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Final Revision
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historicalsource committed Apr 14, 2019
1 parent 34cc828 commit 87a3b78
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489 changes: 272 additions & 217 deletions 1actions.zil

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71 changes: 34 additions & 37 deletions 1dungeon.zil
Original file line number Diff line number Diff line change
Expand Up @@ -291,8 +291,8 @@ sceptre is ornamented with colored enamel, and tapers to a sharp point.")
(FLAGS TAKEBIT CONTBIT BURNBIT)
(FDESC
"On the table is an elongated brown sack, smelling of hot peppers.")
(CAPACITY 15)
(SIZE 3)
(CAPACITY 9)
(SIZE 9)
(ACTION SANDWICH-BAG-FCN)>

<OBJECT TOOL-CHEST
Expand Down Expand Up @@ -370,7 +370,8 @@ sceptre is ornamented with colored enamel, and tapers to a sharp point.")
(SYNONYM GARLIC CLOVE)
(DESC "clove of garlic")
(FLAGS TAKEBIT FOODBIT)
(ACTION GARLIC-F)>
(ACTION GARLIC-F)
(SIZE 4)>

<OBJECT TRIDENT
(IN ATLANTIS-ROOM)
Expand Down Expand Up @@ -428,7 +429,7 @@ sceptre is ornamented with colored enamel, and tapers to a sharp point.")
(SYNONYM DOOR)
(ADJECTIVE HUGE STONE)
(DESC "stone door")
(FLAGS DOORBIT NDESCBIT)
(FLAGS DOORBIT NDESCBIT OPENBIT)
(ACTION BARROW-DOOR-FCN)>

<OBJECT BARROW
Expand Down Expand Up @@ -573,8 +574,7 @@ sceptre is ornamented with colored enamel, and tapers to a sharp point.")
|
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!\"|
")
No computer should be without one!\"")
(SIZE 2)>

<OBJECT LEAK
Expand Down Expand Up @@ -636,7 +636,7 @@ forward to was a dead-end job as a doctor. Now I have a promising
future and make really big Zorkmids.\"|
|
GUE Tech can't promise these fantastic results to everyone. But when
you earn your degree from GUE Tech, your future will be brighter.|" )>
you earn your degree from GUE Tech, your future will be brighter." )>

<OBJECT MIRROR-2
(IN MIRROR-ROOM-2)
Expand Down Expand Up @@ -946,7 +946,7 @@ southwest, is marked \"To Stone Barrow\".")>
(FLAGS READBIT TAKEBIT BURNBIT)
(SIZE 2)
(TEXT
" !!!! FROBOZZ MAGIC BOAT COMPANY !!!!|
" !!!!FROBOZZ MAGIC BOAT COMPANY!!!!|
|
Hello, Sailor!|
|
Expand All @@ -963,8 +963,7 @@ milliseconds from date of purchase or until first used, whichever comes first.|
|
Warning:|
This boat is made of thin plastic.|
Good Luck!|
" )>
Good Luck!" )>

<OBJECT THIEF
(IN ROUND-ROOM)
Expand Down Expand Up @@ -1020,18 +1019,19 @@ feet wide at the top. The lake created behind the dam has a volume
of 1.7 billion cubic feet, an area of 12 million square feet, and a
shore line of 36 thousand feet.|
|
We will now point out some of the more interesting features
of FCD#3 as we conduct you on a guided tour of the facilities:|
1) You start your tour here in the Dam Lobby. You will notice
on your right that...." )>

;" The construction of FCD#3 took 112 days from ground breaking to
The construction of FCD#3 took 112 days from ground breaking to
the dedication. It required a work force of 384 slaves, 34 slave
drivers, 12 engineers, 2 turtle doves, and a partridge in a pear
tree. The work was managed by a command team composed of 2345
bureaucrats, 2347 secretaries (at least two of whom can type),
bureaucrats, 2347 secretaries (at least two of whom could type),
12,256 paper shufflers, 52,469 rubber stampers, 245,193 red tape
processors, and nearly one million dead trees.|"
processors, and nearly one million dead trees.|
|
We will now point out some of the more interesting features
of FCD#3 as we conduct you on a guided tour of the facilities:|
|
1) You start your tour here in the Dam Lobby. You will notice
on your right that...." )>

<OBJECT TROLL
(IN TROLL-ROOM)
Expand Down Expand Up @@ -1105,14 +1105,12 @@ excised them.")>
(FLAGS READBIT TAKEBIT)
(FDESC "Loosely attached to a wall is a small piece of paper.")
(TEXT
"|
Congratulations!|
"Congratulations!|
|
You are the privileged owner of ZORK I: The Great Underground Empire,
a self-contained and self-maintaining universe. If used and maintained
in accordance with normal operating practices for small universes, ZORK
will provide many months of trouble-free operation.|
|")>
will provide many months of trouble-free operation.")>

<OBJECT CLIMBABLE-CLIFF
(IN LOCAL-GLOBALS)
Expand Down Expand Up @@ -1251,14 +1249,13 @@ have, as the mainspring seems sprung.")>
(IN TO STONE-BARROW IF WON-FLAG)
(ACTION WEST-HOUSE)
(FLAGS RLANDBIT ONBIT SACREDBIT)
(GLOBAL WHITE-HOUSE BOARD)>
(GLOBAL WHITE-HOUSE BOARD FOREST)>

<ROOM STONE-BARROW
(IN ROOMS)
(LDESC
"You are standing in front of a massive barrow of stone. In the east face
is a huge stone door which is open. You cannot see into the dark of the
tomb.")
is a huge stone door which is open. You cannot see into the dark of the tomb.")
(DESC "Stone Barrow")
(NE TO WEST-OF-HOUSE)
(ACTION STONE-BARROW-FCN)
Expand All @@ -1278,7 +1275,7 @@ the trees.")
(NORTH TO PATH)
(SOUTH "The windows are all boarded.")
(FLAGS RLANDBIT ONBIT SACREDBIT)
(GLOBAL BOARDED-WINDOW BOARD WHITE-HOUSE)>
(GLOBAL BOARDED-WINDOW BOARD WHITE-HOUSE FOREST)>

<ROOM SOUTH-OF-HOUSE
(IN ROOMS)
Expand All @@ -1293,7 +1290,7 @@ and all the windows are boarded.")
(SOUTH TO FOREST-3)
(NORTH "The windows are all boarded.")
(FLAGS RLANDBIT ONBIT SACREDBIT)
(GLOBAL BOARDED-WINDOW BOARD WHITE-HOUSE)>
(GLOBAL BOARDED-WINDOW BOARD WHITE-HOUSE FOREST)>

<ROOM EAST-OF-HOUSE
(IN ROOMS)
Expand All @@ -1307,7 +1304,7 @@ and all the windows are boarded.")
(IN TO KITCHEN IF KITCHEN-WINDOW IS OPEN)
(ACTION EAST-HOUSE)
(FLAGS RLANDBIT ONBIT SACREDBIT)
(GLOBAL WHITE-HOUSE KITCHEN-WINDOW)>
(GLOBAL WHITE-HOUSE KITCHEN-WINDOW FOREST)>

<ROOM FOREST-1
(IN ROOMS)
Expand Down Expand Up @@ -2466,7 +2463,7 @@ shaft is a metal framework to which a heavy iron chain is attached.")
<ROOM SMELLY-ROOM ;"was SMELL"
(IN ROOMS)
(LDESC
"This is a small non-descript room. However, from the direction
"This is a small nondescript room. However, from the direction
of a small descending staircase a foul odor can be detected. To the
south is a narrow tunnel.")
(DESC "Smelly Room")
Expand Down Expand Up @@ -2567,7 +2564,7 @@ passage. In the shaft can be seen a heavy iron chain.")

<ROOM MINE-1 ;"was MINE1"
(IN ROOMS)
(LDESC "This is a non-descript part of a coal mine.")
(LDESC "This is a nondescript part of a coal mine.")
(DESC "Coal Mine")
(NORTH TO GAS-ROOM)
(EAST TO MINE-1)
Expand All @@ -2576,7 +2573,7 @@ passage. In the shaft can be seen a heavy iron chain.")

<ROOM MINE-2 ;"was MINE2"
(IN ROOMS)
(LDESC "This is a non-descript part of a coal mine.")
(LDESC "This is a nondescript part of a coal mine.")
(DESC "Coal Mine")
(NORTH TO MINE-2)
(SOUTH TO MINE-1)
Expand All @@ -2585,7 +2582,7 @@ passage. In the shaft can be seen a heavy iron chain.")

<ROOM MINE-3 ;"was MINE3"
(IN ROOMS)
(LDESC "This is a non-descript part of a coal mine.")
(LDESC "This is a nondescript part of a coal mine.")
(DESC "Coal Mine")
(SOUTH TO MINE-3)
(SW TO MINE-4)
Expand All @@ -2594,7 +2591,7 @@ passage. In the shaft can be seen a heavy iron chain.")

<ROOM MINE-4 ;"was MINE4"
(IN ROOMS)
(LDESC "This is a non-descript part of a coal mine.")
(LDESC "This is a nondescript part of a coal mine.")
(DESC "Coal Mine")
(NORTH TO MINE-3)
(WEST TO MINE-4)
Expand All @@ -2621,17 +2618,17 @@ a small opening.")
;"RANDOM TABLES FOR WALK-AROUND"

<GLOBAL HOUSE-AROUND
<LTABLE WEST-OF-HOUSE NORTH-OF-HOUSE EAST-OF-HOUSE SOUTH-OF-HOUSE
<LTABLE (PURE) WEST-OF-HOUSE NORTH-OF-HOUSE EAST-OF-HOUSE SOUTH-OF-HOUSE
WEST-OF-HOUSE>>

<GLOBAL FOREST-AROUND
<LTABLE FOREST-1 FOREST-2 FOREST-3 PATH CLEARING FOREST-1>>
<LTABLE (PURE) FOREST-1 FOREST-2 FOREST-3 PATH CLEARING FOREST-1>>

<GLOBAL IN-HOUSE-AROUND
<LTABLE LIVING-ROOM KITCHEN ATTIC KITCHEN>>
<LTABLE (PURE) LIVING-ROOM KITCHEN ATTIC KITCHEN>>

<GLOBAL ABOVE-GROUND
<LTABLE WEST-OF-HOUSE NORTH-OF-HOUSE EAST-OF-HOUSE SOUTH-OF-HOUSE
<LTABLE (PURE) WEST-OF-HOUSE NORTH-OF-HOUSE EAST-OF-HOUSE SOUTH-OF-HOUSE
FOREST-1 FOREST-2 FOREST-3 PATH CLEARING GRATING-CLEARING
CANYON-VIEW>>

Expand Down
8 changes: 1 addition & 7 deletions gclock.zil
Original file line number Diff line number Diff line change
Expand Up @@ -18,11 +18,6 @@

<CONSTANT C-RTN 2>

<ROUTINE DEMON (RTN TICK "AUX" CINT)
#DECL ((RTN) ATOM (TICK) FIX (CINT) <PRIMTYPE VECTOR>)
<PUT <SET CINT <INT .RTN T>> ,C-TICK .TICK>
.CINT>

<ROUTINE QUEUE (RTN TICK "AUX" CINT)
#DECL ((RTN) ATOM (TICK) FIX (CINT) <PRIMTYPE VECTOR>)
<PUT <SET CINT <INT .RTN>> ,C-TICK .TICK>
Expand Down Expand Up @@ -52,8 +47,7 @@
<SET E <REST ,C-TABLE ,C-TABLELEN>>
<REPEAT ()
<COND (<==? .C .E>
<COND (<G? <SETG MOVES <+ ,MOVES 1>> 999>
<SETG MOVES 0>)>
<SETG MOVES <+ ,MOVES 1>>
<RETURN .FLG>)
(<NOT <0? <GET .C ,C-ENABLED?>>>
<SET TICK <GET .C ,C-TICK>>
Expand Down
93 changes: 43 additions & 50 deletions gglobals.zil
Original file line number Diff line number Diff line change
Expand Up @@ -64,52 +64,19 @@
<SETG P-CONT <>>
<SETG QUOTE-FLAG <>>
<COND (<EQUAL? ,WINNER ,PLAYER>
<TELL "You can't see any">
<TELL "You can't see any ">
<NOT-HERE-PRINT .PRSO?>
<TELL " here!" CR>)
(T
<TELL "The " D ,WINNER " seems confused. \"I don't see any">
<TELL "The " D ,WINNER " seems confused. \"I don't see any ">
<NOT-HERE-PRINT .PRSO?>
<TELL " here!\"" CR>)>
<RTRUE>>

<ROUTINE FIND-NOT-HERE (TBL PRSO? "AUX" M-F OBJ)
;"Here is where special-case code goes. <MOBY-FIND .TBL> returns
number of matches. If 1, then P-MOBY-FOUND is it. One may treat
the 0 and >1 cases alike or different. It doesn't matter. Always
return RFALSE (not handled) if you have resolved the problem."
<SET M-F <MOBY-FIND .TBL>>
;<COND (,DEBUG
<TELL "[Moby-found " N .M-F " objects" "]" CR>)>
<COND (<AND <G? .M-F 1>
<SET OBJ <GETP <1 .TBL> ,P?GLOBAL>>>
<SET M-F 1>
<SETG P-MOBY-FOUND .OBJ>)>
<COND (<==? 1 .M-F>
;<COND (,DEBUG <TELL "[Namely: " D ,P-MOBY-FOUND "]" CR>)>
<COND (.PRSO? <SETG PRSO ,P-MOBY-FOUND>)
(T <SETG PRSI ,P-MOBY-FOUND>)>
<RFALSE>)
(<NOT .PRSO?>
<TELL "You wouldn't find any">
<NOT-HERE-PRINT .PRSO?>
<TELL " there." CR>
<RTRUE>)
(T ,NOT-HERE-OBJECT)>>

<ROUTINE GLOBAL-NOT-HERE-PRINT (OBJ)
;<COND (,P-MULT <SETG P-NOT-HERE <+ ,P-NOT-HERE 1>>)>
<SETG P-CONT <>>
<SETG QUOTE-FLAG <>>
<TELL "You can't see any">
<COND (<EQUAL? .OBJ ,PRSO> <PRSO-PRINT>)
(T <PRSI-PRINT>)>
<TELL " here." CR>>

<ROUTINE NOT-HERE-PRINT (PRSO?)
<COND (,P-OFLAG
<COND (,P-XADJ <TELL " "> <PRINTB ,P-XADJN>)>
<COND (,P-XNAM <TELL " "> <PRINTB ,P-XNAM>)>)
<COND (,P-XADJ <PRINTB ,P-XADJN>)>
<COND (,P-XNAM <PRINTB ,P-XNAM>)>)
(.PRSO?
<BUFFER-PRINT <GET ,P-ITBL ,P-NC1> <GET ,P-ITBL ,P-NC1L> <>>)
(T
Expand Down Expand Up @@ -153,7 +120,20 @@
(ACTION SAILOR-FCN)>

<ROUTINE SAILOR-FCN ()
<COND (<VERB? HELLO>
<COND (<VERB? TELL>
<SETG P-CONT <>>
<SETG QUOTE-FLAG <>>
<TELL "You can't talk to the sailor that way." CR>)
(<VERB? EXAMINE>
%<COND (<==? ,ZORK-NUMBER 3>
'<COND (<NOT <FSET? ,VIKING-SHIP ,INVISIBLE>>
<TELL
"He looks like a sailor." CR>
<RTRUE>)>)
(ELSE T)>
<TELL
"There is no sailor to be seen." CR>)
(<VERB? HELLO>
<SETG HS <+ ,HS 1>>
%<COND (<==? ,ZORK-NUMBER 3>
'<COND (<NOT <FSET? ,VIKING-SHIP ,INVISIBLE>>
Expand All @@ -169,16 +149,17 @@ off toward the west, singing a lively, but somewhat uncouth, sailor song." CR>
<COND (,SHIP-GONE
<TELL "Nothing happens anymore." CR>)
(T
<TELL "Nothing happens yet." CR>)>)>)
<TELL "Nothing happens yet." CR>)>)
(T <TELL "Nothing happens here." CR>)>)
(T
'<NULL-F>)>
<COND (<0? <MOD ,HS 20>>
<TELL "You seem to be repeating yourself." CR>)
(<0? <MOD ,HS 10>>
<TELL
'<COND (<0? <MOD ,HS 20>>
<TELL
"You seem to be repeating yourself." CR>)
(<0? <MOD ,HS 10>>
<TELL
"I think that phrase is getting a bit worn out." CR>)
(T
<TELL "Nothing happens here." CR>)>)>>
(T
<TELL "Nothing happens here." CR>)>)>)>>

<OBJECT GROUND
(IN GLOBAL-OBJECTS)
Expand Down Expand Up @@ -258,18 +239,30 @@ you!" CR>)
<JIGS-UP "If you insist.... Poof, you're dead!">)
(T
<TELL "Suicide is not the answer." CR>)>)
(<VERB? THROW>
<COND (<==? ,PRSO ,ME>
<TELL
"Why don't you just walk like normal people?" CR>)>)
(<VERB? TAKE>
<TELL "How romantic!" CR>)
(<VERB? EXAMINE>
<COND %<COND (<==? ,ZORK-NUMBER 1>
'(<EQUAL? ,HERE <LOC ,MIRROR-1> <LOC ,MIRROR-2>>
<TELL
"Your image in the mirror looks tired." CR>))
(<==? ,ZORK-NUMBER 3>
'(,INVIS
<TELL
"A good trick, as you are currently invisible." CR>))
(T
'(<NULL-F> <RTRUE>))>
(T
<TELL
"That's difficult unless your eyes are prehensile." CR>)>)>>
%<COND (<==? ,ZORK-NUMBER 3>
'<TELL
"What you can see looks pretty much as usual, sorry to say." CR>)
(ELSE
'<TELL
"That's difficult unless your eyes are prehensile." CR>)>)>)>>

<OBJECT ADVENTURER
(SYNONYM ADVENTURER)
Expand All @@ -280,9 +273,9 @@ you!" CR>)

<OBJECT PATHOBJ
(IN GLOBAL-OBJECTS)
(SYNONYM PASSAGE CRAWLWAY TRAIL PATH)
(SYNONYM TRAIL PATH)
(ADJECTIVE FOREST NARROW LONG WINDING)
(DESC "way")
(DESC "passage")
(FLAGS NDESCBIT)
(ACTION PATH-OBJECT)>

Expand Down
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