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2dungeon.zil
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"2DUNGEON for
Zork II: The Wizard of Frobozz
(c) Copyright 1981, 1983 Infocom, Inc. All Rights Reserved."
<DIRECTIONS NORTH EAST WEST SOUTH NE NW SE SW UP DOWN IN OUT LAND CROSS>
<ROUTINE GO ()
<PUTB ,P-LEXV 0 59>
;"put interrupts on clock chain"
<ENABLE <QUEUE I-WIZARD 4>>
<QUEUE I-LANTERN 200>
;"clean up junk compiler can't do"
<PUTP ,BALLOON ,P?VTYPE ,NONLANDBIT>
<PUTP ,BUCKET ,P?VTYPE ,NONLANDBIT>
<PUTP ,SEWL ,P?SIZE ,P?EAST>
<PUTP ,SWWL ,P?SIZE ,P?WEST>
<PUTP ,SSWL ,P?SIZE ,P?SOUTH>
<PUTP ,SNWL ,P?SIZE ,P?NORTH>
;"set up and go"
<SETG LIT T>
<SETG WINNER ,ADVENTURER>
<SETG PLAYER ,ADVENTURER>
<SETG HERE ,INSIDE-BARROW>
<SETG P-IT-OBJECT <>>
<COND (<NOT <FSET? ,HERE ,TOUCHBIT>>
<V-VERSION>
<CRLF>)>
<MOVE ,WINNER ,HERE>
<V-LOOK>
<MAIN-LOOP>
<AGAIN>>
"SUBTITLE CONDITIONAL EXITS"
<GLOBAL SECRET-DOOR <>>
<GLOBAL GNOME-DOOR-FLAG <>>
"SUBTITLE GLOBAL OBJECTS"
<OBJECT STREAM
(IN LOCAL-GLOBALS)
(SYNONYM STREAM)
(ADJECTIVE FLOWING SMALL)
(DESC "stream")
(ACTION STREAM-FCN)
(FLAGS NDESCBIT)>
<OBJECT CHASM
(IN LOCAL-GLOBALS)
(SYNONYM CHASM RAVINE)
(ADJECTIVE DEEP)
(DESC "chasm")
(ACTION CHASM-FCN)
(FLAGS NDESCBIT)>
<OBJECT MOSS
(IN LOCAL-GLOBALS)
(SYNONYM MOSS MOSSES)
(ADJECTIVE GLOWING PHOSPHORESCENT)
(DESC "mosses")
(ACTION MOSS-FCN)
(FLAGS NDESCBIT TRYTAKEBIT)>
<OBJECT ROSE-BUSH
(IN LOCAL-GLOBALS)
(SYNONYM ROSES BUSH ARBOR)
(ADJECTIVE ROSE)
(DESC "roses")
(ACTION ROSE-BUSH-FCN)
(FLAGS NDESCBIT TRYTAKEBIT)>
<OBJECT BRIDGE
(IN LOCAL-GLOBALS)
(SYNONYM BRIDGE)
(ADJECTIVE STONE WOODEN RICKETY)
(DESC "bridge")
(ACTION BRIDGE-FCN)
(FLAGS NDESCBIT)>
<OBJECT TUNNEL
(IN GLOBAL-OBJECTS)
(SYNONYM PASSAGE TUNNEL CRAWLWAY)
(ADJECTIVE DARK SMOKY)
(DESC "tunnel")
(FLAGS NDESCBIT)
(ACTION TUNNEL-OBJECT)>
<OBJECT EAST-WALL
(IN GLOBAL-OBJECTS)
(SYNONYM WALL)
(ADJECTIVE EAST EASTERN)
(DESC "east wall")
(FLAGS NDESCBIT)>
<OBJECT SOUTH-WALL
(IN GLOBAL-OBJECTS)
(SYNONYM WALL)
(ADJECTIVE SOUTH SOUTHE) ;"only 6 chars count and southeast exists"
(DESC "south wall")
(FLAGS NDESCBIT)>
<OBJECT WEST-WALL
(IN GLOBAL-OBJECTS)
(SYNONYM WALL)
(ADJECTIVE WEST WESTERN)
(DESC "west wall")
(FLAGS NDESCBIT)>
<OBJECT NORTH-WALL
(IN GLOBAL-OBJECTS)
(SYNONYM WALL)
(ADJECTIVE NORTH NORTHE) ;"only six chars used..."
(DESC "north wall")
(FLAGS NDESCBIT)>
<OBJECT GLOBAL-WATER
(IN LOCAL-GLOBALS)
(SYNONYM WATER QUANTITY)
(DESC "water")
(FLAGS DRINKBIT)
(ACTION WATER-FCN)>
<OBJECT WISH
(IN GLOBAL-OBJECTS)
(SYNONYM WISH BLESS)
(DESC "wish")
(FLAGS NDESCBIT)
(ACTION WISH-FCN)>
<OBJECT WELL
(IN LOCAL-GLOBALS)
(SYNONYM WELL)
(ADJECTIVE MAGIC)
(DESC "well")
(FLAGS NDESCBIT)
(ACTION WELL-FCN)>
<OBJECT SEWL
(IN LOCAL-GLOBALS)
(SYNONYM WALL)
(ADJECTIVE EAST EASTERN)
(DESC "east wall")
(FLAGS NDESCBIT)
(SIZE 0) ;",P?EAST"
(ACTION SCOLWALL)>
<OBJECT SWWL
(IN LOCAL-GLOBALS)
(SYNONYM WALL)
(ADJECTIVE WEST WESTERN)
(DESC "west wall")
(FLAGS NDESCBIT)
(SIZE 0) ;"P?WEST"
(ACTION SCOLWALL)>
<OBJECT SSWL
(IN LOCAL-GLOBALS)
(SYNONYM WALL)
(ADJECTIVE SOUTH SOUTHE)
(DESC "south wall")
(FLAGS NDESCBIT)
(SIZE 0) ;"P?SOUTH"
(ACTION SCOLWALL)>
<OBJECT SNWL
(IN LOCAL-GLOBALS)
(SYNONYM WALL)
(ADJECTIVE NORTH NORTHE)
(DESC "north wall")
(FLAGS NDESCBIT)
(SIZE 0) ;"P?NORTH"
(ACTION SCOLWALL)>
\
"SUBTITLE ROOMS"
<ROOM INSIDE-BARROW
(IN ROOMS)
(LDESC
"You are inside an ancient barrow hidden deep within a dark forest.
The barrow opens into a narrow tunnel at its southern end. You can
see a faint glow at the far end.")
(DESC "Inside the Barrow")
(FLAGS RLANDBIT ONBIT)
(SOUTH TO NARROW-TUNNEL)
(OUT
"You may not recall, but when you entered, the door of the barrow
shut behind you. There is no way out.")>
<ROOM NARROW-TUNNEL
(IN ROOMS)
(LDESC
"You are standing at the southern end of a narrow tunnel where it opens
into a wide cavern. The cavern is dimly illuminated by phosphorescent
mosses clinging to its high ceiling. A deep ravine winds through the
cavern, with a small stream at the bottom. The walls of the ravine are
steep and crumbly. A foot bridge crosses the ravine to the south.")
(DESC "Narrow Tunnel")
(FLAGS RLANDBIT ONBIT)
(NORTH TO INSIDE-BARROW)
(SOUTH TO FOOT-BRIDGE)
(CROSS TO FOOT-BRIDGE)
(DOWN "As you start down, you slip on the crumbling
rocks and pull back, narrowly averting a fatal fall.")
(GLOBAL BRIDGE CHASM STREAM MOSS)>
<ROOM FOOT-BRIDGE
(IN ROOMS)
(LDESC
"You are standing on a crude but sturdy wooden foot bridge crossing a
deep ravine. The path runs north and south from here.")
(DESC "Foot Bridge")
(FLAGS RLANDBIT ONBIT)
(NORTH TO NARROW-TUNNEL)
(SOUTH TO GREAT-CAVERN)
(DOWN "The drop would be fatal.")
(CROSS "You'll have to specify a direction.")
(GLOBAL BRIDGE CHASM)>
<ROOM GREAT-CAVERN
(IN ROOMS)
(LDESC
"This is the center of the great cavern, carved out of the limestone.
Stalactites and stalagmites of many sizes are everywhere. The room glows
with dim light provided by phosphorescent moss, and weird shadows move all
around you. A narrow path winds southwest among the stalagmites, and another
leads northeast.")
(DESC "Great Cavern")
(FLAGS RLANDBIT ONBIT)
(NE TO FOOT-BRIDGE)
(SW TO SHALLOW-FORD)
(GLOBAL MOSS)
(PSEUDO "STALAGMITE" STALA-PSEUDO "STALACTITE" STALA-PSEUDO)>
<ROOM SHALLOW-FORD
(IN ROOMS)
(LDESC
"You are at the southern edge of a great cavern. To the south across a
shallow ford is a dark tunnel which looks like it was once
enlarged and smoothed. To the north a narrow path winds among
stalagmites. Dim light illuminates the cavern.")
(DESC "Shallow Ford")
(FLAGS RLANDBIT ONBIT)
(NORTH TO GREAT-CAVERN)
(SOUTH TO DARK-TUNNEL)
(CROSS TO DARK-TUNNEL)
(GLOBAL GLOBAL-WATER)>
<ROOM DARK-TUNNEL
(IN ROOMS)
(LDESC
"This is a dark tunnel with dim light to the northeast. The
tunnel is smooth but dusty and filled with twigs and leaves, debris
which becomes deeper as the tunnel branches into a wide corridor leading
southwest and a narrower one leading southeast.")
(DESC "Dark Tunnel")
(FLAGS RLANDBIT)
(NE TO SHALLOW-FORD)
(SE TO GARDEN-NORTH)
(SW TO STREAM-PATH)>
"SUBTITLE GARDEN AREA"
<OBJECT GLOBAL-UNICORN
(IN LOCAL-GLOBALS)
(SYNONYM UNICORN)
(DESC "unicorn")
(ADJECTIVE BEAUTIFUL WHITE)
(FLAGS ACTORBIT)
(ACTION GLOBAL-UNICORN-FCN)>
<OBJECT UNICORN
(SYNONYM UNICORN ANIMAL)
(ADJECTIVE BEAUTIFUL WHITE)
(DESC "unicorn")
(LDESC "There is a beautiful unicorn here cropping grass.")
(FLAGS ACTORBIT TRYTAKEBIT OPENBIT CONTBIT)
(ACTION UNICORN-FCN)>
<ROOM GARDEN-NORTH
(IN ROOMS)
(LDESC
"This is the northern end of a formal garden. Hedges hide
the cavern walls, and if you don't look up, the illusion is of a cloudy
day outside. The light comes from a large growth of glowing mosses on the
roof of the cave. A break in the hedge is almost overgrown to the north.
A carefully manicured path leads south. In the center of a rosebed is a
small open structure, painted white. It appears to be a gazebo.")
(DESC "North End of Garden")
(FLAGS RLANDBIT ONBIT)
(IN TO GAZEBO-ROOM)
(NORTH TO DARK-TUNNEL)
(SOUTH TO FORMAL-GARDEN)
(ACTION GARDEN-ROOM-FCN)
(GLOBAL GLOBAL-UNICORN GAZEBO MOSS ROSE-BUSH)>
<ROOM GAZEBO-ROOM
(IN ROOMS)
(LDESC
"This is a gazebo in the midst of a formal garden. It is cool and
restful here. A tea table adorns the center of the gazebo.")
(DESC "Gazebo")
(FLAGS RLANDBIT ONBIT)
(OUT TO GARDEN-NORTH)
(GLOBAL GLOBAL-UNICORN GAZEBO)>
<ROOM FORMAL-GARDEN
(IN ROOMS)
(LDESC
"This is the middle part of a formal garden. Hedges hide the cavern
walls and a dim illumination comes from mosses far above.
The path is of small crushed white stones. It winds among bushes and
flower beds from south to north. To the north a small structure
can be seen. To the south are peculiarly shaped bushes.
There is a small gap in the hedges to the west.")
(DESC "Formal Garden")
(FLAGS RLANDBIT ONBIT)
(WEST TO STREAM-PATH)
(NORTH TO GARDEN-NORTH)
(SOUTH TO TOPIARY-ROOM)
(ACTION GARDEN-ROOM-FCN)
(GLOBAL GLOBAL-UNICORN MOSS)>
<ROOM TOPIARY-ROOM
(IN ROOMS)
(LDESC
"This is the southern end of a formal garden. Hedges hide the cavern
walls and mosses provide dim illumination. Fantastically shaped hedges
and bushes are arrayed with geometric precision. They have not recently
been clipped, but you can discern creatures in the shapes of the bushes:
There is a dragon, a unicorn, a great serpent, a huge misshapen dog, and
several human figures. On the west side of the garden the path
leads through a rose arbor into a tunnel.")
(DESC "Topiary")
(FLAGS RLANDBIT ONBIT)
(WEST TO CAROUSEL-ROOM)
(NORTH TO FORMAL-GARDEN)
(ACTION GARDEN-ROOM-FCN)
(GLOBAL GLOBAL-UNICORN MOSS ROSE-BUSH)>
<OBJECT HEDGES
(IN TOPIARY-ROOM)
(DESC "hedge")
(SYNONYM HEDGE HEDGES)
(FLAGS NDESCBIT)
(ACTION HEDGES-F)>
<ROUTINE HEDGES-F ()
<COND (<VERB? EXAMINE>
<TELL
"The hedges are shaped like various animals: dogs, serpents, dragons, and
the like, and they are vaguely troubling to look at." CR>)>>
<ROOM STREAM-PATH
(IN ROOMS)
(LDESC
"The path follows the south edge of a deep ravine and heads northeast.
A tunnel heads southwest, narrowing to a rather tight crawl. A
faint whirring sound can be heard in that direction. On the east is a
ruined archway choked with vegetation.")
(DESC "Path Near Stream")
(FLAGS RLANDBIT)
(EAST TO FORMAL-GARDEN)
(NE TO DARK-TUNNEL)
(SW TO CAROUSEL-ROOM)
(WEST TO MARBLE-HALL IF SECRET-DOOR)
(DOWN "The ravine is extremely deep. You would never make it.")
(GLOBAL BRIDGE CHASM STREAM)>
<ROOM MARBLE-HALL
(IN ROOMS)
(LDESC
"This is an arched hall of fine marble. The hall stops abruptly
to the north at a ford across a stream, where the marble is cracked and
broken. Perhaps a flood or collapse of the cave was responsible. To
the south the hall opens into a large room. There is rather annoying
whirring sound coming from that room.")
(DESC "Marble Hall")
(FLAGS RLANDBIT)
(EAST TO STREAM-PATH IF SECRET-DOOR ELSE "That's a wall there.")
(NORTH TO DEEP-FORD)
(SOUTH TO CAROUSEL-ROOM)
(GLOBAL STREAM)>
<ROOM DEEP-FORD
(IN ROOMS)
(LDESC
"You are fording the stream at a deep but not impossible spot. The
water is very cold. The walls of the ravine rise to east and west.
There is a small ledge along the north wall of the ravine. To the south
is the entrance to a well-constructed but somewhat ruined hall.")
(DESC "Deep Ford")
(FLAGS RLANDBIT)
(NORTH TO RAVINE-LEDGE)
(UP TO RAVINE-LEDGE)
(SOUTH TO MARBLE-HALL)
(EAST
"The stream deepens rapidly, and you wisely return before drowning.")
(WEST
"You notice that the ledge above would be a drier route west.")
(GLOBAL GLOBAL-WATER CHASM STREAM)>
<ROOM RAVINE-LEDGE
(IN ROOMS)
(LDESC
"You are on a narrow ledge near the bottom of a deep ravine. The ledge
continues to the west. A precarious climb up to another tiny ledge is
possible. A short scramble down the rock face leads
to a stream.")
(DESC "Ledge in Ravine")
(FLAGS RLANDBIT)
(UP TO TINY-ROOM)
(SOUTH TO DEEP-FORD)
(WEST TO LEDGE-TUNNEL)
(DOWN TO DEEP-FORD)
(GLOBAL CHASM)>
<ROOM LEDGE-TUNNEL
(IN ROOMS)
(LDESC
"A ledge from the east ends here, and a tunnel leads north into the wall.
There is a rather odd smokey odor in the warm air of the tunnel.")
(DESC "End of Ledge")
(FLAGS RLANDBIT)
(EAST TO RAVINE-LEDGE)
(IN TO DRAGON-ROOM)
(NORTH TO DRAGON-ROOM)
(DOWN "There are a lot of sharp rocks down there.")>
<ROOM DRAGON-ROOM
(IN ROOMS)
(LDESC
"The room is a large cavern full of broken stone. The walls are
scorched and there are deep scratches on the floor. A sooty dry smell
is very strong here. A paved path winds from a large passage to the
west, through the room, and across a huge stone bridge
to the south. To the east a small crack is visible. A dark and
smokey tunnel leads north.")
(DESC "Dragon Room")
(FLAGS RLANDBIT)
(EAST TO LEDGE-TUNNEL)
(NORTH TO DRAGON-LAIR
IF ICE-MELTED ELSE "The dragon hisses at you and blocks your way.")
(IN TO DRAGON-LAIR
IF ICE-MELTED ELSE "The dragon hisses at you and blocks your way.")
(WEST TO FRESCO-ROOM)
(SOUTH TO STONE-BRIDGE)
(CROSS TO STONE-BRIDGE)
(GLOBAL BRIDGE)>
<ROOM DRAGON-LAIR
(IN ROOMS)
(LDESC
"You are in the dragon's lair, where the rock walls are scarred by flame.
A blackened doorway leads to the south.")
(DESC "Dragon's Lair")
(FLAGS RLANDBIT)
(SOUTH TO DRAGON-ROOM)
(OUT TO DRAGON-ROOM)>
<OBJECT CHEST
(IN DRAGON-LAIR)
(SYNONYM CHEST TRUNK)
(ADJECTIVE WOODEN OLD ROTTEN)
(DESC "rotten wooden chest")
(FDESC
"A rotten old wooden chest is in one corner among the debris.")
(FLAGS CONTBIT TAKEBIT)
(ACTION CHEST-FCN)
(CAPACITY 40)
(SIZE 40)>
<OBJECT STATUETTE
(IN CHEST)
(SYNONYM TREASURE STATUETTE DRAGON)
(ADJECTIVE GOLD)
(DESC "golden dragon statuette")
(FDESC
"Nestled in the chest is a wrought gold statuette of a dragon.")
(FLAGS STAGGERED TAKEBIT)
(VALUE 20)>
<OBJECT DRAGON
(IN DRAGON-ROOM)
(SYNONYM DRAGON SMAUG WORM)
(ADJECTIVE RED HUGE)
(DESC "huge red dragon")
(LDESC
"A huge red dragon is lying on the rocks here, watching.")
(FDESC
"A huge red dragon is lying here, blocking the entrance to a tunnel
leading north. Smoke curls from his nostrils and out between his
teeth.")
(FLAGS ACTORBIT)
(ACTION DRAGON-FCN)>
<OBJECT DEAD-DRAGON
(SYNONYM DRAGON SMAUG WORM)
(ADJECTIVE RED HUGE DEAD)
(DESC "huge dead dragon")
(LDESC
"A huge dead dragon is lying half blocking the stream.")
(SIZE 400)>
<OBJECT GLOBAL-PRINCESS
(IN GLOBAL-OBJECTS)
(SYNONYM PRINCESS WOMAN LADY)
(ADJECTIVE BEAUTIFUL YOUNG)
(DESC "beautiful princess")
(FLAGS ACTORBIT)
(ACTION PRINCESS-FCN)>
<OBJECT PRINCESS
(IN DRAGON-LAIR)
(SYNONYM PRINCESS WOMAN LADY)
(ADJECTIVE BEAUTIFUL YOUNG)
(DESC "beautiful princess")
(LDESC
"A beautiful young woman, wearing a dirty and bedraggled gown, sits
on a rock in the corner. Her hair is unkempt and she is oblivious to
your presence, almost in a trance.")
(FLAGS ACTORBIT)
(ACTION PRINCESS-FCN)>
<ROOM FRESCO-ROOM
(IN ROOMS)
(LDESC
"A path leads east-west through a room decorated with beautiful frescoes
of someone battling dragons and rescuing fair maidens. It is hard
to tell who is doing this as those parts of the
frescoes have been blackened and cracked by intense heat.")
(DESC "Fresco Room")
(FLAGS RLANDBIT)
(EAST TO DRAGON-ROOM)
(WEST TO BANK-ENTRANCE)>
<ROOM STONE-BRIDGE
(IN ROOMS)
(LDESC
"This is the middle of a ruined but still impressive stone bridge
spanning a deep chasm. Water flows far beneath. A paved path leads
north into a large open space. To the south, the path leads into a misty
tunnel.")
(DESC "Stone Bridge")
(FLAGS RLANDBIT)
(NORTH TO DRAGON-ROOM)
(SOUTH TO COOL-ROOM)
(DOWN "It's a long way down.")
(CROSS "You'll have to specify a direction.")
(GLOBAL BRIDGE CHASM)>
<ROOM COOL-ROOM
(IN ROOMS)
(LDESC
"The room is cool and damp. The air is misty. A twisty path from the
southeast splits here toward a wide northerly stone bridge, and a narrow
westerly tunnel. It is from the latter
that the mist and chill seem to originate.")
(DESC "Cool Room")
(FLAGS RLANDBIT)
(SE TO CAROUSEL-ROOM)
(NORTH TO STONE-BRIDGE)
(WEST TO GLACIER-ROOM)
(CROSS TO STONE-BRIDGE)
(GLOBAL BRIDGE)>
<ROOM GLACIER-ROOM
(IN ROOMS)
(LDESC " ")
(DESC "Ice Room")
(FLAGS RLANDBIT)
(EAST TO COOL-ROOM)
(WEST TO LAVA-ROOM
IF ICE-MELTED ELSE "You don't even have an ice-pick.")
(UP TO LAVA-TUBE)
(ACTION GLACIER-ROOM-FCN)>
<ROOM LAVA-TUBE
(IN ROOMS)
(LDESC
"You are in a tight chimney of solidified lava. It extends up at
least another hundred feet and down to a large room far below. A large
crack opens to the south, probably the result of a shift
in the rock strata.")
(DESC "Lava Tube")
(FLAGS RLANDBIT)
(DOWN TO GLACIER-ROOM)
(UP TO VOLCANO-VIEW)
(SOUTH TO COBWEBBY-CORRIDOR)
(PSEUDO "CRACK" LT-CRACK-PSEUDO)>
<ROUTINE LT-CRACK-PSEUDO ()
<COND (<VERB? BOARD THROUGH>
<DO-WALK ,P?SOUTH>
<RTRUE>)
(T <CC-CRACK-PSEUDO>)>>
<ROOM COBWEBBY-CORRIDOR
(IN ROOMS)
(LDESC
"A winding corridor is filled with cobwebs. Some
are broken and the dust on the floor is disturbed. The trend of the
twists and turns is northeast to southwest. On the north side of one
twist, high up, is a narrow crack.")
(DESC "Cobwebby Corridor")
(FLAGS RLANDBIT)
(IN TO LAVA-TUBE)
(UP TO LAVA-TUBE)
(NORTH TO LAVA-TUBE)
(NE TO CAROUSEL-ROOM)
(SW TO GUARDIAN-ROOM)
(DOWN TO GUARDIAN-ROOM)
(PSEUDO "CRACK" CC-CRACK-PSEUDO)>
<ROUTINE CC-CRACK-PSEUDO ()
<COND (<VERB? THROUGH BOARD>
<DO-WALK ,P?NORTH>
<RTRUE>)
(T
<TELL
"The crack is fairly wide. You should be able to get into it." CR>)>>
<OBJECT WIZ-DOOR
(IN LOCAL-GLOBALS)
(SYNONYM DOOR)
(ADJECTIVE COBWEBBED WOODEN OAK)
(DESC "door partly covered in cobwebs")
(FLAGS DOORBIT CONTBIT)
(ACTION WIZ-DOOR-FCN)>
<ROOM ROOM-8
(IN ROOMS)
(LDESC
"This is a small chamber carved out of the rock at the end of a short crawl.
On the wall is crudely chiseled the number \"8\".")
(DESC "Room 8")
(FLAGS RLANDBIT)
(EAST TO CAROUSEL-ROOM)>
<ROOM MENHIR-ROOM
(IN ROOMS)
(DESC "Menhir Room")
(LDESC " ")
(FLAGS RLANDBIT)
(NORTH TO CAROUSEL-ROOM)
(SW TO KENNEL
IF MENHIR-POSITION
ELSE "You are trying to walk through an enormous rock.")
(SOUTH TO STAIRWAY-TOP)
(ACTION MENHIR-ROOM-FCN)
(GLOBAL MENHIR)>
<OBJECT GLOBAL-MENHIR
(IN LOCAL-GLOBALS)
(SYNONYM MENHIR ROCK STONE)
(ADJECTIVE HUGE HEAVY ENORMOUS)
(FLAGS NDESCBIT READBIT)
(ACTION GLOBAL-MENHIR-F)
(DESC "enormous menhir")>
<ROUTINE GLOBAL-MENHIR-F ()
<TELL "It's not here." CR>>
<OBJECT MENHIR
(IN LOCAL-GLOBALS)
(SYNONYM MENHIR ROCK STONE F)
(ADJECTIVE HUGE HEAVY ENORMOUS)
(FLAGS NDESCBIT READBIT TURNBIT)
(DESC "enormous menhir")
(ACTION MENHIR-FCN)>
<ROOM KENNEL
(IN ROOMS)
(LDESC
"This room looks like it was once a kennel for a very large dog (some of
the bones would fit a dinosaur). It apparently hasn't been used for a
long time, as the dust is fairly thick all over. The only
exit is northeast.")
(DESC "Kennel")
(FLAGS RLANDBIT)
(NE TO MENHIR-ROOM
IF MENHIR-POSITION
ELSE "You are trying to walk through an enormous rock.")
(OUT TO MENHIR-ROOM
IF MENHIR-POSITION
ELSE "You are trying to walk through an enormous rock.")
(GLOBAL MENHIR)>
<OBJECT COLLAR
(IN KENNEL)
(SYNONYM COLLAR TREASURE)
(ADJECTIVE HUGE GIANT DOG)
(FDESC
"A gigantic dog collar, large enough for three rhinoceros-sized dogs, is
lying amidst the debris.")
(DESC "gigantic dog collar")
(FLAGS STAGGERED TAKEBIT)
(ACTION COLLAR-FCN)
(VALUE 15)>
\
"SUBTITLE DIAMOND MAZE"
<OBJECT BAT
(SYNONYM CLUB BAT)
(ADJECTIVE WOODEN BASEBALL)
(FDESC
"A long wooden club lies on the ground near the diamond-shaped window.
The club is curiously burned at the thick end.")
(DESC "wooden club")
(FLAGS INVISIBLE TAKEBIT WEAPONBIT READBIT BURNBIT)
(TEXT
"The words \"Babe Flathead\" are burned into the wood.")>
<ROOM STAIRWAY-TOP
(IN ROOMS)
(LDESC
"A marble stairway leads down into the gloom and a passage leads north.")
(DESC "Stairway")
(FLAGS RLANDBIT)
(DOWN TO DIAMOND-5)
(NORTH TO MENHIR-ROOM)
(GLOBAL STAIRS)>
<ROOM DIAMOND-1
(IN ROOMS)
(DESC
"Oddly-angled Room")
(LDESC
"A small room with oddly angled walls and passages in all directions.")
(FLAGS RLANDBIT)
(SE TO DIAMOND-5)
(ACTION DIAMOND-MOTION)
(GLOBAL DWINDOW)>
<ROOM DIAMOND-2
(IN ROOMS)
(DESC
"Oddly-angled Room")
(LDESC
"A small room with oddly angled walls and passages in all directions.")
(FLAGS RLANDBIT)
(SOUTH TO DIAMOND-5)
(SE TO DIAMOND-6)
(SW TO DIAMOND-4)
(ACTION DIAMOND-MOTION)
(GLOBAL DWINDOW)>
<ROOM DIAMOND-3
(IN ROOMS)
(DESC
"Oddly-angled Room")
(LDESC
"A small room with oddly angled walls and passages in all directions.")
(FLAGS RLANDBIT)
(SW TO DIAMOND-5)
(ACTION DIAMOND-MOTION)
(GLOBAL DWINDOW)>
<ROOM DIAMOND-4
(IN ROOMS)
(DESC
"Oddly-angled Room")
(LDESC
"A small room with oddly angled walls and passages in all directions.")
(FLAGS RLANDBIT)
(NE TO DIAMOND-2)
(SE TO DIAMOND-8)
(EAST TO DIAMOND-5)
(ACTION DIAMOND-MOTION)
(GLOBAL DWINDOW)>
<ROOM DIAMOND-5
(IN ROOMS)
(DESC
"Oddly-angled Room")
(LDESC
"A small room with oddly angled walls and passages in all directions.")
(FLAGS RLANDBIT)
(NW TO DIAMOND-1)
(NORTH TO DIAMOND-2)
(NE TO DIAMOND-3)
(WEST TO DIAMOND-4)
(EAST TO DIAMOND-6)
(SW TO DIAMOND-7)
(SOUTH TO DIAMOND-8)
(SE TO DIAMOND-9)
(DOWN TO CERBERUS-ROOM)
(UP TO STAIRWAY-TOP)
(ACTION DIAMOND-MOTION)
(GLOBAL STAIRS DWINDOW)>
<ROOM DIAMOND-6
(IN ROOMS)
(DESC
"Oddly-angled Room")
(LDESC
"A small room with oddly angled walls and passages in all directions.")
(FLAGS RLANDBIT)
(WEST TO DIAMOND-5)
(NW TO DIAMOND-2)
(SW TO DIAMOND-8)
(ACTION DIAMOND-MOTION)
(GLOBAL DWINDOW)>
<ROOM DIAMOND-7
(IN ROOMS)
(DESC
"Oddly-angled Room")
(LDESC
"A small room with oddly angled walls and passages in all directions.")
(FLAGS RLANDBIT)
(NE TO DIAMOND-5)
(ACTION DIAMOND-MOTION)
(GLOBAL DWINDOW)>
<ROOM DIAMOND-8
(IN ROOMS)
(DESC
"Oddly-angled Room")
(LDESC
"A small room with oddly angled walls and passages in all directions.")
(FLAGS RLANDBIT)
(NORTH TO DIAMOND-5)
(NW TO DIAMOND-4)
(NE TO DIAMOND-6)
(ACTION DIAMOND-MOTION)
(GLOBAL DWINDOW)>
<ROOM DIAMOND-9
(IN ROOMS)
(DESC
"Oddly-angled Room")
(LDESC
"A small room with oddly angled walls and passages in all directions.")
(FLAGS RLANDBIT)
(NW TO DIAMOND-5)
(ACTION DIAMOND-MOTION)
(GLOBAL DWINDOW)>
<OBJECT DWINDOW
(IN LOCAL-GLOBALS)
(SYNONYM WINDOW)
(ADJECTIVE GLOWING DIAMOND)
(DESC "diamond shaped window")
(ACTION DWINDOW-FCN)
(FLAGS NDESCBIT TRYTAKEBIT)>
<ROOM CERBERUS-ROOM
(IN ROOMS)
(LDESC
"This is the entrance to a huge crypt or tomb. A marble stairway leads
up from a gateway arch.")
(DESC "Cerberus Room")
(FLAGS RLANDBIT)
(EAST TO CRYPT-ANTEROOM
IF CERBERUS-LEASHED ELSE "The huge dog snaps nastily at you.")
(IN TO CRYPT-ANTEROOM
IF CERBERUS-LEASHED ELSE "The huge dog snaps nastily at you.")
(UP TO DIAMOND-5)
(VALUE 10)
(GLOBAL STAIRS)
(PSEUDO "TOMB" TOMB-PSEUDO "CRYPT" TOMB-PSEUDO)>
<OBJECT GLOBAL-CERBERUS
(IN LOCAL-GLOBALS)
(SYNONYM CERBERUS DOG HOUND MONSTER)
(ADJECTIVE HUGE GIANT THREE HEADED)
(ACTION GLOBAL-CERBERUS-F)
(DESC "three-headed dog")>
<ROUTINE GLOBAL-CERBERUS-F ()
<TELL "He's not here." CR>>
<OBJECT CERBERUS
(IN CERBERUS-ROOM)
(SYNONYM CERBERUS DOG HOUND MONSTER)
(ADJECTIVE HUGE GIANT THREE HEADED)
(DESC "three-headed dog")
(LDESC
"There is a vicious-looking dog guarding the entrance. It is more or
less your usual dog, except that it has three heads and is the size of
an elephant.")
(FLAGS ACTORBIT OPENBIT CONTBIT)
(ACTION CERBERUS-FCN)>
<ROOM CRYPT-ANTEROOM
(IN ROOMS)
(LDESC " ")
(DESC "Crypt Anteroom")
(FLAGS RLANDBIT)
(IN TO CRYPT-ROOM IF CRYPT-DOOR IS OPEN)
(SOUTH TO CRYPT-ROOM IF CRYPT-DOOR IS OPEN)
(WEST TO CERBERUS-ROOM)
(ACTION CRYPT-ANTEROOM-FCN)
(GLOBAL CRYPT-DOOR)
(VALUE 3)>
<ROOM CRYPT-ROOM
(IN ROOMS)
(LDESC " ")
(DESC "Crypt")
(FLAGS RLANDBIT)
(NORTH TO CRYPT-ANTEROOM IF CRYPT-DOOR IS OPEN)
(SOUTH TO ZORK3 IF DIM-DOOR-FLAG)
(GLOBAL CRYPT-DOOR DIM-DOOR)
(ACTION CRYPT-ROOM-FCN)
(VALUE 2)>
<OBJECT HEADS
(IN CRYPT-ROOM)
(SYNONYM HEADS HEAD POLE POLES)
(DESC "set of poled heads")
(FLAGS NDESCBIT TRYTAKEBIT)
(ACTION HEAD-FCN)>
<OBJECT CRYPT
(IN CRYPT-ROOM)
(SYNONYM TOMB CRYPT GRAVE)
(ADJECTIVE MARBLE)
(DESC "marble crypt")
(FLAGS NDESCBIT READBIT)
(ACTION CRYPT-OBJECT)
(TEXT
"\"Here lie the Flatheads, whose heads were placed on poles by the
Keeper of the Dungeon for amazing untastefulness.\"")>
<OBJECT CRYPT-DOOR
(IN LOCAL-GLOBALS)
(SYNONYM DOOR)
(ADJECTIVE CRYPT NORTH)
(DESC "crypt door")
(FLAGS DOORBIT CONTBIT)
(ACTION CRYPT-DOOR-FCN)>
<OBJECT DIM-DOOR
(IN LOCAL-GLOBALS)
(SYNONYM DOOR LETTER)
(ADJECTIVE F DIMLY SOUTH SECRET)
(DESC "secret door")
(FLAGS DOORBIT CONTBIT INVISIBLE)
(ACTION DIM-DOOR-FCN)>
<ROOM ZORK3
(IN ROOMS)
(LDESC " ")
(DESC "Landing")
(FLAGS RLANDBIT ONBIT)
(ACTION ZORK3-FCN)>
\
"SUBTITLE WIZARD'S WORKSHOP"
<ROOM GUARDIAN-ROOM
(IN ROOMS)
(LDESC " ")
(DESC "Guarded Room")
(FLAGS RLANDBIT)
(NORTH TO COBWEBBY-CORRIDOR)
(SOUTH TO WIZARDS-WORKSHOP
IF WIZ-DOOR IS OPEN)
(IN TO WIZARDS-WORKSHOP
IF WIZ-DOOR IS OPEN)
(ACTION GUARDIAN-ROOM-FCN)
(GLOBAL WIZ-DOOR)>
<OBJECT DOOR-KEEPER
(IN GUARDIAN-ROOM)
(SYNONYM KEEPER GUARDIAN LIZARD HEAD)
(ADJECTIVE NASTY)
(DESC "lizard")
(FLAGS NDESCBIT)
(ACTION DOOR-KEEPER-FCN)>
<ROOM WIZARDS-WORKSHOP
(IN ROOMS)
(LDESC
"This is the workshop of the Wizard of Frobozz.")
(DESC "Wizard's Workshop")
(FLAGS RLANDBIT)
(NORTH TO GUARDIAN-ROOM IF WIZ-DOOR IS OPEN)
(OUT TO GUARDIAN-ROOM IF WIZ-DOOR IS OPEN)
(WEST TO WORKBENCH-ROOM)
(SOUTH TO TROPHY-ROOM)
(ACTION WORKSHOP-FCN)
(VALUE 10)
(GLOBAL WIZ-DOOR)>
<ROOM WORKBENCH-ROOM
(IN ROOMS)
(LDESC
"This room is the Wizard's workroom. A hall continues east and west,
and a larger room lies to the south. There are many shelves and racks
on the walls, but the Wizard's workbench dominates the room. It is made
of dark, heavy wood bound with iron. The workbench is stained from many
years of use, and is deeply gouged as though some huge clawed animal was
imprisoned on it. There are burn marks and even notes written in a crabbed