-
Notifications
You must be signed in to change notification settings - Fork 107
/
dung.56
3125 lines (2557 loc) · 86.5 KB
/
dung.56
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
"VOCABULARY"
;"GLOBAL VARIABLES WHICH ARE ROOMS MUST BE HERE!"
<PSETG RMGVALS '![BLOC HERE!]>
;"GLOBAL VARIABLES WHICH ARE OBJECTS MUST BE HERE!"
<PSETG OBJGVALS '![!]>
;"GLOBAL VARIABLES WHICH ARE MONADS MUST BE HERE!"
<PSETG MGVALS
'![KITCHEN-WINDOW!-FLAG
TROLL-FLAG!-FLAG
CAGE-SOLVE!-FLAG
KEY-FLAG!-FLAG
BUCKET-TOP!-FLAG
CAROUSEL-FLIP!-FLAG
CAROUSEL-ZOOM!-FLAG
LOW-TIDE!-FLAG
DOME-FLAG!-FLAG
GLACIER-FLAG!-FLAG
ECHO-FLAG!-FLAG
RIDDLE-FLAG!-FLAG
LLD-FLAG!-FLAG
CYCLOPS-FLAG!-FLAG
MAGIC-FLAG!-FLAG
TRAP-DOOR!-FLAG
LIGHT-LOAD!-FLAG
SAFE-FLAG!-FLAG
GNOME-FLAG!-FLAG
GNOME-DOOR!-FLAG
MIRROR-MUNG!-FLAG
EGYPT-FLAG!-FLAG
ON-POLE!-FLAG
BLAB!-FLAG
BINF!-FLAG
BTIE!-FLAG
BUOY-FLAG!-FLAG
GRUNLOCK!-FLAG
GATE-FLAG!-FLAG
RAINBOW!-FLAG
CAGE-TOP!-FLAG
EMPTY-HANDED!-FLAG
DEFLATE!-FLAG
LIGHT-SHAFT
PLAYED-TIME
MOVES
BRIEF!-FLAG
THEN
SUPER-BRIEF!-FLAG
RAW-SCORE!]>
<PSETG CNTUSE "You can't use that!">
<SETG BIGFIX </ <CHTYPE <MIN> FIX> 2>>
<SETG WORDS <OR <GET WORDS OBLIST> <MOBLIST WORDS 23>>>
<SETG OBJECT-OBL <OR <GET OBJECTS OBLIST> <MOBLIST OBJECTS>>>
<SETG ROOM-OBL <OR <GET ROOMS OBLIST> <MOBLIST ROOMS>>>
<SETG ACTORS ()>
<SETG STARS ()>
<ADD-BUZZ "BY" "IS" "ONE" "IT" "A" "THE" "AN" "THIS" "OVER">
<ADD-DIRECTIONS "#!#!#" "NORTH" "SOUTH" "EAST" "WEST" "LAUNC" "LAND"
"SE" "SW" "NE" "NW" "UP" "DOWN" "ENTER" "EXIT" "CROSS" "CLIMB">
<DSYNONYM "NORTH" "N">
<DSYNONYM "SOUTH" "S">
<DSYNONYM "EAST" "E">
<DSYNONYM "WEST" "W">
<DSYNONYM "UP" "U">
<DSYNONYM "DOWN" "D">
<DSYNONYM "ENTER" "IN">
<DSYNONYM "EXIT" "OUT" "LEAVE">
<DSYNONYM "CROSS" "TRAVE">
<ADD-ZORK PREP "WITH" "AT" "TO" "IN" "DOWN" "UP" "UNDER">
<SYNONYM "WITH" "USING" "THROU">
<SYNONYM "IN" "INSID" "INTO">
<SETG ROOMS ()>
<SETG OBJECTS ()>
"CEVENT DEFINITIONS"
<OR <LOOKUP "COMPILE" <ROOT>>
<CEVENT 0 ,CURE-CLOCK <> "CURIN">>
<OR <LOOKUP "COMPILE" <ROOT>>
<CEVENT 0 ,MAINT-ROOM T "MNTIN">>
<OR <LOOKUP "COMPILE" <ROOT>>
<CEVENT 0 ,LANTERN T "LNTIN">>
<OR <LOOKUP "COMPILE" <ROOT>>
<CEVENT 0 ,MATCH-FUNCTION T MATIN>>
<OR <LOOKUP "COMPILE" <ROOT>>
<CEVENT 0 ,CANDLES T "CNDIN">>
<OR <LOOKUP "COMPILE" <ROOT>>
<CEVENT 0 ,BALLOON T "BINT">>
<OR <LOOKUP "COMPILE" <ROOT>>
<CEVENT 0 ,BURNUP T "BRNIN">>
<OR <LOOKUP "COMPILE" <ROOT>>
<CEVENT 0 ,FUSE-FUNCTION T "FUSIN">>
<OR <LOOKUP "COMPILE" <ROOT>>
<CEVENT 0 ,LEDGE-MUNG T "LEDIN">>
<OR <LOOKUP "COMPILE" <ROOT>>
<CEVENT 0 ,SAFE-MUNG T "SAFIN">>
<OR <LOOKUP "COMPILE" <ROOT>>
<CEVENT 0 ,VOLGNOME T "VLGIN">>
<OR <LOOKUP "COMPILE" <ROOT>>
<CEVENT 0 ,GNOME-FUNCTION T "GNOIN">>
<OR <LOOKUP "COMPILE" <ROOT>>
<CEVENT 0 ,BUCKET T "BCKIN">>
<OR <LOOKUP "COMPILE" <ROOT>>
<CEVENT 0 ,SPHERE-FUNCTION T "SPHIN">>
; "KLUDGE"
#OBJECT {"#####"
"You are here" "cretin" %<> %<> () %<> %,OVISON}
"MAZE"
<PSETG FOREST "Forest">
<PSETG CURRENT #NEXIT "You cannot go upstream due to strong currents.">
#ROOM {"PASS1"
"You are in a narrow east-west passageway. There is a narrow stairway
leading down at the north end of the room."
"East-West Passage"
%<>
#EXIT {"EAST" "CAROU" "WEST" "MTROL" "DOWN" "RAVI1" "NORTH" "RAVI1"}
() %<> 5}
#ROOM {"WHOUS"
"You are in an open field west of a big white house, with a boarded
front door."
"West of House"
T
#EXIT {"NORTH" "NHOUS" "SOUTH" "SHOUS" "WEST" "FORE1"
"EAST" #NEXIT "The door is locked, and there is evidently no key."}
(#FIND-OBJ {"FDOOR"} #FIND-OBJ {"MAILB"})}
#ROOM {"NHOUS"
"You are facing the north side of a white house. There is no door here,
and all the windows are barred."
"North of House"
T
#EXIT {"WEST" "WHOUS" "EAST" "EHOUS" "NORTH" "FORE3"
"SOUTH" #NEXIT "The windows are all barred."}}
#ROOM {"SHOUS"
"You are facing the south side of a white house. There is no door here,
and all the windows are barred."
"South of House"
T
#EXIT {"WEST" "WHOUS" "EAST" "EHOUS" "SOUTH" "FORE2"
"NORTH" #NEXIT "The windows are all barred."}
()}
#ROOM {"EHOUS"
""
"Behind House"
T
#EXIT {"NORTH" "NHOUS" "SOUTH" "SHOUS" "EAST" "CLEAR"
"WEST" #CEXIT {"KITCHEN-WINDOW" "KITCH"}
"ENTER" #CEXIT {"KITCHEN-WINDOW" "KITCH"}}
(#FIND-OBJ {"WIND1"})
EAST-HOUSE}
#ROOM {"KITCH"
""
"Kitchen"
T
#EXIT {"EAST" #CEXIT {"KITCHEN-WINDOW" "EHOUS"} "WEST" "LROOM"
"EXIT" #CEXIT {"KITCHEN-WINDOW" "EHOUS"} "UP" "ATTIC"
"DOWN" #NEXIT "Only Santa Claus climbs down chimneys."}
(#FIND-OBJ {"WIND2"} #FIND-OBJ {"SBAG"} #FIND-OBJ {"BOTTL"})
KITCHEN 10}
<ADD-OBJECT
#OBJECT {"SBAG"
"A sandwich bag is here."
"sandwich bag"
"On the table is an elongated brown sack, smelling of hot peppers."
%<> (#FIND-OBJ {"GARLI"} #FIND-OBJ {"FOOD"})
%<> %<+ ,CONTBIT ,FLAMEBIT ,OVISON ,TAKEBIT> 0 0 0 3 15}
["BAG" "SACK" "BAGGI"] ["BROWN"]>
<ADD-OBJECT
#OBJECT {"GARLI"
"There is a clove of garlic here."
"clove of garlic"
%<> %<> () #FIND-OBJ {"SBAG"} %<+ ,TAKEBIT ,FOODBIT ,OVISON> 0 0 0 5 0}
["CLOVE"]>
<ADD-OBJECT
#OBJECT {"FOOD"
"A hot pepper sandwich is here."
"\.lunch"
%<>
%<> () #FIND-OBJ {"SBAG"} %<+ ,FOODBIT ,TAKEBIT ,OVISON> 0 0 0 5 0}
["SANDW" "LUNCH" "PEPPE" "DINNE" "SNACK"]>
<ADD-OBJECT
#OBJECT {"GUNK"
"There is a small piece of vitreous slag here."
"piece of vitreous slag"
%<> GUNK-FUNCTION () %<> %<+ ,TRYTAKEBIT ,TAKEBIT ,OVISON> 0 0 0 10 0}
["MESS" "SLAG"] ["VITRE"]>
<ADD-OBJECT
#OBJECT {"COAL"
"There is a small heap of coal here."
"small pile of coal"
%<> %<> () %<> %<+ ,BURNBIT ,TAKEBIT ,OVISON> 0 0 0 20 0}
["HEAP" "CHARC"]>
<ADD-OBJECT
#OBJECT {"JADE"
"There is an exquisite jade figurine here."
"jade figurine"
%<> %<> () %<> %<+ ,TAKEBIT ,OVISON> 0 5 5 10 0}
["FIGUR"]>
<ADD-OBJECT
#OBJECT {"MACHI"
""
"machine"
%<> MACHINE-FUNCTION () %<> %<+ ,CONTBIT ,OVISON> 0 0 0 %,BIGFIX 50}
["PDP10" "DRYER" "LID"]>
<ADD-OBJECT
#OBJECT {"DIAMO"
"There is an enormous diamond (perfectly cut) here."
"huge diamond"
%<>
%<> () %<> %<+ ,TAKEBIT ,OVISON> 0 10 6 5 0}
["PERFE"]>
<ADD-OBJECT
#OBJECT {"TCASE"
"There is a trophy case here."
"trophy case"
%<> TROPHY-CASE () %<> %<+ ,CONTBIT ,TRANSBIT ,OVISON>
0 0 0 %,BIGFIX %,BIGFIX}
["CASE"] ["TROPH"]>
<ADD-OBJECT
#OBJECT {"BOTTL"
"A clear glass bottle is here."
"glass bottle"
"A bottle is sitting on the table."
BOTTLE-FUNCTION
(#FIND-OBJ {"WATER"})
%<>
%<+ ,CONTBIT ,TRANSBIT ,TAKEBIT ,OVISON> 0 0 0 5 4}
["CONTA" "PITCH"] ["GLASS"]>
<ADD-OBJECT
#OBJECT {"WATER"
"Water"
"quantity of water"
"There is some water here"
WATER-FUNCTION
()
#FIND-OBJ {"BOTTL"}
%<+ ,DRINKBIT ,TAKEBIT ,OVISON> 0 0 0 4 0}[ "LIQUI" "H2O"]>
#ROOM {"ATTIC"
"You are in the attic. The only exit is stairs that lead down."
"Attic"
%<>
#EXIT {"DOWN" "KITCH"}
(#FIND-OBJ {"BRICK"} #FIND-OBJ {"ROPE"} #FIND-OBJ {"KNIFE"})}
<ADD-OBJECT
#OBJECT {"ROPE"
"There is a large coil of rope here."
"rope"
"A large coil of rope is lying in the corner."
ROPE-FUNCTION () %<> %<+ ,TIEBIT ,TAKEBIT ,OVISON> 0 0 0 10 0}
["HEMP" "COIL"]>
<ADD-OBJECT
#OBJECT {"KNIFE"
"There is a nasty-looking knife lying here."
"knife"
"On a table is a nasty-looking knife."
%<> () %<> %<+ ,TAKEBIT ,OVISON ,WEAPONBIT> 0 0 0 5 0}
["BLADE"] ["NASTY"]>
<ADD-MELEE <FIND-OBJ "KNIFE"> ,KNIFE-MELEE>
#ROOM {"LROOM"
""
"Living Room"
T
#EXIT {"EAST" "KITCH"
"WEST" #CEXIT {"MAGIC-FLAG" "BLROO" "The door is nailed shut."}
"DOWN" #CEXIT {"TRAP-DOOR" "CELLA"}}
(#FIND-OBJ {"WDOOR"} #FIND-OBJ {"DOOR"} #FIND-OBJ {"TCASE"}
#FIND-OBJ {"LAMP"} #FIND-OBJ {"RUG"} #FIND-OBJ {"PAPER"}
#FIND-OBJ {"SWORD"})
LIVING-ROOM}
<ADD-OBJECT
#OBJECT {"SWORD"
"There is an elvish sword here."
"sword"
"On hooks above the mantelpiece hangs an elvish sword of great
antiquity." SWORD () %<> %<+ ,OVISON ,TAKEBIT ,WEAPONBIT> 0 0 0 30 0}
["ORCRI" "GLAMD" "BLADE"] ["ELVIS"]>
<ADD-MELEE <FIND-OBJ "SWORD"> ,SWORD-MELEE>
<ADD-OBJECT
#OBJECT {"LAMP"
"There is a brass lantern (battery-powered) here."
"lamp"
"A battery-powered brass lantern is on the trophy case."
LANTERN () %<> %<+ ,TAKEBIT ,OVISON> -1 0 0 15 0}
["LANTE"] ["BRASS"]>
<ADD-OBJECT
#OBJECT {"BLAMP"
"There is a broken brass lantern here."
"broken lamp"
%<>
%<> () %<> %<+ ,TAKEBIT ,OVISON> 0}
["LAMP" "LANTE"] ["BROKE"]>
<ADD-OBJECT
#OBJECT {"RUG"
""
"carpet"
%<>
RUG () %<> %<+ ,TRYTAKEBIT ,NDESCBIT ,OVISON> 0 0 0 %,BIGFIX 0}
["CARPE"] ["ORIEN"]>
<ADD-OBJECT
#OBJECT {"LEAVE"
"There is a pile of leaves on the ground."
"pile of leaves"
%<>
LEAF-PILE () %<> %<+ ,BURNBIT ,TAKEBIT ,OVISON> 0 0 0 25 0}
["LEAF" "PILE"]>
#ROOM {"CELLA"
""
"Cellar"
%<>
#EXIT {"EAST" "MTROL" "SOUTH" "CHAS2"
"UP"
#CEXIT {"TRAP-DOOR"
"LROOM"
"The trap door has been barred from the other side."}
"WEST"
#NEXIT "You try to ascend the ramp, but it is impossible, and you slide back down."}
(#FIND-OBJ {"TDOOR"})
CELLAR
25}
<PSETG TCHOMP "The troll fends you off with a menacing gesture.">
#ROOM {"MTROL"
"You are in a small room with passages off in all directions.
Bloodstains and deep scratches (perhaps made by an axe) mar the
walls."
"The Troll Room"
%<> #EXIT {"WEST" "CELLA"
"EAST" #CEXIT {"TROLL-FLAG" "CRAW4" %,TCHOMP}
"NORTH" #CEXIT {"TROLL-FLAG" "PASS1" %,TCHOMP}
"SOUTH" #CEXIT {"TROLL-FLAG" "MAZE1" %,TCHOMP}}
(#FIND-OBJ {"TROLL"})}
<PSETG TROLLDESC
"A nasty-looking troll, brandishing a bloody axe, blocks all passages
out of the room.">
<PSETG TROLLOUT
"An unconscious troll is sprawled on the floor. All passages out of
the room are open.">
<SETG VILLAINS (<FIND-OBJ "TROLL"> <FIND-OBJ "THIEF"> <FIND-OBJ "CYCLO">)>
<SETG VILLAIN-PROBS <IUVECTOR <LENGTH ,VILLAINS> 0>>
<SETG OPPV <IVECTOR <LENGTH ,VILLAINS> '<>>>
<ADD-DEMON <SETG SWORD-DEMON
<CHTYPE [SWORD-GLOW ,VILLAINS () <1 ,ROOMS> <FIND-OBJ "SWORD"> <>]
HACK>>>
#OBJECT {"TROLL"
%,TROLLDESC
"troll"
%<>
TROLL
(#FIND-OBJ {"AXE"}) %<> %<+ ,VICBIT ,OVISON ,VILLAIN> 0 0 0 %,BIGFIX 2}
<ADD-MELEE <FIND-OBJ "TROLL"> ,TROLL-MELEE>
<ADD-DEMON <SETG FIGHT-DEMON
<CHTYPE [FIGHTING ,VILLAINS () <1 ,ROOMS> <FIND-OBJ "TROLL"> <>]
HACK>>>
<ADD-OBJECT
#OBJECT {"AXE"
"There is a bloody axe here."
"bloody axe"
%<> %<> () %<FIND-OBJ "TROLL"> %<+ ,OVISON ,WEAPONBIT> 0 0 0 25 0}
[]["BLOOD"]>
<PSETG MAZEDESC "You are in a maze of twisty little passages, all alike.">
<PSETG DEADEND "Dead End">
#ROOM {"MAZE1"
%,MAZEDESC %,MAZEDESC %<>
#EXIT {"WEST" "MTROL"
"NORTH" "MAZE1"
"SOUTH" "MAZE2"
"EAST" "MAZE4"} ()}
#ROOM {"MAZE2"
%,MAZEDESC %,MAZEDESC %<>
#EXIT {"SOUTH" "MAZE1"
"NORTH" "MAZE4"
"EAST" "MAZE3"} ()}
#ROOM {"MAZE3"
%,MAZEDESC %,MAZEDESC %<>
#EXIT {"WEST" "MAZE2" "NORTH" "MAZE4" "UP" "MAZE5"} ()}
#ROOM {"MAZE4"
%,MAZEDESC %,MAZEDESC %<>
#EXIT {"WEST" "MAZE3" "NORTH" "MAZE1" "EAST" "DEAD1"} ()}
#ROOM {"DEAD1"
%,DEADEND %,DEADEND %<>
#EXIT {"SOUTH" "MAZE4"} ()}
#ROOM {"MAZE5"
%,MAZEDESC %,MAZEDESC %<>
#EXIT {"EAST" "DEAD2" "NORTH" "MAZE3" "SW" "MAZE6"}
(#FIND-OBJ {"BONES"} #FIND-OBJ {"BAGCO"} #FIND-OBJ {"KEYS"}
#FIND-OBJ {"BLANT"} #FIND-OBJ {"RKNIF"})}
<ADD-OBJECT
#OBJECT {"RKNIF"
"There is a rusty knife here."
"rusty knife"
"Beside the skeleton is a rusty knife."
RUSTY-KNIFE () %<> %<+ ,OVISON ,TAKEBIT ,WEAPONBIT> 0 0 0 20 0}
["KNIFE"] ["RUSTY"]>
<ADD-MELEE <FIND-OBJ "RKNIF"> ,KNIFE-MELEE>
<ADD-OBJECT
#OBJECT {"BLANT"
"There is a burned-out lantern here."
"burned-out lantern"
"The deceased adventurer's useless lantern is here."
%<> () %<> %<+ ,OVISON ,TAKEBIT> 0 0 0 20 0}
["LANTE" "LAMP"] ["USED" "BURNE" "DEAD" "USELE"]>
#OBJECT {"KEYS"
"There is a set of skeleton keys here."
"set of skeleton keys"
%<> %<> () %<> %<+ ,TOOLBIT ,TAKEBIT ,OVISON> 0 0 0 10 0}
<ADD-OBJECT
#OBJECT {"BONES"
"A skeleton, probably the remains of a luckless adventurer, lies here."
"" %<> SKELETON () %<> %<+ ,TRYTAKEBIT ,OVISON> 0 0 0 %,BIGFIX 0}
["SKELE" "BODY"]>
<ADD-OBJECT
#OBJECT {"BAGCO"
"An old leather bag, bulging with coins, is here."
"bag of coins"
%<> %<> () %<> %<+ ,TAKEBIT ,OVISON> 0 10 5 15 0}
["BAG" "COINS"] ["LEATH"]>
<ADD-OBJECT
#OBJECT {"BAR"
"There is a large platinum bar here."
"platinum bar"
%<> %<> () %<> %<+ ,SACREDBIT ,TAKEBIT ,OVISON> 0 12 10 20 0}
["PLATI"]>
<ADD-OBJECT
#OBJECT {"PEARL"
"There is a pearl necklace here with hundreds of large pearls."
"pearl necklace"
%<> %<> () %<> %<+ ,TAKEBIT ,OVISON> 0 9 5 10 0}
["NECKL"]>
#ROOM {"DEAD2"
%,DEADEND %,DEADEND %<>
#EXIT {"WEST" "MAZE5"} ()}
#ROOM {"MAZE6"
%,MAZEDESC %,MAZEDESC %<>
#EXIT {"DOWN" "MAZE5" "EAST" "MAZE7" "WEST" "MAZE6" "UP" "MAZE9"} ()}
#ROOM {"MAZE7"
%,MAZEDESC %,MAZEDESC %<>
#EXIT {"UP" "MAZ14" "WEST" "MAZE6" "NE" "DEAD1" "EAST" "MAZE8" "SOUTH" "MAZ15"}
()}
#ROOM {"MAZE8"
%,MAZEDESC %,MAZEDESC %<>
#EXIT {"NE" "MAZE7" "WEST" "MAZE8" "SE" "DEAD3"} ()}
#ROOM {"DEAD3"
%,DEADEND %,DEADEND %<>
#EXIT {"NORTH" "MAZE8"} ()}
#ROOM {"MAZE9"
%,MAZEDESC %,MAZEDESC %<>
#EXIT {"NORTH" "MAZE6" "EAST" "MAZ11" "DOWN" "MAZ10" "SOUTH" "MAZ13"
"WEST" "MAZ12" "NW" "MAZE9"} ()}
#ROOM {"MAZ10"
%,MAZEDESC %,MAZEDESC %<>
#EXIT {"EAST" "MAZE9" "WEST" "MAZ13" "UP" "MAZ11"} ()}
#ROOM {"MAZ11"
%,MAZEDESC
%,MAZEDESC
%<>
#EXIT {"NE" "MGRAT" "DOWN" "MAZ10" "NW" "MAZ13" "SW" "MAZ12"}}
#ROOM {"MGRAT"
""
"Grating Room" %<>
#EXIT {"SW" "MAZ11" "UP" #CEXIT {"KEY-FLAG" "CLEAR" "The grating is locked"}}
(#FIND-OBJ {"GRAT2"}) MAZE-11}
#ROOM {"MAZ12"
%,MAZEDESC %,MAZEDESC %<>
#EXIT {"WEST" "MAZE5" "SW" "MAZ11" "EAST" "MAZ13" "UP" "MAZE9" "NORTH" "DEAD4"} ()}
#ROOM {"DEAD4"
%,DEADEND %,DEADEND %<>
#EXIT {"SOUTH" "MAZ12"} ()}
#ROOM {"MAZ13"
%,MAZEDESC %,MAZEDESC %<>
#EXIT {"EAST" "MAZE9" "DOWN" "MAZ12" "SOUTH" "MAZ10" "WEST" "MAZ11"} ()}
#ROOM {"MAZ14"
%,MAZEDESC %,MAZEDESC %<>
#EXIT {"WEST" "MAZ15" "NW" "MAZ14" "NE" "MAZE7" "SOUTH" "MAZE7"}}
#ROOM {"MAZ15"
%,MAZEDESC %,MAZEDESC %<>
#EXIT {"WEST" "MAZ14" "SOUTH" "MAZE7" "NE" "CYCLO"}}
<PSETG STFORE "You are in a forest, with trees in all directions around you.">
#ROOM {"FORE1"
%,STFORE
%,FOREST T
#EXIT {"NORTH" "FORE1" "EAST" "FORE3" "SOUTH" "FORE2" "WEST" "FORE1"} ()}
#ROOM {"FORE4"
"You are in a large forest, with trees obstructing all views except
to the east, where a small clearing may be seen through the trees."
%,FOREST
T
#EXIT {"EAST" "CLTOP" "NORTH" "FORE5" "SOUTH" "FORE4" "WEST" "FORE2"}}
#ROOM {"FORE5"
%,STFORE
%,FOREST
T
#EXIT {"NORTH" "FORE5" "SE" "CLTOP" "SOUTH" "FORE4" "WEST" "FORE2"}}
<PSETG FORDES
"You are in a dimly lit forest, with large trees all around. To the
east, there appears to be sunlight.">
#ROOM {"FORE2"
%,FORDES
%,FOREST T
#EXIT {"NORTH" "SHOUS" "EAST" "CLEAR" "SOUTH" "FORE4" "WEST" "FORE1"} ()}
#ROOM {"FORE3"
%,FORDES
%,FOREST T
#EXIT {"NORTH" "FORE2" "EAST" "CLEAR" "SOUTH" "CLEAR" "WEST" "NHOUS"} ()}
#ROOM {"CLEAR"
""
"Clearing" T
#EXIT {"SW" "EHOUS" "SE" "FORE5" "NORTH" "CLEAR" "EAST" "CLEAR"
"WEST" "FORE3" "SOUTH" "FORE2" "DOWN" #CEXIT {"KEY-FLAG" "MGRAT"}}
(#FIND-OBJ {"GRAT1"} #FIND-OBJ {"LEAVE"}) CLEARING}
#ROOM {"RAVI1"
"You are in a deep ravine at a crossing with an east-west crawlway.
Some stone steps are at the south of the ravine and a steep staircase
descends."
"Deep Ravine"
%<>
#EXIT {"SOUTH" "PASS1" "DOWN" "RESES" "EAST" "CHAS1" "WEST" "CRAW1"}}
#ROOM {"CRAW1"
"You are in a crawlway with a three-foot high ceiling. Your footing
is very unsure here due to the assortment of rocks underfoot.
Passages can be seen in the east, west, and northwest corners of the
passage."
"Rocky Crawl"
%<>
#EXIT {"WEST" "RAVI1" "EAST" "DOME" "NW" "EGYPT"}}
#ROOM {"RESES"
""
"Reservoir South"
%<>
#EXIT {"SOUTH" #CEXIT {"EGYPT-FLAG"
"RAVI1"
"The coffin will not fit through this passage."
T
COFFIN-CURE}
"WEST" "STREA"
"CROSS" #CEXIT {"LOW-TIDE" "RESEN" "You are not equipped for swimming."}
"NORTH" #CEXIT {"LOW-TIDE" "RESEN" "You are not equipped for swimming."}
"UP" #CEXIT {"EGYPT-FLAG"
"CANY1"
"The stairs are too steep for carrying the coffin."
T
COFFIN-CURE}}
(#FIND-OBJ {"TRUNK"})
RESERVOIR-SOUTH}
#ROOM {"RESEN"
""
"Reservoir North"
%<>
#EXIT {"NORTH" "ATLAN"
"CROSS" #CEXIT {"LOW-TIDE" "RESES" "You are not equipped for swimming."}
"SOUTH" #CEXIT {"LOW-TIDE" "RESES" "You are not equipped for swimming."}}
(#FIND-OBJ {"PUMP"})
RESERVOIR-NORTH}
#ROOM {"STREA"
"You are standing on a path beside a flowing stream. The path
travels to the north and the east."
"Stream"
%<>
#EXIT {"EAST" "RESES" "NORTH" "ICY"}
(#FIND-OBJ {"FUSE"})}
#ROOM {"EGYPT"
"You are in a room which looks like an Egyptian tomb. There is an
ascending staircase in the room as well as doors, east and south."
"Egyptian Room"
%<>
#EXIT {"UP" "ICY" "SOUTH" "LEDG3"
"EAST" #CEXIT {"EGYPT-FLAG" "CRAW1"
"The passage is too narrow to accomodate coffins." T
COFFIN-CURE}}
(#FIND-OBJ {"COFFI"})}
#ROOM {"ICY"
""
"Glacier Room"
%<>
#EXIT {"NORTH" "STREA" "EAST" "EGYPT" "WEST" #CEXIT {"GLACIER-FLAG" "RUBYR"}}
(#FIND-OBJ {"ICE"})
GLACIER-ROOM}
<ADD-OBJECT
#OBJECT {"REFL1"
""
"mirror"
%<> MIRROR-MIRROR () %<> %<+ ,TRYTAKEBIT ,VICBIT ,OVISON> 0 0 0 %,BIGFIX 0}
["MIRRO"]>
<ADD-OBJECT
#OBJECT {"REFL2"
""
"mirror"
%<> MIRROR-MIRROR () %<> %<+ ,TRYTAKEBIT ,VICBIT ,OVISON> 0 0 0 %,BIGFIX 0}
["MIRRO"]>
<ADD-OBJECT
#OBJECT {"ICE"
"A mass of ice fills the western half of the room."
"glacier" %<> GLACIER () %<> %<+ ,VICBIT ,OVISON> 0 0 0 %,BIGFIX 0}
["GLACI"]>
#ROOM {"RUBYR"
"You are in a small chamber behind the remains of the Great Glacier.
To the south and west are small passageways."
"Ruby Room"
%<>
#EXIT {"WEST" "LAVA" "SOUTH" "ICY"}
(#FIND-OBJ {"RUBY"})}
#ROOM {"ATLAN"
"You are in an ancient room, long buried by the Reservoir. There are
exits here to the southeast and upward."
"Atlantis Room"
%<>
#EXIT {"SE" "RESEN" "UP" "CAVE1"}
(#FIND-OBJ {"TRIDE"})}
#ROOM {"CANY1"
"You are on the south edge of a deep canyon. Passages lead off
to the east, south, and northwest. You can hear the sound of
flowing water below."
"Deep Canyon"
%<>
#EXIT {"NW" "RESES" "EAST" "DAM" "SOUTH" "CAROU"}}
#ROOM {"ECHO"
"You are in a large room with a ceiling which cannot be detected from
the ground. There is a narrow passage from east to west and a stone
stairway leading upward. The room is extremely noisy. In fact, it is
difficult to hear yourself think."
"Loud Room"
%<>
#EXIT {"EAST" "CHAS3" "WEST" "PASS5" "UP" "CAVE3"}
(#FIND-OBJ {"BAR"})
ECHO-ROOM}
#OBJECT {"RUBY"
"There is a moby ruby lying here."
"ruby"
"On the floor lies a moby ruby."
%<>
()
%<>
%<+ ,TAKEBIT ,OVISON>
0
15
8
5
0}
<ADD-OBJECT
#OBJECT {"TRIDE"
"Neptune's own crystal trident is here."
"crystal trident"
"On the shore lies Neptune's own crystal trident."
%<> () %<> %<+ ,TAKEBIT ,OVISON> 0 4 11 20 0}
["FORK"] ["CRYST"]>
<ADD-OBJECT
#OBJECT {"COFFI"
"There is a solid-gold coffin, used for the burial of Ramses II, here."
"gold coffin"
%<> %<> () %<> %<+ ,CONTBIT ,SACREDBIT ,TAKEBIT ,OVISON> 0 3 7 55 35}
["CASKE"] ["GOLD"]>
<ADD-OBJECT
#OBJECT {"TORCH"
"There is an ivory torch here."
"torch"
"Sitting on the pedestal is a flaming torch, made of ivory."
%<> () %<> %<+ ,TOOLBIT ,FLAMEBIT ,TAKEBIT ,OVISON> 1 14 6 20 0}
[] ["IVORY"]>
#ROOM {"MIRR1"
""
"Mirror Room"
%<>
#EXIT {"WEST" "PASS3" "NORTH" "CRAW2" "EAST" "CAVE1"}
(#FIND-OBJ {"REFL1"})
MIRROR-ROOM}
#ROOM {"MIRR2"
""
"Mirror Room"
T
#EXIT {"WEST" "PASS4" "NORTH" "CRAW3" "EAST" "CAVE2"}
(#FIND-OBJ {"REFL2"})
MIRROR-ROOM}
#ROOM {"CAVE1"
"You are in a small cave with an entrance to the north and a stairway
leading down."
"Cave"
%<>
#EXIT {"NORTH" "MIRR1" "DOWN" "ATLAN"}}
#ROOM {"CAVE2"
"You are in a tiny cave with entrances west and north, and a dark,
forbidding staircase leading down."
"Cave"
%<>
#EXIT {"NORTH" "CRAW3" "WEST" "MIRR2" "DOWN" "LLD1"} () CAVE2-ROOM}
#ROOM {"CRAW2"
"You are in a steep and narrow crawlway. There are two exits nearby to
the south and southwest."
"Steep Crawlway"
%<>
#EXIT {"SOUTH" "MIRR1" "SW" "PASS3"}}
#ROOM {"CRAW3"
"You are in a narrow crawlway. The crawlway leads from north to south.
However the south passage divides to the south and southwest."
"Narrow Crawlway"
%<>
#EXIT {"SOUTH" "CAVE2" "SW" "MIRR2" "NORTH" "MGRAI"}}
#ROOM {"PASS3"
"You are in a cold and damp corridor where a long east-west passageway
intersects with a northward path."
"Cold Passage"
%<>
#EXIT {"EAST" "MIRR1" "WEST" "SLIDE" "NORTH" "CRAW2"}}
#ROOM {"PASS4"
"You are in a winding passage. It seems that there is only an exit
on the east end although the whirring from the round room can be
heard faintly to the north."
"Winding Passage"
%<>
#EXIT {"EAST" "MIRR2" "NORTH"
#NEXIT "You hear the whir of the carousel room but can find no entrance."}}
#ROOM {"SLIDE"
"You are in a small chamber, which appears to have been part of a
coal mine. On the south wall of the chamber the letters \"Granite
Wall\" are etched in the rock. To the east is a long passage and
there is a steep metal slide twisting downward. From the appearance
of the slide, an attempt to climb up it would be impossible. To the
north is a small opening."
"Slide Room"
%<>
#EXIT {"EAST" "PASS3" "DOWN" "CELLA" "NORTH" "ENTRA"}}
#ROOM {"ENTRA"
"You are standing at the entrance of what might have been a coal
mine. To the northeast and the northwest are entrances to the mine,
and there is another exit on the south end of the room."
"Mine Entrance"
%<>
#EXIT {"SOUTH" "SLIDE" "NW" "SQUEE" "NE" "TSHAF"}}
#ROOM {"SQUEE"
"You are a small room. Strange squeaky sounds may be heard coming from
the passage at the west end. You may also escape to the south."
"Squeaky Room"
%<>
#EXIT {"WEST" "BATS" "SOUTH" "ENTRA"}}
#ROOM {"TSHAF"
"You are in a large room, in the middle of which is a small shaft
descending through the floor into darkness below. To the west and
the north are exits from this room. Constructed over the top of the
shaft is a metal framework to which a heavy iron chain is attached."
"Shaft Room"
%<>
#EXIT {"DOWN" #NEXIT "You wouldn't fit and would die if you could."
"WEST" "ENTRA" "NORTH" "TUNNE"}
(#FIND-OBJ {"TBASK"})}
<PUT <ADD-OBJECT
#OBJECT {"TBASK"
"At the end of the chain is a basket."
"basket"
%<>
DUMBWAITER () %<> %<+ ,CONTBIT ,OVISON ,TRANSBIT> 0 0 0 %,BIGFIX 50}
["CAGE" "DUMBW" "BASKE"]> ,OOPEN? T>
<ADD-OBJECT
#OBJECT {"FBASK"
""
""
%<>
DUMBWAITER () %<> %,OVISON 0 0 0 %,BIGFIX 0}
["CAGE" "DUMBW" "BASKE"]>
#ROOM {"TUNNE"
"You are in a narrow tunnel with large wooden beams running across
the ceiling and around the walls. A path from the south splits into
paths running west and northeast."
"Wooden Tunnel"
%<>
#EXIT {"SOUTH" "TSHAF" "WEST" "SMELL" "NE" "MINE1"}}
#ROOM {"SMELL"
"You are in a small non-descript room. However, from the direction
of a small descending staircase a foul odor can be detected. To the
east is a narrow path."
"Smelly Room"
%<>
#EXIT {"DOWN" "BOOM" "EAST" "TUNNE"}}
#ROOM {"BOOM"
"You are in a small room which smells strongly of coal gas."
"Gas Room"
%<>
#EXIT {"UP" "SMELL"}
(#FIND-OBJ {"BRACE"})
BOOM-ROOM}
<ADD-OBJECT
#OBJECT {"BRACE"
"There is a sapphire-encrusted bracelet here."
"sapphire bracelet"
%<> %<> () %<> %<+ ,TAKEBIT ,OVISON> 0 5 3 10 0}
["JEWEL"] ["SAPPH"]>
#ROOM {"TLADD"
"You are in a very small room. In the corner is a rickety wooden
ladder, leading downward. It might be safe to descend. There is
also a staircase leading upward."
"Ladder Top"
%<>
#EXIT {"DOWN" "BLADD" "UP" "MINE7"}}
<PSETG MINDESC
"You are in a non-descript part of a coal mine.">
#ROOM {"MINE1"
%,MINDESC
%,MINDESC
%<>
#EXIT {"NORTH" "MINE4" "SW" "MINE2" "EAST" "TUNNE"}}
#ROOM {"MINE2"
%,MINDESC
%,MINDESC
%<>
#EXIT {"SOUTH" "MINE1" "WEST" "MINE5" "UP" "MINE3" "NE" "MINE4"}}
#ROOM {"MINE3"
%,MINDESC
%,MINDESC
%<>
#EXIT {"WEST" "MINE2" "NE" "MINE5" "EAST" "MINE5"}}
#ROOM {"MINE4"
%,MINDESC
%,MINDESC
%<>
#EXIT {"UP" "MINE5" "NE" "MINE6" "SOUTH" "MINE1" "WEST" "MINE2"}}
#ROOM {"MINE5"
%,MINDESC
%,MINDESC
%<>
#EXIT {"DOWN" "MINE6" "NORTH" "MINE7" "WEST" "MINE2" "SOUTH" "MINE3"
"UP" "MINE3" "EAST" "MINE4"}}
#ROOM {"MINE6"
%,MINDESC
%,MINDESC
%<>
#EXIT {"SE" "MINE4" "UP" "MINE5" "NW" "MINE7"}}
#ROOM {"MINE7"
%,MINDESC
%,MINDESC
%<>
#EXIT {"EAST" "MINE1" "WEST" "MINE5" "DOWN" "TLADD" "SOUTH" "MINE6"}}
#ROOM {"BLADD"