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📁 <B>Digital的Unix操作系统VAX 4.2源码</B>
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NOUN keys (town4);keys(WEIGH) = 2;keys(LDESC) = ($say "There's a set of keys here.\n");keys(SDESC) = ($say "a set of keys");NOUN toolbox (farm5);toolbox(WEIGH) = CAPAC;toolbox(HOLDS) = 50;toolbox(OPENS) = TRUE;toolbox(LOCKS) = TRUE;toolbox(LOCKD) = TRUE;toolbox(LIGHT) = TRUE;toolbox(LDESC) = (($eq ($loc .ME) toolbox):			($say"You are in a huge wooden structure, towering up at least 80 feetabove your head, with wooden walls formed of immense 10-foot by 50-footboards.  Everything here, even the grains of dust which cover the woodenfloor, seems immense.  ")			(($prop toolbox OPEN):				($say		      "Above your head, the top of the structure is open,and sunlight streams in.\n")		:               ($say		     "The structure is closed at the top, butenough light comes in from between the boards to enable you to see.\n")			)	: {else} ($say					       "  Againstthe house is a heavy ")		(($prop toolbox OPEN):			($say "toolbox with the lid open.\n")	{               (($cont toolbox) :				($say "In the toolbox, you see:\n")				($setp toolbox CONTS TRUE)				(Slook 1 ($cont toolbox))				($setp toolbox CONTS FALSE)			)}		:{else} (($prop toolbox LOCKD) :				($say "toolbox with a rusty lock, paintedwith an insignia composed of blue and green squares, joined attheir corners.\n") :				($say "toolbox, the lid of which is ajar.\n")			)		)	);toolbox(SDESC) =		(($eq ($loc .ME) toolbox):			($say   "Inside huge box.\n")		:{else} ($say "a toolbox"));toolbox(ACTION) =	(($eq ($loc .ME) toolbox) :		(($or ($eq ($verb) drop)		      ($eq ($verb) throw)):			($say "You just lost ")(($sdisc ($dobj)))			($say " in a crack between the wooden floorboards!\n")			($move ($dobj) .ALL)		)		($miss cg cg cg cg cg cg cg cg cg cg)	{else} :		(($eq ($verb) lock):		    (Lockup toolbox keys "The toolbox seals with a CLICK!\n"))		(($eq ($verb) unlock):		    (Ulock toolbox keys"One of the keys fits!  The toolbox can be opened now.\n")		)	);NOUN signpost(roadx);signpost(RDLOC)=10;signpost(WEIGH)=CAPAC;signpostd(LDESC)=($say "There is a signpost by the side of the road.\n");signpostd(SDESC)=($say "a signpost");signpost(ACTION) = (($eq ($verb) read):			($say"Pointing east, it says: 'Unuchevala: 10 miles'\n")			($exit 1)		    );NOUN globe(toolbox);globe(WEIGH) = 20;globe(LDESC) = (($prop globe LIGHT):			($say "A globe of stone glows brightly here.\n")		{else}:		  ($say "There is a strange globe of polished stone here.\n")		);globe(SDESC) = (($prop globe LIGHT): ($say "a glowing globe of stone")				   :  ($say "a stone globe"));globe(ACTION) = (($eq ($verb) rub):		    (($prop globe LIGHT):			($say "The light from the stone globe fades away.\n")			($setp globe LIGHT FALSE)		   {else}:			($say "The stone globe glows brightly!\n")			($setp globe LIGHT TRUE)		    )		    ($setg LOOKP TRUE)		    ($exit 1)		)		;NOUN crowbar (town3);crowbar(WEIGH) = 100;crowbar(LDESC) = ($say "There is a long crowbar here.\n");crowbar(SDESC) = ($say "a crowbar");crydie =			($say"What POWER!  The magic crystal releases a flood of energy ina split-second!  Unfortunately, you were a little close...\n")			(die);     { Dragon Stuff }	AWAKE=MISC1;NOUN dragon (cel06);ADJECTIVE red,green,blue,clear;white=clear;NOUN green crystal(cel07);NOUN red crystal(cel08);NOUN blue crystal(cel10);NOUN clear crystal(cel09);{NOUN diamond  { = clear crystal;{NOUN sapphire{=  blue crystal;{NOUN ruby (cel08){= red crystal;{NOUN emerald (cel07){= green crystal;}green crystal(WEIGH)=15;green crystal(POINT)=25;green crystal(LDESC) = ($say "There is a beautiful green crystal here!\n");green crystal(SDESC) = ($say "a green crystal");green crystal(ACTION) =	(($eq ($verb) take):	       (($eq ($loc .ME) cel07):			(($not ($prop dragon AWAKE)):				($say "You hear a stirring in the Ice Cavern.\n")				($setg Tempr ($plus @Tempr 2))				($setp dragon AWAKE TRUE)				($setp cel06 VISIT FALSE)			:{else} ($setg Tempr 0)			)		)	)	(($eq ($verb) drop):	       (($eq ($loc .ME) cel07):			($setg Tempr ($minus @Tempr 2))			(($le @Tempr 0) :				($setp dragon AWAKE FALSE)				($say"You hear a deep  Y A W N  from the Cavern.\n"))			($setp cel06 VISIT FALSE)		)	)	(($eq ($verb) touch):		(($eq ($dobj) [red crystal]) :			($say "The red and green crystals flare briefly!\n")			(Grow)			($move .ME cel01)			($setg LOOKP TRUE)			($exit 1)		)		(($eq ($dobj) [blue crystal]) :			($say "The blue and green crystals flare briefly!\n")			($move .ME toolbox)			(Shrink)			($setg LOOKP TRUE)			($exit 1)		)	)	(($eq ($verb) break):		(($eq ($dobj) [green crystal]):			(crydie)		)	);ROUTINE CRout;WORKD = MISC1;			{ Has Clear crystal shed its light? }red crystal(WEIGH)=15;red crystal(POINT)=25;red crystal(LDESC) = ($say "There is a beautiful red crystal here!\n");red crystal(SDESC) = ($say "a red crystal");red crystal(ACTION) =	(($eq ($verb) touch):		(($eq ($dobj) [clear crystal]) :		    (($not ($prop [clear crystal] WORKD)):			($say "The red and clear crystals flare briefly!\n")			($setp [clear crystal] WORKD TRUE)			($setp [clear crystal] LIGHT TRUE)			($say"The clear crystal blazes forth with a magical incandescence brilliantenough to penetrate even the deepest darkness!!\n\n")			($sfus CRout 4)			($setg LOOKP TRUE)			($exit 1)	     {else} :			($say"The clear crystal seems curiously inert now.\n")			($exit 1)		    )		)		(($eq ($dobj) [green crystal]) :			($say "The red and green crystals flare briefly!\n")			(Grow)			($move .ME cel01)			($setg LOOKP TRUE)			($exit 1)		)	)	(($eq ($verb) break):		(($eq ($dobj) [red crystal]):			(crydie)		)	);blue crystal(WEIGH)=15;blue crystal(POINT)=25;blue crystal(LDESC) = ($say "There is a beautiful blue crystal here!\n");blue crystal(SDESC) = ($say "a blue crystal");blue crystal(ACTION) =	(($eq ($verb) touch):		(($eq ($dobj) [red crystal]) :			($say "The red and blue crystals flare briefly!\n")			($exit 1)		)		(($eq ($dobj) [green crystal]) :			($say "The blue and green crystals flare briefly!\n")			($move .ME toolbox)			(Shrink)			($setg LOOKP TRUE)			($exit 1)		)	)	(($eq ($verb) break):		(($eq ($dobj) [blue crystal]):			(crydie)		)	);CRout = ($say "The glowing magical crystal seems to have gone dark.\n> ")	($setp [clear crystal] LIGHT FALSE)	;clear crystal(WEIGH)=15;clear crystal(POINT)=25;clear crystal(LDESC) = ($say "There is a beautiful clear crystal here")		       (($prop [clear cryst] LIGHT): ($say " (GLOWING!)"))		       ($say "!\n");clear crystal(SDESC) = ($say "a clear crystal")		       (($prop [clear cryst] LIGHT): ($say " (GLOWING!)"))		       ;clear crystal(ACTION) =	(($eq ($verb) touch):		(($eq ($dobj) [red crystal]) :		    (($not ($prop [clear crystal] WORKD)):			($say "The red and clear crystals flare briefly!\n")			($setp [clear crystal] WORKD TRUE)			($setp [clear crystal] LIGHT TRUE)			($say"The clear crystal blazes forth with a magical incandescence brilliantenough to penetrate even the deepest darkness!!\n\n")			($setg LOOKP TRUE)			($sfus CRout 4)			($exit 1)	     {else} :			($say"The clear crystal seems curiously inert now.\n")			($exit 1)		    )		)	)	(($eq ($verb) break):		(($eq ($dobj) [red crystal]):			(crydie)		)	);ROUTINE DRdem;          { Dragon Daemon.  Increases temper in .my presence }DRdem=  (($not ($prop dragon AWAKE)): ($exit 0))	(($eq ($loc .ME) ($loc dragon)):		(($eq ($loc [green crystal]) .ME):      { even worse! }			($setg Tempr ($plus @Tempr 1)))		($setg Tempr ($plus @Tempr 1))  ){       ($say "His temper is now at ")($num @Tempr)($say "\n")  }	(($ge @Tempr 7):		($say"Jeez, I didn't know ice dragons could reach their boiling point!In a final flare of rage, he opens his mouth and breathes his frigidbreath in a blast in your direction.  It's a bit much for you.\n")		(die)	 )	(($ge @Tempr 6) :		($say "Gee, he looks like he's really at the edge!\n")		($exit 0))	(($ge @Tempr 5) :		($say "This is one upset dragon!  Be careful!\n")		($exit 0))	(($ge @Tempr 3) :		($say "He's getting angrier...\n")($exit 0))		;dragon(WEIGH)=CAPAC;dragon(LDESC)=		(($prop dragon AWAKE):			($say"There is a fierce ice dragon glaring balefully in your direction.\n")		:{else}			($say"There is a large white dragon sleeping peacefully in the middleof the cavern floor.\n")		)		(DRdem);dragon(SDESC)=		(($prop dragon AWAKE): ($say "a fierce dragon")				     : ($say "a somnolent dragon")		)		(@LOOKP: ($say "\n") (DRdem))		;dragon(ACTION)=                 { Man, the things you can try here... }	(($prop dragon AWAKE):          { This is the harder stuff }		(($eq ($verb) strike):			($say "This just seems to get him angrier!\n")			($setg Tempr ($plus @Tempr 1))			($exit 1))		(($eq ($verb) throw):			(($eq ($iobj) dragon):				(($gt ($prop ($dobj) WEIGH) 75):					($say			"This just bruises him!  Now he's getting mad!\n")					($setg Tempr ($plus @Tempr 1))					($exit 1) :				{else}					($say			"That object is just too light to hurt him.\n")					($exit 1)				)			:       ($say "This amuses the dragon no end!\n")				($exit 1)			))              { end of Throw  case}	:{else}					{ he's snoozing}		(($eq ($verb) wake):			($say "You manage to waken him.  He's not happy.\n")			($setg Tempr 1)			($setp dragon AWAKE TRUE)			($exit 1))		(($eq ($verb) strike):			($say "Now you woke him up!  He's upset, too!\n")			($setg Tempr 2)			($setp dragon AWAKE TRUE)			($exit 1))		(($eq ($verb) throw):			(($eq ($iobj) dragon):				(($gt ($prop ($dobj) WEIGH) 75):					($say	"It's just heavy enough to waken him.  The bruise doesn't helphis temper any either.\n")					($setp dragon AWAKE TRUE)					($setg Tempr 3)					($exit 1) :				{else}					($say			"That object is just too light to wake him.\n")					($exit 1)				)			:       ($say "Don't hurt yourself trying!\n")				($exit 1)			))              { end of Throw  case}		);NOUN bed (farm7);bed(WEIGH) = CAPAC;bed(SDESC) = ($say "an old, rickety bed");bed(ACTION) =	(($eq ($verb) move):		(($prop bed OPEN) :			($say "Stop messing with the bed, it's fragile!\n")			($exit 1)		)		($say"Moving the bed seems to have loosened one of the wall panelson the west wall.\n")		($setp bed OPEN TRUE)		($exit 1)	);NOUN panel (farm7);panel(OPENS) = TRUE;panel(WEIGH) = CAPAC;panel(ACTION) =	(($or ($eq ($verb) open)	      ($eq ($verb) pry) ):		(($and ($eq ($iobj) crowbar)		   ($eq ($loc crowbar) .ME)):			(($not ($prop bed OPEN)):				($say "There aren't any loose enough.\n")				($exit 1))			($say"The loose panel comes away, revealing a secret stairway down, down...\n")			($setp panel OPEN TRUE)	  {else}:			($say "You can't seem to get the panel open.\n")		)		($exit 1)	);NOUN knife (farm6);knife(LDESC)=	(($prop farm6 VISIT):		($say "There is a carving knife here.\n")	:{else} ($say "However,on the table is a large carving knife (suitable for blind mice).\n")	);knife(SDESC)=($say "a carving knife");NOUN bottle(town6);bottle (LDESC) = ($say "There is a bottle here.\n");bottle (SDESC) = ($say "a bottle");bottle (TRANS) = TRUE;bottle (ACTION) =		(($eq ($verb) open):			($say "Hm, the bottle is somehow sealed shut.\n")			($exit 1))		(($eq ($verb) break):			($say "Wow, is that heavy glass!  It won't break!\n")			($exit 1))		(($eq ($verb) strike):			(($eq ($iobj) bottle):			   ($say "Weird thing to do with it.\n")		     :     ($say "Nice try, but it isn't even scratched.\n")			)			($exit 1));NOUN ship(bottle);ship (LDESC) = ($say "There is a model ship here.\n");ship (SDESC) = ($say "a model ship");ship (POINT) = 50;ROUTINE TWN5y;NOUN well(town5);well (WEIGH) = CAPAC;well (ACTION) =	(($eq ($iobj) well):		(($eq ($verb) put):			(cdrop)			(TWN5y)			($exit 1)		)	);NOUN insignia;insignia (WEIGH) = CAPAC;insignia (ACTION) = ($say "There's nothing useful to do with the insignia.\n")		    ($exit 1);square=insignia;ADJECTIVE glass;NOUN glass box(cel08);glass box(HOLDS)=1;glass box(TRANS)=TRUE;glass box(OPENS)=TRUE;glass box(OPEN)=FALSE;glass box(SHRNK)=TRUE;          { First seen as a tiny box }glass box(LDESC) =		(($eq ($prop .ME SHRNK) ($prop [glass box] SHRNK)):			($say "There is a big glass case here.\n")			($setp [glass box] WEIGH CAPAC)			($setp [glass box] HOLDS 50)		{else}:			(($prop .ME SHRNK):				($say"Before you looms a huge glass wall, inscribed with the words,	'program error!'\n")			{else} :				($say"There is a tiny glass box with a snap lid here.\n")				($setp [glass box] WEIGH 5)				($setp [glass box] HOLDS 1)			)		);glass box(SDESC) =		(($eq ($prop .ME SHRNK) ($prop [glass box] SHRNK)):			($say "a glass case")			($setp [glass box] WEIGH CAPAC)			($setp [glass box] HOLDS 50)		{else}:			(($prop .ME SHRNK):				($say"a huge glass wall, inscribed with the words,	'program error'")			{else} :				($say "a tiny glass box")				($setp [glass box] WEIGH 5)				($setp [glass box] HOLDS 1)			)		);case=glass box;NOUN sand(glass box);sand(SHRNK)=TRUE;sand(WEIGH)=1;sand(LDESC)=(($and ($prop sand SHRNK)		   ($not ($prop .ME SHRNK))):			($setp sand POINT 0)			($say "There is a grain of sand here.\n")		{else}: ($say "There is a beautiful porcelain statue here!\n")			($setp sand POINT 50)		);sand(SDESC)=(($and ($prop sand SHRNK)		   ($not ($prop .ME SHRNK))):			($setp sand POINT 0)			($say "a grain of sand") :			($say "a porcelain statue")			($setp sand POINT 50)		);statue=sand;sand(ACTION)=(($eq ($verb) take):		      (($and ($prop sand SHRNK)			     ($not ($prop .ME SHRNK))):	    ($say "You fumble the grain of sand and lose it on the ground.\n")					($move sand .ALL)					($exit 1)			)		);NOUN hole;NOUN saw(toolbox);saw(WEIGH) = 20;saw(LDESC) = ($say "There is a saw here.\n");saw(SDESC) = ($say "a saw");saw(ACTION) = (($eq ($verb) cut):			(($eq ($dobj) hole):				(($eq ($loc .ME) cel13):					(($prop cel13 HOLED):						($say "There's already one here!\n")						($exit 1)				:{else}						($say"You cut a hole in the thick ice; icy water sloshes about two feet down.\n")						($setp cel13 HOLED TRUE)						($move hole cel13)						($exit 1)					)				)			   { cutting a hole somewhere else }			   ($say "There's nowhere to cut a hole.\n")			   ($exit 1)			)			($say "The saw isn't used that way.\n")			($exit 1)		);

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