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authorhistoricalsource <historicalsoftware@textfiles.com>2019-04-14 01:54:38 -0400
committerhistoricalsource <historicalsoftware@textfiles.com>2019-04-14 01:54:38 -0400
commit85ce9b9d2c14f4da2f40555c0772a39adc2c15e8 (patch)
tree9a90f74435663bb2979e3ae8111e7b00b395eb2f
parent7edaa119516a4de4e5d253708d1cb0f3e8a2aa25 (diff)
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Final Revision
-rw-r--r--beta.txt6
-rw-r--r--cs.zil36
-rw-r--r--freeze.txt16
-rw-r--r--frob.zil34
-rw-r--r--gamma.txt31
-rw-r--r--globals.zil84
-rw-r--r--h1.chart458
-rw-r--r--h1.serial1
-rw-r--r--h1.zil6
-rw-r--r--h1.zipbin128986 -> 129944 bytes
-rw-r--r--hacker.zil1
-rw-r--r--horror.txt81
-rw-r--r--misc.zil2
-rw-r--r--prebeta.txt41
-rw-r--r--questions.txt155
-rw-r--r--sounds.txt24
-rw-r--r--titles.txt22
-rw-r--r--verbs.str370
-rw-r--r--verbs.zil46
-rw-r--r--yuggoth.zil17
20 files changed, 1398 insertions, 33 deletions
diff --git a/beta.txt b/beta.txt
new file mode 100644
index 0000000..8a8d3ff
--- /dev/null
+++ b/beta.txt
@@ -0,0 +1,6 @@
+BETA things:
+
+1. Move emergency cabinet, floor wax/container? (Too easy)
+2. Other wing of main building.
+3. Make junk moving more of a puzzle?
+4. Eliminate some boring places: Roof of Comp Center...
diff --git a/cs.zil b/cs.zil
index 0d4c058..7fd8d33 100644
--- a/cs.zil
+++ b/cs.zil
@@ -994,6 +994,7 @@ been punched from below.">
<TELL S
"You would sooner die than open that panel again.|">)
(<NOT <FSET? ,PRSO ,OPENBIT>>
+ %<IFSOUND <SOUNDS ,S-MONSTR>>
<FSET ,PRSO ,OPENBIT>
<QUEUE I-PANEL-NOISES -1>
<TELL
@@ -1017,6 +1018,7 @@ there is a response from below." CR>)>)
<COND (<FSET? ,PRSO ,OPENBIT>
<FCLEAR ,PRSO ,OPENBIT>
<DEQUEUE I-PANEL-NOISES>
+ %<IFSOUND <SOUNDS ,S-MONSTR ,S-STOP>>
<TELL
"You close the panel. You no longer hear the noises, much to your
relief." CR>)>)
@@ -1037,6 +1039,7 @@ relief." CR>)>)
(<FSET? ,IRON-PLATE ,OPENBIT>
<FCLEAR ,IRON-PLATE ,OPENBIT>
<DEQUEUE I-PANEL-NOISES>
+ %<IFSOUND <SOUNDS ,S-MONSTR ,S-STOP>>
<SETG SEEN-PIT? T>
<TELL
"You peer through the hole, shining your light into the stygian darkness
@@ -1054,6 +1057,7 @@ missing students." CR>)
<ROUTINE I-PANEL-NOISES ("OPT" (NOCR? <>))
<COND (<NOT <HERE? ,CAVE-ALTAR ,CAVE-ROOM>>
+ %<IFSOUND <SOUNDS ,S-MONSTR ,S-STOP>>
<DEQUEUE I-PANEL-NOISES>
<RFALSE>)
(<AND <NOT .NOCR?> <VERB? LISTEN>>
@@ -1063,6 +1067,7 @@ missing students." CR>)
<TELL
"A low, guttural, groaning and snarling issues from the opening." CR>)
(ELSE
+ %<IFSOUND <SOUNDS ,S-MONSTR ,S-START 2>>
<COND (<NOT .NOCR?> <CRLF>)>
<TELL
"You can still hear faint groans and snarls from the larger cave." CR>)>>
@@ -1116,6 +1121,7 @@ leads down, and a door leads north.")
<ROUTINE TEMPORARY-LAB-F (RARG)
<COND (<RARG? ENTER>
+ ;<IFSOUND <SOUNDS ,S-STORMY ,S-STOP>>
<DEQUEUE I-FREEZE-TO-DEATH>
<COND (<G? ,FREEZE-COUNT 0>
<SETG FREEZE-COUNT 0>
@@ -1758,6 +1764,8 @@ CTHE ,ELEVATOR-DOOR " bounce against ">
<SETG SCORE
<+ ,SCORE ,BRICK-WALL-SCORE>>
<SETG BRICK-WALL-SCORE 0>
+ %<IFSOUND
+ <SOUNDS ,S-ELCRSH>>
<COND (<HEAR-CHAIN?>
<CHAIN-NOISES>
<TELL
@@ -2600,6 +2608,8 @@ red. The hatch is ">
<FSET ,TUNNEL ,ONBIT>
<FSET ,TUNNEL-EAST ,ONBIT>
<FSET ,TUNNEL-WEST ,ONBIT>
+ %<IFSOUND
+ <SOUNDS ,S-HATCH>>
<TELL
"The hatch is heavy, and its hinges are rusty, but ">
<COND (<HERE? ,TUNNEL>
@@ -3979,6 +3989,7 @@ much weight, and put most of it on the floor. Much easier! ">)>
<TELL
"The valve screeches open. A jet spray of live steam issues from it,
filling the tunnel in front of you.">
+ %<IFSOUND <SOUNDS ,S-ATTACK ,S-STOP>>
<COND (,RATS-HERE
<SCORE-OBJECT ,PRESSURE-VALVE>
<MOVE ,DEAD-RAT ,HERE>
@@ -4114,6 +4125,7 @@ consumed in short order.">)
<ROUTINE I-RATS ("AUX" (ORAT <LOC ,RATS>))
<COND (<IN? ,RATS ,GLOBAL-OBJECTS>
+ %<IFSOUND <SOUNDS ,S-ATTACK ,S-START 2>>
<MOVE ,RATS ,TUNNEL-WEST>
<COND (<IN-TUNNEL?>
<TELL CR
@@ -4122,6 +4134,7 @@ consumed in short order.">)
(<NOT <IN? ,RATS ,HERE>>
<COND (<NOT <ZERO? ,RATS-HERE>>
<COND (<IN-TUNNEL?>
+ %<IFSOUND <SOUNDS ,S-ATTACK 8>>
<MOVE ,RATS ,HERE>)
(<OR <AND <HERE? ,TOMB>
<FSET? ,ACCESS-HATCH ,OPENBIT>>
@@ -4191,12 +4204,15 @@ exposing its own neck, and on its neck is branded a symbol.">)>)
<COND (<NOT <IN-TUNNEL?>>
<RFALSE>)
(<EQUAL? ,RATS-WAITING 1>
+ %<IFSOUND <SOUNDS ,S-ATTACK ,S-START 3>>
<TELL CR
"The sound is louder. It sounds like small animals. Is it rats?" CR>)
(<EQUAL? ,RATS-WAITING 2>
+ %<IFSOUND <SOUNDS ,S-ATTACK ,S-START 4>>
<TELL CR
"The sound continues. It's almost certainly rats." CR>)
(ELSE
+ %<IFSOUND <SOUNDS ,S-ATTACK ,S-START 6>>
<TELL CR
"The rat sounds are growing louder, but you still can't see any rats." CR>)>)>>
@@ -4211,6 +4227,7 @@ exposing its own neck, and on its neck is branded a symbol.">)>)
<RTRUE>)>>
<ROUTINE I-RATS-GO-AWAY ()
+ %<IFSOUND <SOUNDS ,S-ATTACK ,S-STOP>>
<DEQUEUE I-RATS>
<MOVE ,RATS ,GLOBAL-OBJECTS>
<SETG RATS-HERE 0>
@@ -4375,13 +4392,15 @@ CTHE ,RATS " sound annoyed and hungry." CR>)>>
(IN ROOMS)
(DESC "Mass. Ave.")
(LDESC
-"This is the main entrance to the campus buildings.
+%<STRING "This is the main entrance to the campus buildings.
Blinding snow obscures the stately Grecian columns and rounded
dome to the east. You can barely make out the inscription on
the pediment (which reads \"George Vnderwood Edwards, Fovnder;
-P. David Lebling, Architect\").
+P. David Lebling, Architect"
+ <COND (,SOUND-EFFECTS? "; Russell Lieblich, Sovnd Engineer")
+ (ELSE "")> "\").
West across Massachusetts Avenue are
-other buildings, but you can't see them.")
+other buildings, but you can't see them.">)
(EAST TO INF-1)
(IN TO INF-1)
(GLOBAL OUTSIDE-DOOR)
@@ -4398,6 +4417,7 @@ other buildings, but you can't see them.")
<EXIT-FROM-COLD>)>>
<ROUTINE EXIT-FROM-COLD ()
+ ;<IFSOUND <SOUNDS ,S-STORMY ,S-STOP>>
<DEQUEUE I-FREEZE-TO-DEATH>
<COND (<G? ,FREEZE-COUNT 0>
<SETG FREEZE-COUNT 0>
@@ -4764,6 +4784,7 @@ exactly what he meant by the word \"bribe.\"" CR>)
<TELL ", with rhythms and cadences that make
you want to stop your ears. The room appears to be getting darker." CR>)
(<EQUAL? ,TIED-UP? 5>
+ %<IFSOUND <SOUNDS ,S-PSYCHO ,S-START 2>>
<MOVE ,MIST ,HERE>
<TELL CR
"A thick black mist begins to form in the room. Parts are darker, and
@@ -4778,6 +4799,7 @@ hysteria">)>
<TELL ", and you realize the calls are being
answered." CR>)
(<EQUAL? ,TIED-UP? 6>
+ %<IFSOUND <SOUNDS ,S-PSYCHO ,S-START 4>>
<TELL CR
"The room is now freezing cold, though the windows are shuttered and
tightly curtained. Low, bone-rattling vibrations shake the room in
@@ -4793,6 +4815,7 @@ cadence with the chant. The black mist is growing thicker. The professor ">
"chants more rapidly, producing strange guttural sounds, scarcely
human." CR>)>)
(<EQUAL? ,TIED-UP? 7>
+ %<IFSOUND <SOUNDS ,S-PSYCHO ,S-START 6>>
<COND (<HERE? ,ALCHEMY-LAB>
<TELL CR
"The black mist swirls wildly around the room, and a deep bass voice
@@ -4814,6 +4837,7 @@ mist grabs at him." CR>)
<TELL CR
"You hear a deep bass voice, and a softer, pleading baritone." CR>)>)
(<EQUAL? ,TIED-UP? 8>
+ %<IFSOUND <SOUNDS ,S-PSYCHO ,S-START 8>>
<REMOVE ,MIST>
<COND (<OR <IN? ,PLAYER ,PENTAGRAM>
<IN? ,PLAYER ,ALCHEMY-LAB>>
@@ -4844,7 +4868,8 @@ then the sound of equipment smashing. ">
<TELL
" pours a blinding flash of light. Finally you hear an almost
inaudible whimper, then nothing. The light fades">
- <IN-DARK?>)>)>)
+ <IN-DARK?>
+ %<IFSOUND <SOUNDS ,S-PSYCHO ,S-STOP>>)>)>)
(<HERE? ,ALCHEMY-DEPT>
<TELL CR
CTHE ,PROFESSOR " ">
@@ -5848,6 +5873,8 @@ S "misses by a mile""!" CR>)
<TELL
S "misses by a mile"" as " THE ,MAINTENANCE-MAN " slips again!" CR>)
(<EQUAL? .W ,AXE>
+ %<IFSOUND
+ <SOUNDS ,S-BLOOD>>
<COND (<VERB? THROW>
<TELL
"sails through the air, end over end, and makes a direct hit in">)
@@ -6959,6 +6986,7 @@ tip-top of the dome.")
<EXIT-TO-COLD>)>)>>
<ROUTINE EXIT-TO-COLD ()
+ ;<IFSOUND <SOUNDS ,S-STORMY>>
<QUEUE I-FREEZE-TO-DEATH 2 T>
<TELL
"You enter the freezing, biting cold of the blizzard." CR CR>>
diff --git a/freeze.txt b/freeze.txt
new file mode 100644
index 0000000..78f5196
--- /dev/null
+++ b/freeze.txt
@@ -0,0 +1,16 @@
+BUGS
+
+* Chain vs. closed elevator doors.
+
+* Can't reference manhole cover/manhole from Brick Tunnel.
+
+VOCABULARY
+
+* PROF'S PENTAGRAM
+* PHOTO, POEM, MOUTH (things you see in strange paper)
+
+THINGS TO DO
+
+* Remove PLUGH and XYZZY
+
+* Move common interrupts into INTERRUPTS
diff --git a/frob.zil b/frob.zil
index b97490b..93e7130 100644
--- a/frob.zil
+++ b/frob.zil
@@ -43,7 +43,7 @@ something into a semblance of a passage.")
(ACTION LARGE-CHAMBER-F)>
<ROUTINE LAIR-EXIT ()
- <COND (,URCHIN-FLAG
+ <COND (<FSET? ,URCHINS ,RMUNGBIT> ;,URCHIN-FLAG
<TELL
"A few of the urchins grab feebly at you as you pass, but none is a
serious barrier." CR CR>
@@ -60,7 +60,7 @@ but effectively. Their pale, limp hands can't grab you, but they can
stop you. There is no way past." CR>
<RFALSE>)>>
-<GLOBAL URCHIN-FLAG <>>
+;<GLOBAL URCHIN-FLAG <>>
<ROUTINE LARGE-CHAMBER-F (RARG)
<COND (<RARG? LOOK>
@@ -69,7 +69,7 @@ stop you. There is no way past." CR>
The walls are slimy as well. Numerous slots or
indentations about two feet wide and a foot high open here and there. ">
<COND (<LOC ,URCHINS>
- <COND (,URCHIN-FLAG
+ <COND (<FSET? ,URCHINS ,RMUNGBIT> ;,URCHIN-FLAG
<TELL
"Stubs of the wire still ">)
(ELSE
@@ -82,7 +82,7 @@ background noise here, almost loud enough to hear clearly.">)
(<IN? ,URCHINS ,HERE>
<TELL "envelop the head of each urchin. The
urchins are ">
- <COND (,URCHIN-FLAG
+ <COND (<FSET? ,URCHINS ,RMUNGBIT> ;,URCHIN-FLAG
<TELL "catatonic.">)
(ELSE
<TELL
@@ -94,7 +94,14 @@ almost machinelike.">)>)>)
<CRLF>)
(<RARG? ENTER>
<SETG LAIR-FLAG <>> ;"normally what lair room you're in"
+ %<IFSOUND
+ <COND (<IN? ,URCHINS ,HERE>
+ <SOUNDS ,S-VOICE ,S-START 2>)
+ (<IN? ,URCHINS ,SLOTS>
+ <SOUNDS ,S-VOICE ,S-START 8>)>>
<QUEUE I-URCHINS -1>)
+ (<RARG? LEAVE>
+ %<IFSOUND <SOUNDS ,S-VOICE ,S-STOP>>)
(<RARG? BEG>
<COND (<P? THROUGH GLOBAL-HOLE>
<DO-WALK ,P?DOWN>)
@@ -116,7 +123,7 @@ almost machinelike.">)>)>)
(IN SLOTS)
(DESC "urchins")
(SYNONYM URCHIN CHILDREN KIDS KID)
- (FLAGS INVISIBLE PERSON NOABIT)
+ (FLAGS INVISIBLE PERSON NOABIT )
(DESCFCN URCHINS-DESC)
(ACTION URCHINS-F)>
@@ -129,7 +136,7 @@ almost machinelike.">)>)>)
<ROUTINE URCHINS-F ()
<COND (<WINNER? URCHINS>
- <COND (,URCHIN-FLAG
+ <COND (<FSET? ,URCHINS ,RMUNGBIT> ;,URCHIN-FLAG
<TELL
,NO-RESPONSE " It's as though they don't hear you." CR>)
(ELSE
@@ -142,7 +149,8 @@ teeth. They never stop their deep-voiced, incomprehensible chant." CR>)>
"These are not normal looking urchins. Their clothes are
muddy and tattered. They are barefoot in midwinter, and covered with
mud. Around their heads are draped the ">
- <COND (,URCHIN-FLAG <TELL "stubs of the ">)>
+ <COND (<FSET? ,URCHINS ,RMUNGBIT> ;,URCHIN-FLAG
+ <TELL "stubs of the ">)>
<TELL
"ropy growths that you've been
noticing in this area. Although their eyes are open, they stare
@@ -390,7 +398,7 @@ decides against it." CR>)>)
<TELL " (outside)">)>
<CRLF>)>
<COND (<AND <NOT <FSET? .RM ,OUTSIDE>>
- <NOT <EQUAL? .RM ,TUNNEL>>
+ <NOT <EQUAL? .RM ,TOMB>>
<NOT <EQUAL?
<META-LOC ,MAINTENANCE-MAN>
.RM>>>
@@ -465,7 +473,7 @@ bicycle thieves. It will defeat any but the heaviest bicycle chains." CR>)
<TELL " down the tunnel." CR>)
(<P? (CUT MUNG) URCHIN-WIRE>
<COND (<PRSI? ,BOLT-CUTTER>
- <SETG URCHIN-FLAG T>
+ <FSET ,URCHINS ,RMUNGBIT> ;<SETG URCHIN-FLAG T>
<SCORE-OBJECT ,URCHIN-WIRE>
<REMOVE ,URCHIN-WIRE>
<TELL
@@ -480,6 +488,7 @@ disappearing down the tunnel and away. ">
<MOVE ,URCHINS ,HERE>
<TELL
"Urchins burst forth from the slots. ">)>
+ %<IFSOUND <SOUNDS ,S-VOICE ,S-STOP>>
<TELL "The effect on the urchins is
electric (perhaps literally). They twitch, jerk spasmodically, and fall
to the ground almost in unison. They have lost all interest in you." CR>)
@@ -542,7 +551,7 @@ They are chanting, but the words are unknown to you." CR>)>)>>
<ROUTINE I-URCHINS ()
<COND (<AND <HERE? ,LARGE-CHAMBER>
- <NOT ,URCHIN-FLAG>>
+ <NOT <FSET? ,URCHINS ,RMUNGBIT>> ;<NOT ,URCHIN-FLAG>>
<SETG URCHIN-CNT <+ ,URCHIN-CNT 1>>
<COND (<EQUAL? ,URCHIN-CNT 1>
<TELL CR
@@ -947,6 +956,7 @@ with the noise.">)>
<NEW-PRSO ,MASS>
<RTRUE>)>)
(<RARG? ENTER>
+ %<IFSOUND <SOUNDS ,S-ZOMBIE>>
<FSET ,CURTAIN-DOOR ,LOCKED>
<FCLEAR ,CURTAIN-DOOR ,OPENBIT>
<QUEUE I-HAND-DIVES -1>
@@ -1431,6 +1441,7 @@ line." CR>)
<TELL
"There's already " A <FIRST? ,INPUT-SOCKET> " in the socket." CR>)
(ELSE
+ %<IFSOUND <SOUNDS ,S-SPARKY>>
<TELL
"You shove the exposed conductors into the socket, producing a shower of
sparks!">
@@ -1457,6 +1468,7 @@ shrivels and fries." CR>)
spasmodically. The mass it's connected to quivers, and a horrible
noise, almost like a huge machine running without oil, issues from
the thing.">
+ %<IFSOUND <SOUNDS ,S-CRETIN>>
<COND (<NOT <FSET? ,HACKER ,INVISIBLE>>
<TELL
" The hacker screams soundlessly and drops into the water.">)>
@@ -1474,6 +1486,7 @@ nothing you've seen before." CR>)
<GLOBAL HV-CNT 0>
<ROUTINE I-LINE-IN-WATER ()
+ %<IFSOUND <SOUNDS ,S-SPARKY>>
<CRLF>
<COND (<FSET? ,HIGH-VOLTAGE ,POWERBIT>
<TELL
@@ -1598,6 +1611,7 @@ the stone drops to the ground, no longer glowing. The thing is gone." CR>
<COND (<EQUAL? ,END-CNT 1>
<REMOVE ,HACKER>
<REMOVE ,MASS>
+ %<IFSOUND <SOUNDS ,S-CRETIN ,S-STOP>>
<FSET ,OUTPUT-CABLE ,RMUNGBIT>
<SETG SCORE <+ ,SCORE 5>>
<MOVE ,FROB ,HERE>
diff --git a/gamma.txt b/gamma.txt
new file mode 100644
index 0000000..af32c32
--- /dev/null
+++ b/gamma.txt
@@ -0,0 +1,31 @@
+* Darkness.
+
+ Should you automatically die in the dark once you reach the Maze/Lair
+ area?
+
+* Chain troubles.
+
+ What should happen to the loop of chain and padlock after you
+ rip down the wall? Should the chain be visible in the shaft (but
+ not takeable)? Should it be gone? etc.
+
+ If you have the chain hooked and either in your possession or on
+ the ground (in the Basement, for example), should the elevator
+ doors be able to close? What should you see? etc. etc.
+
+* Logging in.
+
+ Should it accept anything as an object for TYPE, LOGIN or PASSWORD?
+ Unfortunately, this is probably not easy to do.
+
+* Urchin.
+
+ Any ideas for better hints about what you need to do to him?
+
+* Vocabulary.
+
+ Max's Gary List (tm) hasn't gotten very much attention, due to the
+ horrific space problems. What's really essential?
+
+ Should the words in the browsie (things like FOODP and such) be
+ understood? They could all be effectively synonyms for HACK.
diff --git a/globals.zil b/globals.zil
index 71d3207..adb7975 100644
--- a/globals.zil
+++ b/globals.zil
@@ -2,6 +2,88 @@
The Lurking Horror
(c) Copyright 1986 Infocom, Inc. All Rights Reserved."
+"SOUND sound-id,[action],[volume]"
+
+<ROUTINE SOUNDS (N "OPT" (OP ,S-START) (VOL 8))
+ <COND (<ZERO? .OP> <SET OP ,S-START>)>
+ <COND (<AND <L? <GET ,SOUND-FLAG 0> 0>
+ <EQUAL? .OP ,S-START>>
+ <PUT ,SOUND-FLAG 0 1>
+ <TELL CR
+"[Use $SOUND to toggle sound usage on and off.]" CR CR>)>
+ <COND (<EQUAL? .N ,S-DRONE ,S-ATTACK ,S-PSYCHO ,S-MONSTR
+ ,S-VOICE ,S-ZOMBIE ,S-CRETIN>
+ <PUT ,SOUND-FLAG 1 <+ <* .N 16> .VOL>>)>
+ <COND (<GET ,SOUND-FLAG 0>
+ <COND (<EQUAL? .OP ,S-STOP>
+ <PUT ,SOUND-FLAG 0 1>
+ <PUT ,SOUND-FLAG 1 0>)
+ (<EQUAL? .N ,S-DRONE ,S-ATTACK ,S-PSYCHO ,S-MONSTR
+ ,S-VOICE ,S-ZOMBIE ,S-CRETIN>
+ <PUT ,SOUND-FLAG 0 <+ <* .N 16> .VOL>>
+ <PUT ,SOUND-FLAG 1 <+ <* .N 16> .VOL>>)
+ (ELSE
+ <PUT ,SOUND-FLAG 0 1>
+ <PUT ,SOUND-FLAG 1 0>)>
+ <COND (<EQUAL? .OP ,S-START>
+ <SOUND .N .OP .VOL>)
+ (ELSE
+ <SOUND .N .OP>)>)>>
+
+<ROUTINE KILL-SOUNDS ()
+ <SOUNDS 0 ,S-STOP>
+ <SOUNDS 0 ,S-CLEANUP>>
+
+<SYNTAX $SOUND = V-$SOUND>
+
+<GLOBAL SOUND-FLAG <TABLE -1 0>>
+
+<ROUTINE V-$SOUND ("AUX" X Y)
+ <SET X <GET ,SOUND-FLAG 1>>
+ <SET Y <GET ,SOUND-FLAG 0>>
+ <TELL "Sound ">
+ <COND (.Y
+ <KILL-SOUNDS>
+ <COND (<N==? .Y 1> <PUT ,SOUND-FLAG 1 .Y>)
+ (ELSE <PUT ,SOUND-FLAG 1 0>)>
+ <PUT ,SOUND-FLAG 0 0>
+ <TELL "off." CR>)
+ (ELSE
+ <PUT ,SOUND-FLAG 0 1>
+ <COND (.X
+ %<IFSOUND <SOUNDS </ .X 16>
+ ,S-START
+ <MOD .X 16>>>)>
+ <TELL "on." CR>)>>
+
+;"sound operations"
+<CONSTANT S-INIT 1>
+<CONSTANT S-START 2>
+<CONSTANT S-STOP 3>
+<CONSTANT S-CLEANUP 4>
+
+;"sound ids (sounds marked with a * are looping sounds)"
+<CONSTANT S-BEEP 1>
+<CONSTANT S-BOOP 2>
+<CONSTANT S-DRONE 10> ;"33K * drone of frob worshippers in dream"
+<CONSTANT S-BLOOD 3> ;"50K axe hitting m.m."
+<CONSTANT S-HATCH 6> ;"46K rusty hatch opening"
+<CONSTANT S-ATTACK 4> ;"21K * rats attacking"
+<CONSTANT S-ELCRSH 7> ;"60K elevator crashing"
+<CONSTANT S-DIE 12> ;"44K screeching bird-like howl -- flier"
+<CONSTANT S-PSYCHO 13> ;"57K * weird psychotic voice -- demon"
+<CONSTANT S-MONSTR 18> ;"50K * sick pigs -- pit in altar area"
+<CONSTANT S-VOICE 15> ;"52K * electronic one-two-three -- urchins"
+<CONSTANT S-ZOMBIE 17> ;"39K * electronic frogs and grasshoppers -- frob"
+<CONSTANT S-SPARKY 11> ;"40K electrical zap -- line in water"
+<CONSTANT S-CRETIN 16> ;"25K * monster from the id -- frob frying"
+<CONSTANT S-CRACK 8> ;" 8K crack of stone"
+<CONSTANT S-GHIDRA 9> ;"58K frob flapping away"
+
+;"sounds cut for reasons of space"
+;<CONSTANT S-SQUEAL 5> ;"23K single rat"
+;<CONSTANT S-STORMY 14> ;"54K * storm"
+
<DIRECTIONS ;"Do not change the order of the first 8 without consulting MARC!"
NORTH NE EAST SE SOUTH SW WEST NW UP DOWN IN OUT>
@@ -125,7 +207,7 @@
<OBJECT PSEUDO-OBJECT
(IN GLOBAL-OBJECTS)
(DESC "pseudo")
- (ACTION ME-F)>
+ (ACTION RANDOM-PSEUDO)>
<OBJECT IT
(IN GLOBAL-OBJECTS)
diff --git a/h1.chart b/h1.chart
new file mode 100644
index 0000000..1005f5d
--- /dev/null
+++ b/h1.chart
@@ -0,0 +1,458 @@
+-date- -rel- -size- -pre- -obj- -glo- -voc-
+ 6/09 -1 46212 11935 73 139 477
+ 6/09 2 46046 11935 73 139 477
+ 6/09 3 45646 11984 74 140 480
+ 6/09 4 44862 11990 74 140 480
+ 6/09 5 44672 11897 74 141 474
+ 6/09 6 44672 11897 74 141 474
+ 6/09 7 44756 11981 76 141 476
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diff --git a/h1.serial b/h1.serial
new file mode 100644
index 0000000..94361d4
--- /dev/null
+++ b/h1.serial
@@ -0,0 +1 @@
+132
diff --git a/h1.zil b/h1.zil
index b08d85a..aa63641 100644
--- a/h1.zil
+++ b/h1.zil
@@ -14,6 +14,12 @@
<SETG ZDEBUGGING? <>> ;"don't include debugging code"
<SETG NEW-VOC? T> ;"allows words to be adj/noun/verb all at once!"
<SET REDEFINE T> ;"don't stop and ask"
+<SETG SOUND-EFFECTS? T> ;"include sound effects?"
+
+<DEFINE IFSOUND ("ARGS" FOO)
+ <COND (,SOUND-EFFECTS?
+ <FORM PROG () !.FOO>)
+ (ELSE T)>>
<INSERT-FILE "MISC">
<INSERT-FILE "PARSER">
diff --git a/h1.zip b/h1.zip
index a03dd60..f37d659 100644
--- a/h1.zip
+++ b/h1.zip
Binary files differ
diff --git a/hacker.zil b/hacker.zil
index 2b456f6..b302335 100644
--- a/hacker.zil
+++ b/hacker.zil
@@ -869,6 +869,7 @@ then at last lies still." CR>)>)
<COND (<HERE? ,KITCHEN>
<CRLF>
<COND (<ZERO? ,MICROWAVE-TIMER>
+ ;"%<IFSOUND <SOUNDS ,S-BEEP>>"
<TELL ,MICROWAVE-STOPS>)>
<TELL-TIMER>)>>
diff --git a/horror.txt b/horror.txt
new file mode 100644
index 0000000..05f2077
--- /dev/null
+++ b/horror.txt
@@ -0,0 +1,81 @@
+--Initial--
+
+King/Lovecraft milieu. I.e., normal situation that becomes more and
+more horrific. Much of it underground?
+
+* Major obstacle: something Cthulhuoid that can (a) possess people
+ (b) duplicate people/things perfectly. (Like original version of
+ "The Thing.") Perhaps it's even an (at base) mechanical creature,
+ or a hive intelligence? Of course, it's totally supernatural in its
+ abilities (this is deliberate, as it accentuates the feeling of
+ violation of natural law that occasions horror).
+
+ Perhaps this thing initially seems to be a vampire? Then you can
+ have the fun of thinking you know the solution (crosses/stakes, etc.)
+ and being totally wrong. It could even chortlingly suck you in and
+ then turn on you.
+
+ Thing should have an evil human assistant who is one of the obstacles
+ (like Renfield in Dracula). This could be a scientist who thinks it's
+ a higher/better form of life.
+
+* Nightmare sequence that appears real and turns out to be real (at
+ least in part).
+
+* What is horrible? Not just gore. Gore is boring, and besides,
+ gore is visual. Something sneaking up behind you is scarier,
+ particularly since you are sitting at a terminal and can't turn
+ around.
+
+* Ultimate problem is getting into its "burrow", where it's building
+ thousands/millions/zillions! of similar creatures to take over the
+ world. How do you stop it? Good question!
+
+--4/7/86--
+
+Set the game in an MIT-like environment. This allows a computer
+sequence. Perhaps the frob has wormed its way into an Athena-like
+LAN.
+
+Frob has lived under the ground forever. Every so often, activity
+on the surface disturbs it. Indians, Puritans, etc. Now, new
+construction at the university has awakened it. (Perhaps the evil
+professor detected it?) It's snarfing undergrads for various uses,
+such as raw material for its offspring. It's tapping into the
+phone and network lines.
+
+How much gore? For example, if the frob is taking over people, they
+could be pretty gored up. Even worse if it's laying eggs in them,
+and the froblets are hatching (yuck). I'm reminded of the baby
+dragons eating the princess in Dragonslayer. There's also the whole
+Stephen King tradition of rotting bodies to consider.
+
+--4/14/86--
+
+Write in first person.
+
+--4/16/86--
+
+Some events:
+
+* Bargaining with a hacker for (a) access to a computer or account
+ you can't otherwise get into. (b) master keys.
+
+* Rats in a subbasement with a dirt floor.
+
+* Mob of enslaved Cambridge urchins.
+
+* Return from the dead of a helper (perhaps the hacker). Tries to convince
+ you it's all for the best.
+
+Some interesting places:
+
+* Tomb of the Unknown Tool.
+
+* Plasma Fusion Center.
+
+* Steam tunnels (including blocked-off ones).
+
+* Top of Green Building.
+
+* Computer Center.
diff --git a/misc.zil b/misc.zil
index e104f36..b66bd36 100644
--- a/misc.zil
+++ b/misc.zil
@@ -499,7 +499,7 @@ machine, get to work, and write that twenty page paper." CR CR>
<RTRUE>)
(<VERB? QUIT VERSION BRIEF SUPER-BRIEF VERBOSE
$VERIFY RESTART SAVE RESTORE SCRIPT UNSCRIPT
- $RANDOM $COMMAND $RECORD $UNRECORD SCORE
+ $SOUND $RANDOM $COMMAND $RECORD $UNRECORD SCORE
TIME>
<RTRUE>)>>
diff --git a/prebeta.txt b/prebeta.txt
new file mode 100644
index 0000000..858f658
--- /dev/null
+++ b/prebeta.txt
@@ -0,0 +1,41 @@
+THE LURKING HORROR Pre-Beta
+
+1. The game is too big (127K already). I can do some text compression
+ and such, but... Anything to cut?
+ Possibilities:
+ * roof and even 3rd floor of Computer Center.
+ * One room of the dream sequence. etc.
+ (This sort of thing doesn't save much space, really)
+ Also doing some editing on particularly bloated text passages will
+ help.
+
+2. Some think the ending is anti-climactic after the mass is fried.
+ Particularly, throwing the stone is a "repeat" solution. I happen
+ to like it, personally. Any ideas for a different solution for this
+ puzzle (or, perhaps a different one for getting rid of the flying
+ monster).
+
+3. Is the elevator puzzle getting smoothed out enough? It is very
+ complex (means takes a lot of space). Some think it's too hard,
+ others too easy. Comments, please!
+ Points to consider:
+ * anything else that the chain should tie/hook to.
+ * is the padlock a good idea? i.e., should there be an easier
+ way to secure the chain to the rod?
+ * is having the chain in the elevator pit too much of a giveaway?
+
+4. Object locations. Any that are too obvious, too unobvious, etc?
+ Particularly, the floor wax and axe have been mentioned as too obviously
+ associated with the maintenance man.
+
+5. Story questions. Does it matter that there's really no full explanation
+ of what's going on? I don't think it does, and it would take up a lot
+ of space. I'm curious what YOU think is going on.
+
+6. Scoring. Currently you end up with over 100 points. I could cut the
+ points-per-puzzle to bring that down, or: anything you get points for
+ that you shouldn't?
+
+7. Vocabulary/Missing objects. What's most important? Bearing in mind the
+ size crunch, what needs to be added?
+ \ No newline at end of file
diff --git a/questions.txt b/questions.txt
new file mode 100644
index 0000000..d9c40d1
--- /dev/null
+++ b/questions.txt
@@ -0,0 +1,155 @@
+ BRING YOUR OWN BRAIN
+ INSTRUCTIONS
+
+The object of the game is for you and your team members to find the
+answer to the ultimate question of life, the universe ... no, that's a
+different game. In this one, you must answer all the questions, run the
+"Road Rally," recording the correct information, and figure out the
+right answer to the final, ultimate question...
+
+Your team members are everyone here whose name badge has the same color
+sticker as yours. Each team has a "rendezvous" table where an Infocom
+scorekeeper will be sitting. These tables are your headquarters.
+
+This game is in two parts. During the first part, you and your team
+members will try to answer fill-in-the-blank questions with information
+from the exhibits here in the Field Museum, and from the press
+conference. These answers will also fill in blanks in the instructions
+for the second part of the game.
+
+On the "Questions" page you might find:
+
+ Z. You are attending an event at the _________ Museum
+ of Natural History.
+
+The correct answer is "Field," which you would fill in in the space
+provided and on the "Road Rally" page where you see a "Z":
+
+ Walk to the (Q)_________ edge of the (Z)_________.
+
+The clues on the "Questions" page can almost all be answered without
+leaving the main floor of the Museum. Once you think you have the right
+answer to one of these, you may confirm it with the Infocom scorekeeper
+at your team's rendezvous table. In case of ties, incorrect guesses at
+this point will be count against you. Watch the scoreboard to see how
+your team is doing against the others!
+
+Our advice is to save time by splitting up into small groups to search
+for the answers to these clues, instead of working "en masse." Also,
+your Field Museum map (available at your table) will help you minimize
+effort during this part.
+
+Once the "Road Rally" page is filled in, you have all the clues you need
+to find the ultimate answer.
+
+Once you think you have the ultimate answer, bring it to the main scoring
+table (where the scoreboard is)!
+
+ GOOD LUCK, AND MAY THE BEST TEAM WIN!
+
+ BRING YOUR OWN BRAIN
+ QUESTIONS
+
+A. Infocom's newest introductory game, a mystery set in a castle in
+ Cornwall, is called ___________.
+
+B. In Leather Goddesses of Phobos, the major form of transport on Mars
+ is a royal ___________.
+
+C. Doorways set into the side of ___________ allow you to travel in time
+ in Infocom's new nightmare fantasy, Trinity.
+
+D. Standing under the entrance sign to the "Mammals of Asia" exhibit,
+ the largest ears in sight belong to a pair of ___________.
+
+E. The maximum weight of a whale shark is ___________ tons.
+
+F. The entrance to the Pawnee Earth Lodge is on its ___________ side.
+
+G. In the line defined by the totem poles, find the largest musical
+ instrument. The second word in the third line of its description is
+ ___________.
+
+H. Find a display case containing skeletons of the animal that tormented
+ Captain Hook. The third to last word in the first paragraph of this
+ exhibit's plaque is ___________.
+
+I. The largest mammalian skeleton in the museum is from an animal that
+ grows up to ____________ meters long.
+
+J. The exhibit hall donated by the late owner of MacDonalds is directly
+ over the _______________.
+
+K. The oldest Canadian in the main hall is a _____________.
+
+L. Find the roadrunner in the "Birds" exhibit. The third word in the
+ plaque above this case is ___________.
+
+M. Go to the northeasternmost exhibit on the main floor. If you
+ substitute a "U" for the second letter of the first word of the
+ first sentence of its description, you get the word ___________.
+
+N. A llama already carrying ten pounds could carry an additional
+ ___________ pounds.
+
+O. An Americal mammal is the largest carnivore alive. It stands
+ ___________ feet high at the shoulder.
+
+P. Near the African Buffalo display is a case containing an Okapi.
+ According to its description, the Okapi is the ___________ living
+ relative of the giraffe.
+
+Q. Standing at a point seven floor tiles south of the southernmost
+ point on the edge of the southernmost circular fountain in the
+ lobby, you must look ___________ to see the nearest banner.
+
+
+
+ ROAD RALLY
+
+Stand under the (F)___________ (G)___________ chandelier. Once you have
+(H)___________ the nearest stairs, proceed to something nearby that you
+might expect to see attached to a home computer.
+
+Standing under it, head toward the (P)___________ exit sign and keep going
+in a straight line until you reach a small glass structure. Standing in
+the center of the structure, look around until you see the (B)___________.
+
+WRITE DOWN THE EARLIEST YEAR MENTIONED ON THE PLAQUE (B.C): _________
+
+Standing (I)___________ feet behind the stern of the (B)___________,
+proceed until you reach the (J)____________.
+
+With your back to the (J)_______________ sign, go straight (ascending or
+descending as necessary) until you are surrounded by (O)___________
+columns, equidistant from you.
+
+Head towards the only fountain you can see. When you reach it, climb
+(Q)___________ the (P)___________ (M)___________ stairs.
+
+At the first landing, continue (Q)___________ in the same direction the
+lobby (K)___________ is facing. Stop when you are surrounded by the
+columns and the aboriginal guards.
+
+Instead, walk down the longest hall in sight for (E)___________ paces.
+Turn (N)___________ degrees and pass the Chinese artifacts. Walk as far
+as you can go in a straight line.
+
+
+Turn away from the @u[Welwitschia Mirabilis] and proceed until you are
+at the furthest of two displays of (C)___________.
+
+
+WRITE DOWN THE ITEM NUMBER OF THE "COMMON SPLIT GILL": _______________
+
+
+Retrace your steps until you reach a plexiglass case containing a floor
+map. Walk (L)___________ until you are overlooking the (D)___________.
+
+Look in that direction, between the homes of Everest and Fujiyama, until
+you spot an object from the cover of (A)___________. Go there.
+
+
+WRITE DOWN THE VERTICAL SCALE (1 INCH = ?? MILES): __________________
+
+ADD ALL THE DIGITS OF THE THREE NUMBERS YOU HAVE WRITTEN DOWN: ________
diff --git a/sounds.txt b/sounds.txt
new file mode 100644
index 0000000..eb3ed34
--- /dev/null
+++ b/sounds.txt
@@ -0,0 +1,24 @@
+
+sound ids (sounds marked with a * are looping sounds)
+
+S-BEEP 1
+S-BOOP 2
+S-DRONE 10 33K * drone of frob worshippers in dream
+S-BLOOD 3 50K axe hitting maintenance man
+S-HATCH 6 46K rusty hatch in tomb opening
+S-ATTACK 4 21K * rats attacking
+S-ELCRSH 7 60K elevator pulling wall out
+S-DIE 12 44K flier after stone thrown at it
+S-PSYCHO 13 57K * demon in alchemy lab getting prof
+S-MONSTR 18 50K * things in pit in altar area
+S-VOICE 15 52K * zombie urchins chanting
+S-ZOMBIE 17 39K * frob noises in inner lair
+S-SPARKY 11 40K electrical zap of high voltage line in water
+S-CRETIN 16 25K * frob frying with high voltage electricity
+S-CRACK 8 8K crack of stone
+S-GHIDRA 9 58K frob flapping away
+
+sounds cut for reasons of space
+
+S-SQUEAL 5 23K single rat
+S-STORMY 14 54K * storm
diff --git a/titles.txt b/titles.txt
new file mode 100644
index 0000000..1e629b8
--- /dev/null
+++ b/titles.txt
@@ -0,0 +1,22 @@
+The Lurking Frob
+The Lurking Evil
+The Lurking Terror
+The Lurking Horror
+The Lurking Thing
+The Lurking Death
+The Lurking Fear => used by HPL
+The Lurking Claw
+The Lurker Below
+The Lurker Beneath
+The Lurker in the Cold
+The Lurker in the Dark
+The Lurker at the Threshold => used by HPL
+The Lurker in Darkness => used by HPL?
+The Lurker from Outside
+The Lurker
+The Lurking => Hey, if King can have "The Shining"...
+
+Cold Grue
+Cold Death
+Cold Fear
+Cold Terror
diff --git a/verbs.str b/verbs.str
new file mode 100644
index 0000000..999cc44
--- /dev/null
+++ b/verbs.str
@@ -0,0 +1,370 @@
+
+" "
+" "
+" "
+" "
+" ****|
+|"
+" (other than you)"
+" / Serial number "
+" You awaken in a cold sweat."
+" and feel something."
+" around gives you a new perspective on it, but
+reveals no new information."
+" around."
+" as you attempt this feat."
+" between "
+" can be melted."
+" contains "
+" decide where."
+" directly."
+" do that yourself"
+" doesn't appear to want or need help."
+" doesn't work very well."
+" first"
+" first."
+" first?"
+" fly!"
+" get it first."
+" has it"
+" has no effect."
+" here."
+" in "
+" is "
+" is "
+" is adequate."
+" is already in "
+" is as quiet as a graveyard"
+" is closed."
+" is empty"
+" is empty."
+" is going to sprout."
+" is now "
+" is right here!"
+" is sleeping."
+" is suicidal."
+" is uninterested."
+" isn't broken."
+" isn't in "
+" isn't likely to respond."
+" isn't open."
+" it!"
+" leave "
+" might get dizzy."
+" move"
+" of a possible 100, in "
+" on "
+" onto "
+" out of "
+" refuses to let you search him."
+" reveals "
+" reveals nothing."
+" standing."
+" that!"
+" to "
+" to taste,
+only worse."
+" very much."
+" waits for you to say something."
+" will oblige."
+" with "
+" with "
+"!"
+"!"
+"!"
+"!"
+"'s right in front of you"
+"(Type RESTART, RESTORE, or QUIT):|
+>"
+"** Disk Failure **"
+", and are in "
+", especially in light of your exhaustion."
+", leaving you in the dark"
+"."
+"."
+"."
+"."
+"."
+"."
+". This puts you in the class (graded on the curve) of "
+": "
+"?"
+"?"
+"?|
+(Y is affirmative): >"
+"Aarrrgggghhhhh!"
+"All you can tell is that "
+"An appalling idea!"
+"An excellent question."
+"Aside from you, there's "
+"At first, you think \"Maybe it was all just a bad dream,\" but no such
+luck. It appears to be for real. That's too bad, although
+something gnawing on your fingertips thinks its pretty wonderful, or at
+least fairly tasty."
+"At the moment, "
+"Be real."
+"Beats me"
+"Biting"
+"Brief"
+"But "
+"But "
+"Cheery, aren't you?"
+"Closed."
+"Despite your friendly nature, "
+"Do you wish to leave the game"
+"Do you wish to restart"
+"Don't ever bother applying for a job as an armaments expert."
+"Don't get a sore neck."
+"Don't you think you should ask "
+"Done."
+"Driving "
+"Dropped."
+"Fiddling with"
+"He"
+"Here begins"
+"Here ends"
+"Hmmm ... "
+"Holding up"
+"How do you do that with "
+"How peculiar!"
+"How singularly useless."
+"How strange. Fighting "
+"Huh?"
+"Huh?"
+"I don't know how."
+"I don't think you scared "
+"I doubt that the \"cutting edge\" of "
+"I know the food here is terrible, but this is ridiculous!"
+"I think "
+"I think "
+"I wouldn't do that, "
+"I'm not sure that "
+"If you're really stuck, you can order maps and InvisiClues Hint
+Booklets using the order form that came in your package."
+"Inspection reveals that "
+"It"
+"It already is off."
+"It could be lurking right behind you"
+"It feels cold."
+"It looks "
+"It seems "
+"It smells just like "
+"It tastes "
+"It tastes exactly as you'd expect "
+"It's "
+"It's "
+"It's a little too heavy"
+"It's already here!"
+"It's closed."
+"It's here!"
+"It's impolite to point."
+"It's in "
+"It's locked."
+"It's not clear how."
+"It's not in anything."
+"It's not in that!"
+"It's not open."
+"It's unlikely that "
+"It's warm."
+"Kicking"
+"Lifting"
+"Lowering"
+"Maybe the urchin ripped it off"
+"Most people cook things in ovens."
+"Moving "
+"Nice try."
+"No one here seems interested in trading."
+"Nobody is awaiting your answer."
+"Nobody's home."
+"Not a chance."
+"Nothing interesting happens, except that a yellow smiling face appears
+in a small box next to the legend \"Sorry, Syntax Error. Hope you have a
+nice day anyway.\""
+"Nothing much happens, as the computer is powered off."
+"Okay, "
+"On "
+"On a vacation, no doubt?"
+"One should never assume it's safe to walk around in the dark.
+For example, something just grabbed you from behind and dragged you
+off to its lair."
+"Opened."
+"Opening "
+"Pay with what?"
+"Perhaps it isn't for sale."
+"Perhaps some magical assistance?"
+"Perhaps you should go to a bazaar."
+"Please use compass directions instead."
+"Pounding on a door is of little use."
+"Pushing"
+"Restarting."
+"Sometimes, during your future existence, you remember your old life.
+At these times, you wish you had died instead."
+"Somewhere nearby, I'm sure"
+"Strange concept, cutting "
+"Successful college graduates never say \"Hello\" to "
+"Super-brief"
+"THE LURKING HORROR|
+An Interactive Horror|
+Copyright (c) 1987 by Infocom, Inc. All rights reserved.|
+THE LURKING HORROR is a trademark of Infocom, Inc.|
+Release "
+"Talking to yourself?"
+"That hiding place is too obvious."
+"That was a rhetorical question."
+"That would be a good trick."
+"That would involve quite a contortion!"
+"That's not a person!"
+"The disk is correct."
+"The light is snuffed out"
+"There's no good surface on "
+"There's no noticeable smell here."
+"There's no place to hide here."
+"There's no point in shaking that."
+"There's no way to close "
+"There's nothing here to type on."
+"This has no effect."
+"Thrown."
+"Time passes..."
+"Tired?"
+"Trying to "
+"Trying to break"
+"Turning "
+"Unfortunately, you aren't really a qualified hacker."
+"Urchin"
+"Use prepositions instead: LOOK AT the object, LOOK INSIDE it,
+LOOK UNDER it, etc."
+"Using language like that was until recently grounds for probation!"
+"Verbose"
+"Verifying..."
+"Wasn't that fun?"
+"Waving"
+"What a boring idea."
+"What a grisly idea."
+"Whoosh!"
+"Why knock on "
+"Why would you send for "
+"Why?"
+"With "
+"Would you like to restart the game from the beginning, restore a saved
+game position, or end this session of the game?"
+"You already are."
+"You already have it."
+"You are "
+"You are "
+"You are empty-handed."
+"You aren't snake-like enough to get under "
+"You can't edit that."
+"You can't get to that!"
+"You can't plug that in."
+"You can't put "
+"You can't read in the dark."
+"You can't turn "
+"You can't unplug that."
+"You can't wedge open "
+"You cannot close that."
+"You dream of "
+"You have it"
+"You hear a very odd noise, sort of like breathing. It's hard to tell where
+it's coming from."
+"You hear nothing unsettling"
+"You may well wait quite a while."
+"You miss. (Now you know why few technical schools have football teams
+in the Rose Bowl.)"
+"You must address "
+"You must tell me how to do that to "
+"You reach into "
+"You see nothing special about "
+"You settle down to sleep, but you really aren't tired, so you
+thrash around for a while and then give up."
+"You should take "
+"You sleep uneventfully and awake refreshed."
+"You slip and slide on the wax. It's like walking on wet ice. You can
+barely keep upright, but it's worse for the maintenance man. His gait
+is so jerky and lurching that each time he tries to take a step he
+falls! His persistence is impressive, but in vain. You slip (literally)
+by before he can grab you."
+"You slip and slide on the wax. It's like walking on wet ice. You can
+barely keep upright, but you manage to lose your balance in just the
+right way to keep going."
+"You would surely freeze to death before you woke."
+"You'll never sharpen anything with that!"
+"You're already holding it!"
+"You're holding it. Are you planning to juggle it?"
+"You're holding too many things and can't quite get them all arranged
+to take it as well."
+"You're no longer wearing "
+"You're welcome, I guess."
+"You've been up for a long time, and it was starting to look like an
+all-nighter there for a while. Your tired brain could use the rest. You
+stretch out as best you can. Time passes as you toss and turn fitfully,
+sleeping only in snatches."
+"Your blazing gaze is insufficient."
+"Your load is too heavy"
+"Your reply is ignored."
+"Your score is "
+"Your taste is unusual."
+"attack"
+"behind "
+"being carried by"
+"carrying "
+"changed"
+"climb onto "
+"closed"
+"closed"
+"closed"
+"cross"
+"danger of freezing to death"
+"died"
+"do"
+"do"
+"drink"
+"early evening"
+"early morning"
+"erase"
+"erase the lettering from"
+"fill it with"
+"get into "
+"give "
+"go that way."
+"good health"
+"holding "
+"in"
+"in "
+"in anything."
+"it"
+"kill"
+"late afternoon"
+"late evening"
+"look inside"
+"make "
+"make out anything."
+"mid-day"
+"mid-morning"
+"move"
+"nothing"
+"on"
+"on your feet."
+"open"
+"open"
+"open"
+"open"
+"pick"
+"pour"
+"push things to"
+"put anything under"
+"s"
+"spin"
+"swim in"
+"take it; thus, you can't shake it!"
+"talk to"
+"that"
+"that"
+"that."
+"there"
+"there."
+"throw anything off"
+"wear"
+"wide awake"
+"your bare hands"
+"|
+| **** You have " \ No newline at end of file
diff --git a/verbs.zil b/verbs.zil
index bd88d90..e3a4ee9 100644
--- a/verbs.zil
+++ b/verbs.zil
@@ -198,6 +198,7 @@
S "Do you wish to ""leave the game">
<YES?>>
<NOT .ASK?>>
+ %<IFSOUND <KILL-SOUNDS>>
<QUIT>)
(T
<TELL ,OKAY>)>>
@@ -208,6 +209,7 @@ S "Do you wish to ""leave the game">
<TELL S "Do you wish to ""restart">
<COND (<YES?>
<TELL "Restarting." CR>
+ %<IFSOUND <KILL-SOUNDS>>
<RESTART>
<TELL ,FAILED>)>>
@@ -216,6 +218,7 @@ S "Do you wish to ""leave the game">
<GLOBAL FAILED "Failed.|">
<ROUTINE FINISH ()
+ %<IFSOUND <KILL-SOUNDS>>
<USL>
<CRLF>
%<DEBUG-CODE <TELL-C-INTS>>
@@ -249,14 +252,25 @@ game position, or end this session of the game?" CR>
(T
<RFALSE>)>>
-<ROUTINE V-RESTORE ()
- <COND (<RESTORE> <RTRUE>)
+<ROUTINE V-RESTORE ("AUX" X Y)
+ <SET X <GET ,SOUND-FLAG 0>>
+ %<IFSOUND <KILL-SOUNDS>>
+ <COND (<RESTORE>
+ <RTRUE>)
(T
+ %<IFSOUND <COND (<G? .X 1>
+ <SOUNDS </ .X 16>
+ ,S-START
+ <MOD .X 16>>)>>
<TELL ,FAILED>)>>
<ROUTINE V-SAVE ("AUX" X)
<PUTB ,OOPS-INBUF 1 0>
<SET X <SAVE>>
+ %<IFSOUND <COND (<G? <GET ,SOUND-FLAG 0> 1>
+ <SOUNDS </ <GET ,SOUND-FLAG 0> 16>
+ ,S-START
+ <MOD <GET ,SOUND-FLAG 0> 16>>)>>
<COND (<ZERO? .X>
<TELL ,FAILED>)
(ELSE
@@ -694,7 +708,7 @@ they are identical." CR>)
<ROUTINE PRE-GIVE ()
<COND (<AND <WINNER? ,PLAYER>
- <NOT <HELD? ,PRSO>>
+ <NOT <HELD? ,PRSO>>>
<TELL
,YOU-HAVE-TO "get it first." CR>)>>
@@ -1774,19 +1788,19 @@ to take it as well." CR>)>
;"subtitle movement"
-<CONSTANT REXIT 0>
-<CONSTANT UEXIT 1>
-<CONSTANT NEXIT 2>
-<CONSTANT FEXIT 3>
-<CONSTANT CEXIT 4>
-<CONSTANT DEXIT 5>
-
-<CONSTANT NEXITSTR 0>
-<CONSTANT FEXITFCN 0>
-<CONSTANT CEXITFLAG 1>
-<CONSTANT CEXITSTR 1>
-<CONSTANT DEXITOBJ 1>
-<CONSTANT DEXITSTR 1>
+;<CONSTANT REXIT 0>
+;<CONSTANT UEXIT 1>
+;<CONSTANT NEXIT 2>
+;<CONSTANT FEXIT 3>
+;<CONSTANT CEXIT 4>
+;<CONSTANT DEXIT 5>
+
+;<CONSTANT NEXITSTR 0>
+;<CONSTANT FEXITFCN 0>
+;<CONSTANT CEXITFLAG 1>
+;<CONSTANT CEXITSTR 1>
+;<CONSTANT DEXITOBJ 1>
+;<CONSTANT DEXITSTR 1>
;<ROUTINE LKP (ITM TBL "AUX" (CNT 0) (LEN <GET .TBL 0>))
<REPEAT ()
diff --git a/yuggoth.zil b/yuggoth.zil
index 793e95b..bd4e5bc 100644
--- a/yuggoth.zil
+++ b/yuggoth.zil
@@ -30,6 +30,10 @@ lifeless. A path descends into a shallow bowl of black basalt.")
<ROUTINE RANDOM-YUGGOTH-F (RARG)
<COND (<RARG? ENTER>
+ %<IFSOUND
+ <SOUNDS ,S-DRONE ,S-START
+ <COND (<HERE? ,YUGGOTH> 2)
+ (ELSE 4)>>>
<QUEUE I-YUGGOTH 2>)>>
<ROOM BOWL-ROOM
@@ -61,6 +65,8 @@ pushed against the pile by the crowd around you.")
<COND ;(<RARG? LOOK>
<TELL
CR>)
+ (<RARG? ENTER>
+ %<IFSOUND <SOUNDS ,S-DRONE ,S-START 6>>)
(<RARG? BEG>
<COND (<VERB? WALK>
<COND (<EQUAL? ,P-WALK-DIR ,P?UP>
@@ -149,13 +155,18 @@ is a symbol." CR>)
unwilling to approach the stone." CR>)
(<AND <HERE? ,INNER-LAIR>
<NOT <FSET? ,SMOOTH-STONE ,TOUCHBIT>>>
+ %<IFSOUND
+ <SOUNDS ,S-CRACK>>
<TELL
"You pick up the stone. It has a long jagged crack that almost breaks
it in half. As you pick it up, you feel it bump to one side. Then, as
you are holding it in your hand, something pushes its way out through
the crack, breaking the stone into two pieces. Something small, pale,
and damp blinks its watery eyes at you. It hisses, gaining strength,
-and spreads membranous wings. It takes to the air, at first clumsily, then
+and spreads membranous wings. ">
+ %<IFSOUND
+ <SOUNDS ,S-GHIDRA>>
+ <TELL "It takes to the air, at first clumsily, then
with increased assurance, and disappears into the gloom. One eerie
cry drifts back to where you stand." CR CR>
<TELL
@@ -204,9 +215,11 @@ retreats." CR>)
<ROUTINE OBJ-OFF-ROOF (OBJ)
<MOVE .OBJ ,COURTYARD>
+ %<IFSOUND <SOUNDS ,S-DIE ,S-INIT>>
<TELL
CTHE .OBJ " disappears over the south edge of the building">
<COND (<IN? ,FLIER ,HERE>
+ %<IFSOUND <SOUNDS ,S-DIE>>
<TELL ", and the creature ">
<COND (<EQUAL? .OBJ ,SMOOTH-STONE>
<SCORE-OBJECT ,FLIER>
@@ -244,6 +257,7 @@ CTHE .OBJ " disappears over the south edge of the building">
<CRLF>
<COND (<EQUAL? <SETG YUGGOTH-COUNT <+ ,YUGGOTH-COUNT 1>> 1>
<MOVE ,LURKER ,HERE>
+ %<IFSOUND <SOUNDS ,S-DRONE ,S-START 8>>
<TELL
"Suddenly, the dimness becomes darkness, and the crowd around you explodes
with excitement. You are jostled and shoved from all sides. A low keening
@@ -263,6 +277,7 @@ stoops, its mandibles grasping you. You are lifted towards its gaping
maw. The stench and the sounds issuing from it are overwhelming, and
you fall unconscious." CR CR>
<DEQUEUE I-LURKER-APPEARS>
+ %<IFSOUND <SOUNDS ,S-DRONE ,S-STOP>>
<COND (<IN? ,CHAIR ,TERMINAL-ROOM>
<MOVE ,CHAIR ,HERE>
<MOVE ,PLAYER ,CHAIR>)>