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castle.zil
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"CASTLE for MOONMIST
Copyright (C) 1986 Infocom, Inc. All rights reserved."
<OBJECT CASTLE
(IN GLOBAL-OBJECTS)
(DESC "Tresyllian Castle")
(ADJECTIVE TRESYLLIAN)
(SYNONYM CASTLE WING HOUSE)
(FLAGS NARTICLEBIT SEENBIT)
(ACTION CASTLE-F)>
<GLOBAL DARK-TURRETS "The dark stone turrets rise toward the misty sky.|">
<ROUTINE CASTLE-F ()
<COND (<VERB? EXAMINE FIND>
<COND (<OUTSIDE? ,HERE>
<COND (<VERB? FIND>
<TELL "It's right here!" CR>)
(T
<TELL ,DARK-TURRETS>
<RTRUE>)>)
(<OR <DOBJ? CASTLE>
<NOT <FSET? ,HERE ,WEARBIT>>>
<TELL "It's all around you!" CR>)
(T <NOT-HERE ,TOWER>)>)
(<VERB? BOARD ;CLIMB-UP THROUGH WALK-TO>
<COND (<DOBJ? CASTLE>
<COND (<OUTSIDE? ,HERE>
<COND (<NOT <FSET? ,FRIEND ,TOUCHBIT>>
<PERFORM ,PRSA ,COURTYARD>)
(T <PERFORM ,PRSA ,FOYER>)>
<RTRUE>)
(T <HAR-HAR>)>)
(T
<COND (<OR <OUTSIDE? ,HERE>
<FSET? ,HERE ,WEARBIT>>
<PERFORM ,PRSA ,OLD-GREAT-HALL>
;<OKAY>
<RTRUE>)
(T <HAR-HAR>)>)>)
(<VERB? LEAVE>
<COND (<NOT <OUTSIDE? ,HERE>>
<PERFORM ,V?WALK-TO ,COURTYARD>
<RTRUE>)
(T <HAR-HAR>)>)>>
<OBJECT TOWER
(IN GLOBAL-OBJECTS)
(DESC "tower")
(ADJECTIVE STONE ;BATTLE TOWER)
(SYNONYM TOWER TURRET KEEP)
(FLAGS SEENBIT)
(ACTION TOWER-F)>
<ROUTINE TOWER-F ()
<COND (<VERB? BOARD EXAMINE FIND THROUGH WALK-TO LEAVE>
<CASTLE-F>)
(<REMOTE-VERB?>
<RFALSE>)
(<FSET? ,HERE ,WEARBIT> ;"WING-ROOMS"
<NOT-HERE ,TOWER>
<RTRUE>)>>
<OBJECT MOON
(IN LOCAL-GLOBALS)
(DESC "full moon")
(ADJECTIVE FULL ;"LOVELY RISING")
(SYNONYM MOON MIST SKY)
(FLAGS SEENBIT)
(ACTION MOON-F)>
<ROUTINE MOON-F ()
<COND (<VERB? EXAMINE>
<TELL "Strange shapes of mist dance in front of the " 'MOON "." CR>)
(<VERB? EAT SMELL>
<PERFORM ,V?SMELL ,OCEAN>
<RTRUE>)>>
<OBJECT OCEAN
(IN LOCAL-GLOBALS)
(DESC "ocean")
(ADJECTIVE BLUE)
(SYNONYM SEA OCEAN BREAKER)
(FLAGS SEENBIT VOWELBIT)
(ACTION OCEAN-F)>
<ROUTINE OCEAN-F ()
<COND (<VERB? LISTEN>
<TELL "The breakers seem to be warning you."
;"The shooshing breakers could lull you to sleep." CR>)
(<VERB? THROUGH WALK-TO>
<TELL "The cliffs are too dangerous in the dark." CR>)>>
[
<ROUTINE CAR-DOOR-PSEUDO ()
<COND (<VERB? OPEN CLOSE LOCK UNLOCK>
<NO-NEED ;"do that">)>>
<OBJECT CAR
(IN DRIVEWAY ;ROOMS)
(FLAGS ;ONBIT VEHBIT SEENBIT CONTBIT OPENBIT)
(CAPACITY 9999)
(DESC "sports car" ;"Porsche")
(ADJECTIVE MY NEW ;SPORT SPORTS LITTLE F.C F.C)
(SYNONYM ;PORSCHE CAR)
;(GENERIC GENERIC-CAR)
(DESCFCN TELL-ABOUT-CAR)
(ACTION CAR-F)>
;< (GLOBAL ;CAR-WINDOW FRONT-GATE CAR MOON OCEAN COURTYARD)
(THINGS <PSEUDO ( CAR DOOR CAR-DOOR-PSEUDO)
( <> BLAST NULL-F)>)
(LINE 1)
(STATION DRIVEWAY)
(CHARACTER 2) ;"floor number"
(OUT PER DECAR-F)>
<ROUTINE DRIVING? ()
<COND (<AND <NOT <ZERO? ,P-PRSA-WORD>>
<NOT <EQUAL? ,P-PRSA-WORD ,W?DRIVE ,W?ENTER ,W?STEER>>
;<NOT <EQUAL? ,P-PRSA-WORD ,W?GO>>>
<RFALSE>)
(<VERB? CLIMB-UP THROUGH WALK-TO>
<COND (<AND <VERB? THROUGH>
<DOBJ? CAR>>
<COND (<T? ,PRSI> ;"DRIVE CAR THRU object"
<COND (<NOT <==? ,HERE <META-LOC ,PRSI>>>
<SETG PRSO ,PRSI>
<RTRUE>)
(T <RFALSE>)>)
(T ;"DRIVE CAR IN"
<SETG PRSO ,FRONT-GATE>
<RTRUE>)>)
(<NOT <==? ,HERE <META-LOC ,PRSO>>>
<RTRUE>)
(T <RFALSE>)>)
(<VERB? LEAVE>
<COND (<NOT <EQUAL? ,PRSO ;<> ,ROOMS ,CAR>>
<RTRUE>)>)
(<VERB? WALK>
<COND (<OR <NOT <ZERO? ,P-PRSA-WORD>>
<NOT <DOBJ? P?OUT>>>
<RTRUE>)>)>>
<ROUTINE CAR-F ("OPTIONAL" (ARG <>) "AUX" S)
<SET S ,HERE ;<GETP ,CAR ,P?STATION>>
<COND (<EQUAL? .ARG ,M-BEG>
<COND (<DRIVING?>
<COND (<DOBJ? FRONT-GATE>
<COND (<VERB? THROUGH>
<COND (<NOT <FSET? ,FRONT-GATE ,OPENBIT>>
<TOO-BAD-BUT ,FRONT-GATE "closed">)
(<EQUAL? .S ,DRIVEWAY>
<PERFORM ,V?WALK-TO ,COURTYARD>
<RTRUE>)
(T
<PERFORM ,V?WALK-TO ,DRIVEWAY>
<RTRUE>)>)
(T <WALK-WITHIN-ROOM>)>)
(<EQUAL? .S ,DRIVEWAY>
<COND (<VERB? CLIMB-UP THROUGH WALK-TO>
<COND (<EQUAL? ,DRIVEWAY <META-LOC ,PRSO>>
<WALK-WITHIN-ROOM>)
(<NOT <FSET? ,FRONT-GATE ,OPENBIT>>
<TOO-BAD-BUT ,FRONT-GATE "closed">)
(T ;<DOBJ? COURTYARD>
<CAR-TO-COURTYARD>)>)
(<VERB? LEAVE>
<COND (<DOBJ? COURTYARD>
<HAR-HAR>)
(<NOT <FSET? ,FRONT-GATE ,OPENBIT>>
<TOO-BAD-BUT ,FRONT-GATE "closed">)
(T ;<DOBJ? DRIVEWAY>
<CAR-TO-COURTYARD>)>)
(<OR <DOBJ? P?SOUTH P?IN>
<AND <DOBJ? INTDIR> <ADJ-USED? ,W?SOUTH>>>
<COND (<NOT <FSET? ,FRONT-GATE ,OPENBIT>>
<TOO-BAD-BUT ,FRONT-GATE "closed">)
(T <CAR-TO-COURTYARD>)>)
(T ;<DOBJ? P?NORTH>
<SETG CLOCK-WAIT T>
<TELL ,CASTLE-IS-SOUTH>
<RTRUE>
;<YOU-CANT "drive">)>)
(T ;<EQUAL? .S ,COURTYARD>
<COND (<VERB? CLIMB-UP THROUGH WALK-TO>
<COND (<EQUAL? ,COURTYARD <META-LOC ,PRSO>>
;<EQUAL? ,PRSO <> ,COURTYARD ,CASTLE>
<WALK-WITHIN-ROOM>)
(<NOT <FSET? ,FRONT-GATE ,OPENBIT>>
<TOO-BAD-BUT ,FRONT-GATE "closed">)
(T ;<DOBJ? DRIVEWAY>
<CAR-TO-DRIVEWAY>)>)
(<VERB? LEAVE>
<COND (<DOBJ? DRIVEWAY>
<HAR-HAR>)
(<NOT <FSET? ,FRONT-GATE ,OPENBIT>>
<TOO-BAD-BUT ,FRONT-GATE "closed">)
(T ;<DOBJ? COURTYARD>
<CAR-TO-DRIVEWAY>)>)
(<OR <DOBJ? P?NORTH>
<AND <DOBJ? INTDIR> <ADJ-USED? ,W?NORTH>>>
<COND (<NOT <FSET? ,FRONT-GATE ,OPENBIT>>
<TOO-BAD-BUT ,FRONT-GATE "closed">)
(T <CAR-TO-DRIVEWAY>)>)
(<DOBJ? P?OUT>
<COND (<EQUAL? ,P-PRSA-WORD <> ,W?GO>
<RFALSE>)
(<NOT <FSET? ,FRONT-GATE ,OPENBIT>>
<TOO-BAD-BUT ,FRONT-GATE "closed">)
(T <CAR-TO-DRIVEWAY>)>)
(T <YOU-CANT "drive">)>)
;(T <YOU-CANT "drive">)>)
(<AND <VERB? WALK> <DOBJ? P?OUT>>
<MOVE ,WINNER ,HERE>
<OWN-FEET>)
(<OR <VERB? FOLLOW STAND WALK>
<AND <VERB? LEAVE THROUGH WALK-TO>
<NOT <ZERO? ,PRSO>>
<NOT <EQUAL? ,PRSO ,LUGGAGE ,ROOMS ,CAR>>>
;<AND <VERB? WALK>
<NOT <DOBJ? P?OUT>>>>
;<TELL "(You get out of the car first.)" CR>
<FIRST-YOU "leave" ,CAR>
;<GOTO <GETP ,CAR ,P?STATION>>
<MOVE ,WINNER ,HERE>
<COND (<VERB? STAND> <RTRUE>)
(T <RFALSE>)>)
(<DOBJ? ROOMS>
<COND ;(<VERB? RING> ;"only if syntax allows it"
<PERFORM ,PRSA ,HORN>
<RTRUE>)
(<VERB? STOP>
<PERFORM ,PRSA ,CAR>
<RTRUE>)>)>)
(<EQUAL? .ARG ,M-LOOK>
<COND (<==? <LOC ,WINNER> ;,HERE ,CAR>
<TELL "You are sitting in your new little " 'CAR "." CR>)>
<RTRUE>)
(.ARG <RFALSE>)
(<VERB? EXAMINE>
<TELL-ABOUT-CAR>
<RTRUE>)
;(<VERB? LAMP-ON>
<COND (<FSET? ,CAR ,MUNGBIT>
<TELL "The starter runs, but the engine won't start."CR>)
(<FSET? ,CAR ,FEMALE>
<TELL
"You hear gears clash! The quiet engine must be running already." CR>)
(T
<FSET ,CAR ,FEMALE>
<TELL "The engine starts immediately." CR>)>)
;(<VERB? LOCK>
<SETG CLOCK-WAIT T>
<TELL
"(You're out in the country. You don't need to lock the car.)" CR>)
(<VERB? CLIMB-ON CLOSE OPEN LAMP-OFF LAMP-ON LOCK UNLOCK>
<NO-NEED "do that to">)>>
<ROUTINE CAR-TO-COURTYARD ()
<MOVE ,CAR ,COURTYARD>
<TELL
"Your headlights bravely pierce the gloom as you enter the " 'COURTYARD ".
You get out of your car.|">
<GOTO ,COURTYARD>>
<ROUTINE CAR-TO-DRIVEWAY ()
<SETG CLOCK-WAIT T>
<TELL "(You can't leave yet. There's a mystery to be solved!)" CR>>
<ROUTINE TELL-ABOUT-CAR ("OPT" X)
<TELL "Your new little ">
<COND (<PRINT-COLOR> <TELL !\ >)>
<TELL 'CAR " is parked here." CR>>
<OBJECT VOICE
(DESC "voice")
(ADJECTIVE LOUD ;CONCEAL HIDDEN LI\'S B\'S HIS)
(SYNONYM VOICE SPEAKER LOUDSPEAKER)
(FLAGS NDESCBIT)
(ACTION VOICE-F)>
<ROUTINE VOICE-F ()
<COND (<EQUAL? ,HERE ;,CAR ,DRIVEWAY>
<COND (<AND <NOT <ZERO? ,DRAGON-EYE-COLOR>>
<OR <VERB? LISTEN>
<SPEAKING-VERB?>>>
<COND ;(<EQUAL? ,HERE ,CAR>
<TELL "You still can't make out what's being said." CR>)
(T <VOICE-SAYS>)>)>)
(<EQUAL? ,HERE ,DINING-ROOM>
<COND (<VERB? LISTEN>
<BUST-F>)>)>>
<OBJECT HORN
(IN CAR)
(DESC "horn")
(ADJECTIVE MY MOTOR ;CAR)
(SYNONYM HORN)
(FLAGS NDESCBIT SEENBIT)
(ACTION HORN-F)>
<ROUTINE HORN-F ()
<COND (<VERB? RING PUSH RUB SLAP SOUND>
<COND (<NOT <ZERO? <GETB ,LAST-NAME 0>>>
<COND (<GATE-OPENS> <RTRUE>)
(T <TELL "\"H-O-O-O-N-K!\"" CR>)>)
(T
<THIS-IS-IT ,VOICE>
<MOVE ,VOICE ,DRIVEWAY ;,CAR>
<PERFORM ,V?PUSH ,DRAGON-EYE>
<RTRUE>)
;(T
<COND (<NOT <L? ,DRAGON-EYE-COLOR 0>>
<TELL "A red light flickers, on the gate. ">)>
<SETG DRAGON-EYE-COLOR -1>
<THIS-IS-IT ,VOICE>
<MOVE ,VOICE ,DRIVEWAY ;,CAR>
<TELL
"You can hear a voice indistinctly. It seems to be coming from the gate."
CR>)>)>>
][
<ROOM DRIVEWAY
(IN ROOMS)
(FLAGS ONBIT SEENBIT)
(DESC "driveway")
(ADJECTIVE DRIVE)
(SYNONYM DRIVEWAY WAY)
(LINE 1)
(STATION COURTYARD ;DRIVEWAY)
(CHARACTER 2)
(GLOBAL FRONT-GATE MOON OCEAN WINDOW CHAIR)
(THINGS <PSEUDO ( CAR DOOR CAR-DOOR-PSEUDO)>)
(SOUTH TO COURTYARD IF FRONT-GATE IS OPEN)
(IN TO COURTYARD IF FRONT-GATE IS OPEN)
(ACTION DRIVEWAY-F)>
<ROUTINE DRIVEWAY-F ("OPTIONAL" (RARG 0))
<COND (<==? .RARG ,M-BEG>
<COND (<VERB? YELL>
<PERFORM ,V?KNOCK ,FRONT-GATE>
<RTRUE>)
(<AND <NOT <ZERO? ,DRAGON-EYE-COLOR>>
<OR <SPEAKING-VERB?>
<AND <VERB? LISTEN>
<DOBJ? FRONT-GATE DRAGON DRAGON-EYE>>>>
<VOICE-SAYS>
<RTRUE>)>)
(<==? .RARG ,M-LOOK>
<TELL
;"This is the end of the 'DRIVEWAY" "You are by the ">
<COND (<FSET? ,FRONT-GATE ,OPENBIT>
<TELL "open ">)>
<TELL
'FRONT-GATE " of " 'CASTLE ". You can hear the ocean beating urgently
against the rocks far below.|">
<TELL-ABOUT-DRAGON>
<RTRUE>)>>
<OBJECT DRAGON
(IN DRIVEWAY ;FRONT-GATE)
(DESC "dragon")
;(ADJECTIVE WINGED TWO-LEGGED)
(ADJECTIVE DRAGON WYVERN ORNAMENT ;"for possessives")
(SYNONYM DRAGON WYVERN ORNAMENT)
(FLAGS NDESCBIT TRYTAKEBIT)
(ACTION DRAGON-F)>
<ROUTINE DRAGON-F ()
<COND (<VERB? EXAMINE LOOK-INSIDE>
<TELL-ABOUT-DRAGON>
<RTRUE>)
(T ;<VERB? PUSH RUB TURN>
<DRAGON-EYE-F>)>>
<ROUTINE TELL-ABOUT-DRAGON ()
<TELL
"In the moonlit gloom, you can make out an ornament on the gate.
It's a winged, two-legged dragon called a wyvern,
which crests the " ,TRESYLLIAN " family's coat of
arms.|
The dragon appears in profile. ">
<THIS-IS-IT ,DRAGON-EYE>
<TELL-ABOUT-EYE>
<RTRUE>>
<ROUTINE I-DRAGON-EYE ("OPTIONAL" (GARG <>))
%<DEBUG-CODE <COND (<OR ,IDEBUG <==? .GARG ,G-DEBUG>>
<TELL "[I-DRAGON-EYE:">
<COND (<==? .GARG ,G-DEBUG> <RFALSE>)>)>>
<COND (<ZERO? <GETB ,LAST-NAME 0>>
;<NOT <L? ,DRAGON-EYE-COLOR 0>>
<PERFORM ,V?PUSH ,DRAGON-EYE>
<RFATAL>)>>
<OBJECT DRAGON-EYE
(IN DRIVEWAY ;FRONT-GATE)
(DESC "dragon's eye")
(ADJECTIVE ;"WINGED TWO-LEGGED" DRAGON WYVERN WORM\'S RED GREEN DOOR)
(SYNONYM EYE DOORBELL ;BUTTON LIGHT BELL)
(GENERIC GENERIC-BELL)
(FLAGS NDESCBIT SEENBIT)
(ACTION DRAGON-EYE-F)>
<ROUTINE DRAGON-EYE-F ()
<COND (<VERB? EXAMINE LOOK-INSIDE>
<TELL-ABOUT-EYE>
<RTRUE>)
(<VERB? BOARD CLIMB-ON LEAP>
<TELL ,TOO-SLIPPERY>
<RTRUE>)
(<VERB? KNOCK MOVE MUNG PUSH RING RUB SLAP TURN>
<COND (<NOT <L? ,DRAGON-EYE-COLOR 0>>
<SETG DRAGON-EYE-COLOR -1>
<TELL "The " 'DRAGON-EYE " glows red. ">)>
<COND (<NOT <VERB? PUSH>>
<TELL "Evidently you just pushed a button. ">)>
<TELL "A voice comes from a hidden speaker. It says:|">
<VOICE-SAYS>
<RTRUE>)
(<VERB? TAKE>
<TELL "It's part of the " 'FRONT-GATE "." CR>)>>
<ROUTINE TELL-ABOUT-EYE ()
<COND (<ZERO? ,DRAGON-EYE-COLOR>
<TELL "The moonlight glints on its lone visible eye." CR>)
(T
<TELL "The " 'DRAGON-EYE " is glowing ">
<COND (<G? ,DRAGON-EYE-COLOR 0>
<TELL "green." CR>)
(T <TELL "red." CR>)>)>>
<ROUTINE VOICE-SAYS ()
<QUEUE I-DRAGON-EYE 0>
<COND (<NOT <ZERO? <GETB ,LAST-NAME 0>>>
<TELL "\"Please enter, ">
<COND (<TITLE-NAME> <TELL !\.>)>
<TELL "\"|">
<GATE-OPENS>
<RTRUE>)>
<QUEUE I-FRIEND-GREETS 6 ;9>
<TELL
"\"Please announce " 'PLAYER ". State your title -- such as Lord or Lady,
Sir or Dame, Mr. or Ms. -- and your first and last name.\"|">
<GET-NAME>
<TELL "\"And what is " 'YOUR-COLOR ", "TN"?\"|">
<GET-COLOR>
<TELL "\"Jolly good! The spare bedroom is decorated in ">
<PRINT-COLOR>
<TELL "! ">
;<TELL "Are you driving, "TN"?\"">
<COND ;(<YES?>
<TELL ;"return to your car and ... a blast on "
"\"Then please sound your motor horn when you are ready to enter.\""
CR>)
(T
;<TELL "\"Then p">
<TELL "Please enter.\"" CR>
<GATE-OPENS>)>
<RTRUE>>
<ROUTINE GATE-OPENS ()
<COND (<AND <EQUAL? ,HERE ,DRIVEWAY>
<NOT <FSET? ,FRONT-GATE ,OPENBIT>>>
;<ESTABLISH-GOAL ,FRIEND ,COURTYARD>
;<ESTABLISH-GOAL ,LORD ,COURTYARD>
;<PUT <GT-O ,FRIEND> ,GOAL-FUNCTION ,FRIEND-GREETS>
;<PUT <GT-O ,LORD> ,GOAL-FUNCTION ,NULL-F ;,LORD-GREETS>
<REMOVE ,VOICE>
<FSET ,FRONT-GATE ,OPENBIT>
<FCLEAR ,FRONT-GATE ,LOCKED>
<THIS-IS-IT ,FRONT-GATE>
<TELL "The ">
<COND (<NOT <EQUAL? ,DRAGON-EYE-COLOR +1>>
<COND (<L? ,DRAGON-EYE-COLOR 0> <TELL "red ">)>
<SETG DRAGON-EYE-COLOR +1>
<TELL "eye turns green, and the ">)>
<TELL 'FRONT-GATE " creaks open." CR>)>>
<GLOBAL DRAGON-EYE-COLOR:NUMBER 0>
]
<GLOBAL TOO-SLIPPERY "The thickening mist has made it too slippery.|">
<OBJECT FRONT-GATE
(IN LOCAL-GLOBALS)
(DESC "front gate")
(ADJECTIVE FRONT TALL IRON)
(SYNONYM GATE ;DOOR)
(FLAGS TRANSBIT LOCKED DOORBIT SEENBIT ;SURFACEBIT)
(ACTION FRONT-GATE-F)>
;<GLOBAL FRONT-GATE-KNOCKED:NUMBER 0>
<ROUTINE FRONT-GATE-F ()
<COND (<VERB? KNOCK>
;<SETG FRONT-GATE-KNOCKED <+ 1 ,FRONT-GATE-KNOCKED>>
<COND (T ;<ZERO? <MOD ,FRONT-GATE-KNOCKED 2>>
<TELL "Apparently no one hears you." CR>)
;(T <TELL
"Some of the castle windows show light, but the " 'COURTYARD " remains
shrouded in silence." CR>)>)
(<VERB? MUNG SHAKE UNLOCK>
<TELL
"Except for your rattling the gate, the silence remains unbroken." CR>)
(<VERB? BOARD CLIMB-ON LEAP>
<TELL ,TOO-SLIPPERY>
<RTRUE>)
(<AND <VERB? WALK-TO>
<NOT <EQUAL? ,HERE ,DRIVEWAY ,COURTYARD>>>
<PERFORM ,PRSA ,COURTYARD>
<RTRUE>)
(<VERB? OPEN>
<COND (<FSET? ,FRONT-GATE ,LOCKED>
<TELL "It seems to be locked." CR>)>)
(<VERB? EXAMINE LOOK-ON SEARCH SEARCH-FOR>
<COND (<OR <EQUAL? ,HERE ,DRIVEWAY>
;<AND <EQUAL? ,HERE ,CAR>
<EQUAL? <GETP ,HERE ,P?STATION> ,DRIVEWAY>>>
<TELL-ABOUT-DRAGON>
<RTRUE>)
;(<AND <IN? ,CLUE-4 ,FRONT-GATE>
<FSET? ,CLUE-4 ,SECRETBIT>>
<DISCOVER ,CLUE-4>)>)
(<IN? ,VOICE ,HERE>
<VOICE-F>)>>
<ROOM COURTYARD
(IN ROOMS)
(FLAGS ONBIT SEENBIT)
(DESC "courtyard")
(ADJECTIVE CASTLE COURT)
(SYNONYM COURTYARD YARD ROOM)
(LINE 1)
(STATION COURTYARD)
(CHARACTER 2)
(GLOBAL FRONT-GATE MOON FRONT-DOOR OLD-GREAT-HALL
OCEAN WINDOW CHAIR)
(THINGS <PSEUDO ( CAR DOOR CAR-DOOR-PSEUDO)>)
(OUT TO DRIVEWAY IF FRONT-GATE IS OPEN)
(NORTH TO DRIVEWAY IF FRONT-GATE IS OPEN)
(SW TO OLD-GREAT-HALL IF OLD-GREAT-HALL ;TOWER-DOOR IS OPEN)
(SOUTH TO FOYER IF FRONT-DOOR IS OPEN)
(IN TO FOYER IF FRONT-DOOR IS OPEN)
;(IN "Do you want to go south or southwest?")
(EAST TO MAZE ;GARDEN)
(ACTION COURTYARD-F)>
<ROUTINE COURTYARD-F ("OPTIONAL" (RARG 0))
<COND (<EQUAL? .RARG ,M-ENTER>
<COND (<IN? ,FRIEND ,LIMBO>
<MOVE ,FRIEND ,COURTYARD>)>
<COND (<NOT <ZERO? ,DRAGON-EYE-COLOR>>
<SETG DRAGON-EYE-COLOR 0>)>
<COND (<NOT <FSET? ,FRONT-GATE ,LOCKED>>
<FCLEAR ,FRONT-GATE ,OPENBIT>
<FSET ,FRONT-GATE ,LOCKED>
<TELL "The " 'FRONT-GATE " closes and locks behind you." CR>)>)
(<EQUAL? .RARG ,M-LOOK>
<COND (<NOT <FSET? ,HERE ,TOUCHBIT>>
<FSET ,HERE ,TOUCHBIT>
<TELL "As flood lights blaze on, you look around. ">)>
<TELL-LIKE-BROCHURE>
<TELL ,DARK-TURRETS>
<RTRUE>)
(<EQUAL? .RARG ,M-FLASH>
<COND (<AND <IN? ,FRIEND ,COURTYARD>
<NOT <FSET? ,FRIEND ,TOUCHBIT>>
<ZERO? ,CLOCK-WAIT>>
<FSET ,FRIEND ,TOUCHBIT>
<FCLEAR ,FRIEND ,NDESCBIT>
<SETG FOLLOWER ,FRIEND>
<SETG QCONTEXT ,FRIEND>
;<PUT <GET ,GOAL-TABLES ,FRIEND-C> ,GOAL-ENABLE 0>
<QUEUE I-FRIEND-GREETS 0>
;<PUTP ,FRIEND ,P?LDESC 0>
<QUEUE I-TOUR 7 ;3>
<ESTABLISH-GOAL ,BUTLER ,COURTYARD>
;<PUT <GT-O ,BUTLER> ,GOAL-FUNCTION ,BUTLER-APPEARS>
<FCLEAR ,FRONT-DOOR ,LOCKED>
<SETG QCONTEXT ,FRIEND>
<THIS-IS-IT ,FRIEND>
<PUTP ,FRIEND ,P?LDESC 12 ;"listening to you">
<SETG AWAITING-REPLY ,FRIEND-C>
<QUEUE I-REPLY ;2 ,CLOCKER-RUNNING>
<TELL "|
Someone comes running out of the wing to greet you. " <GETP ,FRIEND ,P?TEXT>
" You recognize her as your friend, " 'FRIEND " Lynd.|
\""FN"!\" she cries with outflung arms. \"You sweet thing, to answer
my letter in person this way! And all the people I wrote about are
here tonight for Lionel's memorial birthday dinner!\"|
After a warm hug, she asks anxiously, \""
<GET ,QUESTIONS ,AWAITING-REPLY> "\"|">
<RFATAL>)>)
;(<EQUAL? .RARG ,M-EXIT>
<COND (<T? ,AWAITING-REPLY>
<SETG CLOCK-WAIT T>
<PLEASE-ANSWER>
<RTRUE>)>)>>
<ROUTINE TELL-LIKE-BROCHURE ("OPTIONAL" (DR <>))
<TELL
"It looks even lovelier than it sounds in the " D ,BROCHURE ".">
<COND (<T? .DR>
<OPEN-DOOR? .DR>)>
<CRLF>>
<ROOM MAZE
(IN ROOMS)
(FLAGS ONBIT SEENBIT)
(DESC "hedge maze")
(ADJECTIVE HEDGE)
(SYNONYM MAZE ;HEDGEMAZE)
(LDESC
"Tall dark hedges surround you like walls, with walkways in all directions.")
(LINE 1)
(STATION MAZE ;COURTYARD)
(CHARACTER 2)
(GLOBAL MOON OCEAN)
(NORTH PER MAZE-EXIT)
(NE PER MAZE-EXIT)
(EAST PER MAZE-EXIT)
(SE PER MAZE-EXIT)
(SOUTH PER MAZE-EXIT)
(SW PER MAZE-EXIT)
(WEST PER MAZE-EXIT)
(NW PER MAZE-EXIT)
(IN TO GARDEN)
(OUT TO COURTYARD)
(ACTION MAZE-F)>
<ROUTINE MAZE-EXIT ("AUX" RM)
<COND (<==? ,OHERE ,GARDEN>
<SET RM ,COURTYARD>)
(T ;<==? ,OHERE ,COURTYARD>
<SET RM ,GARDEN>)>
<COND (<==? ,WINNER ,PLAYER>
<TELL
"You stumble blindly through the maze and suddenly emerge in the " D .RM".|">)>
.RM>
<ROUTINE MAZE-F ("OPT" (RARG 0))
<COND (<T? .RARG>
<RFALSE>)
(<VERB? THROUGH>
<COND (<EQUAL? ,HERE ,MAZE>
<GOTO <MAZE-EXIT>>)>)>>
<ROOM GARDEN
(IN ROOMS)
(FLAGS ONBIT SEENBIT)
(DESC "garden")
(ADJECTIVE CASTLE)
(SYNONYM GARDEN BOWER)
(LINE 1)
(STATION GARDEN ;COURTYARD)
(CHARACTER 2)
(GLOBAL MOON OCEAN)
(NORTH TO MAZE)
(NE TO MAZE)
(EAST TO MAZE)
(SE TO MAZE)
(SOUTH TO MAZE)
(SW TO MAZE)
(WEST TO MAZE)
(NW TO MAZE)
(OUT TO MAZE)
(ACTION GARDEN-F)>
<ROUTINE GARDEN-F ("OPTIONAL" (RARG <>) "AUX" OBJ)
<COND (<==? .RARG ,M-LOOK>
<TELL
"Here in the central garden the plants quake nervously in
the mist. In the very middle is a " 'POND "." CR
;" You can go west to the courtyard or southwest to enter the castle.">)
(<T? .RARG>
<RFALSE>)
(<VERB? EXAMINE SEARCH SEARCH-FOR>
<COND (<SET OBJ <FIND-FLAG-HERE ,SECRETBIT>>
<DISCOVER .OBJ ,HERE>
<RTRUE>)>
;<COND (<AND <IN? ,CLUE-4 ,GARDEN>
<FSET? ,CLUE-4 ,SECRETBIT>>
<DISCOVER ,CLUE-4 ,GARDEN>
<RTRUE>)
;(<AND <IN? ,NECKLACE ,GARDEN>
<FSET? ,NECKLACE ,SECRETBIT>>
<DISCOVER ,NECKLACE ,GARDEN>
<RTRUE>)>)>>
<OBJECT POND
(IN GARDEN)
(DESC "goldfish pond")
(ADJECTIVE ;GOLDFISH ;FISH STONE)
(SYNONYM POND WATER FOUNTAIN)
(FLAGS CONTBIT OPENBIT NDESCBIT SEENBIT)
(CAPACITY 999)
(ACTION POND-F)>
<ROUTINE POND-F ()
<COND (<VERB? BOARD LEAP SWIM THROUGH>
<TELL "On second thought, it looks too dark and slippery." CR>
<RTRUE>)
(<VERB? EXAMINE LOOK-INSIDE LOOK-UNDER>
<COND ;(<AND <IN? ,NECKLACE ,POND>
<FSET? ,NECKLACE ,SECRETBIT>>
<DISCOVER ,NECKLACE ,POND>
;<TELL
CHE ,WINNER notice " something projecting above the water. When" HE ,WINNER
take " it, it's obviously a " D ,NECKLACE "!" CR>)
(T
<TELL-AS-WELL-AS ,POND " dark water">
<RTRUE>)>)>>
<OBJECT FRONT-DOOR
(IN ROOMS ;LOCAL-GLOBALS)
(DESC "front door")
(ADJECTIVE FRONT CASTLE)
(SYNONYM DOOR ;DOORS ;"from COURTYARD" ;KEYHOLE)
(FLAGS OPENBIT DOORBIT SEENBIT LOCKED)
(ACTION FRONT-DOOR-F)>
<ROUTINE FRONT-DOOR-F ()
<COND (<VERB? WALK-TO>
<COND (<OUTSIDE? ,HERE>
<PERFORM ,V?WALK-TO ,COURTYARD>
<RTRUE>)
(T
<PERFORM ,V?WALK-TO ,FOYER>
<RTRUE>)>)>>
[
<ROOM FOYER
(IN ROOMS)
(FLAGS ONBIT SEENBIT DOORBIT WEARBIT)
(DESC "foyer")
(ADJECTIVE NEW FOYER DOUBLE BRONZE)
(SYNONYM FOYER ROOM DOOR ;DOORS ;"can't handle multiple doors")
(LINE 1)
(STATION FOYER)
(CHARACTER 2)
(GLOBAL FRONT-DOOR FOYER ;FOYER-DOOR CHAIR TABLE-RANDOM
WINDOW OIL-PAINTING)
(SOUTH TO GREAT-HALL IF FOYER ;FOYER-DOOR IS OPEN)
(EAST TO DRAWING-ROOM IF DRAWING-ROOM IS OPEN)
(IN TO DRAWING-ROOM IF DRAWING-ROOM IS OPEN)
(OUT TO COURTYARD IF FRONT-DOOR IS OPEN)
(NORTH TO COURTYARD IF FRONT-DOOR IS OPEN)
(ACTION FOYER-F)>
<ROUTINE FOYER-F ("OPTIONAL" (RARG 0))
<COND (<EQUAL? .RARG ,M-ENTER>
<COND (<NOT <FSET? ,FOYER ,TOUCHBIT>>
<FSET ,FOYER ,TOUCHBIT>
<TELL
"As you enter the foyer, you're overwhelmed by the English
past. Those barbarous times when
Jack's ancestors had to shut themselves up in a fortified castle have
softened into gracious country living. Yet " 'FRIEND " is clearly anxious." CR>
;<COND (<AND <IN? ,BUTLER ,FOYER>
<NOT <FSET? ,BUTLER ,TOUCHBIT>>>
<FSET ,BUTLER ,TOUCHBIT>
<FCLEAR ,BUTLER ,NDESCBIT>
<TELL
CHE ,BUTLER " says, \"Welcome to " D ,CASTLE ", ">
<COND (<TITLE-NAME> <TELL !\.>)>
<TELL " I hope you had no
trouble with the security gate. We've all been on edge since the 'ghost'
appeared again last night. Of course, I put no stock in ghosts. I hope you
don't either. Please follow me.\"" CR>
<ESTABLISH-GOAL ,BUTLER ,GREAT-HALL>
<RTRUE>)>
<RTRUE>)>)
(<EQUAL? .RARG ,M-LOOK>
<TELL-LIKE-BROCHURE>
<DESCRIBE-CONTENTS ,COAT-RACK>
<RTRUE>)
(<EQUAL? .RARG ,M-FLASH>
<COND (<AND <NOT <FSET? ,LORD ,TOUCHBIT>>
<IN? ,LORD ,FOYER>>
<LORD-INTRO>)>
<RTRUE>)>>
<ROUTINE DESCRIBE-CONTENTS (OBJ)
<COND (<FIND-FLAG-NOT .OBJ ,NDESCBIT>
;<FIRST? .OBJ>
<TELL "On" THE .OBJ " you see">
<PRINT-CONTENTS .OBJ>
<TELL ".|">)>>
<OBJECT UMBRELLA-STAND
(IN FOYER)
(DESC "umbrella stand")
(ADJECTIVE UMBRELLA)
(SYNONYM STAND ;CASE UMBRELLA)
(FLAGS CONTBIT OPENBIT NDESCBIT VOWELBIT SEENBIT)
(CAPACITY 99)
;(LDESC
"In a dark corner is an umbrella stand." ;", containing various
umbrellas.")
(ACTION UMBRELLA-STAND-F)>
<ROUTINE UMBRELLA-STAND-F ()
<FCLEAR ,UMBRELLA-STAND ,NDESCBIT>
<COND (<VERB? OPEN CLOSE>
<YOU-CANT>)
(<VERB? TAKE>
<COND (<NOUN-USED? ,W?UMBRELLA>
<TELL "But it's not raining!" CR>)>)
(<VERB? EXAMINE LOOK-INSIDE SEARCH SEARCH-FOR>
<COND (<AND <IN? ,CANE ,UMBRELLA-STAND>
<FSET? ,CANE ,NDESCBIT>>
<FCLEAR ,CANE ,NDESCBIT>
<FCLEAR ,CANE ,SECRETBIT>
<FSET ,CANE ,SEENBIT>
<FSET ,CANE ,TAKEBIT>
<FSET ,CANE ,TOUCHBIT>
;<MOVE ,CANE ,WINNER>
<THIS-IS-IT ,CANE>
<TELL
"Among the umbrellas there's a cane that looks odd." CR>
<RTRUE>)
(<VERB? EXAMINE>
<TELL-LIKE-BROCHURE>
;<TELL
CTHE ,UMBRELLA-STAND " is made from the foot of an elephant." CR>)
(T
<TELL-AS-WELL-AS ,UMBRELLA-STAND
" an assortment of umbrellas">
<RTRUE>)>)>>
<OBJECT COAT-RACK
(IN FOYER)
(DESC "coat rack")
(ADJECTIVE COAT)
(SYNONYM RACK)
(FLAGS SURFACEBIT OPENBIT NDESCBIT SEENBIT)
(CAPACITY 999)>
][
<OBJECT SECRET-DRAWING-DOOR
(IN ROOMS ;LOCAL-GLOBALS)
(DESC "secret door")
(ADJECTIVE SECRET PASSAGE)
(SYNONYM DOOR)
(GENERIC GENERIC-BEDROOM)
(FLAGS SECRETBIT DOORBIT)
;(GENERIC GENERIC-DRAWING-DOOR)>
<ROOM DRAWING-ROOM
(IN ROOMS)
(FLAGS ONBIT SEENBIT OPENBIT DOORBIT WEARBIT WORNBIT)
(DESC "drawing room")
(ADJECTIVE DRAWING ;ROOM)
(SYNONYM ROOM DOOR)
(GENERIC GENERIC-BEDROOM)
(LINE 1)
(STATION GREAT-HALL)
(CHARACTER 2)
(GLOBAL GREAT-HALL DRAWING-ROOM SECRET-DRAWING-DOOR CHAIR
FIREPLACE WINDOW TABLE-RANDOM OIL-PAINTING)
(IN TO GREAT-HALL IF GREAT-HALL ;DRAWING-DOOR IS OPEN)
(WEST TO GREAT-HALL IF GREAT-HALL ;DRAWING-DOOR IS OPEN)
(OUT TO FOYER IF DRAWING-ROOM IS OPEN)
(NW TO FOYER IF DRAWING-ROOM IS OPEN)
(NORTH TO FOYER IF DRAWING-ROOM IS OPEN)
(SOUTH TO DRAWING-CLOSET IF SECRET-DRAWING-DOOR IS OPEN)
(ACTION DRAWING-ROOM-F)>
<GLOBAL INTRODUCES " introduces ">
<ROUTINE DRAWING-ROOM-F ("OPTIONAL" (RARG 0) "AUX" PER)
<COND (<EQUAL? .RARG ,M-BEG ;,M-EXIT>
<COND (<AND <VERB? OPEN CLOSE>
<DOBJ? SECRET-DRAWING-DOOR>>
<YOU-CANT <> ,PLAYER "in this room">
<RTRUE>)
(T <SECRET-CHECK .RARG>)>)
;(<EQUAL? .RARG ,P?NORTH>
<ENTER-PASSAGE>
<RTRUE>)
(<EQUAL? .RARG ,M-LOOK>
<TELL-LIKE-BROCHURE ,SECRET-DRAWING-DOOR>)
(<EQUAL? .RARG ,M-FLASH>
<COND (<AND <IN? ,DEALER ,DRAWING-ROOM>
<NOT <FSET? ,DEALER ,TOUCHBIT>>>
<FSET ,DEALER ,TOUCHBIT>
<COND (<AND <EQUAL? <LOC ,PAINTER> ,HERE ,PSEUDO-OBJECT>
<=? <GETP ,DEALER ,P?LDESC> 2 ;"sipping sherry">>
<TELL
"A tall graceful older couple in evening clothes are chatting and "
<GET ,LDESC-STRINGS 2> ;"sipping sherry" ".|">
<SETG QCONTEXT ,PAINTER>
<COND (<EQUAL? <LOC ,LORD> ,HERE ,PSEUDO-OBJECT>
<SET PER ,LORD>)
(<EQUAL? <LOC ,FRIEND> ,HERE ,PSEUDO-OBJECT>
<THIS-IS-IT ,FRIEND>
<SET PER ,FRIEND>)>
<COND (<T? .PER>
<TELL
D .PER ,INTRODUCES "them as Montague Hyde and Vivien Pentreath.|
Hyde smiles and bows stiffly. And Vivien murmurs in an attractively low
voice, \"How do you do, ">
<COND (<TITLE-NAME> <TELL !\.>)>
<TELL "\"|
\"Believe it or not, this young ">
<COND (<ZERO? ,GENDER-KNOWN> <TELL "person">)
(<FSET? ,PLAYER ,FEMALE> <TELL "lady">)
(T <TELL "man">)>
<TELL
" is a famous American detective,\" " D .PER " tells them.|">
<COND (<EQUAL? <LOC ,FRIEND>,HERE ,PSEUDO-OBJECT>
<TELL
"\"Not a police detective, of course,\" " 'FRIEND " adds as they both
stiffen, \"but a
solver of all sorts of mysteries in the States. We're hoping
to find out who or what is haunting " 'CASTLE ".\"" CR>)>)>)>)>)>>
<OBJECT LOVER-PIC
(IN DRAWING-ROOM)
(DESC "Deirdre's portrait")
(ADJECTIVE VIV\'S DEE\'S HER ART DEIRDRE DEE;"handles PICTURE OF DEE!")
(SYNONYM PORTRAIT PICTURE PAINTING WATERCOLOR)
;(GENERIC GENERIC-PAINTING)
(FLAGS NDESCBIT NARTICLEBIT)
(ACTION LOVER-PIC-F)>
<ROUTINE LOVER-PIC-F ()
<COND (<VERB? EXAMINE>
<TELL
"It's a portrait by " 'PAINTER " of " 'LOVER ", a lovely young woman
with flowing blonde hair, standing on a grassy slope, gazing out to sea.
It's painted in pastel tones, which emphasize " 'LOVER "'s violet eyes.
There's something ethereal and fairylike about her. Ironically, her
silvery white, sleeveless gown is the very one she was wearing at the
time of her accident." CR>)>>
<OBJECT OIL-PAINTING
(IN LOCAL-GLOBALS ;DRAWING-ROOM)
(DESC "oil painting")
(ADJECTIVE OIL ART)
(SYNONYM PORTRAIT PICTURE PAINTING)
;(GENERIC GENERIC-PAINTING)
(FLAGS NDESCBIT VOWELBIT SEENBIT)
(ACTION BROCHURE-PSEUDO)>
<OBJECT TAPESTRY
(IN DRAWING-ROOM)
(DESC "tapestry")
(SYNONYM TAPESTRY UNICORN MAIDEN ARM)
(FLAGS NDESCBIT SEENBIT)
(ACTION TAPESTRY-F)>
<ROUTINE TAPESTRY-F ()
<COND (<VERB? EXAMINE SEARCH>
<TELL-LIKE-BROCHURE>
;<TELL "The " 'TAPESTRY " depicts a unicorn and a maiden." CR>
<COND (<EQUAL? ,VARIATION ,PAINTER-C ;,FRIEND-C>
<TELL
"Someone has added a star in red thread on the maiden's ARM." CR>)>
<RTRUE>)
(<VERB? LOOK-BEHIND LOOK-UNDER>
<FSET ,SECRET-DRAWING-DOOR ,TOUCHBIT>
<THIS-IS-IT ,SECRET-DRAWING-DOOR>
<TELL
"Hidden behind the " 'TAPESTRY " is" THE ,SECRET-DRAWING-DOOR "!" CR>)>>
<OBJECT VICTORIA-CHAIR
(IN DRAWING-ROOM)
(DESC "armchair")
(ADJECTIVE ARM SATIN)
(SYNONYM CHAIR SEAT ARMCHAIR CUSHION)
(FLAGS SURFACEBIT VEHBIT OPENBIT NDESCBIT VOWELBIT)
(CAPACITY 99)>
][
<ROOM GREAT-HALL
(IN ROOMS)
(FLAGS ONBIT SEENBIT DOORBIT WEARBIT)
(DESC "new great hall")
(ADJECTIVE GREAT NEW ;DRAWING)
(SYNONYM HALL DOOR ;DOORS ROOM)
(GENERIC GENERIC-GREAT-HALL)
(LINE 1)
(STATION GREAT-HALL)
(CHARACTER 2)
(GLOBAL GREAT-HALL FOYER CHAIR FIREPLACE
WINDOW TABLE-RANDOM STAIRS DRAWING-ROOM)
(THINGS <PSEUDO ( <> RADIO RANDOM-PSEUDO)
( TRESYLLIAN ARMS BROCHURE-PSEUDO)
( TRESYLLIAN CREST BROCHURE-PSEUDO)
( WOOD CARVING BROCHURE-PSEUDO)>)
(UP TO GALLERY)
;(SOUTH TO GALLERY)
(OUT TO FOYER IF FOYER ;FOYER-DOOR IS OPEN)
(NORTH TO FOYER IF FOYER ;FOYER-DOOR IS OPEN)
(IN TO DRAWING-ROOM IF GREAT-HALL IS OPEN)
(EAST TO DRAWING-ROOM IF GREAT-HALL ;DRAWING-DOOR IS OPEN)
;(SW TO SITTING-ROOM IF SITTING-ROOM ;SITTING-DOOR IS OPEN)
(WEST TO CORR-1)
(ACTION GREAT-HALL-F)>
<ROUTINE GREAT-HALL-F ("OPTIONAL" (RARG 0))
<COND (<EQUAL? .RARG ,M-LOOK>
<TELL-LIKE-BROCHURE>
<GREAT-HALL-IS-FLOORED>