINTI " left.]"
|
||||
CRLF
|
||||
CRLF
|
||||
PRINTI " -> "
|
||||
SET 'FLG,FALSE-VALUE
|
||||
?CND3: INPUT 1 >CHR
|
||||
EQUAL? CHR,81,113 /TRUE
|
||||
EQUAL? CHR,13,10 \?PRG1
|
||||
GRTR? CNT,MX /?PRG1
|
||||
SET 'FLG,TRUE-VALUE
|
||||
GET H,CNT
|
||||
PRINT STACK
|
||||
CRLF
|
||||
CRLF
|
||||
IGRTR? 'CNT,MX \?PRG1
|
||||
SET 'FLG,FALSE-VALUE
|
||||
PRINTI "[Final hint]"
|
||||
CRLF
|
||||
JUMP ?PRG1
|
||||
|
||||
|
||||
.FUNCT PUT-UP-QUESTIONS:ANY:0:0,ST,MXQ,MXL,?TMP1
|
||||
SET 'ST,1
|
||||
GET HINTS,CHAPT-NUM
|
||||
GET STACK,0
|
||||
SUB STACK,1 >MXQ
|
||||
GETB 0,32
|
||||
SUB STACK,1 >MXL
|
||||
?PRG1: GRTR? ST,MXQ /TRUE
|
||||
SUB ST,1
|
||||
GET LINE-TABLE,STACK >?TMP1
|
||||
SUB ST,1
|
||||
GET COLUMN-TABLE,STACK
|
||||
SUB STACK,1
|
||||
CURSET ?TMP1,STACK
|
||||
PRINTC 32
|
||||
GET HINTS,CHAPT-NUM >?TMP1
|
||||
ADD ST,1
|
||||
GET ?TMP1,STACK
|
||||
GET STACK,1
|
||||
PRINT STACK
|
||||
INC 'ST
|
||||
JUMP ?PRG1
|
||||
|
||||
|
||||
.FUNCT PUT-UP-CHAPTERS:ANY:0:0,ST,MXC,MXL,?TMP1
|
||||
SET 'ST,1
|
||||
GET HINTS,0 >MXC
|
||||
GETB 0,32
|
||||
SUB STACK,1 >MXL
|
||||
?PRG1: GRTR? ST,MXC /TRUE
|
||||
SUB ST,1
|
||||
GET LINE-TABLE,STACK >?TMP1
|
||||
SUB ST,1
|
||||
GET COLUMN-TABLE,STACK
|
||||
SUB STACK,1
|
||||
CURSET ?TMP1,STACK
|
||||
PRINTC 32
|
||||
GET HINTS,ST
|
||||
GET STACK,1
|
||||
PRINT STACK
|
||||
INC 'ST
|
||||
JUMP ?PRG1
|
||||
|
||||
|
||||
.FUNCT INIT-HINT-SCREEN:ANY:0:1,THIRD,WID,LEN
|
||||
ASSIGNED? 'THIRD /?CND1
|
||||
SET 'THIRD,TRUE-VALUE
|
||||
?CND1: GETB 0,33 >WID
|
||||
SPLIT 0
|
||||
CLEAR -1
|
||||
GETB 0,32
|
||||
SUB STACK,1
|
||||
SPLIT STACK
|
||||
SCREEN S-WINDOW
|
||||
CURSET 1,1
|
||||
ICALL1 INVERSE-LINE
|
||||
CURSET 2,1
|
||||
ICALL1 INVERSE-LINE
|
||||
CURSET 3,1
|
||||
ICALL1 INVERSE-LINE
|
||||
ICALL CENTER-LINE,1,STR?409,16
|
||||
ICALL LEFT-LINE,2,STR?774
|
||||
ICALL RIGHT-LINE,2,STR?775,12
|
||||
ZERO? THIRD /FALSE
|
||||
ICALL LEFT-LINE,3,STR?776
|
||||
CALL RIGHT-LINE,3,STR?777,16
|
||||
RSTACK
|
||||
|
||||
|
||||
.FUNCT CENTER-LINE:ANY:2:4,LN,STR,LEN,INV
|
||||
ASSIGNED? 'INV /?CND1
|
||||
SET 'INV,TRUE-VALUE
|
||||
?CND1: ZERO? LEN \?CND3
|
||||
DIROUT D-TABLE-ON,DIROUT-TBL
|
||||
PRINT STR
|
||||
DIROUT D-TABLE-OFF
|
||||
GET DIROUT-TBL,0 >LEN
|
||||
?CND3: GETB 0,33
|
||||
SUB STACK,LEN
|
||||
DIV STACK,2
|
||||
CURSET LN,STACK
|
||||
ZERO? INV /?CND5
|
||||
HLIGHT H-INVERSE
|
||||
?CND5: PRINT STR
|
||||
ZERO? INV /FALSE
|
||||
HLIGHT H-NORMAL
|
||||
RTRUE
|
||||
|
||||
|
||||
.FUNCT LEFT-LINE:ANY:2:3,LN,STR,INV
|
||||
ASSIGNED? 'INV /?CND1
|
||||
SET 'INV,TRUE-VALUE
|
||||
?CND1: CURSET LN,1
|
||||
ZERO? INV /?CND3
|
||||
HLIGHT H-INVERSE
|
||||
?CND3: PRINT STR
|
||||
ZERO? INV /FALSE
|
||||
HLIGHT H-NORMAL
|
||||
RTRUE
|
||||
|
||||
|
||||
.FUNCT RIGHT-LINE:ANY:2:4,LN,STR,LEN,INV
|
||||
ASSIGNED? 'INV /?CND1
|
||||
SET 'INV,TRUE-VALUE
|
||||
?CND1: ZERO? LEN \?CND3
|
||||
DIROUT 3,DIROUT-TBL
|
||||
PRINT STR
|
||||
DIROUT -3
|
||||
GET DIROUT-TBL,0 >LEN
|
||||
?CND3: GETB 0,33
|
||||
SUB STACK,LEN
|
||||
CURSET LN,STACK
|
||||
ZERO? INV /?CND5
|
||||
HLIGHT H-INVERSE
|
||||
?CND5: PRINT STR
|
||||
ZERO? INV /FALSE
|
||||
HLIGHT H-NORMAL
|
||||
RTRUE
|
||||
|
||||
.ENDI
|
|
@ -0,0 +1,685 @@
|
|||
"HINTS for GERMAN ZORK - (VIA SHERLOCK)
|
||||
(c) Copyright 1987 Infocom, Inc. All Rights Reserved."
|
||||
|
||||
<FILE-FLAGS CLEAN-STACK?>
|
||||
|
||||
<GLOBAL HINT-WARNING <>>
|
||||
|
||||
<GLOBAL HINTS-OFF <>>
|
||||
|
||||
<ROUTINE V-HINT ("AUX" CHR MAXC (C <>) Q WHO)
|
||||
<TELL "Hints are not in this version." CR>
|
||||
<RTRUE>
|
||||
<COND (,HINTS-OFF
|
||||
<TELL "Hints have been disabled for this session." CR>
|
||||
<RFATAL>)
|
||||
(<NOT ,HINT-WARNING>
|
||||
<SETG HINT-WARNING T>
|
||||
<TELL
|
||||
"[Warning: It is recognized that the temptation for help may at times be so
|
||||
exceedingly strong that you might fetch hints prematurely. Therefore, you may
|
||||
at any time during the story type HINTS OFF, and this will disallow the
|
||||
seeking out of help for the present session of the story. If you still want a
|
||||
hint now, indicate HINT.]" CR>
|
||||
<RFATAL>)>
|
||||
<SET MAXC <GET ,HINTS 0>>
|
||||
<INIT-HINT-SCREEN>
|
||||
<CURSET 5 1>
|
||||
<PUT-UP-CHAPTERS>
|
||||
<SETG CUR-POS <- ,CHAPT-NUM 1>>
|
||||
;<SETG CHAPT-NUM 1>
|
||||
;<CURSET 5 2>
|
||||
<NEW-CURSOR>
|
||||
;<PRINTI ">">
|
||||
<REPEAT ()
|
||||
<SET CHR <INPUT 1>>
|
||||
<COND (<EQUAL? .CHR %<ASCII !\Q> %<ASCII !\q>>
|
||||
<SET Q T>
|
||||
<RETURN>)
|
||||
(<EQUAL? .CHR %<ASCII !\N> %<ASCII !\n>>
|
||||
<COND (<NOT <EQUAL? ,CHAPT-NUM .MAXC>>
|
||||
<ERASE-CURSOR>
|
||||
<SETG CUR-POS <+ ,CUR-POS 1>>
|
||||
<SETG CHAPT-NUM <+ ,CHAPT-NUM 1>>
|
||||
<NEW-CURSOR>
|
||||
<SETG QUEST-NUM 1>)>)
|
||||
(<EQUAL? .CHR %<ASCII !\P> %<ASCII !\p>>
|
||||
<COND (<NOT <EQUAL? ,CHAPT-NUM 1>>
|
||||
<ERASE-CURSOR>
|
||||
<SETG CUR-POS <- ,CUR-POS 1>>
|
||||
<SETG CHAPT-NUM <- ,CHAPT-NUM 1>>
|
||||
<NEW-CURSOR>
|
||||
<SETG QUEST-NUM 1>)>)
|
||||
(<EQUAL? .CHR 13 10>
|
||||
;<PUTP ,SCENE ,P?SCENE-CUR ,CUR-POS>
|
||||
<PICK-QUESTION>
|
||||
<RETURN>)>>
|
||||
<COND (<NOT .Q>
|
||||
<AGAIN> ;"AGAIN does whole routine?")>
|
||||
;<SETG CUR-POS 0>
|
||||
;<SETG CHAPT-NUM 1>
|
||||
;<PUTP ,SCENE ,P?SCENE-CUR ,CUR-POS>
|
||||
<SPLIT 0>
|
||||
<CLEAR -1>
|
||||
<INIT-STATUS-LINE>
|
||||
<RFATAL>>
|
||||
|
||||
<ROUTINE PICK-QUESTION ("AUX" CHR MAXQ (Q <>))
|
||||
<INIT-HINT-SCREEN <>>
|
||||
<LEFT-LINE 3 " RETURN = see hint" %<LENGTH " RETURN = see hint">>
|
||||
<RIGHT-LINE 3 "Q = main menu" %<LENGTH "Q = main menu">>
|
||||
<SET MAXQ <- <GET <GET ,HINTS ,CHAPT-NUM> 0> 1>>
|
||||
<CURSET 5 1>
|
||||
<PUT-UP-QUESTIONS>
|
||||
<SETG CUR-POS <- ,QUEST-NUM 1>>
|
||||
;<SETG QUEST-NUM 1>
|
||||
;<CURSET 5 2>
|
||||
<NEW-CURSOR>
|
||||
;<PRINTI ">">
|
||||
<REPEAT ()
|
||||
<SET CHR <INPUT 1>>
|
||||
<COND (<EQUAL? .CHR %<ASCII !\Q> %<ASCII !\q>>
|
||||
<SET Q T>
|
||||
<RETURN>)
|
||||
(<EQUAL? .CHR %<ASCII !\N> %<ASCII !\n>>
|
||||
<COND (<NOT <EQUAL? ,QUEST-NUM .MAXQ>>
|
||||
<ERASE-CURSOR>
|
||||
<SETG CUR-POS <+ ,CUR-POS 1>>
|
||||
<SETG QUEST-NUM <+ ,QUEST-NUM 1>>
|
||||
<NEW-CURSOR>)>)
|
||||
(<EQUAL? .CHR %<ASCII !\P> %<ASCII !\p>>
|
||||
<COND (<NOT <EQUAL? ,QUEST-NUM 1>>
|
||||
<ERASE-CURSOR>
|
||||
<SETG CUR-POS <- ,CUR-POS 1>>
|
||||
<SETG QUEST-NUM <- ,QUEST-NUM 1>>
|
||||
<NEW-CURSOR>)>)
|
||||
(<EQUAL? .CHR 13 10>
|
||||
<DISPLAY-HINT>
|
||||
<RETURN>)>>
|
||||
<COND (<NOT .Q>
|
||||
<AGAIN>)>>
|
||||
|
||||
;"zeroth (first) element is 5"
|
||||
<GLOBAL LINE-TABLE
|
||||
<PTABLE
|
||||
5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
|
||||
5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21>>
|
||||
|
||||
;"zeroth (first) element is 4"
|
||||
<GLOBAL COLUMN-TABLE
|
||||
<PTABLE
|
||||
4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4
|
||||
24 24 24 24 24 24 24 24 24 24 24 24 24 24 24 24 24>>
|
||||
|
||||
;"four and nineteen are where the text of questions start"
|
||||
|
||||
<GLOBAL CUR-POS 0> ;"determines where to place the highlight cursor
|
||||
Can go up to 34, that is 17 slots in each row"
|
||||
|
||||
<GLOBAL QUEST-NUM 1> ;"shows in HINT-TBL ltable which QUESTION it's on"
|
||||
|
||||
<GLOBAL CHAPT-NUM 1> ;"shows in HINT-TBL ltable which CHAPTER it's on"
|
||||
|
||||
<ROUTINE ERASE-CURSOR ()
|
||||
<CURSET <GET ,LINE-TABLE ,CUR-POS>
|
||||
<- <GET ,COLUMN-TABLE ,CUR-POS> 2 ;1>>
|
||||
<TELL " "> ;"erase previous highlight cursor">
|
||||
|
||||
;"go back 2 spaces from question text, print cursor and flash is between
|
||||
the cursor and text"
|
||||
|
||||
<ROUTINE NEW-CURSOR ()
|
||||
<CURSET <GET ,LINE-TABLE ,CUR-POS>
|
||||
<- <GET ,COLUMN-TABLE ,CUR-POS> 2 ;1>>
|
||||
<TELL ">"> ;"print the new cursor">
|
||||
|
||||
<ROUTINE INVERSE-LINE ("AUX" (CENTER-HALF <>))
|
||||
<HLIGHT ,H-INVERSE>
|
||||
<PRINT-SPACES <LOWCORE SCRH>>
|
||||
<HLIGHT ,H-NORMAL>>
|
||||
|
||||
<ROUTINE DISPLAY-HINT ("AUX" H MX (CNT 2 ;,HINT-HINTS) CHR (FLG T) N)
|
||||
<SPLIT 0>
|
||||
<CLEAR -1>
|
||||
<SPLIT 3>
|
||||
<SCREEN ,S-WINDOW>
|
||||
<CURSET 1 1>
|
||||
<INVERSE-LINE>
|
||||
<CENTER-LINE 1 "INVISICLUES (tm)" %<LENGTH "INVISICLUES (tm)">>
|
||||
<CURSET 3 1>
|
||||
<INVERSE-LINE>
|
||||
;<COND (,WIDE
|
||||
<TELL " ">)>
|
||||
<LEFT-LINE 3 "RETURN = see new hint">
|
||||
<RIGHT-LINE 3 "Q = see hint menu" %<LENGTH "Q = see hint menu">>
|
||||
<HLIGHT ,H-BOLD>
|
||||
<SET H <GET <GET ,HINTS ,CHAPT-NUM> <+ ,QUEST-NUM 1>>>
|
||||
<CENTER-LINE 2 <GET .H 1 ;,HINT-QUESTION>>
|
||||
<HLIGHT ,H-NORMAL>
|
||||
<SET MX <GET .H 0>>
|
||||
;<CURSET 5 2> ;"instead of CRLF"
|
||||
<SCREEN ,S-TEXT>
|
||||
<CRLF>
|
||||
<REPEAT ()
|
||||
<COND (.FLG
|
||||
<SET N <+ <- .MX .CNT> 1>> ;"added +1 - Jeff"
|
||||
<TELL "[" N .N " hint">
|
||||
<COND (<NOT <EQUAL? .N 1>>
|
||||
<TELL "s">)>
|
||||
<TELL " left.]" CR CR " -> ">
|
||||
<SET FLG <>>)>
|
||||
<SET CHR <INPUT 1>>
|
||||
<COND (<EQUAL? .CHR %<ASCII !\Q> %<ASCII !\q>>
|
||||
;<PUT .H ,HINT-SEEN .CNT>
|
||||
;<SETG CUR-POS <GET ,SCENE ,P?SCENE-CUR>>
|
||||
<RETURN>)
|
||||
(<EQUAL? .CHR 13 10>
|
||||
<COND (<NOT <G? .CNT .MX>>
|
||||
<SET FLG T> ;".cnt starts as 2"
|
||||
<TELL <GET .H .CNT>>
|
||||
<CRLF>
|
||||
<CRLF>
|
||||
<SET CNT <+ .CNT 1>>
|
||||
;<CURSET <+ <* .CNT 2> 1> 2>
|
||||
;"3rd = line 7, 4th = line 9, ect"
|
||||
<COND (<G? .CNT .MX>
|
||||
<SET FLG <>>
|
||||
<TELL "[Final hint]" CR>
|
||||
;<CURSET <* .CNT 2> 1>)>)>)>>>
|
||||
|
||||
<ROUTINE PUT-UP-QUESTIONS ("AUX" (ST 1) MXQ MXL)
|
||||
<SET MXQ <- <GET <GET ,HINTS ,CHAPT-NUM> 0> 1>>
|
||||
<SET MXL <- <LOWCORE SCRV> 1>>
|
||||
<REPEAT ()
|
||||
<COND (<G? .ST .MXQ>
|
||||
;<TELL CR "[Last question]" CR>
|
||||
<RETURN>)
|
||||
(T ;"zeroth"
|
||||
<CURSET <GET ,LINE-TABLE <- .ST 1>>
|
||||
<- <GET ,COLUMN-TABLE <- .ST 1>> 1>>)
|
||||
;(<G? .LN .MXL>
|
||||
<TELL CR "[More questions follow]" CR>
|
||||
<RETURN <- .ST 1>>)>
|
||||
<TELL " " <GET <GET <GET ,HINTS ,CHAPT-NUM> <+ .ST 1>> 1>>
|
||||
;<CRLF> ;"above curset will do the trick?"
|
||||
<SET ST <+ .ST 1>>>>
|
||||
|
||||
<ROUTINE PUT-UP-CHAPTERS ("AUX" (ST 1) MXC MXL)
|
||||
<SET MXC <GET ,HINTS 0>>
|
||||
<SET MXL <- <LOWCORE SCRV> 1>>
|
||||
<REPEAT ()
|
||||
<COND (<G? .ST .MXC>
|
||||
;<TELL CR "[Last chapter]" CR>
|
||||
<RETURN>)
|
||||
(T ;"zeroth"
|
||||
<CURSET <GET ,LINE-TABLE <- .ST 1>>
|
||||
<- <GET ,COLUMN-TABLE <- .ST 1>> 1>>)
|
||||
;(<G? .LN .MXL>
|
||||
<TELL CR "[More chapters follow]" CR>
|
||||
<RETURN <- .ST 1>>)>
|
||||
<TELL " " <GET <GET ,HINTS .ST> 1 ;,HINT-QUEST>>
|
||||
;<CRLF> ;"above curset will do the trick?"
|
||||
<SET ST <+ .ST 1>>>>
|
||||
|
||||
<GLOBAL HINTS
|
||||
<PLTABLE
|
||||
<PLTABLE "Ueber der Erde"
|
||||
<LTABLE 3 "Wo finde ich ein Buschmesser?"
|
||||
"...Es gibt keines. Dieses Spiel muss doch IRGENDWO seine Grenzen haben.Du kannst doch nicht ploetzlich erwarten, dass du zum naechsten Flugplatz gehst, um von dort nach London zu fliegen, um das Britische Museum zu besuchen.">
|
||||
<LTABLE 3 "Wie ueberquere ich die Berge?"
|
||||
"Spiele ZORK II.">
|
||||
<LTABLE 3 "Wie bringe ich den Singvogel um?"
|
||||
"Was fuer eine Schnapsidee? Du brauchst einen Psychater.">
|
||||
<LTABLE 3 "Wofuer ist das Nest sonst gut?"
|
||||
"In China koennte man Vogelnestersuppe daraus machen."
|
||||
"Wir sind nicht in China."
|
||||
"In anderen Worten: Nein.">
|
||||
<LTABLE 3 "Wie mache ich das Ei heil auf?"
|
||||
;"ren:"
|
||||
"You don't."
|
||||
"Hast du versucht zu sagen: EI %OFFNE."
|
||||
"Es gehoert grosse Fingerferigkeit dazu und die richtigen Werkzeuge."
|
||||
"Ein anderer Spieler kann es vielleicht."
|
||||
"Nur der Dieb kann das Ei oeffnen. Gibt es ihm,oder lass es unteriridisch sein, wo er es finden kann.">
|
||||
<LTABLE 3 "Kanarienvogel braucht Hilfe?"
|
||||
"Er ist nicht mehr reparierbar."
|
||||
"Keiner kann ihn reparieren. Sicher!">
|
||||
<LTABLE 3 "Wozu sind Blaetter denn gut?"
|
||||
"Die sind gut, um Gitter zu verbergen."
|
||||
"Man kann sie nehmen, zaehlen, oder verbrennen.">
|
||||
<LTABLE 3 "Ich habe mich im Wald verlaufen."
|
||||
"Es gibt nur vier verschiedene Orte, die \"Wald\" heissen. Aber die Verbindungen sind gewoehnlich nicht gerade Wege. Um die Konfusion zu vergroesseren, gibt es zwei Oertlichkeiten, die \"Lichtung\" heissen.
|
||||
Von dem \"Waldpfad\" kann man nach Sueden zu dem \"Norden des Hauses\" gehen.">
|
||||
<LTABLE 3 "Wie oeffne ich das Gitter?"
|
||||
"Du musst es aufschliessen."
|
||||
"Du brauchst den Schluessel beim Skelett."
|
||||
"Es kann nur von unten aufgeschlossen werden."
|
||||
"Das Gitter und der Schluessel koennen im Irrgarten gefunden werden.">
|
||||
<LTABLE 3 "Wie komme ich von dem Hausdach?"
|
||||
"Wie bist du denn raufgekommen."
|
||||
"Einer von Infocom wuerde gerne wissen, wie du das geschafft hast."
|
||||
"Das ist wirklich eine Falle. Verwende weder das Nichtvorhandensein oder das Vorhandenseins eines Themas als Indikator fuer das,was wichtig ist.">
|
||||
<LTABLE 3 "Wozu ist der Kanarienvogel gut?"
|
||||
"Er muss natuerlich unversehrt sein."
|
||||
"Irgendwer ist von seinem Singen bezaubert."
|
||||
"Es ist auch ein Wertstueck."
|
||||
"Versuche ihn im Wald aufzuziehen.">
|
||||
<LTABLE 3 "Wo ist das Flitterzeug? "
|
||||
"Du musst erst mal das Ei oeffnen."
|
||||
"Schau die vorige Frage an.">
|
||||
<LTABLE 3 "Wie oeffne ich die Haustuer?"
|
||||
"Man kann sie nicht eintreten"
|
||||
"Man kann sie nicht nicht zerstoeren."
|
||||
"Man kann sie nicht oeffnen.">
|
||||
<LTABLE 3 "Wie komme ich ins Haus?"
|
||||
"Hast du alle Seiten ausgechecked?"
|
||||
"Da ist eine Fenster hinten, das ein bisschen offen steht."
|
||||
"Mach's auf und klettere hinein.">
|
||||
<LTABLE 3 "Kann ich das Brot essen?"
|
||||
"Versuch's."
|
||||
"Versuch auch das Wasser."
|
||||
"In ZORK I darfst du vor nichts Angst haben (aber es ist sinnvoll, deinen Spielstand erst zu SICHERN).">
|
||||
<LTABLE 3 "Wie komme ich in den Kerker?"
|
||||
"Der Eingang ist im Haus."
|
||||
"Falltueren koennen versteckt sein."
|
||||
"Zieh den Teppich weg.">
|
||||
<LTABLE 3
|
||||
"Was ist ein Greul?"
|
||||
"Tippe, WAS IST EIN GREUL">>
|
||||
<PLTABLE "Der Keller"
|
||||
<LTABLE 3 "Geht die Falltuer von unten auf?"
|
||||
"Nein. Der einzige Weg, den es gibt die Falltuer daran zu hindern hinter dir zuzufallen, ist einen anderen Ausweg zu finden (nicht den Kamin, der sehr limitiert ist).">
|
||||
<LTABLE 3 "Geht es die Kellerrampe rauf?"
|
||||
"Die Rampe ist zu schluepfrig zum Klettern."
|
||||
"Kann man was gegen die Schluepfrigkeit tun?"
|
||||
"Nein, die Rampe kommst du nie rauf.">
|
||||
<LTABLE 3 "Wie verhandle ich mit dem Troll?"
|
||||
"Trolle unterhalten sich gewoehnlich nicht gern. Man muss sie meist mit direkten Methoden angehen."
|
||||
"So lange er bei Bewusstsein ist, kannst du nicht an ihm vorbei."
|
||||
"Bring ihn mit dem Schwert um.">
|
||||
<LTABLE 3 "Was mache ich mit der Axt?"
|
||||
"Man kann es als Waffe benutzen, aber es ist eigentlich zu nichts gut."
|
||||
"Dieser Platz ist absichtlich leer.">
|
||||
<LTABLE 3
|
||||
"Warum sind hier Farbkleckse?"
|
||||
"Der Kuenstler war ein Ferkel.">>
|
||||
<PLTABLE "Der Irrgarten"
|
||||
<LTABLE 3 "Wie geht's durch den Irrgarten?"
|
||||
"Es ist notwendig eine Karte von dem Irrgarten zu zeichnen."
|
||||
"Alle zehn Richtungen werden benutzt: N, S, O, W, NO, NW, SO, SW, RAUF, RUNTER."
|
||||
"Einige Durchgaenge fuehren zu demselben Zimmer zurueck."
|
||||
"Zimmer koennen dadurch markiert werden, dass man Dinge fallen laesst. (Der Dieb aber kann ein Problem sein)."
|
||||
"Es gibt 22 Zimmer westlich von dem Trollzimmer.">
|
||||
<LTABLE 3 "Wie durch den Irrgarten?"
|
||||
"Von dem Trollzimmer zu dem Gitterzimmer:"
|
||||
"W. W. W. RAUF. SW. RAUF. RUNTER. NO"
|
||||
"Von dem Gitterzimmer zu dem Trollzimmer:"
|
||||
"SW. RUNTER. O. N. RUNTER. N. N. N. O"
|
||||
"Von dem Trollzimmer zu dem Zyklopenzimmer:"
|
||||
"W. W. W. U. SW. E. S. SE."
|
||||
"Von dem Zyklopenzimmer zu dem Trollzimmer:"
|
||||
"NW. S. W. RUNTER. N. N. N. O"
|
||||
"Von dem Gitterzimmer zu dem Zyklopenzimmer:"
|
||||
"SW. RUNTER. O. N. O. S. SO"
|
||||
"Von dem Zyklopenzimmer zu dem Gitterzimmer:"
|
||||
"NW. S. W. RAUF. RUNTER. NO">
|
||||
<LTABLE 3 "Wozu ist das rostige Messer?"
|
||||
"Wenn du dein Schwert gehabt haettest, als du es genommen hast, haette das flackernde blendende Licht als Warnung gedient."
|
||||
"Versuche das Messer zu werfen oder jemanden damit anzugreifen.">
|
||||
<LTABLE 3 "Wozu ist ein Skelett gut?"
|
||||
"Lasse den Toten ihren Frieden."
|
||||
"Dieser Platz ist absichtlich frei gelassen worden.">
|
||||
<LTABLE 3 "Brauch ich die kaputte Leuchte?"
|
||||
"Wenn du denkst, dass sie nuetzlich ist, da gibt es die Bruecke, die dich vielleicht interessiert.">
|
||||
<LTABLE 3 "Wie komm ich am Zyklop vorbei?"
|
||||
"Kaempfen ist nicht immer die Antwort."
|
||||
"Es gibt zwei Loesungen."
|
||||
"Erst die erste Loesung:"
|
||||
"Was passiert, wenn du herumhaengst oder dem Zyklop etwas gibst?"
|
||||
"Er ist hungrig, nicht wahr?"
|
||||
"Gib ihm das Brot und das Wasser.">>
|
||||
<PLTABLE "Die Rundzimmergegend"
|
||||
<LTABLE 3 "Wie bekomme ich das Platin?"
|
||||
"Da gibt es eigentlich zwei Loesungen."
|
||||
"Was macht das laute Tosen?"
|
||||
"Gibt es eine Moeglichkeit den Fluss des Wassers zu kontrollieren?"
|
||||
"Loese das Raetsel des Dammes."
|
||||
"Hat das Oeffnen oder Schliessen der Schleusentore irgendwelchen Einfluss auf den Unterlauf des Flusses."
|
||||
"Oeffne die Schleusentore."
|
||||
"Warte bis das Reservoir leer ist, dann schliesse die Tore."
|
||||
"Benutze die Ruhe im lauten Zimmer, waehrend sich das Reservoir anfuellt."
|
||||
"Hier ist die zweite Loesung."
|
||||
"Die Loesung, die das laute Zimmer betrifft, benoetigt keine Objekte aus dem Spiel oder auch irgendwelche Auskunft ueber das uebrige Spiel."
|
||||
"Die Loesung hat etwas mit der Akustik in diesem Raum zu tun."
|
||||
"Was passiert, wenn du etwas... etwas...etwas tippst?"
|
||||
"Tippe ECHO.">
|
||||
<LTABLE 3 "Wie bring ich den Rock um?"
|
||||
"Wie dumm!"
|
||||
"Der Ausdruck \"lebender Rock\" ist metaphorisch und sollte nicht woertlich genommen werden.">
|
||||
<LTABLE 3 "Was Besonderes am Spiegel?"
|
||||
"Ihn zerschlagen ist nicht die beste Idee."
|
||||
"Hineingucken kann Spass machen."
|
||||
"Hast du jemals versucht ihn zu beruehren oder ihn zu reiben?"
|
||||
"Es gibt zwei Spiegelzimmer."
|
||||
"Wenn man einen davon in einem Zimmer anruehrt, wird man automatisch ins andere Zimmer versetzt.">
|
||||
<LTABLE 3 "Wie komme ich in den Hades?"
|
||||
"Du musst die boesen Geister austreiben."
|
||||
"Hier ein Tip: schlage die Seite im schwarzen Buch um."
|
||||
"Man benoetigt die Glocke, das Buch und Kerzen."
|
||||
"Laeute die Glocke, stecke die Kerzen an und lies das schwarze Buch."
|
||||
"Die Reihenfolge in dieser feierlichen Handlung ist sehr wichtig."
|
||||
"Auch musst du die Kerzen in der Hand halten, wenn du sie ansteckst."
|
||||
"Geschwindigkeit ist in diesem Fall auch wichtig,--verschwende auch nicht mehr Zeit, als unbedingt zwischen den Handlungen notwendig ist.">
|
||||
<LTABLE 3 "Geht es runter vom Domzimmer?"
|
||||
"Ja."
|
||||
"Du musst frueher mal das notwendige Hilfsmittel gesehen haben."
|
||||
"Man findet es im Speicher."
|
||||
"Binde das Seil ans Gelaender.">
|
||||
<LTABLE 3 "Geht es rauf vom Fackelzimmer?"
|
||||
"Nein.">
|
||||
<LTABLE 3 "Wie geht's weg vom Tempel?"
|
||||
"Du wirst das Seil nie erreichen."
|
||||
"Du kannst vom Altarende aus nach unten gehen, aber du brauchst \Gottes Hilfe\ um den Sarg durch das Loch nach unten zu bekommen."
|
||||
|
||||
"Der Altar hat magische Kraefte."
|
||||
"Was tut man gewoehnlich vor einem Altar?"
|
||||
"Versuch's doch mal mit Beten.">>
|
||||
<PLTABLE "Die Dammgegend"
|
||||
<LTABLE 3
|
||||
"Wie sprenge ich den Damm?"
|
||||
"Was fuer eine Idee!"
|
||||
"Hier ist absichtlich Platz frei gelassen.">
|
||||
<LTABLE 3 "Wie funktioniert die Kontrolltafel?"
|
||||
"Du kannst die Schraube drehen."
|
||||
"Du brauchst einen Schraubenschluessel."
|
||||
"Du musst die Schalttafel aktivieren. (Gruene Blase leuchtet auf.)">
|
||||
<LTABLE 3 "Fuer was ist die gruene Blase?"
|
||||
"Sie zeigt an, dass die Schalttafel aktiviert ist."
|
||||
"Benutze die Knoepfe in dem Wartungsraum .">
|
||||
<LTABLE 3 "Was tue ich mit der Tube?"
|
||||
"Lies die Tube."
|
||||
"Die Zaehne damit putzen macht wirklich keinen Sinn."
|
||||
"Zum Oelen der Schraube ist es auch nicht gedacht."
|
||||
"Schwarze Schmiere wie diese, ist gut zum Reparieren von Lecks in Wasserroehren und Booten.">
|
||||
<LTABLE 3 "Wozu ist der Schraubenzieher?"
|
||||
"Wenn es an der Zeit ist, wirst du es wissen.">
|
||||
<LTABLE 3 "Wozu Wartungsraumknoepfe?"
|
||||
"Probier sie alle doch mal. Das sollte dir helfen das rauszufinden."
|
||||
"Der blaue Knopf kann eine Wasserroehre platzen lassen."
|
||||
"Der rote Knopf schaltet die Lichter ein und aus."
|
||||
"Der gelbe Knopf aktiviert die Kontrolltafel am Damm(die gruene Blase leuchtet jetzt auf.)"
|
||||
"Die braune Blase legt die Kontrolltafel lahm.">
|
||||
<LTABLE 3 "Kann ich das Leck dichten?"
|
||||
"Ja, aber nicht mit deinem Finger."
|
||||
"Gibt es nicht irendwelche Schmiere, die man benutzen kann?"
|
||||
"Benutze die Schmiere in der Tube.">
|
||||
<LTABLE 3 "Wozu ist der Haufen Plastik?"
|
||||
"Wofuer ist das Ventil?"
|
||||
"Hast du mal versucht hineinzublasen?"
|
||||
"Du brauchst die Luftpumpe, die noerdlich vom Reservoir ist."
|
||||
"Loese das verDAMMte Problem, oder werd endlich aus dem Spiegel schlau.">>
|
||||
<PLTABLE "Der Fluss"
|
||||
<LTABLE 3 "Kann man ueber den Fluss?"
|
||||
"Nicht ohne Boot.">
|
||||
<LTABLE 3 "Was besaenftigt den Flussgott?"
|
||||
"Was hast du versucht, in den Fluss zu werfen?"
|
||||
"Es gibt keinen Flussgott. Was jemals reingeworfen wird, ist fuer immer verloren.">
|
||||
<LTABLE 3 "Kann ich zurueck ueber den Fluss?"
|
||||
"Wenn du vom sandigen Strand abstoesst, kannst du den Fluss westlich von den Weissen Klippen Sued ueberqueren."
|
||||
"Es ist auch moeglich den Regenbogen zu ueberqueren.">
|
||||
<LTABLE 3 "Wie funktioniert das Boot?"
|
||||
"Lese die Anweisungen."
|
||||
"Du kannst sagen: STEIG INS, STEIG AUS, STOSSEN AB, und LANDEN (oder eine Richtung gegen einen Landeplatz angeben.). Du kannst dich auch von der Stroemung tragen lassen.">
|
||||
<LTABLE 3 "Ich habe eine Bootpanne!"
|
||||
"Spitze Gegenstaende koennen ein Plastikboot kaputt machen. Man sollte sie nicht an Bord nehmen. Man sollte sie in das Boot tun, bevor man einsteigt, oder man solllte sie vorher in einem Behaelter haben, wie zum Beispiel dem braunen Sack.">
|
||||
<LTABLE 3 "Wie komme ich ueber die Faelle?"
|
||||
"Bleib im Boot und warte."
|
||||
"Na ja, was hast du erwartet?"
|
||||
"Ich sehe hier keinerlei Intelligenz.">
|
||||
<LTABLE 3 "Hat der Regenbogen Bedeutung?"
|
||||
"Du kannst ihn ueberqueren und den goldenen Topf bekommen."
|
||||
"Du schlaegst nicht dreimal die Hacken zusammen, waehrend du ausrufst:\"Heimat, suesse Heimat.\""
|
||||
"Die Beschreibung von einem der Schaetze, und das Resultat der richtigen Benutzung davon, sollten versteckte Tips sein."
|
||||
"Erhebe das Zepter oder winke damit, waehrend du am Ende des Regenbogen stehst.">
|
||||
<LTABLE 3 "Kann ich durch die Grottenritze?"
|
||||
"\"Die ist zu eng fuer die meisten Insekten.\""
|
||||
"Das geht nicht.">
|
||||
<LTABLE 3 "Wie werde ich ein Insekt?"
|
||||
"Spinne einen Kokon."
|
||||
"Eine laecherliche Aufgabe.">>
|
||||
<PLTABLE "Die Kohlengrube Gegend."
|
||||
<LTABLE 3 "Was ist mit der Fledermaus?"
|
||||
"Es ist eine Vampirfledermaus."
|
||||
"Hast du je einen Greuelfilm gesehen?"
|
||||
"Benutze den Knoblauch.">
|
||||
<LTABLE 3 "Wie am Stinkzimmer vorbei?"
|
||||
"Wenn die Batterie von deiner Leuchte kaputt ist, vergiss es.">
|
||||
<LTABLE 3 "Die beste Kohlengrubenroute?"
|
||||
"Vom Gaszimmer zur Spitze der Leiter:"
|
||||
"O. NO. SO. SW. RUNTER"
|
||||
"Von der Spitze der Leiter zum Gaszimmer:"
|
||||
"RUNTER. N. O. S. N">
|
||||
<LTABLE 3 "Ist der Korb nuetzlich?"
|
||||
"Alles in Zork ist nuetzlich.">
|
||||
<LTABLE 3 "Wie durch den engen Durchgang?"
|
||||
"\"Du passt nicht durch diesen Durchgang mit der Last.\""
|
||||
"Hast du versucht,alles fallen zu lassen?">
|
||||
<LTABLE 3 "Eine Lichtquelle fuers zugige Zimmer?"
|
||||
"Streichhoelzer."
|
||||
"Na ja, keiner hat gesagt, dass die in einem Zug angehen. Du kannst keine Lichtquelle reintragen. Es gibt eine andere Moeglichkeit."
|
||||
"Hast du dir mal ueberlegt wohin der Schacht mit dem Korb gefuehrt hat?"
|
||||
"Dinge, wie z.B. Lichtquellen kann man in den Korb tun. Der Korb kann erhoeht und gesenkt werden.">
|
||||
<LTABLE 3 "Wozu ist das Bauholz?"
|
||||
"Es macht den Raum interessanter und verwirrt den Abenteurer.">
|
||||
<LTABLE 3 "Wie funktioniert die Maschine?"
|
||||
"Die Schalterbeschreibung sollte dich an etwas erinnern."
|
||||
"Versuch mal was reinzutun und die Maschine mit dem Schraubenzieher anzustellen. Hast du einen Duden zur Hand?"
|
||||
"Aus Kohle kann man einen Diamanten machen.">
|
||||
<LTABLE 3 "Wozu ist die Kohle gut?"
|
||||
"Es ist eine Quelle fuer Kohlenstoff."
|
||||
"Einer der wertvollsten Steine ist aus Kohlenstoff gemacht."
|
||||
"Diamanten sind aus reinem Kohlenstoff in einer Kristallform. Sie werden durch enorme Hitze und durch Druck erzeugt.">
|
||||
<LTABLE 3 "Wozu ist das Gas gut?"
|
||||
"Es hat eine tolle Wirkung, wenn man bornierteAbenteurer, die mit offenen Flammen in Kohlengruben rumlatschen, in die Luft blasen will.">>
|
||||
<PLTABLE "Das Land hinter der Spalte."
|
||||
<LTABLE 3 "Wie ueberquere ich die Spalte?"
|
||||
"Es gibt keine Bruecke.">
|
||||
<LTABLE 3 "Wie baue ich eine Bruecke?"
|
||||
"Eine interessante Idee..."
|
||||
"Das Bauholz koennte nuetzlich sein."
|
||||
"Aber, vielleicht auch nicht?."
|
||||
"Ein akzeptabler Versuch, aber vielleicht bringt er dir nichts.">>
|
||||
<PLTABLE "Freie Fragen."
|
||||
<LTABLE 3 "Warum leuchtet das Schwert auf?"
|
||||
"Elfenschwerter haben Zauberkraft und leuchten blau auf, wenn in der Naehe Gefahren drohen (besonders gefaehrliche Personen).">
|
||||
<LTABLE 3 "Was mach ich mit dem Dieb?"
|
||||
"Einschaetzung ist der bessere Teil von Heldenmut."
|
||||
"Du kannst fast immer einer Gegenueberstellung ausweichen, indem du in die andere Richtung gehst. Obwohl du beraubt werden koenntest
|
||||
wirst du wenigstens nicht umgebracht.">
|
||||
<LTABLE 3 "Wieviele Gesamtpunkte gibt's?"
|
||||
"350 jedesmal, wenn du AUFH%OREN, NEUBEGINN ODER PUNKTZAHL sagst, das ist angegeben.">
|
||||
<LTABLE 3 "Wie komm ich aus der Hoehle?"
|
||||
"Es gibt da sechs Ausgaenge."
|
||||
"Der Kamin erlaubt dir ausser deiner Lampe, jedesmal ein Objekt zu transportieren."
|
||||
"Wahrscheinlich ist der einfachste Ausgang(rein von der Anlage her) durch das Gitter. Du triffst wahrscheinlich auf die anderen drei Ausgaenge, waehrend du einige der schwierigeren Probleme loest, aber es ist nicht notwendig, mehr als einen zu finden, um das Spiel zu beenden.">
|
||||
<LTABLE 3 "Was bedeuten die Gravierungen?"
|
||||
"Der superweise Kritiker I.Q. Rundkopf hat eine zehnbaendige Studie ueber die Gravierungen der Ur-Zorker geschrieben. Doch machen wir eine lange Geschichte kurz, er erfasste klar, dass die Zorkers sehr eigentuemliche Kaeuze waren.">
|
||||
<LTABLE 3 "Wie bring ich den Dieb um?"
|
||||
"Der Dieb ist gerissen und gefaehrlich als Gegner, beschlagen in den Kampfarten. Anfaenger Zorker tun sich am Besten, indem sie in vermeiden."
|
||||
"Es besteht die Moeglichkeit ihn fuer einen Zug lang abzulenken, indem man ihm etwas Wertvolles gibt."
|
||||
"Das gefaehrliche Messer ist eine unter Umstaenden wirksamere Waffe, die man gegen ihn benutzen koennte.">
|
||||
<LTABLE 3 "Wie kann ich meine Leuchte aufladen?"
|
||||
"Wie kommst du darauf?"
|
||||
"Es ist immer am besten, seine Mittel zu schonen."
|
||||
"Du kannst ihre Lebensdauer verlaengern, indem du sie ausschaltest, wenn immer du kannst und andere Lichtquellen benutzen.">
|
||||
<LTABLE 3 "Was passiert, wenn du stirbst?"
|
||||
"Du koenntest im Wald erscheinen von all deinem Besitz umgeben (Wervolles unterirdisch, Wertloses ueberirdisch.)"
|
||||
"Du koenntest als Geist umhergeistern, bis du eine Form deiner Auferstehung gefunden hast."
|
||||
"ZORK I hat die gleichen Regeln wie Schlagball. Drei Versuche, dann bist du aus dem Spiel."
|
||||
"Du wirst zu einem Geist, wenn du an einem gewissen Ort angekommen bist, der vor dem eigentlichen Tod steht."
|
||||
"Dieser Ort ist der Altar in dem Suedtempel."
|
||||
"Versuche am Altar zu beten.">
|
||||
<LTABLE 3 "Wer ist \"der andere Bewohner\"?"
|
||||
"\"Der von der grossen Tuete.\""
|
||||
"Der Dieb, natuerlich.">
|
||||
<LTABLE 3 "Wozu ist TAG, SEEMAN gut?"
|
||||
"Willst du das wirklich wissen?"
|
||||
"Bist du ganz sicher?"
|
||||
"Um von dem schwarzen Buch zu zitieren: \"Oh Ihr, die Ihr zueinander sagt: %>Tag, Seeman%<. Seid Ihr Euch der Gr%o%se Eurer S%unden vor den G%ottern bewu%st? ... Wahrhaftig Ihr sollt b%ussen f%ur eure Schlauheit.\""
|
||||
"Nirgends. (Man hat dich gewarnt.)">>
|
||||
<PLTABLE "Freie Fragen"
|
||||
<LTABLE 3 "Dinge scheinen hier oder nicht hier."
|
||||
"Der Dieb ist dauernd irgendwo anders."
|
||||
"Es ist sehr moeglich, dass er Wertvolles nimmt(ausser dem goldenen Sarg), den du gesehen hast. Es ist wesentlich weniger moeglich, das er etwas Nichtwertvolles nimmt (natuerlich nur, wenn du es gesehen hast), manchmal laesst er es auch spaeter fallen.">
|
||||
<LTABLE 3 "Wo sind die gestohlenen Schaetze?"
|
||||
"Waehrend der Dieb herumwandert, stielt er Dinge, die er in seinen Sack stopft. Wenn er in seinem Schatzzimmer ankommt, deponiert er die Werte, die er angesammelt hat."
|
||||
"Das Schatzzimmer wird von dem Zyklop bewacht.">
|
||||
<LTABLE 3 "Was mach ich mit dem Stilett?"
|
||||
"Gratuliere! Das Stilett zu bekommen passiert selten. Wenn du es vor dem Dieb verbergen kannst, dann wird er dich nicht angreifen."
|
||||
"Es ist ja nur eine Waffe, sonst nichts.">
|
||||
<LTABLE 3 "Wer ist der duerre,hungrige Typ?"
|
||||
"Der Dieb.">
|
||||
<LTABLE 3 "Wo brauche ich die Schaufel?"
|
||||
"Sie graebt nur in loser Erde."
|
||||
"Probier sie im Sand."
|
||||
"Der Sand in der sandigen Hoehle ist vielversprechend.">
|
||||
<LTABLE 3 "Der beste Selbstbildniswiedergeber?"
|
||||
"Von was sprichst du eigentlich?"
|
||||
"Dieser Platz ist absichtlich offen gelassen.">
|
||||
<LTABLE 3 "In den eigentuemlichen Durchgang?"
|
||||
"Das ist nicht notwendig, um das Spiel zu beenden."
|
||||
"Schau die andere Zyklopantwort an.">
|
||||
<LTABLE 3 "Wie in das Steingrab?"
|
||||
"Wenn die Zeit reif ist, weisst du es."
|
||||
"Wenn du alle 350 Punkte erreicht hast, dann kannst du ins Steingrab eintreten.">
|
||||
<LTABLE 3 "Wie man Punkte macht. (Bitte nur benutzen, wenn alles verloren scheint.)"
|
||||
"Du bekommst 10 Punkte, wenn du ins Haus gelangst, 25 fuer den Keller, 5 als Bonus, wenn du am Troll vorbei kommst, 13 fuer den Eintritt in das zugige Zimmer,25 fuer das Erreichen des Schatzzimmers."
|
||||
"Diese Punkete zusammen mit all den Schatzpunkten kommen auf 350. Wenn du all diese 350 Punkte hast, wird der zwanzigste Schatz im Trophaenschrank erscheinen-- eine Karte, die (indirekt) zu 400 weiteren Punkten (ZORK II) fuehrt.">
|
||||
<LTABLE 3 "Schaetze: Ihre Werte, wo sie sind."
|
||||
"(Nur benutzen, wenn alles verloren scheint.)"
|
||||
"(Der Schatz wird aufgefuehrt, gefolgt von den Punkten, die man bekommt, wenn man ihn nimmt, die Punkte dafuer, dass man ihn in den Trophaeenkasten tut, dann der Platz, wo er gefunden wird.)"
|
||||
|
||||
"Juwelenbedecktes Ei - 5 - 5 - im Nest im Baum"
|
||||
"Aufziebarer Kanarienvogel 6 - 4 - im Ei"
|
||||
"Schoenes Gemaelde - 4 - 6 - Kunstgalerie"
|
||||
"Platinbarren - 10 - 5 - im lauten Zimmer"
|
||||
"Elfenbeinfackel - 14 - 6 - Fackelzimmer"
|
||||
"Goldener Sarg - 10 - 15 - Aegyptisches Zimmer"
|
||||
|
||||
"Egyptian sceptre - 4 - 6 - in the coffin"
|
||||
|
||||
"Koffer mit Juwelen - 15 - 5 - Reservoir"
|
||||
"Kristaldreizack - 4 - 11 - Atlantiszimmer"
|
||||
"Jadefigure - 5 - 5 - Fledermauszimmer"
|
||||
"Saphirarmbanch - 5 - 5 - Gaszimmer"
|
||||
"Riesendiamant - 10 - 10 - du machst ihn"
|
||||
"Sack mit Muenzen - 10 - 5 - im Irrgarten."
|
||||
"Kristallschaedel - 10 - 10 - im Land der lebendigen Toten."
|
||||
"juwelenbesetzer Skarabaeus - 5 - 5 - in der sandigen Hoehle vergraben"
|
||||
"grosser Smaragd - 5 - 10 - in der Boje"
|
||||
"Silberkelch - 10 - 5 - Schatzzimmer"
|
||||
"Goldener Topf - 10 - 10 - am Ende des Regenbogens"
|
||||
"Messingflitterkugel - 1 - 1 - der Singvogel hat sie">
|
||||
<LTABLE 3 "Zum Spass"
|
||||
"(Lies nur, nachdem du das Spiel beendet hast.)"
|
||||
"Hast du je:"
|
||||
"...das Gitter geoeffnet, waehrend die Blaetter noch drauf lagen?"
|
||||
"...ZORK I so richtig verflucht?"
|
||||
"...mit dem Zepter gewinkt, als du auf dem Regenbogen gestanden hast?"
|
||||
"...etwas Boeses mit den Leichen im Hades ausprobiert?"
|
||||
"...das schwarze Buch verbrannt?"
|
||||
"...das Gemaelde kaputt gemacht?"
|
||||
"...die Kerzen mit der Fackel angezuendet?"
|
||||
"...das Streichholzschaechtelchen gelesen?"
|
||||
"...versucht dich selber(oder den Dieb, den Troll oder den Zyklop)zu verulken?"
|
||||
"...versucht Dinge mit dem Messer oder dem Schwert zu zerschneiden?"
|
||||
"...Wasser auf etwas Brennendes geschuettet?"
|
||||
"...gesagt WARTE oder SPIELSTAND, als du tot warst (als ein Geist)?">>>>
|
||||
|
||||
;<"Loesung mit Goldsngalten gib's auf"
|
||||
"Warum ist der Raum wohl zugig?"
|
||||
"Hast du dir mal ueberlegt, runterrunter drohen"
|
||||
"Vorsicht ist die Mutter der Porzellankiste."
|
||||
"Sobald du einen Ausgang findest, der nicht der Kamin ist, dann wird sich die Falltuere nicht hinter dir schliessen. allen h"
|
||||
"Waehrend du Punkte sammelst, wird du zu einem besseren Gegner." "mit nn hauszuhalten., ist so fairn ,besuchs hastInsassemitMehr f unterwegs. wahrscheinlich wahrscheinlichsund"
|
||||
"Du kannst den Inhalt des Sackes bekommen, indem du ihn in einem Gefecht besiegst."
|
||||
"irgstzu wirklichendu feststeckst. du feststeckst.wurde"
|
||||
"Aegyptisches Zepter -4-6 - im Sarg"
|
||||
"Topf mit Goldversucht zu en? beschaedigt hereinzulegen?">
|
||||
|
||||
<ROUTINE INIT-HINT-SCREEN ("OPTIONAL" (THIRD T) "AUX" WID LEN)
|
||||
<SET WID <GETB 0 33>>
|
||||
<SPLIT 0>
|
||||
<CLEAR -1>
|
||||
<SPLIT <- <GETB 0 32> 1>>
|
||||
<SCREEN ,S-WINDOW>
|
||||
<CURSET 1 1>
|
||||
<INVERSE-LINE>
|
||||
<CURSET 2 1>
|
||||
<INVERSE-LINE>
|
||||
<CURSET 3 1>
|
||||
<INVERSE-LINE>
|
||||
<CENTER-LINE 1 "INVISICLUES (tm)" 16>
|
||||
<LEFT-LINE 2 " N = next">
|
||||
<RIGHT-LINE 2 "P = previous" %<LENGTH "P = previous">>
|
||||
<COND (<T? .THIRD>
|
||||
<LEFT-LINE 3 " RETURN = See hint">
|
||||
<RIGHT-LINE 3 "Q = Resume story" %<LENGTH "Q = Resume story">>)>>
|
||||
|
||||
;<CONSTANT HINT-COUNT 0>
|
||||
;<CONSTANT HINT-QUESTION 1>
|
||||
;<CONSTANT HINT-SEEN 2>
|
||||
;<CONSTANT HINT-OFF 3>
|
||||
;<CONSTANT HINT-HINTS 4>
|
||||
|
||||
;<DEFINE NEW-HINT (NAME Q "ARGS" HINTS)
|
||||
<SETG .NAME 1>
|
||||
<COND (<G? <LENGTH .Q> 39>
|
||||
<ERROR QUESTION-TOO-LONG!-ERRORS NEW-HINT .Q>)>
|
||||
<LTABLE .Q
|
||||
4
|
||||
.NAME
|
||||
!.HINTS>>
|
||||
|
||||
;<GLOBAL HINT-FLAG-TBL
|
||||
<TABLE 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1>>
|
||||
|
||||
<ROUTINE CENTER-LINE (LN STR "OPTIONAL" (LEN 0) (INV T))
|
||||
<COND (<ZERO? .LEN>
|
||||
<DIROUT ,D-TABLE-ON ,DIROUT-TBL ;,SLINE>
|
||||
<TELL .STR>
|
||||
<DIROUT ,D-TABLE-OFF>
|
||||
<SET LEN <GET ,DIROUT-TBL ;,SLINE 0>>)>
|
||||
<CURSET .LN </ <- <LOWCORE SCRH> .LEN> 2>>
|
||||
<COND (.INV
|
||||
<HLIGHT ,H-INVERSE>)>
|
||||
<TELL .STR>
|
||||
<COND (.INV
|
||||
<HLIGHT ,H-NORMAL>)>>
|
||||
|
||||
<ROUTINE LEFT-LINE (LN STR "OPTIONAL" (INV T))
|
||||
<CURSET .LN 1>
|
||||
<COND (.INV
|
||||
<HLIGHT ,H-INVERSE>)>
|
||||
<TELL .STR>
|
||||
<COND (.INV
|
||||
<HLIGHT ,H-NORMAL>)>>
|
||||
|
||||
<ROUTINE RIGHT-LINE (LN STR "OPTIONAL" (LEN 0) (INV T))
|
||||
<COND (<ZERO? .LEN>
|
||||
<DIROUT 3 ,DIROUT-TBL ;,SLINE>
|
||||
<TELL .STR>
|
||||
<DIROUT -3>
|
||||
<SET LEN <GET ,DIROUT-TBL ;,SLINE 0>>)>
|
||||
<CURSET .LN <- <LOWCORE SCRH> .LEN>>
|
||||
<COND (.INV
|
||||
<HLIGHT ,H-INVERSE>)>
|
||||
<TELL .STR>
|
||||
<COND (.INV
|
||||
<HLIGHT ,H-NORMAL>)>>
|
||||
|
||||
<GLOBAL DIROUT-TBL
|
||||
<TABLE
|
||||
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0>>
|
|
@ -0,0 +1,19 @@
|
|||
|
||||
<CONSTANT SERIAL 0>
|
||||
<GLOBAL PLAYER <>>
|
||||
<GLOBAL P-WON <>>
|
||||
<CONSTANT M-FATAL 2>
|
||||
<CONSTANT M-HANDLED 1>
|
||||
<CONSTANT M-NOT-HANDLED <>>
|
||||
<CONSTANT M-OBJECT <>>
|
||||
<CONSTANT M-BEG 1>
|
||||
<CONSTANT M-END 6>
|
||||
<CONSTANT M-ENTER 2>
|
||||
<CONSTANT M-LOOK 3>
|
||||
<CONSTANT M-FLASH 4>
|
||||
<CONSTANT M-OBJDESC 5>
|
||||
<DEFINE-ROUTINE MAIN-LOOP>
|
||||
<DEFINE-ROUTINE MAIN-LOOP-1>
|
||||
<GLOBAL P-MULT <>>
|
||||
<GLOBAL P-NOT-HERE 0>
|
||||
<DEFINE-ROUTINE PERFORM>
|
|
@ -0,0 +1,286 @@
|
|||
|
||||
|
||||
.FUNCT MAIN-LOOP:ANY:0:0,TRASH
|
||||
?PRG1: CALL1 MAIN-LOOP-1 >TRASH
|
||||
JUMP ?PRG1
|
||||
|
||||
|
||||
.FUNCT MAIN-LOOP-1:ANY:0:0,ICNT,OCNT,NUM,CNT,OBJ,TBL,V,PTBL,OBJ1,TMP,O,I
|
||||
SET 'CNT,0
|
||||
SET 'OBJ,FALSE-VALUE
|
||||
SET 'PTBL,TRUE-VALUE
|
||||
CALL1 PARSER >P-WON
|
||||
ZERO? P-WON /?CCL3
|
||||
GET P-PRSI,P-MATCHLEN >ICNT
|
||||
GET P-PRSO,P-MATCHLEN >OCNT
|
||||
ZERO? P-IT-OBJECT /?PRD7
|
||||
CALL2 ACCESSIBLE?,P-IT-OBJECT
|
||||
ZERO? STACK \?CCL5
|
||||
?PRD7: ZERO? P-HIM-OBJECT /?PRD10
|
||||
CALL2 ACCESSIBLE?,P-HIM-OBJECT
|
||||
ZERO? STACK \?CCL5
|
||||
?PRD10: ZERO? P-HER-OBJECT /?CND4
|
||||
CALL2 ACCESSIBLE?,P-HER-OBJECT
|
||||
ZERO? STACK /?CND4
|
||||
?CCL5: SET 'TMP,FALSE-VALUE
|
||||
?PRG15: IGRTR? 'CNT,ICNT /?REP16
|
||||
GET P-PRSI,CNT
|
||||
EQUAL? STACK,IT \?CCL22
|
||||
ZERO? P-IT-OBJECT /?CCL22
|
||||
PUT P-PRSI,CNT,P-IT-OBJECT
|
||||
SET 'TMP,TRUE-VALUE
|
||||
JUMP ?REP16
|
||||
?CCL22: GET P-PRSI,CNT
|
||||
EQUAL? STACK,HIM \?CCL26
|
||||
ZERO? P-HIM-OBJECT /?CCL26
|
||||
PUT P-PRSI,CNT,P-HIM-OBJECT
|
||||
SET 'TMP,TRUE-VALUE
|
||||
JUMP ?REP16
|
||||
?CCL26: GET P-PRSI,CNT
|
||||
EQUAL? STACK,HER \?PRG15
|
||||
ZERO? P-HER-OBJECT /?PRG15
|
||||
PUT P-PRSI,CNT,P-HER-OBJECT
|
||||
SET 'TMP,TRUE-VALUE
|
||||
?REP16: ZERO? TMP \?CND32
|
||||
SET 'CNT,0
|
||||
?PRG34: IGRTR? 'CNT,OCNT /?CND32
|
||||
GET P-PRSI,CNT
|
||||
EQUAL? STACK,IT \?CCL41
|
||||
ZERO? P-IT-OBJECT /?CCL41
|
||||
PUT P-PRSI,CNT,P-IT-OBJECT
|
||||
JUMP ?CND32
|
||||
?CCL41: GET P-PRSI,CNT
|
||||
EQUAL? STACK,HIM \?CCL45
|
||||
ZERO? P-HIM-OBJECT /?CCL45
|
||||
PUT P-PRSI,CNT,P-HIM-OBJECT
|
||||
JUMP ?CND32
|
||||
?CCL45: GET P-PRSI,CNT
|
||||
EQUAL? STACK,HER \?PRG34
|
||||
ZERO? P-HER-OBJECT /?PRG34
|
||||
PUT P-PRSI,CNT,P-HER-OBJECT
|
||||
?CND32: SET 'CNT,0
|
||||
?CND4: ZERO? OCNT \?CCL53
|
||||
SET 'NUM,OCNT
|
||||
JUMP ?CND51
|
||||
?CCL53: GRTR? OCNT,1 \?CCL55
|
||||
SET 'TBL,P-PRSO
|
||||
ZERO? ICNT \?CCL58
|
||||
SET 'OBJ,FALSE-VALUE
|
||||
JUMP ?CND56
|
||||
?CCL58: GET P-PRSI,1 >OBJ
|
||||
?CND56: SET 'NUM,OCNT
|
||||
JUMP ?CND51
|
||||
?CCL55: GRTR? ICNT,1 \?CCL60
|
||||
SET 'PTBL,FALSE-VALUE
|
||||
SET 'TBL,P-PRSI
|
||||
GET P-PRSO,1 >OBJ
|
||||
SET 'NUM,ICNT
|
||||
JUMP ?CND51
|
||||
?CCL60: SET 'NUM,1
|
||||
?CND51: ZERO? OBJ \?CND61
|
||||
EQUAL? ICNT,1 \?CND61
|
||||
GET P-PRSI,1 >OBJ
|
||||
?CND61: EQUAL? PRSA,V?WALK \?CCL67
|
||||
ZERO? P-WALK-DIR /?CCL67
|
||||
CALL PERFORM,PRSA,PRSO >V
|
||||
JUMP ?CND65
|
||||
?CCL67: ZERO? NUM \?CCL71
|
||||
GETB P-SYNTAX,P-SBITS
|
||||
BAND STACK,P-SONUMS
|
||||
ZERO? STACK \?CCL74
|
||||
CALL2 PERFORM,PRSA >V
|
||||
SET 'PRSO,FALSE-VALUE
|
||||
JUMP ?CND65
|
||||
?CCL74: ZERO? LIT \?CCL76
|
||||
PRINTI "Es ist zu dunkel, um etwas zu sehen."
|
||||
CRLF
|
||||
JUMP ?CND65
|
||||
?CCL76: ICALL1 REFERRING
|
||||
SET 'V,FALSE-VALUE
|
||||
JUMP ?CND65
|
||||
?CCL71: SET 'P-NOT-HERE,0
|
||||
SET 'P-MULT,FALSE-VALUE
|
||||
GRTR? NUM,1 \?CND77
|
||||
SET 'P-MULT,TRUE-VALUE
|
||||
?CND77: SET 'TMP,FALSE-VALUE
|
||||
?PRG79: IGRTR? 'CNT,NUM \?CCL83
|
||||
GRTR? P-NOT-HERE,0 \?CCL86
|
||||
PRINTI "The "
|
||||
EQUAL? P-NOT-HERE,1 \?CCL89
|
||||
PRINTI "Das"
|
||||
JUMP ?CND87
|
||||
?CCL89: PRINTI "Die"
|
||||
?CND87: EQUAL? P-NOT-HERE,NUM /?CND90
|
||||
PRINTI " andere "
|
||||
?CND90: PRINTI "Ding"
|
||||
EQUAL? P-NOT-HERE,1 /?CND92
|
||||
PRINTC 101
|
||||
?CND92: PRINTI " von dem du sprichst, "
|
||||
EQUAL? P-NOT-HERE,1 /?CCL96
|
||||
PRINTI "sind"
|
||||
JUMP ?CND94
|
||||
?CCL96: PRINTI "ist"
|
||||
?CND94: PRINTI " nicht hier."
|
||||
CRLF
|
||||
JUMP ?CND65
|
||||
?CCL86: ZERO? TMP \?CND65
|
||||
PRINTI "Es gibt hier nichts, das man wegnehmen kann."
|
||||
CRLF
|
||||
JUMP ?CND65
|
||||
?CCL83: ZERO? PTBL /?CCL100
|
||||
GET P-PRSO,CNT >OBJ1
|
||||
JUMP ?CND98
|
||||
?CCL100: GET P-PRSI,CNT >OBJ1
|
||||
?CND98: ZERO? PTBL /?CCL103
|
||||
SET 'O,OBJ1
|
||||
JUMP ?CND101
|
||||
?CCL103: SET 'O,OBJ
|
||||
?CND101: ZERO? PTBL /?CCL106
|
||||
SET 'I,OBJ
|
||||
JUMP ?CND104
|
||||
?CCL106: SET 'I,OBJ1
|
||||
?CND104: GRTR? NUM,1 /?CCL108
|
||||
GET P-ITBL,P-NC1
|
||||
GET STACK,0
|
||||
EQUAL? STACK,W?ALLES \?CND107
|
||||
?CCL108: LOC WINNER >V
|
||||
EQUAL? O,NOT-HERE-OBJECT \?CCL113
|
||||
INC 'P-NOT-HERE
|
||||
JUMP ?PRG79
|
||||
?CCL113: EQUAL? PRSA,V?TAKE \?CCL115
|
||||
ZERO? I /?CCL115
|
||||
GET P-ITBL,P-NC1
|
||||
GET STACK,0
|
||||
EQUAL? STACK,W?ALLES \?CCL115
|
||||
IN? O,I \?PRG79
|
||||
?CCL115: EQUAL? P-GETFLAGS,P-ALL \?CCL121
|
||||
EQUAL? PRSA,V?TAKE \?CCL121
|
||||
LOC O
|
||||
EQUAL? STACK,WINNER,HERE,V /?PRD126
|
||||
LOC O
|
||||
EQUAL? STACK,I /?PRD126
|
||||
LOC O
|
||||
FSET? STACK,SURFACEBIT \?PRG79
|
||||
?PRD126: FSET? O,TAKEBIT /?CCL121
|
||||
FSET? O,TRYTAKEBIT \?PRG79
|
||||
?CCL121: EQUAL? OBJ1,IT \?CCL134
|
||||
ICALL DPRINT,P-IT-OBJECT,FALSE-VALUE
|
||||
JUMP ?CND132
|
||||
?CCL134: EQUAL? OBJ1,HIM \?CCL136
|
||||
ICALL DPRINT,P-HIM-OBJECT,FALSE-VALUE
|
||||
JUMP ?CND132
|
||||
?CCL136: EQUAL? OBJ1,HER \?CCL138
|
||||
ICALL DPRINT,P-HER-OBJECT,FALSE-VALUE
|
||||
JUMP ?CND132
|
||||
?CCL138: ICALL DPRINT,OBJ1,FALSE-VALUE
|
||||
?CND132: PRINTI ": "
|
||||
?CND107: SET 'PRSO,O
|
||||
SET 'PRSI,I
|
||||
SET 'TMP,TRUE-VALUE
|
||||
CALL PERFORM,PRSA,PRSO,PRSI >V
|
||||
EQUAL? V,M-FATAL \?PRG79
|
||||
?CND65: EQUAL? V,M-FATAL /?CND141
|
||||
LOC WINNER
|
||||
GETP STACK,P?ACTION
|
||||
CALL STACK,M-END >V
|
||||
?CND141: EQUAL? V,M-FATAL \?CND1
|
||||
SET 'P-CONT,FALSE-VALUE
|
||||
JUMP ?CND1
|
||||
?CCL3: SET 'P-CONT,FALSE-VALUE
|
||||
?CND1: ICALL1 NULL-F
|
||||
ZERO? P-WON /FALSE
|
||||
EQUAL? PRSA,V?SUPER-BRIEF,V?BRIEF,V?TELL /TRUE
|
||||
EQUAL? PRSA,V?HINT,V?SAVE,V?VERBOSE /TRUE
|
||||
EQUAL? PRSA,V?QUIT,V?VERSION,V?HINTS-OFF /TRUE
|
||||
EQUAL? PRSA,V?SCRIPT,V?SCORE,V?RESTART /TRUE
|
||||
EQUAL? PRSA,V?RESTORE,V?UNSCRIPT /TRUE
|
||||
CALL1 CLOCKER >V
|
||||
RETURN V
|
||||
|
||||
|
||||
.FUNCT PERFORM:ANY:1:3,A,O,I,V,OA,OO,OI
|
||||
SET 'OA,PRSA
|
||||
SET 'OO,PRSO
|
||||
SET 'OI,PRSI
|
||||
ZERO? P-WALK-DIR \?CND1
|
||||
EQUAL? IT,I,O \?CND1
|
||||
ZERO? P-IT-OBJECT /?CTR6
|
||||
CALL2 ACCESSIBLE?,P-IT-OBJECT
|
||||
ZERO? STACK \?CCL7
|
||||
?CTR6: ICALL1 REFERRING
|
||||
RETURN 2
|
||||
?CCL7: EQUAL? IT,O \?CCL13
|
||||
SET 'O,P-IT-OBJECT
|
||||
JUMP ?CND1
|
||||
?CCL13: EQUAL? IT,I \?CND1
|
||||
SET 'I,P-IT-OBJECT
|
||||
?CND1: ZERO? P-WALK-DIR \?CND15
|
||||
EQUAL? HIM,I,O \?CND15
|
||||
ZERO? P-HIM-OBJECT /?CTR20
|
||||
CALL2 ACCESSIBLE?,P-HIM-OBJECT
|
||||
ZERO? STACK \?CCL21
|
||||
?CTR20: ICALL1 REFERRING
|
||||
RETURN 2
|
||||
?CCL21: EQUAL? HIM,O \?CCL27
|
||||
SET 'O,P-HIM-OBJECT
|
||||
JUMP ?CND15
|
||||
?CCL27: EQUAL? HIM,I \?CND15
|
||||
SET 'I,P-HIM-OBJECT
|
||||
?CND15: ZERO? P-WALK-DIR \?CND29
|
||||
EQUAL? HER,I,O \?CND29
|
||||
ZERO? P-HER-OBJECT /?CTR34
|
||||
CALL2 ACCESSIBLE?,P-HER-OBJECT
|
||||
ZERO? STACK \?CCL35
|
||||
?CTR34: ICALL1 REFERRING
|
||||
RETURN 2
|
||||
?CCL35: EQUAL? HER,O \?CCL41
|
||||
SET 'O,P-HER-OBJECT
|
||||
JUMP ?CND29
|
||||
?CCL41: EQUAL? HER,I \?CND29
|
||||
SET 'I,P-HER-OBJECT
|
||||
?CND29: SET 'PRSA,A
|
||||
SET 'PRSI,I
|
||||
SET 'PRSO,O
|
||||
EQUAL? NOT-HERE-OBJECT,PRSO,PRSI \?CCL45
|
||||
CALL1 NOT-HERE-OBJECT-F >V
|
||||
ZERO? V \?CND43
|
||||
?CCL45: SET 'O,PRSO
|
||||
SET 'I,PRSI
|
||||
ICALL2 THIS-IS-IT,PRSO
|
||||
ICALL2 THIS-IS-IT,PRSI
|
||||
GETP WINNER,P?ACTION
|
||||
CALL STACK >V
|
||||
ZERO? V \?CND43
|
||||
LOC WINNER
|
||||
GETP STACK,P?ACTION
|
||||
CALL STACK,M-BEG >V
|
||||
ZERO? V \?CND43
|
||||
GET PREACTIONS,A
|
||||
CALL STACK >V
|
||||
ZERO? V \?CND43
|
||||
ZERO? I /?CCL56
|
||||
GETP I,P?ACTION
|
||||
CALL STACK >V
|
||||
ZERO? V \?CND43
|
||||
?CCL56: ZERO? O /?CCL60
|
||||
EQUAL? A,V?WALK /?CCL60
|
||||
LOC O
|
||||
ZERO? STACK /?CCL60
|
||||
LOC O
|
||||
GETP STACK,P?CONTFCN
|
||||
CALL STACK >V
|
||||
ZERO? V \?CND43
|
||||
?CCL60: ZERO? O /?CCL66
|
||||
EQUAL? A,V?WALK /?CCL66
|
||||
GETP O,P?ACTION
|
||||
CALL STACK >V
|
||||
ZERO? V \?CND43
|
||||
?CCL66: GET ACTIONS,A
|
||||
CALL STACK >V
|
||||
ZERO? V /?CND43
|
||||
?CND43: SET 'PRSA,OA
|
||||
SET 'PRSO,OO
|
||||
SET 'PRSI,OI
|
||||
RETURN V
|
||||
|
||||
.ENDI
|
|
@ -0,0 +1,403 @@
|
|||
"Generic MAIN file for
|
||||
The ZORK Trilogy
|
||||
started on 7/28/83 by MARC
|
||||
-- GERMAN EDITION"
|
||||
|
||||
<CONSTANT SERIAL 0>
|
||||
|
||||
<GLOBAL PLAYER <>>
|
||||
|
||||
<GLOBAL P-WON <>>
|
||||
|
||||
<CONSTANT M-FATAL 2>
|
||||
|
||||
<CONSTANT M-HANDLED 1>
|
||||
|
||||
<CONSTANT M-NOT-HANDLED <>>
|
||||
|
||||
<CONSTANT M-OBJECT <>>
|
||||
|
||||
<CONSTANT M-BEG 1>
|
||||
|
||||
<CONSTANT M-END 6>
|
||||
|
||||
<CONSTANT M-ENTER 2>
|
||||
|
||||
<CONSTANT M-LOOK 3>
|
||||
|
||||
<CONSTANT M-FLASH 4>
|
||||
|
||||
<CONSTANT M-OBJDESC 5>
|
||||
|
||||
;"GO now lives in SPECIAL.ZIL"
|
||||
|
||||
<ROUTINE MAIN-LOOP ("AUX" TRASH)
|
||||
<REPEAT ()
|
||||
<SET TRASH <MAIN-LOOP-1>>>>
|
||||
|
||||
<ROUTINE MAIN-LOOP-1 ("AUX" ICNT OCNT NUM CNT OBJ TBL V PTBL OBJ1 TMP O I)
|
||||
<SET CNT 0>
|
||||
<SET OBJ <>>
|
||||
<SET PTBL T>
|
||||
<COND (<SETG P-WON <PARSER>>
|
||||
<SET ICNT <GET ,P-PRSI ,P-MATCHLEN>>
|
||||
<SET OCNT <GET ,P-PRSO ,P-MATCHLEN>>
|
||||
<COND (<OR <AND ,P-IT-OBJECT <ACCESSIBLE? ,P-IT-OBJECT>>
|
||||
<AND ,P-HIM-OBJECT <ACCESSIBLE? ,P-HIM-OBJECT>>
|
||||
<AND ,P-HER-OBJECT <ACCESSIBLE? ,P-HER-OBJECT>>>
|
||||
<SET TMP <>>
|
||||
<REPEAT ()
|
||||
<COND (<G? <SET CNT <+ .CNT 1>> .ICNT>
|
||||
<RETURN>)
|
||||
(T
|
||||
<COND (<AND <EQUAL? <GET ,P-PRSI .CNT> ,IT>
|
||||
,P-IT-OBJECT>
|
||||
<PUT ,P-PRSI .CNT ,P-IT-OBJECT>
|
||||
<SET TMP T>
|
||||
<RETURN>)
|
||||
(<AND <EQUAL? <GET ,P-PRSI .CNT> ,HIM>
|
||||
,P-HIM-OBJECT>
|
||||
<PUT ,P-PRSI .CNT ,P-HIM-OBJECT>
|
||||
<SET TMP T>
|
||||
<RETURN>)
|
||||
(<AND <EQUAL? <GET ,P-PRSI .CNT> ,HER>
|
||||
,P-HER-OBJECT>
|
||||
<PUT ,P-PRSI .CNT ,P-HER-OBJECT>
|
||||
<SET TMP T>
|
||||
<RETURN>)>)>>
|
||||
<COND (<NOT .TMP>
|
||||
<SET CNT 0>
|
||||
<REPEAT ()
|
||||
<COND (<G? <SET CNT <+ .CNT 1>> .OCNT>
|
||||
<RETURN>)
|
||||
(T
|
||||
<COND (<AND <EQUAL? <GET ,P-PRSI .CNT> ,IT>
|
||||
,P-IT-OBJECT>
|
||||
<PUT ,P-PRSI .CNT ,P-IT-OBJECT>
|
||||
<RETURN>)
|
||||
(<AND <EQUAL? <GET ,P-PRSI .CNT> ,HIM>
|
||||
,P-HIM-OBJECT>
|
||||
<PUT ,P-PRSI .CNT ,P-HIM-OBJECT>
|
||||
<RETURN>)
|
||||
(<AND <EQUAL? <GET ,P-PRSI .CNT> ,HER>
|
||||
,P-HER-OBJECT>
|
||||
<PUT ,P-PRSI .CNT ,P-HER-OBJECT>
|
||||
<RETURN>)>)>>)>
|
||||
<SET CNT 0>)>
|
||||
<SET NUM
|
||||
<COND (<0? .OCNT> .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 (<AND <==? ,PRSA ,V?WALK>
|
||||
<NOT <ZERO? ,P-WALK-DIR>>>
|
||||
<SET V <PERFORM ,PRSA ,PRSO>>)
|
||||
(<0? .NUM>
|
||||
<COND (<0? <BAND <GETB ,P-SYNTAX ,P-SBITS> ,P-SONUMS>>
|
||||
<SET V <PERFORM ,PRSA>>
|
||||
<SETG PRSO <>>)
|
||||
(<NOT ,LIT>
|
||||
<TELL "Es ist zu dunkel, um etwas zu sehen." CR>)
|
||||
(T
|
||||
<REFERRING>
|
||||
<SET V <>>)>)
|
||||
(T
|
||||
<SETG P-NOT-HERE 0>
|
||||
<SETG P-MULT <>>
|
||||
<COND (<G? .NUM 1> <SETG P-MULT T>)>
|
||||
<SET TMP <>>
|
||||
<REPEAT ()
|
||||
<COND (<G? <SET CNT <+ .CNT 1>> .NUM>
|
||||
<COND (<G? ,P-NOT-HERE 0>
|
||||
<TELL "The ">
|
||||
;"Das andere Ding, von dem du sprichst, ist nicht hier."
|
||||
<COND (<EQUAL? ,P-NOT-HERE 1>
|
||||
<TELL "Das">)
|
||||
(T
|
||||
<TELL "Die">)>
|
||||
<COND (<NOT <EQUAL? ,P-NOT-HERE .NUM>>
|
||||
<TELL " andere ">)>
|
||||
<TELL "Ding">
|
||||
<COND (<NOT <EQUAL? ,P-NOT-HERE 1>>
|
||||
<TELL "e">)>
|
||||
<TELL " von dem du sprichst, ">
|
||||
<COND (<NOT <EQUAL? ,P-NOT-HERE 1>>
|
||||
<TELL "sind">)
|
||||
(T <TELL "ist">)>
|
||||
<TELL " nicht hier." CR>)
|
||||
(<NOT .TMP>
|
||||
<TELL
|
||||
"Es gibt hier nichts, das man wegnehmen kann." CR>)>
|
||||
<RETURN>)
|
||||
(T
|
||||
<COND (.PTBL <SET OBJ1 <GET ,P-PRSO .CNT>>)
|
||||
(T <SET OBJ1 <GET ,P-PRSI .CNT>>)>
|
||||
<SET O <COND (.PTBL .OBJ1) (T .OBJ)>>
|
||||
<SET I <COND (.PTBL .OBJ) (T .OBJ1)>>
|
||||
|
||||
;"multiple exceptions"
|
||||
<COND (<OR <G? .NUM 1>
|
||||
<EQUAL? <GET <GET ,P-ITBL ,P-NC1> 0> ,W?ALLES>>
|
||||
<SET V <LOC ,WINNER>>
|
||||
<COND (<EQUAL? .O ,NOT-HERE-OBJECT>
|
||||
<SETG P-NOT-HERE <+ ,P-NOT-HERE 1>>
|
||||
<AGAIN>)
|
||||
(<AND <VERB? TAKE>
|
||||
.I
|
||||
<EQUAL? <GET <GET ,P-ITBL ,P-NC1> 0> ,W?ALLES>
|
||||
<NOT <IN? .O .I>>>
|
||||
<AGAIN>)
|
||||
(<AND <EQUAL? ,P-GETFLAGS ,P-ALL>
|
||||
<VERB? TAKE>
|
||||
<OR <AND <NOT <EQUAL? <LOC .O> ,WINNER ,HERE .V>>
|
||||
<NOT <EQUAL? <LOC .O> .I>>
|
||||
<NOT <FSET? <LOC .O> ,SURFACEBIT>>>
|
||||
<NOT <OR <FSET? .O ,TAKEBIT>
|
||||
<FSET? .O ,TRYTAKEBIT>>>>>
|
||||
<AGAIN>)
|
||||
(ELSE
|
||||
<COND (<EQUAL? .OBJ1 ,IT>
|
||||
<TELL D ,P-IT-OBJECT>)
|
||||
(<EQUAL? .OBJ1 ,HIM>
|
||||
<TELL D ,P-HIM-OBJECT>)
|
||||
(<EQUAL? .OBJ1 ,HER>
|
||||
<TELL D ,P-HER-OBJECT>)
|
||||
(T
|
||||
<TELL D .OBJ1>)>
|
||||
<TELL ": ">)>)>
|
||||
|
||||
;"end multiple exceptions"
|
||||
<SETG PRSO .O>
|
||||
<SETG PRSI .I>
|
||||
<SET TMP T>
|
||||
<SET V <PERFORM ,PRSA ,PRSO ,PRSI>>
|
||||
<COND (<==? .V ,M-FATAL> <RETURN>)>)>>)>
|
||||
<COND (<NOT <==? .V ,M-FATAL>>
|
||||
;<COND (<==? <LOC ,WINNER> ,PRSO>
|
||||
<SETG PRSO <>>)>
|
||||
<SET V <APPLY <GETP <LOC ,WINNER> ,P?ACTION> ,M-END>>)>
|
||||
;<COND (<VERB? ;AGAIN ;"WALK -- why was this here?"
|
||||
SAVE RESTORE ;SCORE ;VERSION ;WAIT> T)
|
||||
(T
|
||||
<SETG L-PRSA ,PRSA>
|
||||
<SETG L-PRSO ,PRSO>
|
||||
<SETG L-PRSI ,PRSI>)>
|
||||
<COND (<==? .V ,M-FATAL> <SETG P-CONT <>>)>)
|
||||
(T
|
||||
<SETG P-CONT <>>)>
|
||||
%<COND (<==? ,ZORK-NUMBER 3>
|
||||
'<COND (<NOT ,CLEFT-QUEUED?>
|
||||
<ENABLE <QUEUE I-CLEFT <+ 70 <RANDOM 70>>>>
|
||||
<SETG CLEFT-QUEUED? T>)>)
|
||||
(ELSE '<NULL-F>)>
|
||||
<COND (,P-WON
|
||||
<COND (<VERB? TELL BRIEF SUPER-BRIEF VERBOSE SAVE HINT HINTS-OFF
|
||||
VERSION
|
||||
QUIT RESTART SCORE SCRIPT UNSCRIPT RESTORE> T)
|
||||
(T <SET V <CLOCKER>>)>)>>
|
||||
|
||||
<GLOBAL P-MULT <>>
|
||||
|
||||
<GLOBAL P-NOT-HERE 0>
|
||||
|
||||
%<COND (<GASSIGNED? PREDGEN>
|
||||
|
||||
'<ROUTINE PERFORM (A "OPTIONAL" (O <>) (I <>) "AUX" V OA OO OI)
|
||||
;<COND (,DEBUG
|
||||
<TELL "[Perform: ">
|
||||
%<COND (<GASSIGNED? PREDGEN> '<TELL N .A>)
|
||||
(T '<PRINC <NTH ,ACTIONS <+ <* .A 2> 1>>>)>
|
||||
<COND (<AND .O <NOT <==? .A ,V?WALK>>>
|
||||
<TELL "/" D .O>)>
|
||||
<COND (.I <TELL "/" D .I>)>
|
||||
<TELL "]" CR>)>
|
||||
<SET OA ,PRSA>
|
||||
<SET OO ,PRSO>
|
||||
<SET OI ,PRSI>
|
||||
<COND (<AND <NOT ,P-WALK-DIR>
|
||||
<EQUAL? ,IT .I .O>>
|
||||
<COND (<OR <NOT ,P-IT-OBJECT>
|
||||
<NOT <ACCESSIBLE? ,P-IT-OBJECT>>>
|
||||
<REFERRING>
|
||||
<RFATAL>)
|
||||
(<EQUAL? ,IT .O>
|
||||
<SET O ,P-IT-OBJECT>)
|
||||
(<EQUAL? ,IT .I>
|
||||
<SET I ,P-IT-OBJECT>)>)>
|
||||
<COND (<AND <NOT ,P-WALK-DIR>
|
||||
<EQUAL? ,HIM .I .O>>
|
||||
<COND (<OR <NOT ,P-HIM-OBJECT>
|
||||
<NOT <ACCESSIBLE? ,P-HIM-OBJECT>>>
|
||||
<REFERRING>
|
||||
<RFATAL>)
|
||||
(<EQUAL? ,HIM .O>
|
||||
<SET O ,P-HIM-OBJECT>)
|
||||
(<EQUAL? ,HIM .I>
|
||||
<SET I ,P-HIM-OBJECT>)>)>
|
||||
<COND (<AND <NOT ,P-WALK-DIR>
|
||||
<EQUAL? ,HER .I .O>>
|
||||
<COND (<OR <NOT ,P-HER-OBJECT>
|
||||
<NOT <ACCESSIBLE? ,P-HER-OBJECT>>>
|
||||
<REFERRING>
|
||||
<RFATAL>)
|
||||
(<EQUAL? ,HER .O>
|
||||
<SET O ,P-HER-OBJECT>)
|
||||
(<EQUAL? ,HER .I>
|
||||
<SET I ,P-HER-OBJECT>)>)>
|
||||
;<COND (<==? .O ,IT> <SET O ,P-IT-OBJECT>)>
|
||||
;<COND (<==? .I ,IT> <SET I ,P-IT-OBJECT>)>
|
||||
;<COND (<AND ,PRSO
|
||||
<NOT <EQUAL? ,PRSI ,IT ,HIM ,HER>>
|
||||
<NOT <VERB? WALK>>>
|
||||
<THIS-IS-IT ,PRSO>)>
|
||||
<SETG PRSA .A>
|
||||
<SETG PRSI .I>
|
||||
<SETG PRSO .O>
|
||||
<COND (<AND <EQUAL? ,NOT-HERE-OBJECT ,PRSO ,PRSI>
|
||||
<SET V <NOT-HERE-OBJECT-F>>> .V)
|
||||
(T
|
||||
<SET O ,PRSO>
|
||||
<SET I ,PRSI>
|
||||
<THIS-IS-IT ,PRSO> ;"ala Stationfall"
|
||||
<THIS-IS-IT ,PRSI>
|
||||
<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)>)>
|
||||
<SETG PRSA .OA>
|
||||
<SETG PRSO .OO>
|
||||
<SETG PRSI .OI>
|
||||
.V>)
|
||||
(T
|
||||
|
||||
'<PROG ()
|
||||
|
||||
<SETG DEBUG <>>
|
||||
|
||||
<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)
|
||||
<COND (,DEBUG
|
||||
<TELL "** PERFORM: PRSA = ">
|
||||
<PRINC <NTH ,ACTIONS <+ <* .A 2> 1>>>
|
||||
<COND (<AND .O <NOT <==? .A ,V?WALK>>>
|
||||
<TELL " | PRSO = " D .O>)>
|
||||
<COND (.I <TELL " | PRSI = " D .I>)>)>
|
||||
<SET OA ,PRSA>
|
||||
<SET OO ,PRSO>
|
||||
<SET OI ,PRSI>
|
||||
<COND (<AND <NOT ,P-WALK-DIR>
|
||||
<EQUAL? ,IT .I .O>>
|
||||
<COND (<OR <NOT ,P-IT-OBJECT>
|
||||
<NOT <ACCESSIBLE? ,P-IT-OBJECT>>>
|
||||
<REFERRING>
|
||||
<RFATAL>)
|
||||
(<EQUAL? ,IT .O>
|
||||
<SET O ,P-IT-OBJECT>)
|
||||
(<EQUAL? ,IT .I>
|
||||
<SET I ,P-IT-OBJECT>)>)>
|
||||
<COND (<AND <NOT ,P-WALK-DIR>
|
||||
<EQUAL? ,HIM .I .O>>
|
||||
<COND (<OR <NOT ,P-HIM-OBJECT>
|
||||
<NOT <ACCESSIBLE? ,P-HIM-OBJECT>>>
|
||||
<REFERRING>
|
||||
<RFATAL>)
|
||||
(<EQUAL? ,HIM .O>
|
||||
<SET O ,P-HIM-OBJECT>)
|
||||
(<EQUAL? ,HIM .I>
|
||||
<SET I ,P-HIM-OBJECT>)>)>
|
||||
<COND (<AND <NOT ,P-WALK-DIR>
|
||||
<EQUAL? ,HER .I .O>>
|
||||
<COND (<OR <NOT ,P-HER-OBJECT>
|
||||
<NOT <ACCESSIBLE? ,P-HER-OBJECT>>>
|
||||
<REFERRING>
|
||||
<RFATAL>)
|
||||
(<EQUAL? ,HER .O>
|
||||
<SET O ,P-HER-OBJECT>)
|
||||
(<EQUAL? ,HER .I>
|
||||
<SET I ,P-HER-OBJECT>)>)>
|
||||
;<COND (<==? .O ,IT> <SET O ,P-IT-OBJECT>)>
|
||||
;<COND (<==? .I ,IT> <SET I ,P-IT-OBJECT>)>
|
||||
;<COND (<AND ,PRSO <NOT <VERB? WALK>>>
|
||||
<SETG P-IT-OBJECT ,PRSO>)>
|
||||
<SETG PRSA .A>
|
||||
<SETG PRSO .O>
|
||||
<SETG PRSI .I>
|
||||
<COND (<AND <EQUAL? ,NOT-HERE-OBJECT ,PRSO ,PRSI>
|
||||
<SET V <D-APPLY "Not Here" ,NOT-HERE-OBJECT-F>>> .V)
|
||||
(T
|
||||
<SET O ,PRSO>
|
||||
<SET I ,PRSI>
|
||||
<THIS-IS-IT ,PRSO> ;"ala Staionfall"
|
||||
<THIS-IS-IT ,PRSI>
|
||||
<COND (<SET V <DD-APPLY "Actor" ,WINNER
|
||||
<GETP ,WINNER ,P?ACTION>>> .V)
|
||||
(<SET V <D-APPLY "Room (M-BEG)"
|
||||
<GETP <LOC ,WINNER> ,P?ACTION>
|
||||
,M-BEG>> .V)
|
||||
(<SET V <D-APPLY "Preaction"
|
||||
<GET ,PREACTIONS .A>>> .V)
|
||||
(<AND .I <SET V <D-APPLY "PRSI"
|
||||
<GETP .I ,P?ACTION>>>> .V)
|
||||
(<AND .O
|
||||
<NOT <==? .A ,V?WALK>>
|
||||
<LOC .O>
|
||||
<GETP <LOC .O> ,P?CONTFCN>
|
||||
<SET V <DD-APPLY "Container" <LOC .O>
|
||||
<GETP <LOC .O> ,P?CONTFCN>>>>
|
||||
.V)
|
||||
(<AND .O
|
||||
<NOT <==? .A ,V?WALK>>
|
||||
<SET V <D-APPLY "PRSO"
|
||||
<GETP .O ,P?ACTION>>>>
|
||||
.V)
|
||||
(<SET V <D-APPLY <>
|
||||
<GET ,ACTIONS .A>>> .V)>)>
|
||||
<SETG PRSA .OA>
|
||||
<SETG PRSO .OO>
|
||||
<SETG PRSI .OI>
|
||||
.V>
|
||||
|
||||
<DEFINE D-APPLY (STR FCN "OPTIONAL" FOO "AUX" RES)
|
||||
<COND (<NOT .FCN> <>)
|
||||
(T
|
||||
<COND (,DEBUG
|
||||
<COND (<NOT .STR>
|
||||
<TELL CR " Default ->" CR>)
|
||||
(T <TELL CR " " .STR " -> ">)>)>
|
||||
<SET RES
|
||||
<COND (<ASSIGNED? FOO>
|
||||
<APPLY .FCN .FOO>)
|
||||
(T <APPLY .FCN>)>>
|
||||
<COND (<AND ,DEBUG .STR>
|
||||
<COND (<==? .RES 2>
|
||||
<TELL "Fatal" CR>)
|
||||
(<NOT .RES>
|
||||
<TELL "Not handled">)
|
||||
(T <TELL "Handled" CR>)>)>
|
||||
.RES)>>
|
||||
|
||||
<ROUTINE DD-APPLY (STR OBJ FCN "OPTIONAL" (FOO <>))
|
||||
<COND (,DEBUG <TELL "[" D .OBJ "=]">)>
|
||||
<D-APPLY .STR .FCN .FOO>>
|
||||
>)>
|
||||
|
|
@ -0,0 +1,334 @@
|
|||
"HINTS for GERMAN ZORK - (VIA SHERLOCK)
|
||||
(c) Copyright 1987 Infocom, Inc. All Rights Reserved."
|
||||
|
||||
<FILE-FLAGS CLEAN-STACK?>
|
||||
|
||||
<GLOBAL HINT-WARNING <>>
|
||||
|
||||
<GLOBAL HINTS-OFF <>>
|
||||
|
||||
<ROUTINE V-HINT ("AUX" CHR MAXC (C <>) Q WHO)
|
||||
<COND (,HINTS-OFF
|
||||
<TELL "Hints have been disabled for this session." CR>
|
||||
<RFATAL>)
|
||||
(<NOT ,HINT-WARNING>
|
||||
<SETG HINT-WARNING T>
|
||||
<TELL
|
||||
"[Warning: It is recognized that the temptation for help may at times be so
|
||||
exceedingly strong that you might fetch hints prematurely. Therefore, you may
|
||||
at any time during the story type HINTS OFF, and this will disallow the
|
||||
seeking out of help for the present session of the story. If you still want a
|
||||
hint now, indicate HINT.]" CR>
|
||||
<RFATAL>)>
|
||||
<SET MAXC <GET ,HINTS 0>>
|
||||
<INIT-HINT-SCREEN>
|
||||
<CURSET 5 1>
|
||||
<PUT-UP-CHAPTERS>
|
||||
<SETG CUR-POS <- ,CHAPT-NUM 1>>
|
||||
;<SETG CHAPT-NUM 1>
|
||||
;<CURSET 5 2>
|
||||
<NEW-CURSOR>
|
||||
;<PRINTI ">">
|
||||
<REPEAT ()
|
||||
<SET CHR <INPUT 1>>
|
||||
<COND (<EQUAL? .CHR %<ASCII !\Q> %<ASCII !\q>>
|
||||
<SET Q T>
|
||||
<RETURN>)
|
||||
(<EQUAL? .CHR %<ASCII !\N> %<ASCII !\n>>
|
||||
<COND (<NOT <EQUAL? ,CHAPT-NUM .MAXC>>
|
||||
<ERASE-CURSOR>
|
||||
<SETG CUR-POS <+ ,CUR-POS 1>>
|
||||
<SETG CHAPT-NUM <+ ,CHAPT-NUM 1>>
|
||||
<NEW-CURSOR>
|
||||
<SETG QUEST-NUM 1>)>)
|
||||
(<EQUAL? .CHR %<ASCII !\P> %<ASCII !\p>>
|
||||
<COND (<NOT <EQUAL? ,CHAPT-NUM 1>>
|
||||
<ERASE-CURSOR>
|
||||
<SETG CUR-POS <- ,CUR-POS 1>>
|
||||
<SETG CHAPT-NUM <- ,CHAPT-NUM 1>>
|
||||
<NEW-CURSOR>
|
||||
<SETG QUEST-NUM 1>)>)
|
||||
(<EQUAL? .CHR 13 10>
|
||||
;<PUTP ,SCENE ,P?SCENE-CUR ,CUR-POS>
|
||||
<PICK-QUESTION>
|
||||
<RETURN>)>>
|
||||
<COND (<NOT .Q>
|
||||
<AGAIN> ;"AGAIN does whole routine?")>
|
||||
;<SETG CUR-POS 0>
|
||||
;<SETG CHAPT-NUM 1>
|
||||
;<PUTP ,SCENE ,P?SCENE-CUR ,CUR-POS>
|
||||
<SPLIT 0>
|
||||
<CLEAR -1>
|
||||
<INIT-STATUS-LINE>
|
||||
<RFATAL>>
|
||||
|
||||
<ROUTINE PICK-QUESTION ("AUX" CHR MAXQ (Q <>))
|
||||
<INIT-HINT-SCREEN <>>
|
||||
<LEFT-LINE 3 " RETURN = see hint" %<LENGTH " RETURN = see hint">>
|
||||
<RIGHT-LINE 3 "Q = main menu" %<LENGTH "Q = main menu">>
|
||||
<SET MAXQ <- <GET <GET ,HINTS ,CHAPT-NUM> 0> 1>>
|
||||
<CURSET 5 1>
|
||||
<PUT-UP-QUESTIONS>
|
||||
<SETG CUR-POS <- ,QUEST-NUM 1>>
|
||||
;<SETG QUEST-NUM 1>
|
||||
;<CURSET 5 2>
|
||||
<NEW-CURSOR>
|
||||
;<PRINTI ">">
|
||||
<REPEAT ()
|
||||
<SET CHR <INPUT 1>>
|
||||
<COND (<EQUAL? .CHR %<ASCII !\Q> %<ASCII !\q>>
|
||||
<SET Q T>
|
||||
<RETURN>)
|
||||
(<EQUAL? .CHR %<ASCII !\N> %<ASCII !\n>>
|
||||
<COND (<NOT <EQUAL? ,QUEST-NUM .MAXQ>>
|
||||
<ERASE-CURSOR>
|
||||
<SETG CUR-POS <+ ,CUR-POS 1>>
|
||||
<SETG QUEST-NUM <+ ,QUEST-NUM 1>>
|
||||
<NEW-CURSOR>)>)
|
||||
(<EQUAL? .CHR %<ASCII !\P> %<ASCII !\p>>
|
||||
<COND (<NOT <EQUAL? ,QUEST-NUM 1>>
|
||||
<ERASE-CURSOR>
|
||||
<SETG CUR-POS <- ,CUR-POS 1>>
|
||||
<SETG QUEST-NUM <- ,QUEST-NUM 1>>
|
||||
<NEW-CURSOR>)>)
|
||||
(<EQUAL? .CHR 13 10>
|
||||
<DISPLAY-HINT>
|
||||
<RETURN>)>>
|
||||
<COND (<NOT .Q>
|
||||
<AGAIN>)>>
|
||||
|
||||
;"zeroth (first) element is 5"
|
||||
<GLOBAL LINE-TABLE
|
||||
<PTABLE
|
||||
5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
|
||||
5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21>>
|
||||
|
||||
;"zeroth (first) element is 4"
|
||||
<GLOBAL COLUMN-TABLE
|
||||
<PTABLE
|
||||
4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4
|
||||
24 24 24 24 24 24 24 24 24 24 24 24 24 24 24 24 24>>
|
||||
|
||||
;"four and nineteen are where the text of questions start"
|
||||
|
||||
<GLOBAL CUR-POS 0> ;"determines where to place the highlight cursor
|
||||
Can go up to 34, that is 17 slots in each row"
|
||||
|
||||
<GLOBAL QUEST-NUM 1> ;"shows in HINT-TBL ltable which QUESTION it's on"
|
||||
|
||||
<GLOBAL CHAPT-NUM 1> ;"shows in HINT-TBL ltable which CHAPTER it's on"
|
||||
|
||||
<ROUTINE ERASE-CURSOR ()
|
||||
<CURSET <GET ,LINE-TABLE ,CUR-POS>
|
||||
<- <GET ,COLUMN-TABLE ,CUR-POS> 2 ;1>>
|
||||
<TELL " "> ;"erase previous highlight cursor">
|
||||
|
||||
;"go back 2 spaces from question text, print cursor and flash is between
|
||||
the cursor and text"
|
||||
|
||||
<ROUTINE NEW-CURSOR ()
|
||||
<CURSET <GET ,LINE-TABLE ,CUR-POS>
|
||||
<- <GET ,COLUMN-TABLE ,CUR-POS> 2 ;1>>
|
||||
<TELL ">"> ;"print the new cursor">
|
||||
|
||||
<ROUTINE INVERSE-LINE ("AUX" (CENTER-HALF <>))
|
||||
<HLIGHT ,H-INVERSE>
|
||||
<PRINT-SPACES <LOWCORE SCRH>>
|
||||
<HLIGHT ,H-NORMAL>>
|
||||
|
||||
<ROUTINE DISPLAY-HINT ("AUX" H MX (CNT 2 ;,HINT-HINTS) CHR (FLG T) N)
|
||||
<SPLIT 0>
|
||||
<CLEAR -1>
|
||||
<SPLIT 3>
|
||||
<SCREEN ,S-WINDOW>
|
||||
<CURSET 1 1>
|
||||
<INVERSE-LINE>
|
||||
<CENTER-LINE 1 "INVISICLUES (tm)" %<LENGTH "INVISICLUES (tm)">>
|
||||
<CURSET 3 1>
|
||||
<INVERSE-LINE>
|
||||
;<COND (,WIDE
|
||||
<TELL " ">)>
|
||||
<LEFT-LINE 3 "RETURN = see new hint">
|
||||
<RIGHT-LINE 3 "Q = see hint menu" %<LENGTH "Q = see hint menu">>
|
||||
<HLIGHT ,H-BOLD>
|
||||
<SET H <GET <GET ,HINTS ,CHAPT-NUM> <+ ,QUEST-NUM 1>>>
|
||||
<CENTER-LINE 2 <GET .H 1 ;,HINT-QUESTION>>
|
||||
<HLIGHT ,H-NORMAL>
|
||||
<SET MX <GET .H 0>>
|
||||
;<CURSET 5 2> ;"instead of CRLF"
|
||||
<SCREEN ,S-TEXT>
|
||||
<CRLF>
|
||||
<REPEAT ()
|
||||
<COND (.FLG
|
||||
<SET N <+ <- .MX .CNT> 1>> ;"added +1 - Jeff"
|
||||
<TELL "[" N .N " hint">
|
||||
<COND (<NOT <EQUAL? .N 1>>
|
||||
<TELL "s">)>
|
||||
<TELL " left.]" CR CR " -> ">
|
||||
<SET FLG <>>)>
|
||||
<SET CHR <INPUT 1>>
|
||||
<COND (<EQUAL? .CHR %<ASCII !\Q> %<ASCII !\q>>
|
||||
;<PUT .H ,HINT-SEEN .CNT>
|
||||
;<SETG CUR-POS <GET ,SCENE ,P?SCENE-CUR>>
|
||||
<RETURN>)
|
||||
(<EQUAL? .CHR 13 10>
|
||||
<COND (<NOT <G? .CNT .MX>>
|
||||
<SET FLG T> ;".cnt starts as 2"
|
||||
<TELL <GET .H .CNT>>
|
||||
<CRLF>
|
||||
<CRLF>
|
||||
<SET CNT <+ .CNT 1>>
|
||||
;<CURSET <+ <* .CNT 2> 1> 2>
|
||||
;"3rd = line 7, 4th = line 9, ect"
|
||||
<COND (<G? .CNT .MX>
|
||||
<SET FLG <>>
|
||||
<TELL "[Final hint]" CR>
|
||||
;<CURSET <* .CNT 2> 1>)>)>)>>>
|
||||
|
||||
<ROUTINE PUT-UP-QUESTIONS ("AUX" (ST 1) MXQ MXL)
|
||||
<SET MXQ <- <GET <GET ,HINTS ,CHAPT-NUM> 0> 1>>
|
||||
<SET MXL <- <LOWCORE SCRV> 1>>
|
||||
<REPEAT ()
|
||||
<COND (<G? .ST .MXQ>
|
||||
;<TELL CR "[Last question]" CR>
|
||||
<RETURN>)
|
||||
(T ;"zeroth"
|
||||
<CURSET <GET ,LINE-TABLE <- .ST 1>>
|
||||
<- <GET ,COLUMN-TABLE <- .ST 1>> 1>>)
|
||||
;(<G? .LN .MXL>
|
||||
<TELL CR "[More questions follow]" CR>
|
||||
<RETURN <- .ST 1>>)>
|
||||
<TELL " " <GET <GET <GET ,HINTS ,CHAPT-NUM> <+ .ST 1>> 1>>
|
||||
;<CRLF> ;"above curset will do the trick?"
|
||||
<SET ST <+ .ST 1>>>>
|
||||
|
||||
<ROUTINE PUT-UP-CHAPTERS ("AUX" (ST 1) MXC MXL)
|
||||
<SET MXC <GET ,HINTS 0>>
|
||||
<SET MXL <- <LOWCORE SCRV> 1>>
|
||||
<REPEAT ()
|
||||
<COND (<G? .ST .MXC>
|
||||
;<TELL CR "[Last chapter]" CR>
|
||||
<RETURN>)
|
||||
(T ;"zeroth"
|
||||
<CURSET <GET ,LINE-TABLE <- .ST 1>>
|
||||
<- <GET ,COLUMN-TABLE <- .ST 1>> 1>>)
|
||||
;(<G? .LN .MXL>
|
||||
<TELL CR "[More chapters follow]" CR>
|
||||
<RETURN <- .ST 1>>)>
|
||||
<TELL " " <GET <GET ,HINTS .ST> 1 ;,HINT-QUEST>>
|
||||
;<CRLF> ;"above curset will do the trick?"
|
||||
<SET ST <+ .ST 1>>>>
|
||||
|
||||
;"longest hint topic can be 17 chars"
|
||||
<GLOBAL HINTS
|
||||
<PLTABLE
|
||||
<PLTABLE
|
||||
"The Lair"
|
||||
<PLTABLE
|
||||
"How can I stop Moriarty's henchman 1 ?"
|
||||
"Knock him out first."
|
||||
"Perhaps you could smuggle something in."
|
||||
"Have you noticed the henchman's religion, and that this answer should still wrap around, eh, eh??"
|
||||
"He probably won't disturb your hat."
|
||||
"Perhaps the etherium ampoule....">
|
||||
<PLTABLE
|
||||
"How can I stop Moriarty's henchman 2 ?"
|
||||
"Knock him out first."
|
||||
"Perhaps you could smuggle something in."
|
||||
"Have you noticed the henchman's religion, and that this answer should still wrap around, eh, eh??"
|
||||
"He probably won't disturb your hat."
|
||||
"Perhaps the etherium ampoule....">>
|
||||
<PLTABLE
|
||||
"Brian M..."
|
||||
<PLTABLE
|
||||
"How do I keep Moriarty from winning when I wake up?"
|
||||
"If he is free to move around, he will always win."
|
||||
"Tie him up."
|
||||
"Don't forget to tie up the henchman, too.">>
|
||||
<PLTABLE
|
||||
"Miscellaneus"
|
||||
<PLTABLE
|
||||
"What is the square root of 64?"
|
||||
"Eight.">>
|
||||
<PLTABLE
|
||||
"Another Fine Mess"
|
||||
<PLTABLE
|
||||
"This is anther mess, etc. and so weiter."
|
||||
"This is anther mess, etc. and so weiter.">>>>
|
||||
|
||||
<ROUTINE INIT-HINT-SCREEN ("OPTIONAL" (THIRD T) "AUX" WID LEN)
|
||||
<SET WID <GETB 0 33>>
|
||||
<SPLIT 0>
|
||||
<CLEAR -1>
|
||||
<SPLIT <- <GETB 0 32> 1>>
|
||||
<SCREEN ,S-WINDOW>
|
||||
<CURSET 1 1>
|
||||
<INVERSE-LINE>
|
||||
<CURSET 2 1>
|
||||
<INVERSE-LINE>
|
||||
<CURSET 3 1>
|
||||
<INVERSE-LINE>
|
||||
<CENTER-LINE 1 "INVISICLUES (tm)" 16>
|
||||
<LEFT-LINE 2 " N = next">
|
||||
<RIGHT-LINE 2 "P = previous" %<LENGTH "P = previous">>
|
||||
<COND (<T? .THIRD>
|
||||
<LEFT-LINE 3 " RETURN = See hint">
|
||||
<RIGHT-LINE 3 "Q = Resume story" %<LENGTH "Q = Resume story">>)>>
|
||||
|
||||
;<CONSTANT HINT-COUNT 0>
|
||||
;<CONSTANT HINT-QUESTION 1>
|
||||
;<CONSTANT HINT-SEEN 2>
|
||||
;<CONSTANT HINT-OFF 3>
|
||||
;<CONSTANT HINT-HINTS 4>
|
||||
|
||||
;<DEFINE NEW-HINT (NAME Q "ARGS" HINTS)
|
||||
<SETG .NAME 1>
|
||||
<COND (<G? <LENGTH .Q> 39>
|
||||
<ERROR QUESTION-TOO-LONG!-ERRORS NEW-HINT .Q>)>
|
||||
<LTABLE .Q
|
||||
4
|
||||
.NAME
|
||||
!.HINTS>>
|
||||
|
||||
;<GLOBAL HINT-FLAG-TBL
|
||||
<TABLE 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1>>
|
||||
|
||||
<ROUTINE CENTER-LINE (LN STR "OPTIONAL" (LEN 0) (INV T))
|
||||
<COND (<ZERO? .LEN>
|
||||
<DIROUT ,D-TABLE-ON ,DIROUT-TBL ;,SLINE>
|
||||
<TELL .STR>
|
||||
<DIROUT ,D-TABLE-OFF>
|
||||
<SET LEN <GET ,DIROUT-TBL ;,SLINE 0>>)>
|
||||
<CURSET .LN </ <- <LOWCORE SCRH> .LEN> 2>>
|
||||
<COND (.INV
|
||||
<HLIGHT ,H-INVERSE>)>
|
||||
<TELL .STR>
|
||||
<COND (.INV
|
||||
<HLIGHT ,H-NORMAL>)>>
|
||||
|
||||
<ROUTINE LEFT-LINE (LN STR "OPTIONAL" (INV T))
|
||||
<CURSET .LN 1>
|
||||
<COND (.INV
|
||||
<HLIGHT ,H-INVERSE>)>
|
||||
<TELL .STR>
|
||||
<COND (.INV
|
||||
<HLIGHT ,H-NORMAL>)>>
|
||||
|
||||
<ROUTINE RIGHT-LINE (LN STR "OPTIONAL" (LEN 0) (INV T))
|
||||
<COND (<ZERO? .LEN>
|
||||
<DIROUT 3 ,DIROUT-TBL ;,SLINE>
|
||||
<TELL .STR>
|
||||
<DIROUT -3>
|
||||
<SET LEN <GET ,DIROUT-TBL ;,SLINE 0>>)>
|
||||
<CURSET .LN <- <LOWCORE SCRH> .LEN>>
|
||||
<COND (.INV
|
||||
<HLIGHT ,H-INVERSE>)>
|
||||
<TELL .STR>
|
||||
<COND (.INV
|
||||
<HLIGHT ,H-NORMAL>)>>
|
||||
|
||||
<GLOBAL DIROUT-TBL
|
||||
<TABLE
|
||||
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0>>
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,152 @@
|
|||
|
||||
<SETG SIBREAKS ".,\"%<%>">
|
||||
<GLOBAL PRSA <>>
|
||||
<GLOBAL PRSI <>>
|
||||
<GLOBAL PRSO <>>
|
||||
<GLOBAL P-TABLE 0>
|
||||
<GLOBAL P-ONEOBJ 0>
|
||||
<GLOBAL P-SYNTAX 0>
|
||||
<GLOBAL P-CCTBL <TABLE 0 0 0 0>>
|
||||
<CONSTANT CC-SBPTR 0>
|
||||
<CONSTANT CC-SEPTR 1>
|
||||
<CONSTANT CC-DBPTR 2>
|
||||
<CONSTANT CC-DEPTR 3>
|
||||
<CONSTANT LAST-OBJECT 0>
|
||||
<GLOBAL P-LEN 0>
|
||||
<GLOBAL P-DIR 0>
|
||||
<GLOBAL HERE:OBJECT WEST-OF-HOUSE>
|
||||
<GLOBAL WINNER 0>
|
||||
<GLOBAL P-LEXV <ITABLE 59 (LEXV) 0 #BYTE *00000000000* #BYTE *00000000000*>>
|
||||
<GLOBAL AGAIN-LEXV <ITABLE 59 (LEXV) 0 #BYTE *00000000000* #BYTE *00000000000*>
|
||||
>
|
||||
<GLOBAL RESERVE-LEXV <ITABLE 59 (LEXV) 0 #BYTE *00000000000* #BYTE
|
||||
*00000000000*>>
|
||||
<GLOBAL RESERVE-PTR <>>
|
||||
<GLOBAL P-INBUF <ITABLE 120 (BYTE LENGTH) 0>>
|
||||
<GLOBAL OOPS-INBUF <ITABLE 120 (BYTE LENGTH) 0>>
|
||||
<GLOBAL OOPS-TABLE <TABLE <> <> <> <>>>
|
||||
<CONSTANT O-PTR 0>
|
||||
<CONSTANT O-START 1>
|
||||
<CONSTANT O-LENGTH 2>
|
||||
<CONSTANT O-END 3>
|
||||
<GLOBAL P-CONT <>>
|
||||
<GLOBAL P-OFLAG <>>
|
||||
<GLOBAL P-MERGED <>>
|
||||
<GLOBAL P-ACLAUSE <>>
|
||||
<GLOBAL P-ANAM <>>
|
||||
<GLOBAL P-AADJ <>>
|
||||
<CONSTANT P-LEXWORDS 1>
|
||||
<CONSTANT P-LEXSTART 1>
|
||||
<CONSTANT P-LEXELEN 2>
|
||||
<CONSTANT P-WORDLEN 4>
|
||||
<CONSTANT P-PSOFF 6>
|
||||
<CONSTANT P-P1OFF 7>
|
||||
<CONSTANT P-P1BITS 3>
|
||||
<CONSTANT P-ITBLLEN 9>
|
||||
<GLOBAL P-ITBL <TABLE 0 0 0 0 0 0 0 0 0 0>>
|
||||
<GLOBAL P-OTBL <TABLE 0 0 0 0 0 0 0 0 0 0>>
|
||||
<GLOBAL P-VTBL <TABLE 0 0 0 0>>
|
||||
<GLOBAL P-OVTBL <TABLE 0 #BYTE *00000000000* #BYTE *00000000000*>>
|
||||
<GLOBAL P-NCN 0>
|
||||
<CONSTANT P-VERB 0>
|
||||
<CONSTANT P-VERBN 1>
|
||||
<CONSTANT P-PREP1 2>
|
||||
<CONSTANT P-PREP1N 3>
|
||||
<CONSTANT P-PREP2 4>
|
||||
<CONSTANT P-PREP2N 5>
|
||||
<CONSTANT P-NC1 6>
|
||||
<CONSTANT P-NC1L 7>
|
||||
<CONSTANT P-NC2 8>
|
||||
<CONSTANT P-NC2L 9>
|
||||
<GLOBAL QUOTE-FLAG <>>
|
||||
<GLOBAL P-END-ON-PREP <>>
|
||||
<DEFINE-ROUTINE PARSER>
|
||||
<GLOBAL P-ACT <>>
|
||||
<GLOBAL P-WALK-DIR <>>
|
||||
<GLOBAL AGAIN-DIR <>>
|
||||
<DEFINE-ROUTINE STUFF>
|
||||
<DEFINE-ROUTINE INBUF-STUFF>
|
||||
<DEFINE-ROUTINE INBUF-ADD>
|
||||
<DEFINE-ROUTINE WT?>
|
||||
<DEFINE-ROUTINE CLAUSE>
|
||||
<DEFINE-ROUTINE NUMBER?>
|
||||
<GLOBAL P-NUMBER 0>
|
||||
<GLOBAL P-DIRECTION <>>
|
||||
<DEFINE-ROUTINE ORPHAN-MERGE>
|
||||
<DEFINE-ROUTINE ACLAUSE-WIN>
|
||||
<DEFINE-ROUTINE NCLAUSE-WIN>
|
||||
<DEFINE-ROUTINE WORD-PRINT>
|
||||
<DEFINE-ROUTINE UNKNOWN-WORD>
|
||||
<DEFINE-ROUTINE CANT-USE>
|
||||
<GLOBAL P-SLOCBITS 0>
|
||||
<CONSTANT P-SYNLEN 8>
|
||||
<CONSTANT P-SBITS 0>
|
||||
<CONSTANT P-SPREP1 1>
|
||||
<CONSTANT P-SPREP2 2>
|
||||
<CONSTANT P-SFWIM1 3>
|
||||
<CONSTANT P-SFWIM2 4>
|
||||
<CONSTANT P-SLOC1 5>
|
||||
<CONSTANT P-SLOC2 6>
|
||||
<CONSTANT P-SACTION 7>
|
||||
<CONSTANT P-SONUMS 3>
|
||||
<DEFINE-ROUTINE SYNTAX-CHECK>
|
||||
<DEFINE-ROUTINE NON-SEP?>
|
||||
<DEFINE-ROUTINE CANT-ORPHAN>
|
||||
<DEFINE-ROUTINE ORPHAN>
|
||||
<DEFINE-ROUTINE THING-PRINT>
|
||||
<DEFINE-ROUTINE BUFFER-PRINT>
|
||||
<DEFINE-ROUTINE PREP-PRINT>
|
||||
<DEFINE-ROUTINE CAPITALIZE>
|
||||
<DEFINE-ROUTINE CLAUSE-COPY>
|
||||
<DEFINE-ROUTINE CLAUSE-ADD>
|
||||
<DEFINE-ROUTINE PREP-FIND>
|
||||
<DEFINE-ROUTINE SYNTAX-FOUND>
|
||||
<GLOBAL P-GWIMBIT 0>
|
||||
<GLOBAL GWIM-PRSO? <>>
|
||||
<DEFINE-ROUTINE SET-GWIM-PRSO?>
|
||||
<DEFINE-ROUTINE GWIM>
|
||||
<DEFINE-ROUTINE SNARF-OBJECTS>
|
||||
<DEFINE-ROUTINE BUT-MERGE>
|
||||
<GLOBAL P-NAM <>>
|
||||
<GLOBAL P-ADJ <>>
|
||||
<GLOBAL P-ADVERB <>>
|
||||
<GLOBAL P-PRSO <ITABLE NONE 50>>
|
||||
<GLOBAL P-PRSI <ITABLE NONE 50>>
|
||||
<GLOBAL P-BUTS <ITABLE NONE 50>>
|
||||
<GLOBAL P-MERGE <ITABLE NONE 50>>
|
||||
<GLOBAL P-OCLAUSE <ITABLE NONE 100>>
|
||||
<GLOBAL P-MATCHLEN 0>
|
||||
<GLOBAL P-GETFLAGS 0>
|
||||
<CONSTANT P-ALL 1>
|
||||
<CONSTANT P-ONE 2>
|
||||
<CONSTANT P-INHIBIT 4>
|
||||
<GLOBAL P-AND <>>
|
||||
<DEFINE-ROUTINE SNARFEM>
|
||||
<CONSTANT SH 128>
|
||||
<CONSTANT SC 64>
|
||||
<CONSTANT SIR 32>
|
||||
<CONSTANT SOG 16>
|
||||
<CONSTANT STAKE 8>
|
||||
<CONSTANT SMANY 4>
|
||||
<CONSTANT SHAVE 2>
|
||||
<DEFINE-ROUTINE GET-OBJECT>
|
||||
<GLOBAL P-XNAM <>>
|
||||
<GLOBAL P-XADJ <>>
|
||||
<DEFINE-ROUTINE WHICH-PRINT>
|
||||
<DEFINE-ROUTINE GLOBAL-CHECK>
|
||||
<DEFINE-ROUTINE DO-SL>
|
||||
<CONSTANT P-SRCBOT 2>
|
||||
<CONSTANT P-SRCTOP 0>
|
||||
<CONSTANT P-SRCALL 1>
|
||||
<DEFINE-ROUTINE SEARCH-LIST>
|
||||
<DEFINE-ROUTINE OBJ-FOUND>
|
||||
<DEFINE-ROUTINE TAKE-CHECK>
|
||||
<DEFINE-ROUTINE ITAKE-CHECK>
|
||||
<DEFINE-ROUTINE REFERRING>
|
||||
<DEFINE-ROUTINE MANY-CHECK>
|
||||
<DEFINE-ROUTINE ZMEMQ>
|
||||
<GLOBAL ALWAYS-LIT <>>
|
||||
<DEFINE-ROUTINE LIT?>
|
||||
<DEFINE-ROUTINE THIS-IT?>
|
||||
<DEFINE-ROUTINE ACCESSIBLE?>
|
||||
<DEFINE-ROUTINE META-LOC>
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,770 @@
|
|||
"Generic SYNTAX file for
|
||||
The ZORK Trilogy
|
||||
started on 7/21/83 by SEM
|
||||
-- GERMAN EDITION"
|
||||
|
||||
<BUZZ WIEDER ACH>
|
||||
|
||||
;"ren"
|
||||
<BUZZ OF IST UND DES DANN ALLES ONE BUT EXCEPT \. \, \" HIER
|
||||
DER DIE DAS DEN DEM EIN EINE EINEN EINEM EINER>
|
||||
|
||||
;<SYNONYM WITH USING THROUGH THRU>
|
||||
;"DURCH - BY MEANS OF"
|
||||
|
||||
<SYNONYM IN IM INS ;INSIDE ;INTO>
|
||||
;"'IN' ALWAYS WITH ACCUSATIVE"
|
||||
|
||||
;<SYNONYM ON ONTO>
|
||||
<SYNONYM AN AM ;AUF>
|
||||
;"'AUF' WITH ACC."
|
||||
|
||||
<SYNONYM FUER F\%UR>
|
||||
|
||||
<SYNONYM UEBER \%UBER>
|
||||
|
||||
;<SYNONYM UNDER UNDERNEATH BENEATH BELOW>
|
||||
;"'UNTER' WITH ACC MOTION, WITH DATIVE NO MOTION"
|
||||
|
||||
<SYNONYM NORD NORDEN N>
|
||||
|
||||
<SYNONYM SUED S\%UD S\%UDEN SUEDEN S>
|
||||
|
||||
<SYNONYM OST OSTEN O>
|
||||
|
||||
<SYNONYM WEST WESTEN W>
|
||||
|
||||
<SYNONYM RUNTER R RU> ;"DOWN"
|
||||
|
||||
<SYNONYM RAUF RA> ;"UP"
|
||||
|
||||
<SYNONYM NW NORDWEST NORDWESTEN>
|
||||
|
||||
<SYNONYM NO NORDOST NORDOSTEN>
|
||||
|
||||
<SYNONYM SW SUEDWEST S\%UDWEST SUEDWESTEN S\%UDWESTEN>
|
||||
|
||||
<SYNONYM SO SUEDOST S\%UDOST SUEDOSTEN S\%UDOSTEN>
|
||||
|
||||
<SYNTAX AUSFUEHRLICH = V-VERBOSE>
|
||||
<SYNONYM AUSFUEHRLICH AUSF\%UHRLICH>
|
||||
|
||||
<SYNTAX KURZ = V-BRIEF>
|
||||
|
||||
<SYNTAX SUPER = V-SUPER-BRIEF>
|
||||
<SYNONYM SUPER SUPERKURZ>
|
||||
|
||||
<SYNTAX DIAGNOSE = V-DIAGNOSE> ;"same word"
|
||||
|
||||
<SYNTAX INVENTAR = V-INVENTORY>
|
||||
|
||||
<SYNONYM INVENTAR INVENTUR I>
|
||||
|
||||
<SYNTAX AUFHOEREN = V-QUIT>
|
||||
<SYNONYM AUFHOEREN>
|
||||
|
||||
<SYNTAX NEUBEGINN = V-RESTART>
|
||||
;"*FANG WIEDER AN"
|
||||
|
||||
<SYNTAX WIEDERHERSTELLUNG = V-RESTORE>
|
||||
;"*SPEICHERE UM"
|
||||
|
||||
<SYNTAX SAVE = V-SAVE>
|
||||
;"*DATEN SICHER"
|
||||
<SYNTAX PUNKTESTAND = V-SCORE>
|
||||
|
||||
<SYNTAX SCRIPT = V-SCRIPT>
|
||||
;"SCHREIB TEXT"
|
||||
|
||||
<SYNTAX UNSCRIPT = V-UNSCRIPT>
|
||||
;"IMPROVISIERE"
|
||||
<SYNTAX VERSION = V-VERSION>
|
||||
;"VERSION"
|
||||
<SYNTAX $VERIFY = V-VERIFY>
|
||||
;"KLARSTELLEN"
|
||||
<SYNTAX \#RANDOM OBJEKT = V-RANDOM>
|
||||
;"IRGENDEIN OBJEKT"
|
||||
<SYNTAX \#COMMAND = V-COMMAND-FILE>
|
||||
;"BEFEHLAKTE"
|
||||
<SYNTAX \#RECORD = V-RECORD>
|
||||
;"*LISTE"
|
||||
|
||||
<SYNTAX \#UNRECORD = V-UNRECORD>
|
||||
|
||||
;<SYNTAX DEBUG = V-DEBUG>
|
||||
|
||||
;"Real Verbs"
|
||||
|
||||
<SYNTAX AKTIVIER OBJECT (FIND LIGHTBIT)
|
||||
(HELD CARRIED ON-GROUND IN-ROOM) = V-LAMP-ON>
|
||||
<SYNONYM AKTIVIER AKTIVIERE>
|
||||
|
||||
<SYNTAX ANTWORT = V-ANSWER>
|
||||
<SYNTAX ANTWORT OBJECT = V-REPLY>
|
||||
<SYNONYM ANTWORT ANTWORTE>
|
||||
|
||||
<SYNTAX BENUTZ OBJECT FUER OBJECT = V-PUT PRE-PUT>
|
||||
<SYNONYM BENUTZ BENUTZE>
|
||||
|
||||
<SYNTAX GREIF AN OBJECT (FIND ACTORBIT) (ON-GROUND IN-ROOM)
|
||||
;MIT ;OBJECT ;(FIND WEAPONBIT) ;(HELD CARRIED HAVE) = V-ATTACK>
|
||||
<SYNTAX GREIF OBJECT (FIND ACTORBIT) (ON-GROUND IN-ROOM)
|
||||
MIT OBJECT ;AN (FIND WEAPONBIT) (HELD CARRIED HAVE) = V-ATTACK>
|
||||
<SYNTAX ;SCHLAGE GREIF NIEDER OBJECT (FIND ACTORBIT)
|
||||
(ON-GROUND IN-ROOM) = V-ATTACK>
|
||||
;"AN is sep prefix at end"
|
||||
<SYNONYM GREIF GREIFE KAEMPF KAEMPFE VERLETZ VERLETZE SCHLAG SCHLAGE>
|
||||
;"ren: greif is attack and take? ANGREIFEN TO ATTACK , GREIF TO SIEZE"
|
||||
|
||||
<SYNTAX ZURUECK = V-BACK>
|
||||
<SYNONYM ZURUECK ZUR\%UCK>
|
||||
|
||||
;<SYNTAX BLAST = V-BLAST>
|
||||
<SYNTAX EXPLODIERE = V-BLAST>
|
||||
|
||||
;<SYNTAX BLOW OUT OBJECT = V-LAMP-OFF>
|
||||
<SYNTAX BLAS AUS OBJECT = V-LAMP-OFF>
|
||||
<SYNONYM BLAS BLASE>
|
||||
|
||||
<SYNTAX BLAS AUF OBJECT = V-INFLATE>
|
||||
<SYNTAX BLAS OBJECT MIT
|
||||
OBJECT (FIND TOOLBIT) (ON-GROUND IN-ROOM HELD CARRIED) = V-INFLATE>
|
||||
;"AUF is sep prefix at end"
|
||||
|
||||
<SYNTAX BLAS AUF OBJECT = V-BLAST>
|
||||
;<SYNTAX ATM OBJECT ;EIN = V-BREATHE>
|
||||
;<SYNONYM ATM ATME>
|
||||
|
||||
<SYNTAX STEIG IN OBJECT ;EIN (FIND VEHBIT) (ON-GROUND IN-ROOM)
|
||||
= V-BOARD PRE-BOARD>
|
||||
<SYNONYM STEIG STEIGE>
|
||||
|
||||
<SYNTAX PUTZ OBJECT (HELD CARRIED ON-GROUND IN-ROOM) = V-BRUSH>
|
||||
<SYNTAX PUTZ OBJECT (HELD CARRIED ON-GROUND IN-ROOM)
|
||||
MIT OBJECT = V-BRUSH>
|
||||
<SYNONYM PUTZ PUTZE BUERST B\%URST BUERSTE B\%URSTE SAEUBER SAEUBERE
|
||||
REINIG REINIGE>
|
||||
|
||||
;<SYNTAX BUG = V-BUG>
|
||||
|
||||
<SYNTAX VERBRENN OBJECT (FIND BURNBIT) (HELD CARRIED ON-GROUND IN-ROOM)
|
||||
MIT OBJECT (FIND FLAMEBIT) (HELD CARRIED ON-GROUND IN-ROOM HAVE)
|
||||
= V-BURN PRE-BURN>
|
||||
<SYNTAX VERBRENN NIEDER OBJECT (FIND BURNBIT) (HELD CARRIED ON-GROUND IN-ROOM)
|
||||
MIT OBJECT (FIND FLAMEBIT) (HELD CARRIED ON-GROUND IN-ROOM HAVE)
|
||||
= V-BURN PRE-BURN>
|
||||
<SYNTAX VERBRENN ;STECKE AN OBJECT (FIND BURNBIT)
|
||||
(HELD CARRIED ON-GROUND IN-ROOM)
|
||||
MIT OBJECT (FIND FLAMEBIT) (HELD CARRIED ON-GROUND IN-ROOM HAVE)
|
||||
= V-BURN PRE-BURN>
|
||||
<SYNONYM VERBRENN VERBRENNE BRENN BRENNE STECK STECKE ZUEND Z\%UND Z\%UNDE
|
||||
ZUENDE ;AN>
|
||||
;"AN is sep prefix at end of stecke"
|
||||
|
||||
<SYNTAX KOZ OBJECT = V-CHOMP>
|
||||
<SYNTAX KOZ DICH OBJECT (FIND KLUDGEBIT) = V-CHOMP>
|
||||
<SYNONYM KOZ KOZE UEBERGIB \%UBERGIB CHOMP>
|
||||
|
||||
;<SYNTAX CLIMB UP OBJECT (FIND KLUDGEBIT) = V-CLIMB-UP>
|
||||
;<SYNTAX CLIMB UP OBJECT (FIND CLIMBBIT) (ON-GROUND IN-ROOM) = V-CLIMB-UP>
|
||||
<SYNTAX KLETTER HINAUF OBJECT (FIND CLIMBBIT) (ON-GROUND IN-ROOM) = V-CLIMB-UP>
|
||||
|
||||
;<SYNTAX CLIMB DOWN OBJECT (FIND KLUDGEBIT) = V-CLIMB-DOWN>
|
||||
<SYNTAX CLIMB DOWN OBJECT (FIND CLIMBBIT) (ON-GROUND IN-ROOM) = V-CLIMB-DOWN>
|
||||
<SYNTAX KLETTER HINUNTER OBJECT (FIND CLIMBBIT) (ON-GROUND IN-ROOM) =
|
||||
V-CLIMB-DOWN>
|
||||
<SYNTAX KLETTER HERUNTER OBJECT (FIND CLIMBBIT) (ON-GROUND IN-ROOM) =
|
||||
V-CLIMB-DOWN>
|
||||
<SYNTAX KLETTER RUNTER OBJECT (FIND CLIMBBIT) (ON-GROUND IN-ROOM) =
|
||||
V-CLIMB-DOWN>
|
||||
<SYNONYM KLETTER KLETTERE>
|
||||
|
||||
;<SYNTAX CLIMB OBJECT (FIND CLIMBBIT) (ON-GROUND IN-ROOM) = V-CLIMB-FOO>
|
||||
<SYNTAX BESTEIG OBJECT (FIND CLIMBBIT) (ON-GROUND IN-ROOM) = V-CLIMB-FOO>
|
||||
<SYNONYM BESTEIG BESTEIGE>
|
||||
|
||||
;<SYNTAX CLIMB IN OBJECT (FIND VEHBIT) (ON-GROUND IN-ROOM) = V-BOARD PRE-BOARD>
|
||||
<SYNTAX STEIG IN OBJECT ;EIN (FIND VEHBIT) (ON-GROUND IN-ROOM)
|
||||
= V-BOARD PRE-BOARD>
|
||||
<SYNONYM STEIG STEIGE>
|
||||
|
||||
;<SYNTAX CLIMB ON OBJECT (FIND VEHBIT) (ON-GROUND IN-ROOM) = V-CLIMB-ON>
|
||||
<SYNTAX STEIG AUF OBJECT ;EIN (FIND VEHBIT) (ON-GROUND IN-ROOM) = V-CLIMB-ON>
|
||||
|
||||
;<SYNTAX CLIMB WITH OBJECT = V-THROUGH>
|
||||
<SYNTAX STEIG DURCH OBJECT = V-THROUGH>
|
||||
|
||||
<SYNTAX MACH ZU OBJECT (FIND DOORBIT) (HELD CARRIED ON-GROUND IN-ROOM)
|
||||
= V-CLOSE>
|
||||
<SYNONYM MACH MACHE>
|
||||
|
||||
<SYNTAX BEFIEHL OBJECT (FIND ACTORBIT) = V-COMMAND>
|
||||
|
||||
<SYNTAX ZAEHL OBJECT = V-COUNT>
|
||||
<SYNONYM ZAEHL ZAEHLE>
|
||||
|
||||
<SYNTAX UEBERQUER OBJECT = V-CROSS>
|
||||
<SYNONYM UEBERQUER \%UBERQUER>
|
||||
|
||||
<SYNTAX SCHNEID OBJECT MIT OBJECT (FIND WEAPONBIT) (CARRIED HELD) = V-CUT>
|
||||
<SYNTAX SCHNEID DURCH OBJECT = V-CUT>
|
||||
<SYNONYM SCHNEID SCHNEIDE ZERSCHNEID ZERSCHNEID STICH STICHE DURCHLOECHERE
|
||||
LOECHERE>
|
||||
|
||||
<SYNTAX FLUCH = V-CURSES>
|
||||
<SYNTAX ;VERFLUCHE FLUCH OBJECT (FIND ACTORBIT) = V-CURSES>
|
||||
<SYNONYM FLUCH FLUCHE VERFLUCHE VERFLUCH VERDAMMT VERSCHISSEN SCHEISSE MIST>
|
||||
|
||||
<SYNTAX LASS OBJECT (HELD MANY HAVE) = V-DROP PRE-DROP>
|
||||
<SYNTAX LASS FALLEN OBJECT (HELD MANY HAVE) = V-DROP PRE-DROP>
|
||||
<SYNTAX LASS OBJECT (HELD MANY HAVE) AUF OBJECT ;FALLEN = V-PUT-ON PRE-PUT>
|
||||
<SYNTAX LASS LOS OBJECT (HELD MANY HAVE) = V-DROP PRE-DROP>
|
||||
<SYNTAX LASS RAUS OBJECT ;RAUS = V-DEFLATE>
|
||||
<SYNTAX LASS OBJECT ;"LUFT" AUS OBJECT ;RAUS = V-DEFLATE>
|
||||
<SYNTAX LASS OBJECT ;"LUFT" AUS OBJECT ;AB = V-DEFLATE>
|
||||
<SYNONYM LASS LASSE>
|
||||
|
||||
<SYNTAX ZERSTOER OBJECT (ON-GROUND IN-ROOM HELD CARRIED) = V-MUNG PRE-MUNG>
|
||||
<SYNTAX ZERSTOER OBJECT (ON-GROUND IN-ROOM HELD CARRIED)
|
||||
MIT OBJECT (HELD CARRIED TAKE) = V-MUNG PRE-MUNG>
|
||||
<SYNTAX DESTROY IN OBJECT (ON-GROUND IN-ROOM HELD CARRIED) = V-OPEN>
|
||||
<SYNTAX BRICH IN OBJECT ;EIN = V-MUNG PRE-MUNG> ;"ie, BREAK IN THE HOUSE"
|
||||
<SYNONYM ZERSTOER ZERSTOERE ;VERLETZE-USED-ABOVE ZERBRECHE BLOCKIERE
|
||||
ZERSCHMETTERE DEMOLIERE>
|
||||
|
||||
<SYNTAX GRAB IN OBJECT (ON-GROUND IN-ROOM) = V-DIG>
|
||||
<SYNTAX GRAB UM OBJECT (ON-GROUND IN-ROOM) = V-DIG>
|
||||
<SYNTAX GRAB AUS OBJECT (ON-GROUND IN-ROOM) = V-DIG>
|
||||
<SYNTAX GRAB MIT OBJECT (FIND TOOLBIT) = V-DIG-WITH>
|
||||
<SYNTAX GRAB IN OBJECT (ON-GROUND IN-ROOM)
|
||||
MIT OBJECT (FIND TOOLBIT) (HELD CARRIED HAVE) = V-DIG>
|
||||
<SYNTAX GRAB OBJECT (ON-GROUND IN-ROOM)
|
||||
MIT OBJECT (FIND TOOLBIT) (HELD CARRIED HAVE) = V-DIG>
|
||||
<SYNONYM GRAB GRABE>
|
||||
|
||||
;<SYNTAX DISEMBARK OBJECT (FIND VEHBIT) (ON-GROUND IN-ROOM)
|
||||
= V-DISEMBARK>
|
||||
<SYNTAX STEIG AUS OBJECT (FIND VEHBIT) (ON-GROUND IN-ROOM)
|
||||
= V-DISEMBARK> ;"'steig in' is climb in etc."
|
||||
|
||||
<SYNTAX ERNUECHTER OBJECT = V-DISENCHANT>
|
||||
<SYNONYM ERNUECHTER ERN\%UCHTER>
|
||||
|
||||
<SYNTAX TRINK OBJECT (FIND DRINKBIT) (HELD CARRIED ON-GROUND IN-ROOM)
|
||||
= V-DRINK>
|
||||
<SYNTAX TRINK AUS OBJECT (HELD CARRIED) = V-DRINK-FROM>
|
||||
<SYNONYM TRINK TRINKE SCHLUERFE SCHL\%URFE SCHLUERF SCHL\%URF SCHLUCKE SCHLUCK>
|
||||
|
||||
<SYNTAX DROP OBJECT (HELD MANY HAVE) DOWN OBJECT = V-PUT PRE-PUT>
|
||||
;"LASS OBJ-ACC OBJ-ACC HERUNTERFALLEN = drop obj. down object."
|
||||
<SYNTAX DROP OBJECT (HELD MANY HAVE) IN OBJECT = V-PUT PRE-PUT>
|
||||
<SYNTAX DROP HERUNTER OBJECT (HELD MANY HAVE) = V-DROP PRE-DROP>
|
||||
;<SYNTAX DROP OBJECT (HELD MANY HAVE) ON OBJECT = V-PUT-ON PRE-PUT>
|
||||
;<SYNONYM DROP RELEASE>
|
||||
|
||||
<SYNTAX ISS OBJECT (FIND FOODBIT) (HELD CARRIED ON-GROUND IN-ROOM TAKE)
|
||||
= V-EAT>
|
||||
<SYNTAX ISS HINEIN OBJECT (FIND FOODBIT) (HELD CARRIED ON-GROUND IN-ROOM TAKE)
|
||||
= V-EAT>
|
||||
<SYNONYM ISS ISSE VERZEHR VERZEHRE SCHMECK SCHMECKE BEISS BEISSE ;OBJ ;HINEIN>
|
||||
|
||||
<SYNTAX ECHO = V-ECHO>
|
||||
|
||||
;<SYNTAX ENCHANT OBJECT (ON-GROUND IN-ROOM) = V-ENCHANT>
|
||||
<SYNTAX BEZAUBER OBJECT (ON-GROUND IN-ROOM) = V-ENCHANT>
|
||||
<SYNONYM BEZAUBER BEZAUBERE ENTZUECKE ENTZ\%UCKE ENTZUECK ENTZ\%UCK>
|
||||
|
||||
<SYNTAX BETRET = V-ENTER>
|
||||
<SYNONYM BETRET BETRETE>
|
||||
<SYNTAX TRITT IN OBJECT = V-ENTER>
|
||||
<SYNONYM TRITT TRITTE>
|
||||
<SYNTAX BETRET DURCH OBJECT = V-THROUGH>
|
||||
<SYNTAX VERLASS OBJECT = V-EXIT>
|
||||
<SYNONYM VERLASS VERLASSE>
|
||||
|
||||
<SYNTAX UNTERSUCH OBJECT (MANY) = V-EXAMINE>
|
||||
<SYNTAX UNTERSUCH IN OBJECT (HELD CARRIED IN-ROOM ON-GROUND MANY)
|
||||
= V-LOOK-INSIDE>
|
||||
<SYNTAX UNTERSUCH AUF OBJECT (HELD CARRIED IN-ROOM ON-GROUND MANY)
|
||||
= V-LOOK-INSIDE>
|
||||
<SYNTAX UNTERSUCH OBJECT (HELD CARRIED ON-GROUND IN-ROOM)
|
||||
MIT OBJECT = V-READ PRE-READ>
|
||||
<SYNONYM UNTERSUCH BETRACHT BETRACHTE BESCHREIB WAS>
|
||||
;"was ist object"
|
||||
|
||||
;<SYNTAX EXORCISE OUT OBJECT (FIND ACTORBIT) = V-EXORCISE>
|
||||
<SYNTAX TREIB AUS OBJECT = V-EXORCISE>
|
||||
<SYNTAX TREIB WEG OBJECT (FIND ACTORBIT) = V-EXORCISE>
|
||||
<SYNONYM TREIB TREIBE VERTREIBE VERBANNE ;MAERZE EXORZIERE>
|
||||
|
||||
<SYNTAX MACH AUS OBJECT (FIND ONBIT)
|
||||
(HELD CARRIED ON-GROUND IN-ROOM TAKE HAVE) = V-LAMP-OFF>
|
||||
<SYNONYM MACH MACHE>
|
||||
<SYNTAX LOESCH OBJECT (FIND ONBIT)
|
||||
(HELD CARRIED ON-GROUND IN-ROOM TAKE HAVE) = V-LAMP-OFF>
|
||||
<SYNONYM LOESCH LOESCHE>
|
||||
|
||||
<SYNTAX FUELL OBJECT (FIND CONTBIT) (HELD CARRIED ON-GROUND IN-ROOM)
|
||||
MIT OBJECT = V-FILL PRE-FILL>
|
||||
<SYNTAX FUELL OBJECT (FIND CONTBIT)
|
||||
(HELD CARRIED ON-GROUND IN-ROOM) = V-FILL PRE-FILL>
|
||||
<SYNONYM FUELL FUELLE F\%ULL F\%ULLE>
|
||||
|
||||
<SYNTAX FIND OBJECT = V-FIND>
|
||||
<SYNONYM FIND FINDE ;SUCH WO>
|
||||
|
||||
<SYNTAX FOLG = V-FOLLOW>
|
||||
<SYNTAX FOLG OBJECT = V-FOLLOW>
|
||||
<SYNONYM FOLG FOLGE VERFOLG VERFOLGE JAG JAGE KOMM KOMME>
|
||||
|
||||
<SYNTAX FROBOZ = V-FROBOZZ>
|
||||
|
||||
<SYNTAX GIB OBJECT (MANY HELD HAVE)
|
||||
ZU OBJECT (FIND ACTORBIT) (ON-GROUND) = V-GIVE PRE-GIVE>
|
||||
<SYNTAX GIB OBJECT (FIND ACTORBIT) (ON-GROUND)
|
||||
OBJECT (MANY HELD HAVE) = V-SGIVE PRE-SGIVE>
|
||||
<SYNONYM GIB GIBE ;SCHENKE-IN-DROP-SYNTAX OFFERIER OFFERIERE FUETTERE
|
||||
F\%UTTERE>
|
||||
|
||||
<SYNTAX BRUET OBJECT = V-HATCH>
|
||||
<SYNONYM BRUET BR\%UT BRUETE BR\%UTE>
|
||||
|
||||
<SYNTAX HALLO = V-HELLO>
|
||||
<SYNTAX HALLO OBJECT = V-HELLO>
|
||||
<SYNONYM HALLO TAG>
|
||||
|
||||
<SYNTAX GRUESS DICH OBJECT (FIND KLUDGEBIT) = V-HELLO>
|
||||
<SYNONYM GRUESS GR\%USS>
|
||||
|
||||
<SYNTAX TIP = V-HINT>
|
||||
;<SYNTAX KEINE TIPS MEHR (FIND KLUDGEBIT) = V-HINTS-OFF>
|
||||
<SYNTAX TIP NICHT = V-HINTS-OFF>
|
||||
<VERB-SYNONYM TIP TIPE TIPS HILFE WINK WINKE>
|
||||
|
||||
<SYNTAX ZAUBER = V-INCANT>
|
||||
<SYNONYM ZAUBER ZAUBERE ZAUBERGESANG>
|
||||
|
||||
<SYNTAX ;INFLATE BLAS OBJECT MIT
|
||||
OBJECT ;AUF (FIND TOOLBIT) (ON-GROUND IN-ROOM HELD CARRIED)
|
||||
= V-INFLATE>
|
||||
|
||||
;<SYNTAX IS OBJECT IN OBJECT = V-IS-IN>
|
||||
;<SYNTAX IS OBJECT ON OBJECT = V-IS-IN>
|
||||
|
||||
<SYNTAX SPRING = V-LEAP>
|
||||
<SYNTAX SPRING UEBER ;OVER OBJECT = V-LEAP>
|
||||
<SYNTAX SPRING QUER ;UEBER OBJECT = V-LEAP> ;"JUMP ACROSS"
|
||||
<SYNTAX SPRING IN OBJECT = V-LEAP>
|
||||
<SYNTAX SPRING VON OBJECT = V-LEAP>
|
||||
<SYNTAX QWESDU HERAB OBJECT = V-LEAP> ;"DUMMY SYNTAX SO HERAB IS A PREP"
|
||||
<SYNTAX SPRING VON OBJECT ;HERAB = V-LEAP>
|
||||
<SYNONYM SPRING SPRINGE HUEPF H\%UPF HUEPFE H\%UPFE TAUCH TAUCHE>
|
||||
|
||||
<SYNTAX TRITT OBJECT = V-KICK>
|
||||
;<SYNONYM KICK TAUNT>
|
||||
|
||||
;<SYNTAX KILL OBJECT (FIND ACTORBIT) (ON-GROUND IN-ROOM)
|
||||
WITH OBJECT (FIND WEAPONBIT) (HELD CARRIED HAVE) = V-ATTACK>
|
||||
<SYNTAX TOET OBJECT (FIND ACTORBIT) (ON-GROUND IN-ROOM)
|
||||
MIT OBJECT (FIND WEAPONBIT) (HELD CARRIED HAVE) = V-ATTACK>
|
||||
<SYNONYM TOET TOETE ERMORD ERMORDE BESEITIGE BESEITIGE>
|
||||
|
||||
<SYNTAX ERSTECH OBJECT (FIND ACTORBIT) (ON-GROUND IN-ROOM) = V-STAB>
|
||||
<SYNTAX ERSTECH OBJECT (FIND ACTORBIT) (ON-GROUND IN-ROOM)
|
||||
WITH OBJECT (FIND WEAPONBIT) (HELD CARRIED HAVE) = V-ATTACK>
|
||||
<SYNONYM ERSTECH ERSTECHE>
|
||||
|
||||
<SYNTAX KUESS OBJECT (FIND ACTORBIT) (ON-GROUND IN-ROOM) = V-KISS>
|
||||
<SYNONYM KUESS K\%USS KUESSE K\%USSE>
|
||||
|
||||
<SYNTAX KLOPF AN OBJECT = V-KNOCK>
|
||||
<SYNTAX KLOPF AUF OBJECT = V-KNOCK>
|
||||
<SYNONYM KLOPF KLOPFE>
|
||||
|
||||
<SYNTAX STOSS AB OBJECT ;AB (FIND VEHBIT) = V-LAUNCH>
|
||||
|
||||
;<SYNTAX LEAN ON OBJECT (HELD HAVE) = V-LEAN-ON>
|
||||
<SYNTAX LEHN DICH ;AN ;AUF OBJECT (HELD HAVE) = V-LEAN-ON>
|
||||
|
||||
;<SYNTAX LEAVE = V-LEAVE>
|
||||
<SYNTAX LASS LIEGEN OBJECT (FIND KLUDGEBIT) = V-LEAVE>
|
||||
;<SYNTAX LEAVE OBJECT = V-DROP PRE-DROP>
|
||||
|
||||
;<SYNTAX LIGHT OBJECT (FIND LIGHTBIT)
|
||||
(HELD CARRIED ON-GROUND IN-ROOM TAKE HAVE) = V-LAMP-ON>
|
||||
<SYNTAX MACH AN OBJECT (FIND LIGHTBIT)
|
||||
(HELD CARRIED ON-GROUND IN-ROOM TAKE HAVE) = V-LAMP-ON>
|
||||
<SYNTAX ;LIGHT LUENDE AN OBJECT (FIND LIGHTBIT)
|
||||
(HELD CARRIED ON-GROUND IN-ROOM)
|
||||
MIT OBJECT (FIND FLAMEBIT) (HELD CARRIED TAKE HAVE) = V-BURN PRE-BURN>
|
||||
<SYNTAX ;LIGHT LUENDE OBJECT (FIND LIGHTBIT)
|
||||
(HELD CARRIED ON-GROUND IN-ROOM)
|
||||
AN ;MIT OBJECT (FIND FLAMEBIT) (HELD CARRIED TAKE HAVE)
|
||||
= V-BURN PRE-BURN>
|
||||
<SYNONYM LUENDE L\%UNDE LUEND L\%UND>
|
||||
|
||||
;<SYNTAX LISTEN TO OBJECT = V-LISTEN>
|
||||
<SYNTAX HOER ZU OBJECT = V-LISTEN>
|
||||
<SYNTAX HOER NACH OBJECT = V-LISTEN>
|
||||
<SYNTAX HOER AN OBJECT = V-LISTEN>
|
||||
;<SYNTAX LISTEN FOR OBJECT = V-LISTEN>
|
||||
<SYNTAX HOER OBJECT = V-LISTEN>
|
||||
<SYNONYM HOER HOERE LAUSCH LAUSCHE HORCH HORCHE>
|
||||
|
||||
<SYNTAX SCHAU = V-LOOK>
|
||||
<SYNTAX SIEH DICH ;UM OBJECT (FIND KLUDGEBIT) = V-LOOK>
|
||||
<SYNTAX LOOK UP OBJECT (FIND KLUDGEBIT) = V-LOOK>
|
||||
<SYNTAX LOOK DOWN OBJECT (FIND KLUDGEBIT) = V-LOOK>
|
||||
;<SYNTAX LOOK AT OBJECT (HELD CARRIED ON-GROUND IN-ROOM MANY) = V-EXAMINE>
|
||||
<SYNTAX SCHAU AN OBJECT = V-EXAMINE>
|
||||
<SYNTAX SCHAU AUF OBJECT = V-LOOK-ON>
|
||||
<SYNTAX SCHAU DURCH OBJECT (HELD CARRIED ON-GROUND IN-ROOM MANY)
|
||||
= V-LOOK-INSIDE>
|
||||
<SYNTAX SCHAU UNTER OBJECT = V-LOOK-UNDER>
|
||||
<SYNTAX SCHAU HINTER OBJECT = V-LOOK-BEHIND>
|
||||
<SYNTAX SCHAU IN OBJECT (HELD CARRIED ON-GROUND IN-ROOM MANY) = V-LOOK-INSIDE>
|
||||
<SYNTAX SCHAU OBJECT (HELD CARRIED ON-GROUND IN-ROOM)
|
||||
MIT OBJECT = V-READ PRE-READ>
|
||||
;<SYNTAX LOOK AT OBJECT (HELD CARRIED ON-GROUND IN-ROOM)
|
||||
WITH OBJECT = V-READ PRE-READ>
|
||||
;<SYNTAX LOOK FOR OBJECT = V-FIND>
|
||||
<SYNONYM SCHAU SCHAUE STARRE BLICKE SEH>
|
||||
|
||||
<SYNTAX LASS HINUNTER OBJECT = V-LOWER>
|
||||
|
||||
<SYNTAX SCHMIER OBJECT MIT OBJECT (HELD CARRIED) = V-OIL>
|
||||
<SYNONYM SCHMIER SCMEIRE OELE FETT FETTE>
|
||||
|
||||
<SYNTAX MACH OBJECT = V-MAKE>
|
||||
|
||||
<SYNTAX SCHMELZ OBJECT
|
||||
MIT OBJECT (FIND FLAMEBIT) (HELD CARRIED ON-GROUND IN-ROOM) = V-MELT>
|
||||
<SYNONYM SCHMELZ SCHMELZE VERFLUESSIGE VERFL\%USSIGE>
|
||||
|
||||
<SYNTAX BEWEG OBJECT (ON-GROUND IN-ROOM) = V-MOVE PRE-MOVE>
|
||||
;<SYNTAX MOVE OBJECT (ON-GROUND IN-ROOM) OBJECT = V-PUSH-TO>
|
||||
<SYNTAX BEWEG OBJECT (ON-GROUND IN-ROOM) NACH OBJECT = V-PUSH-TO>
|
||||
<SYNONYM BEWEG BEWEGE>
|
||||
;<SYNTAX MOVE OBJECT (HELD MANY HAVE) IN OBJECT = V-PUT PRE-PUT>
|
||||
;<SYNTAX MOVE OBJECT WITH OBJECT (FIND TOOLBIT) = V-TURN PRE-TURN>
|
||||
|
||||
<SYNTAX ROLL AUF OBJECT (ON-GROUND IN-ROOM) = V-MOVE PRE-MOVE>
|
||||
<SYNTAX ROLL OBJECT (ON-GROUND IN-ROOM) = V-MOVE PRE-MOVE>
|
||||
<SYNONYM ROLL ROLLE>
|
||||
|
||||
<SYNTAX MURMLE = V-MUMBLE>
|
||||
<SYNONYM MURMLE SEUFZE NUSCHELE>
|
||||
|
||||
<SYNTAX NEIN = V-NO>
|
||||
|
||||
<SYNTAX ODYSSEUS = V-ODYSSEUS>
|
||||
<SYNONYM ODYSSEUS ULYSSES>
|
||||
|
||||
<SYNTAX OEFFN OBJECT (FIND DOORBIT) (HELD CARRIED ON-GROUND IN-ROOM) = V-OPEN>
|
||||
<SYNTAX MACH AUF OBJECT (FIND DOORBIT) (HELD CARRIED ON-GROUND IN-ROOM)
|
||||
= V-OPEN>
|
||||
<SYNTAX OEFFN OBJECT (FIND DOORBIT) (HELD CARRIED ON-GROUND IN-ROOM) MIT
|
||||
OBJECT (FIND TOOLBIT) (ON-GROUND IN-ROOM HELD CARRIED HAVE) = V-OPEN>
|
||||
<SYNONYM OEFFN OEFFNE>
|
||||
|
||||
;<SYNTAX WAEHL OBJECT = V-PICK> ;"ren: as in pick a lock?"
|
||||
<SYNTAX KNACK OBJECT = V-PICK>
|
||||
<SYNTAX KNACK OBJECT MIT OBJECT = V-PICK>
|
||||
<SYNONYM KNACK KNACKE>
|
||||
<SYNTAX ;PICK-UP HEB AUF OBJECT (FIND TAKEBIT) (ON-GROUND MANY)
|
||||
= V-TAKE PRE-TAKE>
|
||||
|
||||
<SYNTAX SPIELE OBJECT = V-PLAY>
|
||||
|
||||
<SYNTAX KLEB OBJECT MIT OBJECT ;ZU = V-PLUG>
|
||||
<SYNONYM ;STOPFE KLEB KLEBE ;ZU FLICK FLICKE REPARIERE>
|
||||
;<SYNONYM PLUG GLUE PATCH REPAIR FIX>
|
||||
|
||||
<SYNTAX PLUGH = V-ADVENT>
|
||||
<SYNONYM PLUGH XYZZY>
|
||||
|
||||
;<SYNTAX POKE OBJECT (FIND ACTORBIT) (ON-GROUND IN-ROOM)
|
||||
MIT OBJECT (FIND WEAPONBIT) (HELD CARRIED HAVE) = V-MUNG PRE-MUNG>
|
||||
<SYNTAX STOSS OBJECT (FIND ACTORBIT) (ON-GROUND IN-ROOM)
|
||||
MIT OBJECT (FIND WEAPONBIT) (HELD CARRIED HAVE) = V-MUNG PRE-MUNG>
|
||||
<SYNONYM STOSS STOSSE>
|
||||
;<SYNTAX DURCHLOECHERE OBJECT (FIND ACTORBIT) (ON-GROUND IN-ROOM)
|
||||
MIT OBJECT (FIND WEAPONBIT) (HELD CARRIED HAVE) = V-MUNG PRE-MUNG>
|
||||
|
||||
;<SYNTAX POUR OBJECT (HELD CARRIED) = V-DROP PRE-DROP>
|
||||
<SYNTAX SCHUETT AUS OBJECT (HELD CARRIED) = V-DROP PRE-DROP>
|
||||
<SYNTAX SCHUETT OBJECT (HELD CARRIED) IN OBJECT = V-DROP PRE-DROP>
|
||||
<SYNTAX SCHUETT OBJECT (HELD CARRIED) AUF OBJECT = V-POUR-ON>
|
||||
<SYNTAX GIESS OBJECT (HELD CARRIED) VON OBJECT = V-DROP PRE-DROP>
|
||||
<SYNONYM GIESS GIESSE>
|
||||
<SYNONYM SCHUETT SCH\%UTT SCHUETTE SCH\%UTTE VERSCHUETTE VERSCH\%UTTE>
|
||||
|
||||
<SYNTAX SCHENK OBJECT ;EIN (HELD CARRIED) = V-DROP PRE-DROP>
|
||||
<SYNTAX SCHENK OBJECT (FIND ACTORBIT) (ON-GROUND)
|
||||
OBJECT (MANY HELD HAVE) = V-SCHENKE ;V-SGIVE ;PRE-SGIVE>
|
||||
<SYNONYM SCHENK SCHENKE>
|
||||
;"next syntax handled by above"
|
||||
;<SYNTAX SCHENKE ;DEN OBJECT(HELD CARRIED) ;DEM OBJECT ;EIN = V-DROP PRE-DROP>
|
||||
|
||||
<SYNTAX BET = V-PRAY>
|
||||
<SYNONYM BET BETE>
|
||||
|
||||
<SYNTAX ZIEH OBJECT (ON-GROUND IN-ROOM) = V-MOVE PRE-MOVE>
|
||||
<SYNTAX ZIEH AN OBJECT (ON-GROUND IN-ROOM) = V-MOVE PRE-MOVE>
|
||||
<SYNTAX ZIEH HOCH OBJECT (ON-GROUND IN-ROOM) = V-MOVE PRE-MOVE>
|
||||
<SYNONYM ZIEH ZIEHE ZERR ZERRE REISS REISSE>
|
||||
|
||||
<SYNTAX PUMP AUF OBJECT = V-PUMP>
|
||||
<SYNTAX PUMP OBJECT MIT OBJECT ;AUF = V-PUMP>
|
||||
<SYNONYM PUMP PUMPE>
|
||||
|
||||
<SYNTAX STOSS OBJECT (IN-ROOM ON-GROUND) NACH OBJECT = V-PUSH-TO>
|
||||
<SYNTAX STOSS OBJECT (IN-ROOM ON-GROUND) ZU OBJECT = V-PUSH-TO>
|
||||
<SYNTAX STOSS OBJECT (IN-ROOM ON-GROUND MANY) = V-PUSH>
|
||||
<SYNTAX STOSS AN OBJECT (IN-ROOM ON-GROUND MANY) = V-PUSH>
|
||||
<SYNTAX STOSS OBJECT MIT OBJECT (FIND TOOLBIT) = V-TURN PRE-TURN>
|
||||
<SYNTAX STOSS OBJECT UNTER OBJECT = V-PUT-UNDER>
|
||||
<SYNONYM STOSS STOSS SCHUBS SCHUBSE ;STICH-USED-ABOVE SCHIEB SCHIEBE DRUCK
|
||||
DRUECKE DR\%UCKE DRUECK DR\%UCK>
|
||||
|
||||
<SYNTAX LEG OBJECT (HELD MANY HAVE) IN OBJECT = V-PUT PRE-PUT>
|
||||
<SYNTAX LEG OBJECT (HELD MANY HAVE) AUF OBJECT = V-PUT-ON PRE-PUT>
|
||||
<SYNTAX LEG OBJECT (HELD HAVE) UNTER OBJECT = V-PUT-UNDER>
|
||||
<SYNTAX ZIEH AN OBJECT (IN-ROOM ON-GROUND CARRIED MANY) = V-WEAR>
|
||||
<SYNTAX LEG OBJECT (HELD MANY HAVE) HINTER OBJECT = V-PUT-BEHIND>
|
||||
<SYNTAX LEG ;STOPFE OBJECT MIT OBJECT = V-PLUG>
|
||||
<SYNTAX ;SETZ LEG DICH ;AN OBJECT (FIND VEHBIT) (ON-GROUND IN-ROOM)
|
||||
= V-CLIMB-ON>
|
||||
<SYNTAX ;SETZE LEG INSTAND OBJECT MIT OBJECT = V-PLUG> ;"ie, to repair"
|
||||
<SYNONYM LEG LEGE SETZ SETZE STELL STELLE STOPF STOPFE VERSTECK VERSTECKE>
|
||||
|
||||
;<SYNTAX RAISE OBJECT = V-RAISE>
|
||||
;"ren: HEB AUF OBJECT is pick-up and raise -- depends on context?"
|
||||
<SYNTAX HEB HOCH OBJECT = V-RAISE>
|
||||
;<SYNTAX ZIEH HOCH OBJECT = V-RAISE>
|
||||
<SYNONYM HEB HEBE ERHOEHE>
|
||||
|
||||
;<SYNTAX VERGELWALTIGE OBJECT (FIND ACTORBIT) = V-RAPE>
|
||||
;<SYNONYM VERGELWALTIGE BELAESTIGE>
|
||||
|
||||
<SYNTAX LIES OBJECT (FIND READBIT) (HELD CARRIED ON-GROUND IN-ROOM TAKE)
|
||||
= V-READ PRE-READ>
|
||||
<SYNTAX LIES AUF 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>
|
||||
<SYNTAX READ OBJECT (FIND READBIT) (HELD CARRIED ON-GROUND IN-ROOM TAKE)
|
||||
OBJECT = V-READ-PAGE>
|
||||
<SYNONYM LIES LIESE BLAETTER BLAETTERE>
|
||||
|
||||
<SYNTAX BEREUE = V-REPENT>
|
||||
|
||||
<SYNTAX LAEUT OBJECT (TAKE) = V-RING>
|
||||
<SYNTAX LAEUT MIT OBJECT (TAKE) = V-RING>
|
||||
<SYNONYM LAEUT LAEUTE KLINGEL KLINGELN>
|
||||
|
||||
<SYNTAX REIB OBJECT = V-RUB>
|
||||
<SYNTAX REIB OBJECT MIT OBJECT = V-RUB>
|
||||
<SYNONYM REIB REIBE FUEHL F\%UHL FUEHLE F\%UHLE STREICHLE LIEBKOS LIEBKOSE>
|
||||
|
||||
<SYNTAX SAG OBJECT (FIND ACTORBIT) (IN-ROOM) = V-TELL>
|
||||
<SYNTAX SAG = V-SAY>
|
||||
<SYNONYM SAG SAGE>
|
||||
|
||||
<SYNTAX SUCH OBJECT = V-SEARCH>
|
||||
<SYNTAX SUCH IN OBJECT = V-SEARCH>
|
||||
<SYNTAX SUCH NACH OBJECT = V-FIND>
|
||||
<SYNONYM SUCH SUCHE>
|
||||
;<SYNTAX SEARCH FOR OBJECT = V-FIND>
|
||||
|
||||
<SYNTAX SEND NACH ;DEM OBJECT = V-SEND>
|
||||
<SYNONYM SEND SENDE>
|
||||
|
||||
<SYNTAX SCHUETTLE OBJECT (HAVE) = V-SHAKE>
|
||||
<SYNONYM SCHUETTLE SCH\%UTTLE>
|
||||
|
||||
;<SYNTAX SKIP = V-SKIP>
|
||||
;<SYNONYM SKIP HOP>
|
||||
|
||||
<SYNTAX RIECH OBJECT = V-SMELL>
|
||||
<SYNONYM RIECH RIECHE SCHNUEFFLE SCHN\%UFFLE>
|
||||
|
||||
<SYNTAX WIRBLE HERUM OBJECT = V-SPIN>
|
||||
|
||||
<SYNTAX SPRUEH OBJECT AUF OBJECT = V-SPRAY>
|
||||
<SYNTAX SPRUEH OBJECT MIT OBJECT = V-SSPRAY>
|
||||
<SYNONYM SPRUEH SPR\%UH SPRUEHE SPR\%UHE>
|
||||
|
||||
<SYNTAX PRESS OBJECT = V-SQUEEZE>
|
||||
<SYNTAX PRESS OBJECT AUF OBJECT = V-PUT PRE-PUT>
|
||||
<SYNONYM PRESS PRESSE>
|
||||
|
||||
<SYNTAX STEH = V-STAND>
|
||||
<SYNONYM STEH STEHE>
|
||||
<SYNTAX STEH AUF OBJECT (FIND KLUDGEBIT) = V-STAND>
|
||||
|
||||
<SYNTAX BLEIB = V-STAY>
|
||||
<SYNONYM BLEIB BLEIBE>
|
||||
|
||||
;<SYNTAX SCHLAG OBJECT (FIND ACTORBIT) (ON-GROUND IN-ROOM) MIT OBJECT
|
||||
(FIND WEAPONBIT) (HELD CARRIED ON-GROUND IN-ROOM HAVE) = V-ATTACK>
|
||||
;<SYNTAX SCHLAG OBJECT (ON-GROUND IN-ROOM HELD CARRIED) = V-STRIKE>
|
||||
|
||||
<SYNTAX SCHWIMM = V-SWIM>
|
||||
<SYNTAX SCHWIMM IN OBJECT = V-SWIM>
|
||||
<SYNTAX SCHWIMM UEBER OBJECT = V-SWIM>
|
||||
<SYNONYM SCHWIMM SCHWIMME BAD BADE WAT WATE>
|
||||
|
||||
;"v-swing also v-wave. same ger. word"
|
||||
<SYNTAX SCHWING OBJECT (FIND WEAPONBIT) (HELD CARRIED HAVE) = V-SWING>
|
||||
<SYNTAX SCHWING ;FUCHTELE MIT OBJECT ;HERUM (FIND WEAPONBIT)
|
||||
(HELD CARRIED HAVE) = V-SWING>
|
||||
<SYNTAX SCHWING OBJECT (FIND WEAPONBIT) (HELD CARRIED HAVE)
|
||||
NACH OBJECT (FIND ACTORBIT) (ON-GROUND IN-ROOM) = V-SWING>
|
||||
<SYNONYM SCHWING FUCHTELE>
|
||||
<SYNONYM SCHWING SCHWINGE ;STOSS>
|
||||
|
||||
<SYNTAX NIMM OBJECT (FIND TAKEBIT) (ON-GROUND IN-ROOM MANY) = V-TAKE PRE-TAKE>
|
||||
;<SYNTAX TAKE IN OBJECT (FIND VEHBIT) (ON-GROUND IN-ROOM) = V-BOARD PRE-BOARD>
|
||||
;<SYNTAX TAKE OUT OBJECT (FIND KLUDGEBIT) (ON-GROUND IN-ROOM) = V-DISEMBARK>
|
||||
;<SYNTAX TAKE ON OBJECT (FIND VEHBIT) (ON-GROUND IN-ROOM) = V-CLIMB-ON>
|
||||
;<SYNTAX TAKE UP OBJECT (FIND KLUDGEBIT) = V-STAND>
|
||||
|
||||
<SYNTAX NIMM OBJECT (FIND TAKEBIT) (CARRIED IN-ROOM MANY)
|
||||
AUS OBJECT ;HERAUS = V-TAKE PRE-TAKE>
|
||||
<SYNTAX NIMM OBJECT (FIND TAKEBIT) (CARRIED IN-ROOM MANY)
|
||||
VON OBJECT = V-TAKE PRE-TAKE>
|
||||
;<SYNTAX TAKE OBJECT (FIND TAKEBIT) (IN-ROOM CARRIED MANY)
|
||||
FROM OBJECT = V-TAKE PRE-TAKE>
|
||||
<SYNONYM NIMM NIMME HOL HOLE HALT HALTE ENTFENRNE FANG FANGE>
|
||||
;"ren: greif is attack and take? ANGREIFEN TO ATTACK , GREIF TO SIEZE"
|
||||
|
||||
<SYNTAX TRAG OBJECT = V-TRAGE> ;"Note: trage can mean take or wear"
|
||||
<SYNONYM TRAG TRAGE>
|
||||
|
||||
<SYNTAX SAG OBJECT (FIND ACTORBIT) (IN-ROOM) UEBER OBJECT = V-TELL>
|
||||
<SYNTAX SAG MIT OBJECT (FIND ACTORBIT) (IN-ROOM) UEBER OBJECT = V-TELL>
|
||||
<SYNONYM SAG ERZAEHLE>
|
||||
|
||||
<SYNTAX FRAG OBJECT (FIND ACTORBIT) = V-TELL>
|
||||
<SYNTAX FRAG OBJECT (FIND ACTORBIT) UEBER OBJECT = V-TELL>
|
||||
<SYNONYM FRAG FRAGE>
|
||||
|
||||
<SYNTAX WERF OBJECT (HELD CARRIED HAVE) = V-THROW>
|
||||
<SYNTAX WERF HOCH OBJECT (HELD CARRIED HAVE) = V-THROW>
|
||||
<SYNTAX WERF OBJECT (HELD CARRIED HAVE)
|
||||
AUF OBJECT (FIND ACTORBIT) (ON-GROUND IN-ROOM) = V-THROW>
|
||||
<SYNTAX WERF OBJECT (HELD CARRIED HAVE)
|
||||
MIT OBJECT (FIND ACTORBIT) (ON-GROUND IN-ROOM) = V-THROW>
|
||||
<SYNTAX WERF OBJECT UEBER OBJECT = V-OVERBOARD>
|
||||
<SYNTAX WERF OBJECT (HELD CARRIED HAVE) IN OBJECT = V-PUT PRE-PUT>
|
||||
<SYNTAX WERF OBJECT (HELD CARRIED HAVE) AUF OBJECT = V-PUT-ON PRE-PUT>
|
||||
<SYNTAX WERF OBJECT (HELD CARRIED HAVE) VON OBJECT = V-THROW-OFF>
|
||||
<SYNTAX WERF OBJECT (HELD CARRIED HAVE) UEBER OBJECT = V-THROW-OFF>
|
||||
<SYNONYM WERF WERFE SCHLEUDERE SCHMEISSE WIRF WIRFE ;HOCH>
|
||||
|
||||
<SYNTAX BIND ZU OBJECT (FIND ACTORBIT) (ON-GROUND IN-ROOM) MIT OBJECT
|
||||
(FIND TOOLBIT) (ON-GROUND IN-ROOM HELD CARRIED HAVE) = V-TIE-UP>
|
||||
<SYNTAX BIND AN OBJECT (FIND ACTORBIT) (ON-GROUND IN-ROOM) MIT OBJECT
|
||||
(FIND TOOLBIT) (ON-GROUND IN-ROOM HELD CARRIED HAVE) = V-TIE-UP>
|
||||
<SYNTAX BIND OBJECT (FIND ACTORBIT) (ON-GROUND IN-ROOM) MIT OBJECT ;ZU
|
||||
(FIND TOOLBIT) (ON-GROUND IN-ROOM HELD CARRIED HAVE) = V-TIE-UP>
|
||||
<SYNTAX BIND OBJECT AN ;TO OBJECT = V-TIE>
|
||||
<SYNONYM BIND BINDE FESSEL FESSELE ;(FESTMACHE ZUMACHE ANBINDE)>
|
||||
|
||||
<SYNTAX MACH FEST OBJECT (FIND ACTORBIT) (ON-GROUND IN-ROOM) MIT OBJECT
|
||||
(FIND TOOLBIT) (ON-GROUND IN-ROOM HELD CARRIED HAVE) = V-TIE-UP>
|
||||
<SYNTAX MACH ZU OBJECT (FIND ACTORBIT) (ON-GROUND IN-ROOM) MIT OBJECT
|
||||
(FIND TOOLBIT) (ON-GROUND IN-ROOM HELD CARRIED HAVE) = V-TIE-UP>
|
||||
<SYNTAX MACH OBJECT (FIND ACTORBIT) (ON-GROUND IN-ROOM) MIT OBJECT ;FEST
|
||||
(FIND TOOLBIT) (ON-GROUND IN-ROOM HELD CARRIED HAVE) = V-TIE-UP>
|
||||
|
||||
|
||||
<SYNTAX SCHATZ = V-TREASURE>
|
||||
<SYNONYM SCHATZ TEMPEL>
|
||||
|
||||
<SYNTAX DREH OBJECT (FIND TURNBIT) (HELD CARRIED ON-GROUND IN-ROOM)
|
||||
MIT OBJECT (FIND KLUDGEBIT) = V-TURN PRE-TURN>
|
||||
;<SYNTAX TURN ON OBJECT (FIND LIGHTBIT)
|
||||
(HELD CARRIED ON-GROUND IN-ROOM) = V-LAMP-ON>
|
||||
<SYNTAX MACH OBJECT MIT OBJECT ;AN (HAVE) = V-LAMP-ON>
|
||||
;<SYNTAX TURN OFF OBJECT (FIND ONBIT)
|
||||
(HELD CARRIED ON-GROUND IN-ROOM TAKE HAVE) = V-LAMP-OFF>
|
||||
<SYNTAX DREH OBJECT (FIND TURNBIT) ZU OBJECT = V-TURN PRE-TURN>
|
||||
<SYNTAX DREH OBJECT (FIND TURNBIT) FUER OBJECT = V-TURN PRE-TURN>
|
||||
<SYNTAX DREH UM OBJECT ;(FIND TURNBIT) = V-TURN PRE-TURN> ;"on its side"
|
||||
<SYNONYM DREH DREHE>
|
||||
|
||||
<SYNTAX SCHLIESS OBJECT (FIND DOORBIT) (HELD CARRIED ON-GROUND IN-ROOM)
|
||||
= V-CLOSE>
|
||||
<SYNTAX VERSCHLIESS OBJECT (FIND DOORBIT) (HELD CARRIED ON-GROUND IN-ROOM)
|
||||
= V-CLOSE-OR-LOCK>
|
||||
<SYNTAX VERSCHLIESS OBJECT (ON-GROUND IN-ROOM) MIT
|
||||
OBJECT (FIND TOOLBIT) (HELD CARRIED ON-GROUND IN-ROOM TAKE) = V-LOCK>
|
||||
<SYNTAX SCHLIESS AUF OBJECT (FIND DOORBIT) (HELD CARRIED ON-GROUND IN-ROOM)
|
||||
= V-CLOSE-OR-UNLOCK>
|
||||
<SYNTAX SCHLIESS AUF OBJECT (ON-GROUND IN-ROOM) MIT OBJECT
|
||||
(FIND TOOLBIT) (HELD CARRIED ON-GROUND IN-ROOM TAKE)
|
||||
= V-UNLOCK>
|
||||
<SYNTAX SCHLIESS OBJECT (ON-GROUND IN-ROOM) MIT OBJECT ;AUF
|
||||
(FIND TOOLBIT) (HELD CARRIED ON-GROUND IN-ROOM TAKE) = V-UNLOCK>
|
||||
<SYNONYM SCHLIESS SCHLIESSE>
|
||||
|
||||
<SYNTAX KNOEPF OBJECT (ON-GROUND IN-ROOM HELD CARRIED) = V-UNTIE>
|
||||
<SYNTAX KNOEPF AUF OBJECT (ON-GROUND IN-ROOM HELD CARRIED) = V-UNTIE>
|
||||
<SYNTAX LOESE OBJECT (ON-GROUND IN-ROOM HELD CARRIED)
|
||||
VON OBJECT = V-UNTIE>
|
||||
<SYNONYM KNOEPF KNOEPFE KNOT KNOTE BEFREI BEFREIE ENTFERN ENTFERNE ENTHAKE>
|
||||
|
||||
<SYNTAX WART = V-WAIT>
|
||||
<SYNONYM WART WARTE Z>
|
||||
|
||||
<SYNTAX WECK OBJECT (FIND ACTORBIT) (ON-GROUND IN-ROOM) = V-ALARM>
|
||||
<SYNTAX WECK AUF OBJECT (FIND ACTORBIT) (ON-GROUND IN-ROOM) = V-ALARM>
|
||||
;<SYNTAX SEI UEBERRASCHT OBJECT (FIND KLUDGEBIT) = V-ALARM>
|
||||
;<SYNTAX SEI ERSTAUNT OBJECT (FIND KLUDGEBIT) = V-ALARM>
|
||||
<SYNONYM WECK WECKE WACH WACHE ERSCHRICK>
|
||||
|
||||
<SYNTAX GEH = V-WALK-AROUND>
|
||||
<SYNTAX GEH RAUS OBJECT (FIND KLUDGEBIT) = V-EXIT>
|
||||
<SYNTAX GEH MIT OBJECT = V-WALK>
|
||||
<SYNTAX GEH VON ;WEG ;AWAY OBJECT = V-WALK>
|
||||
<SYNTAX GEH DURCH OBJECT = V-THROUGH>
|
||||
<SYNTAX GEH IN OBJECT = V-THROUGH>
|
||||
<SYNTAX GEH AUF OBJECT = V-THROUGH>
|
||||
<SYNTAX GEH AUS OBJECT ;RAUS = V-EXIT>
|
||||
<SYNTAX GEH UEBER OBJECT = V-LEAP>
|
||||
<SYNTAX GEH ZU OBJECT = V-WALK-TO>
|
||||
<SYNTAX GEH NACH OBJECT = V-WALK-TO>
|
||||
<SYNTAX GEH UM OBJECT ;HERUM = V-WALK-AROUND>
|
||||
<SYNTAX GEH HINAUF OBJECT (FIND CLIMBBIT) (ON-GROUND IN-ROOM) = V-CLIMB-UP>
|
||||
<SYNTAX GEH HINUNTER OBJECT (FIND CLIMBBIT) (ON-GROUND IN-ROOM) = V-CLIMB-DOWN>
|
||||
<SYNONYM GEH GEHE LAUF LAUFE REN RENE>
|
||||
|
||||
;"see syntax schwinge"
|
||||
;<SYNTAX WAVE OBJECT (HELD CARRIED TAKE HAVE) = V-WAVE>
|
||||
;<SYNTAX WAVE OBJECT (HELD CARRIED TAKE HAVE) AT OBJECT = V-WAVE>
|
||||
;<SYNTAX WAVE AT OBJECT = V-WAVE>
|
||||
;<SYNONYM WAVE BRANDISH>
|
||||
|
||||
<SYNTAX TIP ;DEM OBJECT = V-WAVE ;WAVE-TO-SOMEONE>
|
||||
;<SYNONYM TIP WINK WINKE> ;"TIP MEANS HINT ALSO"
|
||||
|
||||
<SYNTAX WEAR OBJECT = V-WEAR>
|
||||
|
||||
<SYNTAX GEWINN = V-WIN>
|
||||
<SYNONYM GEWINN GEWINNE SIEG>
|
||||
|
||||
<SYNTAX WIND OBJECT = V-WIND>
|
||||
<SYNTAX WIND UP OBJECT = V-WIND>
|
||||
<SYNONYM WIND WINDE>
|
||||
|
||||
<SYNTAX WISH = V-WISH>
|
||||
|
||||
<SYNTAX YELL = V-YELL>
|
||||
<SYNONYM YELL SCREAM SHOUT>
|
||||
|
||||
<SYNTAX JA = V-YES>
|
||||
<SYNONYM JA J>
|
||||
|
||||
<SYNTAX ZORK = V-ZORK>
|
Binary file not shown.
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,339 @@
|
|||
|
||||
*** BELOW ARE THE SEVERAL WAYS TO DIE IN ZORK I ***
|
||||
|
||||
>BRUSH TEETH WITH GUNK
|
||||
"Well, you seem to have been brushing your teeth with some sort of glue. As a result, your mouth gets glued together (with your nose) and you die of respiratory failure."
|
||||
"Na ja, du scheinst deine Zaehne mit irgendwelchem Klebstoff geputzt zu haben. Die natuerliche Folge davon ist ein zusammengeklebter Mund(mit der Nase), und du stirbst an Atemversagen."
|
||||
|
||||
>BURN LEAVES
|
||||
"The leaves burn, and so do you."
|
||||
"Die Blaetter stehen in Flammen, und du mit."
|
||||
|
||||
>KILL THIEF WITH KNIFE
|
||||
"As the knife approaches its victim, your mind is submerged by an
|
||||
overmastering will. Slowly, your hand turns, until the rusty blade
|
||||
is an inch from your neck. The knife seems to sing as it savagely
|
||||
slits your throat."strange phrase in English????
|
||||
"Als das Messer sich seinem Opfer naehert, wird dein Gehirn von einem Willen ueberwaeltigt, den du nicht meisterst. Langsam dreht sich deine Hand bis die rostige Schneide 2 cm von deinem Hals entfernt ist. Das Messer scheint zu singen, als es auf brutalste Weise deinen Hals durchschneidet."
|
||||
|
||||
>JUMP OF CLIFF
|
||||
"It's a shame the leap you just attempted has done you in."
|
||||
"Wie tragisch! Der Sprung, den du gerade gewagt hast, bringt dich um."
|
||||
|
||||
(NOTE: IN THE BOAT)
|
||||
"You are lifted up by the rising river! You try to swim, but the
|
||||
currents are too strong. You come closer, closer to the awesome
|
||||
structure of Flood Control Dam #3. The dam beckons to you.
|
||||
The roar of the water nearly deafens you, but you remain conscious
|
||||
as you tumble over the dam toward your certain doom among the rocks at its base."
|
||||
"Du wirst von dem steigenden Fluss in die Hoehe gehoben! Du versuchst, zu schwimmen, aber die Stroemung ist zu stark. Du geraetst naeher und naeher an die ueberwaeltigende Masse des Hochwasserschutzdammes #3. Der Damm winkt dir zu. Das Getoese des Wassers macht dich fast taub, aber du bleibst bei Bewusstsein, als du ueber den Damm stuerzt und deinem sicheren Tode zwischen den Steinen auf seinem Grund entgegen siehst.
|
||||
|
||||
|
||||
"Unfortuneately, you have drowned yourself."
|
||||
"Leider hast du dich ertraenkt."
|
||||
|
||||
"The rising water carries the boat over the dam, down the river, and over the falls. Tsk, tsk."
|
||||
"Das steigende Wasser traegt das Boot ueber den Damm, flussabwaerts und ueber die Faelle. Sowas Dummes."
|
||||
>LOOK AT CYCLOPS
|
||||
"The cyclops, tired of all of your games and trickery, grabs you firmly.
|
||||
As he licks his chops, he says \"Mmm. Just like Mom used to make 'em.\"
|
||||
"Der Zyklop, der deiner listigen Spielchen ueberdruessig ist, zerquetscht dich zwischen seinen Fingern. Waehrend ihm das Wasser im Mund zusammenlaeuft, sagt er:\"Das schmeckt wie bei Muttern. Mmmh."\"
|
||||
It's nice to be appreciated."
|
||||
"Es ist angenehm, geschaetzt zu werden."
|
||||
|
||||
>BURN THE BODIES (IN HADES)
|
||||
"The voice of the guardian of the dungeon booms out from the darkness, \"Your disrespect costs you your life!\" and places your head on a sharp pole."
|
||||
"Die Stimme des Kerkermeisters droehnt aus dem Dunkel\"Deine Nichtachtung wird dir dein Leben kosten\", und er steckt deinen Kopf auf einen spitzen Stock."
|
||||
|
||||
>BURN THE BLACK BOOK
|
||||
"A booming voice says \"Wrong, cretin!\" and you notice that you have
|
||||
turned into a pile of dust. How, I can't imagine."
|
||||
"Eine donnernde Stimme sagt:\"Falsch gedacht, Schwachkopf!"\ und du bemerkst, dass du dich in eine Staubmasse verwandelt hast. Wie, kann ich mir einfach nicht vorstellen."
|
||||
|
||||
|
||||
>WALK NORTH (INTO THE GAS ROOM)
|
||||
|
||||
** BOOOOOOOOOOOM **
|
||||
|
||||
|
||||
(NOTE: THE RAINBOW GIVES WAY)
|
||||
"The structural integrity of the rainbow is severely compromised, leaving you hanging in midair, supported only by water vapor. Bye."
|
||||
"Die Tragfaehigkeit des Regenbogens laesst sehr zu wuenschen uebrig, was dich schwebend in der Luft haengen laesst. Du bist nur von Wasserdampf gestuetzt. Auf Wiedersehen."
|
||||
|
||||
>PUT MYSELF IN RIVER
|
||||
"You splash around for a while, fighting the current, then you drown."
|
||||
"Du planschst fuer eine Weile wild im Wasser rum, um dich gegen die Stroemung zu halten, dann ertrinkst du."
|
||||
|
||||
...
|
||||
"Unfortunately, the magic boat doesn't provide protection from
|
||||
the rocks and boulders one meets at the bottom of waterfalls.
|
||||
Including this one."
|
||||
"Leider gewaehrt das Zauberboot keinen Schutz gegen Steine und Felsbloecke, die man unten am Wasserfall trifft. Auch gegen diesen nicht."
|
||||
|
||||
THE BOAT DEFLATES...
|
||||
"Another pathetic sputter, this time from you, heralds your drowning."
|
||||
"Ein weiteres armseliges Ausblasen, diesmal kommt es aus dir
|
||||
bestaetigt dein Ertrinken."
|
||||
|
||||
THE BOAT DEFLATES...
|
||||
"In other words, fighting the fierce currents of the Frigid River. You
|
||||
manage to hold your own for a bit, but then you are carried over a
|
||||
waterfall and into some nasty rocks. Ouch!"
|
||||
"Mit anderen Worten, gegen die toedlichen Stroemungen des Gletsch kaempfen. Du haelst dich eine Weile ueber Wasser, aber dann wirst du ueber einen Wasserfall in gefaehrliche Felsen gezogen. Auuuuu!"
|
||||
|
||||
(NOTE: IF YOU DIG TOO DEEP)
|
||||
"The hole collapses, smothering you."
|
||||
"Das Loch bricht zusammen, du erstickst."
|
||||
|
||||
DITTO
|
||||
"That was just a bit too far down."
|
||||
"Das war wohl ein wenig zu weit unten."
|
||||
|
||||
|
||||
FIGHTING A VILLAIN...
|
||||
"It appears that that last blow was too much for you. I'm afraid you
|
||||
are dead."
|
||||
"Es scheint, als ob der letzte Hieb dir den Rest gegeben hat. Es tut mir leid, aber du bist tot."
|
||||
|
||||
DITTO
|
||||
"Well, you really did it that time. Is suicide painless?"
|
||||
"Na ja, diesmal hast du es endlich geschafft. Ist Selbstmord schmerzlos?"
|
||||
|
||||
|
||||
>THROW THING AT ME
|
||||
"The THING hits you squarely in the head. Normally, this wouldn't do much damage, but by incredible mischance, you fall over backwards trying to duck, and break your neck, justice being swift and merciful in the Great Underground Empire." copy from text.
|
||||
|
||||
|
||||
>WALK NORTH
|
||||
"Oh, no! You have walked into a den of hungry grues and it's dinner time!" copy
|
||||
|
||||
DITTO
|
||||
"Oh, no! You have walked into the slavering fangs of a lurking grue!"copy
|
||||
|
||||
>ATTACK MYSELF
|
||||
"If you insist.... Poof, you're dead!"
|
||||
"Wenn du darauf bestehst.........Bum! Du bist tot."
|
||||
|
||||
|
||||
*** BELOW ARE SOME MORE MISCELLANEOUS TEXT STRINGS ***
|
||||
|
||||
>TAKE THE SWORD AND THE LAMP
|
||||
"Those things aren't here!"
|
||||
"Diese Dinge sind nicht hier!"
|
||||
|
||||
>LOOK AT THE THING
|
||||
"You can't see that here!" (RENATA: does the word 'that' depend on gender?) no
|
||||
"Das kannst du hier nicht sehen!"
|
||||
>PERSON, TAKE THE SWORD
|
||||
"The PERSON seems confused. ""I don't see that here!""
|
||||
"Der PERSON scheint verwirrt""Ich sehe das hier nicht!""
|
||||
|
||||
>CLIMB STAIRS
|
||||
"You should say whether you want to go up or down."
|
||||
"Du musst sagen, ob du nach oben oder unten gehen willst."
|
||||
|
||||
>SAILOR, GO AWAY
|
||||
"You can't talk to the sailor that way."
|
||||
"So kannst du mit dem Seemann nicht sprechen."
|
||||
|
||||
>LOOK AT SAILOR
|
||||
"There is no sailor to be seen."
|
||||
"Hier ist kein Seemann zu sehen."
|
||||
|
||||
>HELLO, SAILOR
|
||||
"You seem to be repeating yourself."
|
||||
"Du wiederholst dich."
|
||||
|
||||
>HELLO, SAILOR
|
||||
"I think that phrase is getting a bit worn out."
|
||||
"Dieser Satz wird langsam langweilig."
|
||||
|
||||
>HELLO, SAILOR
|
||||
"Nothing happens here."
|
||||
"Hier passiert garnichts."
|
||||
|
||||
>DIG IN GROUND
|
||||
"The ground is too hard for digging here."
|
||||
"Hier ist der Boden zu hart zum Graben."
|
||||
|
||||
>LOOK AT GRUE
|
||||
"There is no grue here, but I'm sure there is at least one lurking in the darkness nearby. It would be wise keep an eye on your light source!"
|
||||
"Hier ist kein Greuel, aber ich bin sicher, das mindestens eines hier in der Naehe im Dunkeln auf der Lauer liegt. Es waere schon klug,
|
||||
auf die Lichtquelle zu achten."
|
||||
|
||||
>LISTEN TO GRUE
|
||||
"It makes no sound but is always lurking in the darkness nearby."
|
||||
"Es gibt keinen Ton von sich, aber es liegt immer in der Naehe im Dunkeln."
|
||||
|
||||
>TALK TO MYSELF
|
||||
"Talking to yourself is said to be a sign of impending mental collapse."copy
|
||||
|
||||
>WAKE MYSELF UP
|
||||
"You're already wide awake!"
|
||||
"Du bist schon hellwach!"
|
||||
|
||||
>EAT MYSELF
|
||||
"Auto-cannibalism is not the answer."
|
||||
"Selbst-Kanibalismus ist nicht die Loesung."
|
||||
|
||||
>KILL MYSELF
|
||||
"Suicide is not the answer."
|
||||
"Selbstmord ist nicht die Loesung."
|
||||
|
||||
>THROW MYSELF AT THE TROLL
|
||||
"Why don't you just walk like normal people?"
|
||||
"Warum laeufst du nicht wie normale Menschen?"
|
||||
|
||||
>TAKE ME
|
||||
"How romantic!"
|
||||
"Ach, wie romantisch!"
|
||||
|
||||
>LOOK AT MYSELF
|
||||
"Your image in the mirror looks tired."
|
||||
"Dein Spiegelbild sieht muede aus."
|
||||
|
||||
>LOOK AT MYSELF
|
||||
"That's difficult unless your eyes are prehensile."
|
||||
"Das ist schwierig, ausser wenn deine Augen rausnehmbar sind."
|
||||
|
||||
>WHAT IS A ZORKMID
|
||||
"The zorkmid is the unit of currency of the Great Underground Empire."
|
||||
"Zorkknete ist die Waehrung des Grossen Unterweltreiches."
|
||||
|
||||
>FIND ZORKMID
|
||||
"The best way to find zorkmids is to go out and look for them."
|
||||
"Man findet Zorkknete am besten, indem man rausgeht, und sie sucht."
|
||||
|
||||
*** BELOW ARE RESPONSES GIVEN WHEN YOU INPUT IS UNCLEAR ***
|
||||
(GENERAL NOTES: IN THE GAME, IF YOU MISSPELL A WORD, THE GAME WILL TELL YOU
|
||||
IT'S DOESN'T KNOW THE WORD. BUT THEN YOU MAY TYPE >OOPS "WORD", SPELLING IT CORRECTLY, SO YOU WON'T HAVE TO RETYPE THE WHOLE INPUT.)
|
||||
|
||||
|
||||
(NOTE: IF YOU TYPE NOTHING, AND JUST HIT RETURN)
|
||||
"I beg your pardon?"
|
||||
"Bitte ?"
|
||||
|
||||
(NOTE: IF YOU TYPE A PERIOD AND THEN A RETURN WITH NO WORDS)
|
||||
"I can't help your clumsiness."
|
||||
"Das war tolpatschig."
|
||||
|
||||
(NOTE: IF YOU TYPE >OOPS SOMETHING AND THE SOMETHING WAS IN A QUOTE)
|
||||
"Sorry, you can't correct mistakes in quoted text."
|
||||
"Es tut mir leid, aber Fehler im vorgegebenen Text lassen sich nicht korrigieren."
|
||||
|
||||
(NOTE: IF YOU TYPE ">OOPS WORD1 WORD2")
|
||||
"Warning: only the first word after OOPS is used."
|
||||
"Warnung: nur das erste Wort nach HOPPLA kann gelten."
|
||||
|
||||
(NOTE: IF YOU TYPE "OOPS" AFTER YOU DIDN'T MISSPELL SOMETHING)
|
||||
"There was no word to replace!"
|
||||
"Hier gab es kein Wort zu ersetzen!"
|
||||
|
||||
(NOTE: IF YOU TYPE "OOPS" AFTER AN INCOMPLETE INPUT GAME)
|
||||
"It's difficult to repeat fragments."
|
||||
"Gespraechsfetzen wiederholen ist schwierig."
|
||||
|
||||
(NOTE: IF YOU TYPE "AGAIN" AFTER A BAD SENTENCE INPUT)
|
||||
"That would just repeat a mistake."
|
||||
"Das wuerde den Fehler nur wiederholen."
|
||||
|
||||
|
||||
"That sentence was not understood."
|
||||
"Dieser Satz ist nicht verstanden worden."
|
||||
|
||||
|
||||
"There were too many nouns in that sentence."
|
||||
"Der Satz hatte zu viele Substantive ."
|
||||
|
||||
|
||||
"Please consult your manual for the correct way to talk to other people or creatures."
|
||||
"Bitte lies die Anleitung zum Spiel, um die richtige Anrede zu finden, die man fuer andere Leute oder Biester benutzt.
|
||||
>LOOK AT THING
|
||||
"The word is not in the story's vocabulary of understanding."
|
||||
"Dieses Wort kann nicht von dem Spielvokabular verstanden werden."
|
||||
|
||||
>LOOK AT THE DIG (NOTE: DIG IS RECOGNIZED ONLY AS A VERB)
|
||||
"You used the word "dig" in a way that I don't understand."
|
||||
"Du hast das Wort "graben" so gebraucht, dass ich es nicht verstehen kann."
|
||||
|
||||
>DOG THE TROLL
|
||||
"There was no verb in that sentence!"
|
||||
"In diesem Satz fehlt das Verb!"
|
||||
|
||||
|
||||
"That sentence isn't recognized by the story."
|
||||
"Das Spiel erkennt diesen Satz nicht."
|
||||
|
||||
>WHO IS TROLL
|
||||
"That question can't be answered."
|
||||
"Diese Frage kann nicht beantwortet werden."
|
||||
|
||||
>TROLL, LOOK AT THE BUTTON
|
||||
"I don't understand! What are you referring to?"
|
||||
"Ich verstehe das nicht! Worauf beziehst du dich?"
|
||||
|
||||
>LOOK AT THE RED
|
||||
"There seems to be a noun missing in that sentence!"
|
||||
"In diesem Satz scheint ein Substantiv zu fehlen!"
|
||||
|
||||
"It's too dark to see!"
|
||||
"Es ist zu dunkel, um das zu sehen."
|
||||
|
||||
>DROP SWORD
|
||||
"You don't have that!"
|
||||
"Das hast du nicht!"
|
||||
|
||||
"You don't have the SWORD."
|
||||
"Du hast den SCHWERT nicht."
|
||||
|
||||
>READ THE LEAFLET
|
||||
(taking the leaflet first)
|
||||
(Das Blatt erst nehmen)
|
||||
|
||||
The leaflet says... ect.
|
||||
"Auf dem Blatt steht.......etc. " We might have to talk about the syntax here??? Jeff.
|
||||
|
||||
|
||||
>LOOK AT THE RED
|
||||
It's not clear what you're referring to."
|
||||
"Es ist nicht klar, worauf du dich beziehst."
|
||||
|
||||
|
||||
>LOOK AT THE SWORD AND LAMP
|
||||
You can't use multiple direct objects with "look."
|
||||
"Man kann mehrere Akkusative nicht mit "ansehen" gebrauchen."
|
||||
I need more feedback on that, R. Yes, Hildegunde also!
|
||||
|
||||
|
||||
>HIT THE TROLL WITH SWORD AND KNIFE
|
||||
You can't use multiple indirect objects with "hit."
|
||||
need mor feedback.
|
||||
|
||||
>LOOK
|
||||
"It's too dark to see."
|
||||
"Es ist zu dunkel, um etwas zu sehen."
|
||||
|
||||
>TAKE THE SWORD AND LAMP
|
||||
Sword: Taken.
|
||||
The other object that you mentioned is not here.
|
||||
"Schwert: genommen."
|
||||
Das andere Ding, von dem du sprichst, ist nicht hier."
|
||||
|
||||
>TAKE ALL
|
||||
"There's nothing here you can take."
|
||||
"Es gibt hier nichts, das man wegnehmen kann."
|
||||
:>? |