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centre.inf
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centre.inf
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!################# Research Centre Main Building Start
AutoDoor EntranceDoor "door"
with
found_in CabinHall2 Entrance;
Room Entrance "Entrance"
with
description "You are in the reception area of the centre. The \
receptionist is sitting in a box, mainly made of glass, placed \
at the northern wall. Doorways lead north, further into the \
building, and south, entering the cable car terminal.",
s_to EntranceDoor, n_to Corridor1,
singledest 'entrance',
before [;
Go:
if(noun==n_obj && Bow in player)
"Henkel won't allow you to bring the bow into the research centre.";
],
after [;
Go:
if(noun==n_obj) {
give EntranceDoor ~open;
print "^The door closes behind you.^";
}
],
has light;
Object -> RoomList "room list"
with name "room" "list",
description [;
print "The list reads:^^";
font off;
! Leibach, Hans 7^\
print "Name Office^\
---------------------^\
Fulham, John 9^\
Lumbis, Stefan 8^\
Neubaum, Petra 11^\
Schwartz, Thomas 12^\
Williams, Ronald 10^";
font on;
],
has static concealed;
Object -> ReceptionBox "reception box"
with
name "reception" "box" "glass" "desk",
description [;
print "The receptionist is sitting in front of a desk, in the \
glass box. There is a PC on the desk.";
if(NameTag in self)
print " Among the documents on the desk you spot a name tag.";
" A list has been attached to the glass on the outside.";
],
before [;
Open:
print_ret "The door to the box is clasped from the inside. ^^Henkel \
gives you a funny look.";
],
has transparent static concealed;
AutoComputer -> -> Pc1 with computer_name "Krill", user Henkel has on;
Object -> -> NameTag "name tag"
with
name "name" "tag" "nametag" "name-tag",
description "The name ~Hans Leibach~ is written on the name tag.",
before [;
Take, Remove, Touch:
if(self in ReceptionBox)
print_ret "You can see it, but the glass prevents you from touching ",
(the) self, ". Annoying, isn't it?";
],
has clothing;
Room Corridor1 "Corridor"
with
description "The green walls make a sober impression, as they stretch \
away to the east and west. The reception area can be re-entered to \
the south, and a door leads northwest.",
s_to Entrance, e_to Corridor2, w_to Corridor12, nw_to C1Door,
has light;
AutoDoor C1Door "lab door"
with
name "lab",
found_in Corridor1 SWLab;
Room SWLab "Southwest part of lab"
with
description "The room is dominated by a large, very complicated \
machine. Its front is covered with hundreds of glowing and flashing \
lights in all colours. Huge amounts of data are flickering by on \
the 40~ screen of the machine. A lot of chemical reactions seem to \
be in process in the bowls on the benches around you. Doorways lead \
south, east and north.",
s_to C1Door, e_to SELab, n_to NLab,
has light;
Object -> ComplicatedMachine "complicated machine"
with
name "machine" "complicated" "lights" "data" "screen",
description
"It's hard to guess what the machine could be used for.",
before [;
Examine: rfalse;
default:
"The machine looks almost dangerous. \
You'd better leave it alone.";
],
has scenery;
Object -> Experiments "chemical experiments"
with
name "chemical" "chemicals" "reactions" "bowls" "benches" "bench",
article "some",
description "All the chemical reactions reminds you of \
~The Mad Scientist's Laboratory~ in bad movies.",
before [;
Examine: rfalse;
default: "Handling unknown chemicals can be dangerous. \
You'd better leave them alone.";
],
has scenery;
Room SELab "Southeast part of lab"
with
description "You are in a highly insignificant part of the CART \
laboratory. A couple of hundreds of books are scattered about on \
the different shelves, tables and desks around the room. There is a \
door providing an exit to the east, and doorways leading north and \
west.",
e_to C4WDoor, w_to SWLab, n_to NLab,
has light;
Object -> ResearchMaterial "research material"
with
name "book" "books" "shelves" "tables" "desks"
"research" "material",
article "some",
description
"The books are too complicated for you to understand.",
before [;
Examine: rfalse;
default:
"Leave the books alone. \
You can't understand the contents anyway.";
],
has scenery;
Room NLab "Northern part of lab area"
with
description [;
print "Long benches, filled with various research equipment, \
line the walls, abrupted only by three doorways, leading north, \
into the corridor, southwest and southeast. There is a table in \
the middle of the room";
if(LabTableLamp has on) ". The warm light of a table lamp brightens up the lab.";
", with a lamp on it.";
],
singledest 'lab',
n_to C7Door, sw_to SWLab, se_to SELab,
has light;
Object -> ResearchEquipment "research equipment"
with
name "long" "benches" "bench" "various" "research" "equipment",
article "some",
description
"The research equipment looks brand new. Too bad \
that you don't know how to use it.",
has scenery;
ScenerySupporter -> LabTable "table"
with
name "sturdy" "table" "desk",
description "It's a sturdy table, probably put here to be used as a desk.",
before [; Take, Remove:
"It's a tad big for that.";
],
has enterable;
Object -> LabTableLamp "table lamp"
with
name "table" "lamp",
parse_name [; return NastyName(self); ],
description "It's a regular table lamp, common in workplaces around the globe.",
! initial [;
! if(self has on) "The warm light of a table lamp brightens up the lab.";
! rfalse;
! ],
! when_on "The warm light of a table lamp brightens up the lab.",
! when_off [;rtrue;],
before [; Take, Remove:
"Seems like it's been glued to the table. It's not going anywhere the table isn't.";
],
has switchable on concealed;
Room Corridor2 "Corridor"
with
description "You are in a brightly lit part of a corridor, leading \
east and west and through a door to the south.",
w_to Corridor1, e_to Corridor3, s_to C2Door,
has light;
AutoDoor C2Door "office door"
with
name "office",
found_in Corridor2 Office1,
description [;
if(location==Corridor2 || self has open)
"There is a sign on the door which reads \
~12: SECURITY SECTION: T. Schwartz~";
"It's an ordinary wooden door.";
];
Room Office1 "Surveillance Room"
with
description "You have entered a surveillance room with a somewhat \
spartan interior. A desk fixed to the wall, and an arm-chair fixed \
to the floor are the only noticeable furnishing. Sitting in a rack \
set in the southern wall is a video tape recorder and a video monitor.",
doubledest 'surveillance' 'room',
namedest "Surveillance Room",
n_to C2Door,
has light;
AutoDesk -> Desk1 "oak desk"
with
before [;
Examine:
if(ToDoList has concealed) {
give ToDoList ~concealed;
"There's a paper lying on the desk. It looks like a to do list.";
}
Take, Remove, Pull, Push, Turn: "It is fixed to the wall, as in not going anywhere.";
];
AutoComputer -> -> Pc6 with user Schwartz, computer_name "Smaug", has on;
Burnable -> -> ToDoList "to do list"
with name "paper" "to" "do" "todo" "to-do" "list" "todolist" "do-list" "to-do-list" "todo-list",
description "The list contains the following items:^^
V Give code to Dr. Williams^
V Give code to John^
V Give code to Petra^
V Give code to Stefan^
V Email instructions on how to change code^
- Find best prices on handguns on the web^
- Email security regulations regarding beta radiant objects^
- Call mom",
has concealed;
Object -> Chair1 "arm-chair"
with name "chair" "armchair" "arm" "arm-chair",
article "an",
before [;
Take, Remove, Pull, Push, Turn: "It is fixed to the floor, as in not going anywhere.";
],
has scenery enterable supporter;
Object -> Monitor "video monitor"
with
name "video" "monitor" "screen",
parse_name [; return(NastyName(self)); ],
description [;
if(Video.mode==0)
"The monitor is an inferno of black and white dots.";
else if(Video.mode==1 && Video.where==1)
"There is a film on the monitor, showing certain activities \
grown-ups do with the curtains shut.";
"On the monitor you can see a corridor ending with a door. \
Mounted on the wall next to the door is a keypad with a display.";
],
describe [; rtrue; ],
has static;
Object -> Video "video cassette recorder"
with
name "cassette" "tape" "recorder" "video" "vcr" "standard",
parse_name [ oldwn cass canparse;
oldwn=wn;
canparse=NastyName(self,2);
wn=oldwn;
if(canparse) {
cass=VideoTape.parse_name();
if(cass>=canparse)
cass=0;
else
cass=canparse;
}
else
cass=0;
return cass;
],
mode 2, ! 0 off, 1 play, 2 record
where 1, ! where on the tape
description [;
print "It's a standard video cassette recorder which is \
connected to a surveillance system. On its front \
there are five buttons: \
RECORD, STOP, REWIND, PLAY and FORWARD.^^\
The video recorder is currently ";
switch(self.mode) {
0: "stopped.";
1: "in play-back mode.";
2: "in record mode.";
}
],
before [;
Open:
"Not a good idea. The video is sealed and any attempt to \
eject the cassette will easily be discovered.";
Take, Remove:
print_ret
"You can't move ", (the) Video, ". It's an integrated \
part of the monitor and the alarm system.";
],
has transparent static scenery;
Object -> -> VideoTape "video tape"
with
name "video" "cassette" "tape",
parse_name [; return(NastyName(self)); ],
description [;
print "The label visible through the glass says ~Babes in chains~. ";
if(Video.mode)
"The tape is running.";
else
"The tape isn't runing.";
],
before [;
Examine:;
default:
"Better not tamper with it. Schwartz wouldn't be too happy.";
],
has concealed scenery;
Object -> -> VideoPlay "play button"
with
name "play" "button",
before [; Push:
if(Video.mode==1) "It is already in play-back mode.";
if(Video.where==2) "You press play but nothing happens.";
if(Video.where==0) Achieved(12);
Video.mode=1; "Done.";
Take, Remove: "You curse the manufacturer for doing such a good job of \
attaching the buttons to the VCR.";
],
describe [; rtrue; ];
Object -> -> VideoStop "stop button"
with
name "stop" "button",
before [; Push:
if(Video.mode==0) "The tape isn't running.";
Video.mode=0; "Done.";
Take, Remove: "You curse the manufacturer for doing such a good job of \
attaching the buttons to the VCR.";
],
describe [; rtrue; ];
Object -> -> VideoRecord "record button"
with
name "record" "button",
before [; Push:
if(Video.mode==2) "It is already recording.";
if(Video.where==2) "You press record but nothing happens.";
Video.mode=2; "Done.";
Take, Remove: "You curse the manufacturer for doing such a good job of \
attaching the buttons to the VCR.";
],
describe [; rtrue; ];
Object -> -> VideoRewind "rewind button"
with
name "rewind" "button",
before [; Push:
Video.mode=0;
print "You press rewind";
switch(Video.where--) {
0:
Video.where++;
" but nothing happens.";
1:
" and wait until it reaches the beginning of the tape.";
2:
". The VCR stops when it reaches the point where it was \
interrupted while recording.";
}
Take, Remove: "You curse the manufacturer for doing such a good job of \
attaching the buttons to the VCR.";
],
describe [; rtrue; ];
Object -> -> VideoForward "fast forward button"
with
name "fast" "forward" "button",
before [; Push:
Video.mode=0;
print "You press fast forward";
switch(Video.where++) {
0:
". The VCR stops when it reaches the point where it was \
interrupted while recording.";
1:
" and wait until it reaches the end of the tape.";
2:
Video.where--;
" but nothing happens.";
}
Take, Remove: "You curse the manufacturer for doing such a good job of \
attaching the buttons to the VCR.";
],
describe [; rtrue; ];
Room Corridor3 "Corridor"
with
description "The corridor, coming from the west, makes a 90 degree \
bend, and continues to the north. Doors are set in the southern and \
eastern walls.",
w_to Corridor2, n_to Corridor4, s_to C3SDoor, e_to C3EDoor,
has light;
AutoDoor C3SDoor "office door"
with
name "office",
found_in Corridor3 PetrasOffice,
description [;
if(location==Corridor3 || self has open)
"There is a sign on the door which reads \
~11: P. Neubaum~";
"It's an ordinary wooden door.";
];
AutoDoor C3EDoor "office door"
with
name "office",
found_in Corridor3 WilliamsOffice,
description [;
if(location==Corridor3 || self has open)
"There is a sign on the door which reads \
~10: R. Williams~";
"It's an ordinary wooden door.";
];
Room PetrasOffice "Petra's Office"
with
description "You are in a small, but comfortable, office. In the \
middle of the room, a large oak desk can be seen, and behind it, a \
chair. All decorations are strictly work related, except a large \
photo of a dog, standing on the desk.",
doubledest 'petras' 'office',
namedest "Petra's Office",
n_to C3SDoor,
has light;
AutoDesk -> Desk2 "oak desk";
AutoComputer -> -> Pc2 with computer_name "Dunbar";
Object -> -> DogPhoto "photo"
with
name "dog" "photo" "photograph" "image" "picture" "of" "a" "doberman",
description "It's a picture of a Doberman, and it seems to have been \
taken during training. The dog is leaping over a barbed wire fence, \
while pursuing a scared-looking man wearing thick coveralls. The \
quality of the photo is definitely \
professional, even if you quietly question the decision to apply a \
soft filter to it. Together with the heart-shaped framing it \
almost gets too much.",
before [;
Examine, Search: ;
default:
"It's not your dog. Petra probably derives a lot more joy from it \
than you ever could.";
],
has scenery;
Object -> Chair2 "chair"
with name "chair" has scenery enterable supporter;
Room WilliamsOffice "Dr. Williams' Office"
with
description "You are in a small, but comfortable, office. In the \
middle of the room, a large oak desk can be seen, and behind it, a \
chair.",
doubledest 'williams' 'office',
namedest "Dr. Williams' Office",
w_to C3EDoor,
has light;
AutoDesk -> Desk3 "oak desk"
with
before [;
Enter, Open, Unlock:
if(TestScope(Williams))
"Williams wouldn't appreciate that.";
];
AutoComputer -> -> Pc3 with computer_name "Zaphod", user Williams, has on;
Object -> Chair3 "chair"
with name "chair",
before [;
Enter:
if(TestScope(Williams))
"By sitting on Dr. Williams' lap, I suppose?";
Receive:
if(TestScope(Williams))
"Perhaps Dr. Williams would mind, as he was there first?";
],
has scenery enterable supporter;
Burnable SignedPaper "security regulations document"
with
name "burning" "security" "regulations" "document" "paper",
description [;
give self general;
"This document covers the centre's security regulations. \
Among these you find some information of interest. All \
employees have free access to the area except for the \
old castle ruin nearby, which hasn't been properly cleared \
of live ammunition since the war, and therefore has been \
declared off-limit by the local government.^^\
The most sensitive work seems to be taking \
place in the basement's security lab and no person can \
enter it alone, since all the researchers must enter their \
personal codes at the same time to open the door.^^\
It is also said that security matters are handled by \
Mr Schwartz, whom you should contact if you see anything \
suspicious.";
];
Bottle WhiskyBottle "brown bottle"
with
name "bottle" "brown",
description [;
print "The label says it's a 12 year old single malt whisky. ";
self.write_contents(true);
"";
],
liquidspace 7;
Room Corridor4 "Corridor"
with
description "Two doors facing each other are set, respectively, \
in the eastern and western walls, and the corridor stretches off \
to the north and south.",
s_to Corridor3, n_to Corridor5, w_to C4WDoor, e_to C4EDoor,
has light;
AutoDoor C4EDoor "office door"
with
article "an",
name "office",
found_in Corridor4 JohnsOffice,
description [;
if(location==Corridor4 || self has open)
"There is a sign on the door which reads \
~9: J. Fulham~";
"It's an ordinary wooden door.";
];
AutoDoor C4WDoor "lab door"
with
name "lab",
found_in Corridor4 SELab;
Room JohnsOffice "John's Office"
with
description "You are in a small, but comfortable, office. In the \
middle of the room, a large oak desk can be seen, and behind it, a \
chair. Last year's christmas decorations are still standing on the \
window sill. How the office looks doesn't seem to be John's top \
priority in life.",
doubledest 'johns' 'office',
namedest "John's Office",
w_to C4EDoor,
has light;
Object -> ChristmasDecorations "christmas decorations"
with
name "christmas" "decorations" "window" "sill" "elvis" "buddha"
"shiva" "jesus" "nativity" "scene",
description "Seems like a carefully planned mish mash of different \
symbols. A sense of humour, or perhaps a serious thought about not \
leaving anyone out in the cold, must be the reason for letting \
Buddha and Shiva guard the newborn Jesus in the nativity scene. \
Elvis seems to be offering Jesus his guitar.",
before [;
Examine, Search: ;
default:
"Better just leave it where it is. A plastic Jesus won't open \
any doors for you.";
],
has scenery;
AutoDesk -> JohnsDesk "desk";
AutoComputer -> -> Pc4 with computer_name "Floyd";
Object -> JohnsChair "chair"
with name "chair"
has scenery enterable supporter;
Room Corridor5 "Corridor"
with
description "A rather ordinary door is set in the eastern wall. The \
corridor extends to the north and south.",
s_to Corridor4, n_to Corridor6, e_to LockedOfficeDoor,
has light;
Object -> SmokeDetector "smoke detector"
with
name "smoke" "detector",
number 0,
initial "There is a smoke detector mounted in the ceiling.",
description "The detector is mounted in the ceiling.",
before [;
Examine: rfalse;
ThrownAt:
move noun to parent(self);
print_ret (The) noun, " hits ", (the) self,
" and falls to the floor.";
default: "The smoke detector is out of reach.";
],
each_turn [x p;
if(self has general) "^You can hear sharp alarm signals.";
if(Schwartz notin Office1)
"^A flickering green light on the smoke detector informs you \
that it is temporarily disabled.";
p=parent(self);
objectloop(x ofclass Burnable) {
if(superparent(x)==p && x.burning) {
give self general;
print "^As the smoke from ", (the) x, " reaches ",
(the) SmokeDetector, " it starts working like \
intended. Sharp alarm signals, whose intensity strike \
you with amazement, fill the air.^";
}
}
],
has static;
Room LockedOffice "Stefan Lumbis' Office"
with
description "You are in a small, but comfortable, office. In the \
middle of the room, a large oak desk can be seen, and behind it, a \
chair.",
doubledest 'lumbis' 'office',
namedest "Stefan Lumbis' Office",
w_to LockedOfficeDoor,
has light;
Object -> LockedOfficeChair "chair"
with name "chair" has scenery enterable supporter;
AutoDesk -> LockedOfficeDesk "desk"
with
before [;
Examine, Search:
move WastePaperBasket to parent(self);
"The desk is made of oak or something similar. Panels cover all sides \
but the one where you are supposed to sit. There is a waste-paper \
basket under it.";
LookUnder:
move WastePaperBasket to parent(self);
"You find a waste-paper basket.";
];
AutoComputer -> -> Pc5 with computer_name "Dimwit";
Object WastePaperbasket "waste-paper basket"
with name "waste-paper" "basket" "black" "thin" "metal" "made" "of",
description [;
print "The basket is black and made of thin metal";
if(child(self)) {
print ". It contains ";
WriteListFrom(child(self), ENGLISH_BIT+RECURSE_BIT);
}
".";
],
before [;
Examine, Search, LetGo, Receive:;
Take, Remove:
"I'm sure they'll give you one of your own if you need it.";
default:
"There's not much point in tampering with it, really.";
],
has container open;
Burnable -> SecretPaper "tainted paper"
with
name "burning" "tainted" "paper",
description [;
Achieved(3);
print_ret "The only thing written on it is the number ",
ElectronicLock.&codes-->0,".";
];
AutoDoor LockedOfficeDoor "office door"
with
name "office",
description [;
if(location==Corridor5 || self has open)
print "A sign on the door says ~8: S. Lumbis~ ";
if(self has locked)
"There is some space between the door and the doorframe. \
On closer examination you spot the latch bolt deep inside \
the chink.";
"The door is no longer locked. Looks like it will stay that way.";
],
before [;
Open: Puzzles.PuzzleSeen(LockedOfficePuzzle);
Lock:
if(self hasnt lockable)
"I'm afraid you have wrecked the lock. You can't lock it again.";
],
found_in Corridor5 LockedOffice,
with_key 0,
has lockable locked transparent;
Object -> DoorChink "door chink"
with
name "door" "chink" "space",
parse_name [; return NastyName(self); ],
description [;
if(LockedOfficeDoor hasnt open) {
if(LockedOfficeDoor has locked)
"You can spot the latch bolt in the door chink.";
"The latch bolt seems to have been permanently retracted.";
}
"A door chink ceases to exist when the door opens.";
],
before [;
Search: <<Examine self>>;
Receive:
<<PullWith LatchBolt noun>>;
],
has static concealed transparent;
Object -> -> LatchBolt "latch bolt of the door lock"
with
name "latch" "bolt",
description [;
if(LockedOfficeDoor has locked)
"You can only see that it's there in the door chink.";
"It seems that you have managed to retract the latch bolt into \
the door permanently. The lock isn't working.";
],
before [;
if(LockedOfficeDoor hasnt locked &&
action~=##Examine && action~=##Search) {
"The lock has ceased to function. No need to tamper with \
it anymore.";
}
Examine, Search:;
PullWith:
if(second==Knife) <<Insert Knife DoorChink>>;
if(second==SignedPaper or NameTag or Note or SmallNote)
"You manage to get ",(the) second," in there, but when pushed \
against the bolt it just bends.";
"It's too thick to fit into the door chink.";
Pull,Push,Remove,Turn:
"You can't reach the bolt, only spot it through the door chink.";
default:
"There isn't that much you can do with the bolt really. It's buried \
deep within the door chink.";
],
has static concealed;
Room Corridor6 "Corridor"
with
description "The corridor leads south and west, while a door lies to \
the east.",
s_to Corridor5, w_to Corridor7, e_to C6Door,
has light;
AutoDoor C6Door "office door"
with
name "office door",
found_in Corridor6 Office5,
description [;
if(location==Corridor6 || self has open)
"There is a sign on the door which reads ~7: H. Leibach~";
"It's an ordinary wooden door.";
];
Room Office5 "Office"
with
description "Obviously, this is an office. A desk and a chair are \
standing in the back of the room, and empty bookshelves line the \
walls. No one seems to use it at present. It hasn't been deserted \
for very long, though, because there is not any noticeable dust \
anywhere. The door leads west, out into the corridor.",
doubledest 'my' 'office',
namedest "Your Office",
w_to C6Door,
has light;
Object -> Office5Chair "chair"
with name "chair" has scenery enterable supporter;
AutoDesk -> Office5Desk "desk";
Object -> Office5Shelves "bookshelf"
with name "empty" "bookshelf" "bookshelves",has scenery supporter;
Room Corridor7 "Corridor"
with
description "The corridor heads off to the east, west and north, \
while a door leads south.",
e_to Corridor6, w_to Corridor8, s_to C7Door, n_to ExitArea,
has light;
AutoDoor C7Door "lab door"
with
name "lab",
found_in Corridor7 NLab;
Room ExitArea "Exit"
with
description
"The corridor, entering from the south, ends at a heavy \
door made of steel. Judging from the temperature, being somewhat \
lower here than in the rest of the building, you jump to the \
conclusion that the door could lead out into the cold \
(or into a giant freezer, perhaps...)",
singledest 'exit',
after [;
Go:
if(noun==s_obj) {
give BackDoor ~open;
print "^The door closes behind you.^";
}
],
s_to Corridor7, n_to BackDoor,
has light;
AutoDoor BackDoor "steel door"
with
name "back" "backdoor" "massive" "steel" "heavy",
description [;
if((self) has open)
"A massive steel door. Putting your hand on it reveals that \
it is quite cold. It is currently open.";
else
"A massive steel door. Putting your hand on it reveals that \
it is quite cold. It is currently closed.";
],
found_in ExitArea Yard1;
Room Corridor8 "Corridor"
with
description "This is a piece of corridor running in east-west direction. \
A cold draught of air coming from the east makes it a bit chilly. A \
metal door is set in the south wall.",
e_to Corridor7, w_to Corridor9, s_to HighStairsDoor,
before [;
Jump: "You still can't reach the smoke detector.";
],
after [;
Go:
if(noun==n_obj) {
give HighStairsDoor ~open;
print "^The door closes behind you.^";
}
],
has light;
Room Stairs "Flight of steps"
with
description "You are on a flight of concrete steps, leading down to a \
green metal door to the south and up to a similar door to the north.",
after [;
Go:
give HighStairsDoor ~open;
give LowStairsDoor ~open;
print "^The door closes behind you.^";
],
! doubledest 'flight' 'steps',
! singledest 'stairs',
! namedest "The Stairs to the Cellar",
s_to LowStairsDoor, d_to LowStairsDoor,
n_to HighStairsDoor, u_to HighStairsDoor;
AutoDoor HighStairsDoor "metal door"
with
parse_name [ i m;
while(((m=NextWordStopped())~=-1) &&
((m=='sturdy' or 'metal' or 'door' or 'cheerful' or 'green') ||
((location==Corridor8) && (m=='south' or 'southern' or 's')) ||
((location==Stairs) && (m=='north' or 'northern' or 'n' or
'high' or 'higher' or
'up' or 'upper' or 'u'))))
i++;
return i;
],
description "It is a sturdy metal door, painted in a cheerful green \
colour.",
found_in Corridor8 Stairs;
AutoDoor LowStairsDoor "metal door"
with
parse_name [ i m last;
while(((m=NextWordStopped())~=-1) &&
((m=='sturdy' or 'metal' or 'door' or 'cheerful' or 'green') ||
((location==CCorridorII) && (m=='north' or 'northern' or 'n' or
'emergency' or 'exit')) ||
((location==Stairs) && (m=='south' or 'southern' or 's' or
'low' or 'lower' or 'down' or 'd')))) {
last=m;
i++;
}
if(last=='door' && i==1)
return 0;
return i;
],
description [;
print "It is a sturdy metal door, painted in a cheerful green \
colour.";
if(location==CCorridorII)
" A small sign on the door says ~Emergency exit~.";
"";
],
found_in CCorridorII Stairs;
Room Corridor9 "Corridor"
with
description "At this point, the corridor bends to the east and \
south. A doorway leads west into a library.",
e_to Corridor8, s_to Corridor10, w_to LibraryDoor,
has light;
AutoDoor LibraryDoor "door" with found_in Corridor9 Library;
Room Library "Library"
with
description "This library is one of the biggest rooms in the building. \
High bookshelves line all the walls while others divide the floor into \
narrow strips running between the eastern and westen walls. \
In the free area next to the door, there is a table and a chair.",
singledest 'library',
e_to LibraryDoor,
has light;
Object -> LibraryBooks "books"
with
article "the",
name "books" "book",
description "There are hundreds of books here, mainly on engineering and science.",
before [;
Take, Remove, Borrow:
"The books are mainly on techical matters, which \
you don't have time to delve into.";
],
has static concealed;
Object -> LibraryLewdBooks "lewd books"
with
article "the",
name "books" "book" "lewd",
parse_name [; return NastyName(self, 2); ],
before [;
if(self has general)
"You have more serious things at hand than looking for lewd books.";
give self general;
"If there are any lewd books at all, they are on the shelves out of reach.";
],
has static concealed;
Object -> LibraryShelves "bookshelves"
with
article "some",
name "shelf" "shelves" "bookshelf" "bookshelves" "high",
description "The bookshelves go from the floor and almost all the \
way up to the ceiling. You presume that the shelves that are out of \
reach are used for lewd books.",
before [;
Receive:
"This is a library, not a rubbish dump. Please get rid of your \
unwanted possessions elsewhere.";
Turn, Push:
if(self hasnt general) {
give self general;
"The bookshelf gives way! As you increase the pressure, it slowly \
disappears into the wall. No, wait, it was just a few books that \