#Relay-Version: version Notes 2.7.5 (840 Contrib) 87/2/5; site hpesoc1.HP.COM
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#Date: Tue, 4 Aug 87 23:42:02 GMT
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#Subject: v02i020:  adl - Adventure Definition Language, Part03/11
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#Submitted by: cunniff%hpda@hplabs.HP.COM (Ross Cunniff)
#Comp.sources.games: Volume 2, Issue 20
#Archive-name: adl/Part03
#
#
#
#
#! /bin/sh
# This is a shell archive.  Remove anything before this line, then unpack
# it by saving it into a file and typing "sh file".  To overwrite existing
# files, type "sh file -c".  You can also feed this as standard input via
# unshar, or by typing "sh <file", e.g..  If this archive is complete, you
# will see the following message at the end:
#		"End of archive 3 (of 11)."
# Contents:  man/adldebug.6 man/doc.ab samples/mpu/locales.adl
# Wrapped by billr@tekred on Tue Aug  4 16:27:37 1987
PATH=/bin:/usr/bin:/usr/ucb ; export PATH
if test -f man/adldebug.6 -a "${1}" != "-c" ; then 
  echo shar: Will not over-write existing file \"man/adldebug.6\"
else
echo shar: Extracting \"man/adldebug.6\" \(848 characters\)
sed "s/^X//" >man/adldebug.6 <<'END_OF_man/adldebug.6'
X
X
X
X     ADLDEBUG(6)		    (HP)		   ADLDEBUG(6)
X
X
X
X
X     NAME
X	  adldebug  -  print information about an ADL game
X
X     SYNOPSIS
X	  adldebug infile
X
X     DESCRIPTION
X	  Adldebug reads a datafile, infile, which contains tables and
X	  routines  necessary  to play a generalized Adventure(6)-like
X	  game.	 Using adldebug, one may do such things	as examine the
X	  contents of objects, view the	code genereated	by adlcomp(6),
X	  or print out the various messages found in the source.   For
X	  a  full  list	 of  commands,	type  "?"  after receiving the
X	  prompt.  To terminate	adldebug, either type "q" or  the  EOF
X	  character.
X
X     EXAMPLE
X	  adldebug aard
X
X     SEE ALSO
X	  adlcomp(6)
X	  adlrun(6)
X	  Brengle and Cunniff: The ADL Programmer's Reference Manual
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X     Hewlett-Packard Company	   - 1 -		  Jun 18, 1987
X
X
X
END_OF_man/adldebug.6
if test 848 -ne `wc -c <man/adldebug.6`; then
    echo shar: \"man/adldebug.6\" unpacked with wrong size!
fi
# end of overwriting check
fi
if test -f man/doc.ab -a "${1}" != "-c" ; then 
  echo shar: Will not over-write existing file \"man/doc.ab\"
else
echo shar: Extracting \"man/doc.ab\" \(33706 characters\)
sed "s/^X//" >man/doc.ab <<'END_OF_man/doc.ab'
X
X
X$prop	( $prop	obj num	) -> The numth property	of obj.
X
X	Example:
X		     ($setg obj	($loc .ME))
X		     (IF ($prop	@obj VISIT) THEN
X			     ($say "I've been here before!\n")
X		     )
X
X
X
X$setp	( $setp	obj num	val ) -> No return value.  Sets	 the
X	numth property of obj to val.
X
X	Example:
X		     ($setg obj	($loc .ME))
X		     ($setp @obj VISIT TRUE)
X
X
X
X$move	( $move	obj loc	) -> No	return value.  Moves obj  to
X	loc.   WARNING:	  Do not attempt to violate the	tree
X	structure of objects (e.g. ($move .ALL	foobar))  or
X	horrible and unpredictable things will happen.
X
X	Example:
X		     (IF ($eq @Verb north) THEN
X			     ($move .ME	room2)
X		     )
X
X
X
X
X
X
X
X
X
X
X
X	    c 1987 Ross	Cunniff	and Tim	Brengle
X
X
X
X
X
X			   - 27	-
X
X
X7.2.  Verb Routines
X
X     These two routines	operate	on Verbs.  They	are provided
Xfor scenarios in which the properties of Verbs may change.
X
X$vset	( $vset	verb prop val )	-> No return value. The	pro-
X	perty  prop  of	 verb  is  set to val.	Prop must be
X	either PREACT or ACTION.
X
X	Example:
X		     ($vset @Verb PREACT Silly)
X
X
X
X$vprop	( $vprop verb prop ) ->	The value of  property	prop
X	of verb.  Prop must be either PREACT or	ACTION.
X
X	Example:
X		     { Call Verb's PREACT }
X		     ( ($vprop @Verb PREACT) )
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X	    c 1987 Ross	Cunniff	and Tim	Brengle
X
X
X
X
X
X			   - 28	-
X
X
X7.3.  Arithmetic Routines
X
X     These  routines  operate	on   arbitrary	 sixteen-bit
Xnumbers,  and  return  sixteen-bit  values.   Note  that the
Xnumbers	may actually be	Object IDs, global variable IDs,  or
Xany of the sixteen bit IDs used	by ADL.
X
X$plus	( $plus	num1 num2 ) -> Returns num1 + num2.
X
X	Example:
X		     ($setg Score ($plus @Score	50))
X
X
X
X$minus	( $minus num1 num2 ) ->	Returns	num1 - num2.
X
X	Example:
X		     ($setg LivesLeft ($minus @LivesLeft 1))
X
X
X
X$times	( $times num1 num2 ) ->	Returns	num1 * num2.
X
X	Example:
X		     ($setg TimeLeft ($times @NumBattery 10))
X
X
X
X$div	( $div num1 num2 ) -> Returns num1 / num2.
X
X	Example:
X		     ($setg Rating ($div @Score	100))
X
X
X
X$mod	( $mod num1 num2 ) -> Returns  the  remainder  which
X	results	 when  num1  is	divided	by num2	according to
X	normal integer division.
X
X	Example:
X		     { Make sure XPos is from 0	to 9 }
X		     ($setg XPos ($mod @Xpos 10))
X
X
X
X$rand	( $rand	num ) -> Returns a random number from  1  to
X	num inclusive.
X
X	Example:
X		     { Move the	player to a random room	from room1 to room10 }
X		     ($setg Num	($rand 10))
X		     ($move .ME	($plus room1 ($minus @Num 1)))
X
X
X
X
X
X	    c 1987 Ross	Cunniff	and Tim	Brengle
X
X
X
X
X
X			   - 29	-
X
X
X7.4.  Boolean Routines
X
X     These routines are	typically used in  conditionals	 and
Xloops.	 However,  traditional	bit-masking may	be done	with
X$and and $or.
X
X
X$and	( $and a b c ... ) -> Returns the bitwise AND of the
X	vector	a b c ....  Note that since this is the	bit-
X	wise AND, care must be	taken  in  conditions  since
X	ANDing	two  non-zero  values  does  not necessarily
X	return a non-zero value.
X
X	Example:
X		     ($and 2 4)	is 0 (0b0001 AND 0b0010	= 0b0000)
X		     ($and 3 7)	is 3 (0b0011 AND 0b0111	= 0b0011)
X		     ($and 1 1)	is 1 (0b0001 AND 0b0001	= 0b0001)
X
X
X
X$or	( $or a	b c ...	) -> Returns the bitwise OR  of	 the
X	vector a b c ....
X
X	Example:
X		     ($or 0 0) is 0  (0b0000 OR	0b0000 = 0b0000)
X		     ($or 1 2) is 3  (0b0001 OR	0b0010 = 0b0011)
X		     ($or 1 1) is 1  (0b0001 OR	0b0001 = 0b0001)
X
X
X
X$not	( $not num ) ->	Returns	zero if	num is non-zero	 and
X	one  if	 num is	zero.  Note that this is BOOLEAN NOT
X	and not	BITWISE	NOT.  BITWISE NOT could	be coded  as
X	($minus	 ($minus  0  %1)  1)  for a two's complement
X	machine.
X
X	Example:
X		     ($not 0) is 1
X		     ($not 1) is 0
X		     ($not 5) is 0
X
X
X
X$yorn	( $yorn	) -> Waits for the player to type a line  of
X	input,	returns	 one  if  this	line begins with the
X	letter 'Y' or 'y', and returns zero otherwise.	Note
X	that no	prompt is automatically	made for this input.
X
X	Example:
X		     ($say "Are	you sure you want to quit? ")
X		     (IF ($yorn) THEN
X			     ($say "OK.	 Goodbye!\n")
X			     ($spec 3)
X		      ELSE
X
X
X
X	    c 1987 Ross	Cunniff	and Tim	Brengle
X
X
X
X
X
X			   - 30	-
X
X
X			     ($say "Whew! That was a close one!\n")
X		     )
X
X
X
X$pct	( $pct num ) ->	Returns	one num	percent	of the	time
X	and  zero  the rest of the time.  This is equivalent
X	to ($ge	num ($rand 100)).
X
X	Example:
X		     (IF ($pct 30) THEN
X			     ($say "The	troll swings at	you, and hits!\n")
X		      ELSE
X			     ($say "The	troll's	axe misses you by a hair!\n")
X		     )
X
X
X
X$eq	( $eq num1 num2	) -> Returns one if num1 is equal to
X	num2 and zero otherwise.
X
X	Example:
X		     ($setg loc	($loc .ME))
X		     (IF ($eq @loc room1) THEN
X			     ($say "You	are in room 1.\n")
X		     )
X
X
X
X$ne	( $ne num1 num2	) -> Returns  one  if  num1  is	 not
X	equal to num2 and zero otherwise.
X
X	Example:
X		     ($setg loc	($loc .ME))
X		     (IF ($ne @LastLoc @loc) THEN
X			     ($say "You've moved since I last checked!\n")
X		     )
X
X
X
X$lt	( $lt num1 num2	) -> Returns one  if  num1  is	less
X	than num2 and zero otherwise.
X
X	Example:
X		     (IF ($lt @Score 100) THEN
X			     ($say "You	are a novice adventurer\n")
X		     )
X
X
X
X$gt	( $gt num1 num2	) -> Returns one if num1 is  greater
X	than num2 and zero otherwise.
X
X	Example:
X
X
X
X	    c 1987 Ross	Cunniff	and Tim	Brengle
X
X
X
X
X
X			   - 31	-
X
X
X		     (IF ($gt @Score 1000) THEN
X			     ($say "You	are a super master grand ")
X			     ($say "champion mongo adventurer!!!\n")
X		     )
X
X
X
X$le	( $le num1 num2	) -> Returns one  if  num1  is	less
X	than or	equal to num2 and zero otherwise.
X
X	Example:
X		     (IF ($le @Score 1000) THEN
X			     ($say "You	are a pretty good adventurer.\n")
X		     )
X
X
X
X$ge	( $ge num1 num2	) -> Returns one if num1 is  greater
X	than or	equal to num2 and zero otherwise.
X
X	Example:
X		     (IF ($ge @Weight 200) THEN
X			     ($say "The	ice breaks under your weight!\n")
X		     )
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X	    c 1987 Ross	Cunniff	and Tim	Brengle
X
X
X
X
X
X			   - 32	-
X
X
X7.5.  Global Value Routines
X
X
X$setg	( $setg	which val ) -> Returns val.  Sets  the	con-
X	tents of (or the value of) variable which to be	val.
X
X$global	( $global which	) -> Returns the contents of (or the
X	value  of)  variable  which.   Equivalent to @which,
X	with the exception that	 $global  allows  arithmetic
X	expressions.
X
X	Example:
X		     Given:
X			     VAR var[3];
X			     (var + 0) = 10;
X			     (var + 1) = 20;
X			     (var + 2) = 30;
X
X		     The statement
X			     ($global ($plus var 2))
X		     would return 30.
X
X
X
X$verb	( $verb	) -> Returns the current  Verb.	  Equivalent
X	to @Verb.
X
X	Example:
X		     (IF ($eq ($verb) take) THEN
X			     ($say "You	can't take that!!\n")
X		     )
X
X
X
X$dobj	( $dobj	) ->  Returns  the  current  direct  object.
X	Equivalent to @Dobj.
X
X	Example:
X		     (IF ($eq ($dobj) ball) THEN
X			     ($say "Dobj = ball\n")
X		     )
X
X
X
X$iobj	( $iobj	) -> Returns the  current  indirect  object.
X	Equivalent to @Iobj.
X
X	Example:
X		     (IF ($eq ($iobj) basket) THEN
X			     ($say "Iobj = basket\n")
X		     )
X
X
X
X
X
X
X	    c 1987 Ross	Cunniff	and Tim	Brengle
X
X
X
X
X
X			   - 33	-
X
X
X$prep	(  $prep  )  ->	 Returns  the  current	Preposition.
X	Equivalent to @Prep.
X
X	Example:
X		     (IF ($eq ($prep) into) THEN
X			     ($say "Prep = into\n")
X		     )
X
X
X
X$conj	(  $conj  )  ->	 Returns  the  current	conjunction.
X	Equivalent to @Conj.
X
X	Example:
X		     (IF ($eq ($conj) 1) THEN
X			     ($say "The	conjunction was	'but'\n")
X		      ELSE
X			     ($say "The	conjunction was	'and' or ','\n")
X		     )
X
X
X
X$numd	( $numd	) ->  Returns  the  length  of	the  current
X	direct object list.  Equivalent	to @Numd.
X
X	Example:
X		     (IF ($gt ($numd) 1) THEN
X			     ($say "You	may not	use multiple direct objects!\n")
X		     )
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X	    c 1987 Ross	Cunniff	and Tim	Brengle
X
X
X
X
X
X			   - 34	-
X
X
X7.6.  Transition Routines
X
X     ADL has an	internal structure known as  the  Transition
XVector.	 This structure	is a list of ten verb IDs and is set
Xand used by the	following routines.  These routines are	typ-
Xically	used in	the ACTION routines of rooms in	scenarios in
Xorder to move the player around.
X
X$setv	( $setv	verb1 verb2 verb3 ... verb10 ) -> No  return
X	value.	 Initializes  the  Transition  Vector to the
X	list of	verbs verb1 verb2 verb3	... verb10.
X
X	Example:
X		     ($setv north south	east west ne se	nw sw up down)
X
X
X
X$hit	( $hit obj loc1	loc2 loc3 ... loc10 ) ->  No  return
X	value.	Scans the Transition Vector for	a match	with
X	the current Verb.  If found, obj  is  moved  to	 the
X	corresponding  loc.   Nothing happens if no match is
X	found.	An attempt to move an object to	 location  0
X	(.ALL) is ignored.
X
X	Example:
X		     room1(ACTION) =
X			     ($hit .ME room2 room3 room4 0 0 0 0 0 0 0)
X		     ;
X
X
X
X$miss	( $miss	rout1 rout2 rout3 ... rout10 ) -> No  return
X	value.	Scans the Transition Vector for	a match	with
X	the current Verb.  If found, the corresponding	rout
X	is  called.   Nothing  happens if no match is found.
X	An attempt to call routine 0 does nothing.
X
X	Example:
X		     cg	= ($say	"You can't go that way.\n")
X
X		     room2(ACTION) =
X			     ($miss 0 0	0 cg cg	cg cg cg cg cg)
X		     ;
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X	    c 1987 Ross	Cunniff	and Tim	Brengle
X
X
X
X
X
X			   - 35	-
X
X
X7.7.  String Manipulation Routines
X
X     There are basically three types of	strings	which an ADL
Xprogram	 uses.	The first type of string is the	compile-time
Xstring (a string which was present in the ADL source file of
Xthe  scenario).	  All  compile-time  strings have a positive
Xstring ID and exist for	the duration of	program	execution.
X
X     The second	type of	string is  the	"volatile"  run-time
Xstring.	  Examples  of	this  type of string include strings
Xtyped by the player and	strings	produced by the	builtin	rou-
Xtines  $subs,  $cat,  $read,  $name, $vname, $mname, $pname,
X$num, and $chr (see also Sections 7.8  and  7.9).   Volatile
Xstrings	 have  negative	 string	IDs and	are "flushed" at the
Xbeginning of each turn (just before the	Daemon phase).
X
X     The third type of string is the "non-volatile" run-time
Xstring.	  These	 strings  also	have negative string IDs but
Xthey are never "flushed".  These strings are produced by the
X$savestr routine.  Note	that there is no easy way to distin-
Xguish volatile and non-volatile	run-time strings.
X
X     In	the context of the $subs and $pos routines,  strings
Xare  indexed  starting	at  zero (the first character of the
Xstring).  The following	routines operate  on  all  types  of
Xstrings:
X
X$eqst	( $eqst	str1 str2 ) -> Returns one if str1  has	 the
X	same contents as str2 and zero otherwise.  Note	that
X	this is	NOT the	same as	($eq str1 str2),  since	 the
X	$eq only compares the string IDs of the	strings.
X
X	Example:
X		     The program:
X			     ($setg str1 "hello")
X			     ($setg str2 ($cat "he" "llo"))
X			     (IF ($eqst	@str1 @str2) THEN
X				     ($say "String 1 ==	string 2\n")
X			     )
X			     (IF ($ne @str1 @str2) THEN
X				     ($say "String ID 1	!= string ID 2\n")
X			     )
X
X		     will produce the output:
X			     String 1 == string	2
X			     String ID 1 != string ID 2
X
X
X
X$subs	( $subs	str start len )	-> Returns a  volatile	copy
X	of  the	substring of str starting at start and going
X	for len	characters.  If	len is 0, the suffix of	 str
X	starting at start is returned.
X
X
X
X
X	    c 1987 Ross	Cunniff	and Tim	Brengle
X
X
X
X
X
X			   - 36	-
X
X
X	Example:
X		     The program:
X			     ($setg str	"Hello world")
X			     ($say ($subs @str 0 5) "\n")
X			     ($say ($subs @str 6 0) "\n")
X
X		     will produce the output:
X			     Hello
X			     world
X
X
X
X$leng	( $leng	str ) -> Returns the length of str.
X
X	Example:
X		     ($leng "Hello") is	5
X		     ($leng "")	is 0
X
X
X
X$cat	( $cat str1 str2 )  ->	Returns	 a  volatile  string
X	which is the result of concatenating str1 and str2.
X
X	Example:
X		     ($cat "hello " "world") returns "hello world"
X
X
X
X$pos	( $pos str1 str2 ) -> Returns the position  of	str1
X	in str2.  If no	occurrence of str1 is found in str2,
X	-1 is returned.
X
X	Example:
X		     ($pos "hello" "hello world") is 0
X		     ($pos "Foobar" "bletch") is -1
X		     ($pos "testing" "This is a	test") is -1
X		     ($pos "is"	"This is a test") is 2
X
X
X
X$read	( $read	) -> Returns a volatile	string which is	read
X	from  the player's keyboard.  Note that	no prompt is
X	automatically generated.
X
X	Example:
X		     ($say "What is your name? ")
X		     ($setg MyName ($read))
X		     ($say "Hello, " @MyName ",	welcome	to ADL!\n")
X
X
X
X$savestr( $savestr str ) -> Returns a non-volatile  copy  of
X	str.   Note  that  str may be any string -- compile-
X	time, volatile,	or non-volatile.
X
X
X
X	    c 1987 Ross	Cunniff	and Tim	Brengle
X
X
X
X
X
X			   - 37	-
X
X
X	Example:
X		     ($setg MyName ($savestr @MyName))
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X	    c 1987 Ross	Cunniff	and Tim	Brengle
X
X
X
X
X
X			   - 38	-
X
X
X7.8.  Name Routines
X
X     The following  routines  all  return  volatile  strings
Xwhich contain the requested name.
X
X$name	( $name	obj ) -> Returns a volatile string  contain-
X	ing the	(possibly multiple-word) name of obj.
X
X	Example:
X		     ($say "You	see no " ($name	@Dobj) " here!\n")
X
X
X
X$vname	( $vname verb )	-> Returns a  volatile	string	con-
X	taining	the name of verb.
X
X	Example:
X		     ($say "No multiple	objects	with " ($vname @Verb) "!\n")
X
X
X
X$mname	( $mname modif ) -> Returns a volatile	string	con-
X	taining:  the  name  of	 modifier modif	(if modif is
X	greater	than zero), the	 name  of  verb	 -modif	 (if
X	modif  is  less	 than  zero), or the null string (if
X	modif is zero).
X
X	Example:
X		     ($say "The	modifier of blue ball is " ($mname blue) "\n")
X
X
X
X$pname	( $pname prep )	-> Returns a  volatile	string	con-
X	taining	the name of Preposition	prep.
X
X	Example:
X		     ($say "The	sentence is:\n")
X		     ($say   ($vname @Verb) " "
X			     ($name @Dobj) " "
X			     ($pname @Prep) " "
X			     ($name @Iobj)
X		     )
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X	    c 1987 Ross	Cunniff	and Tim	Brengle
X
X
X
X
X
X			   - 39	-
X
X
X7.9.  Conversion Routines
X
X     The  following  routines  perform	conversions  between
Xstrings	and numbers.
X
X$str	( $str num ) ->	Returns	a volatile string which	con-
X	tains the ASCII	representation of num.
X
X	Example:
X		     ($str 3) is the string "3"
X
X
X
X$num	( $num str ) ->	Returns	the numeric value of str.
X
X	Example:
X		     ($num "234") is the number	234
X
X
X
X$ord	( $ord str ) ->	Returns	the ASCII code of the  first
X	character in str.
X
X	Example:
X		     ($ord "ABC") is 65
X
X
X
X$chr	( $chr num ) ->	Returns	a volatile string which	con-
X	tains  exactly	one  character,	 whose ASCII code is
X	num.
X
X	Example:
X		     ($chr 97) is the string "a".
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X	    c 1987 Ross	Cunniff	and Tim	Brengle
X
X
X
X
X
X			   - 40	-
X
X
X7.10.  Internal	Structure Manipulation Routines
X
X     The following routines are	the means  whereby  the	 ADL
Xprogrammer  may	 modify	the Internal Structures	described in
XChapter	3.  See	also Chapter 4 for the use of some of  these
Xroutines.
X
X$sdem	( $sdem	rout ) -> No return value.   Activates	rout
X	as a daemon.
X
X	Example:
X		     ($sdem Looker)
X		     ($sdem Follower)
X
X
X
X$ddem	( $ddem	rout ) ->  No  return  value.	De-activates
X	rout as	a daemon.  No action is	taken if rout is not
X	an active daemon.
X
X	Example:
X		     ($ddem Follower)
X
X
X
X$sfus	( $sfus	actor rout  count  )  ->  No  return  value.
X	Activates rout as a fuse associated with actor to be
X	executed in count turns.
X
X	Example:
X		     ($sfus .ME	LampDie	300)
X
X
X
X$dfus	( $dfus	actor  rout  )	->  No	return	value.	 De-
X	activates  rout	as a fuse associated with actor.  No
X	action is taken	if rout	is not an active fuse.
X
X	Example:
X		     (IF @BatteryFound THEN
X			     ($dfus .ME	LampDie)
X		     )
X
X
X
X$incturn( $incturn [ nturns ] )	-> No return value.   Incre-
X	ments  the turn	counter	by nturns (or 1	if nturns is
X	not given) and activates any fuses  associated	with
X	the  current  actor  that  have	 "burned down".	 The
X	"burned	down" fuses are	then de-activated.  The	 ADL
X	programmer  to "halt time" by refraining from incre-
X	menting	the turn counter.   Usually,  ($incturn)  is
X	only  called  when the daemons are executing for the
X	primary	actor.	For other actors,  ($incturn  0)  is
X
X
X
X	    c 1987 Ross	Cunniff	and Tim	Brengle
X
X
X
X
X
X			   - 41	-
X
X
X	used  to  see  whether the fuses associated with the
X	current	actor have burned down,	without	incrementing
X	the turn counter.
X
X	Example:
X		     sleep(ACTION) = ($incturn 300) ;
X
X
X
X$turns	( $turns ) -> Returns the current value	of the	turn
X	counter.
X
X	Example:
X		     (IF ($eq @Verb north) THEN
X			     (IF ($gt ($turns) 230) THEN
X				     ($move .ME	room3)
X			      ELSE
X				     ($move .ME	room5)
X			     )
X		     )
X
X
X
X$prompt	( $prompt rout )  ->  No  return  value.   Sets	 the
X	prompter to be rout.
X
X	Example:
X		     ($prompt Prompter)
X
X
X
X$actor	(  $actor  obj	str  flag  )  ->  No  return  value.
X	Activates  obj	as  a new Actor	with the line buffer
X	initialized to str.  If	flag is	 non-zero  then	 the
X	new Actor will be interactive.	If flag	is zero	then
X	the new	Actor will be non-interactive.	 If  str  is
X	zero then the line buffer will be initialized to the
X	empty string.
X
X	Example:
X		     ($actor Myself NULL TRUE)
X		     ($setg s "Go east then south.  Push button.  Go north")
X		     ($actor robot @s FALSE)
X
X
X
X$delact	( $delact obj )	-> No  return  value.	Deletes	 the
X	Actor  associated  with	obj from the Actor list.  No
X	action is performed if obj is not an active Actor.
X
X	Example:
X		     (IF ($prop	robot BROKEN) THEN
X			     ($delact robot)
X		     )
X
X
X
X	    c 1987 Ross	Cunniff	and Tim	Brengle
X
X
X
X
X
X			   - 42	-
X
X
X$define	( $define str1 str2 ) -> No return  value.   Informs
X	the parser that	upon input from	an Actor, the string
X	str1 is	to be replaced with the	 contents  of  str2.
X	This  process  continues  until	 an infinite loop is
X	detected or until a word is found for which there is
X	no  corresponding  expansion.	Str1 must contain no
X	spaces.	 Str2 may contain several words	separated by
X	spaces.	  Note	that in	the case of multiple defini-
X	tions  (such  as  ($define  "a"	 "b")  followed	  by
X	($define "a" "c")), the	macro table should be viewed
X	as a stack with	$define	pushing	macro definitions on
X	the stack and $undef popping definitions.
X
X	Example:
X		     (IF ($eq @MyDir 1)	THEN
X			     ($define "left" "north")
X			     ($define "right" "south")
X		      ELSE
X			     ($define "left" "south")
X			     ($define "right" "north")
X		     )
X
X
X
X$undef	( $undef str ) -> No  return  value.   This  routine
X	removes	 str and its expansion from the	macro table.
X	No action is performed	if  str	 is  not  an  active
X	macro.
X
X	Example:
X		     ($undef "left")
X		     ($undef "right")
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X	    c 1987 Ross	Cunniff	and Tim	Brengle
X
X
X
X
X
X			   - 43	-
X
X
X7.11.  Special Routines
X
X$spec	( $spec	code arg1 arg2	...  argN  )  ->  No  return
X	value.	 Performs a special, system-dependent opera-
X	tion.  Note that not all  operations  exist  in	 all
X	implementations.   Consult your	local ADL documenta-
X	tion for information.
X
X
X	  +------+---------------------------------------+
X	  | code |		 function		 |
X	  +------+---------------------------------------+
X	  |  1	 |   Toggle the	instruction trace flag	 |
X	  |  2	 |	     Restart this game		 |
X	  |  3	 |    Terminate	execution of this game	 |
X	  |  4	 |	Save this game in file arg1	 |
X	  |  5	 |    Restore this game	from file arg1	 |
X	  |  6	 | Execute the system program named arg1 |
X	  |  7	 |  Preserve unknown words in file arg1	 |
X	  |  8	 |	Write a	script to file arg1	 |
X	  |  9	 |   Print a header line on the	screen	 |
X	  |  10	 |	    Set	the right margin	 |
X	  +------+---------------------------------------+
X
X	Function 1
X	     Toggles the instruction trace  flag.   If	this
X	     flag  is  set,  an	 instruction trace and stack
X	     dump are printed for every	ADL instruction	exe-
X	     cuted (a very messy but informative process).
X
X	Function 2
X	     Re-initializes all	 ADL  structures  and  vari-
X	     ables,  re-executes START,	and generally starts
X	     the game over from	the beginning.
X
X	Function 3
X	     Terminates	the game immediately,  no  questions
X	     asked.
X
X	Function 4
X	     Saves a "core image" of the ADL structures	 and
X	     variables sufficient to restore the game to the
X	     same position later.
X
X	Function 5
X	     Reads a "core image" which	 was  created  by  a
X	     previous invocation of Function 4,	thus restor-
X	     ing the game to its previous state.
X
X	Function 6
X	     Runs  the	program	 arg1  with  arguments	arg2
X	     through  argN.   All arguments must be strings,
X	     except the	last argument which must be 0.
X
X
X
X
X	    c 1987 Ross	Cunniff	and Tim	Brengle
X
X
X
X
X
X			   - 44	-
X
X
X	Function 7
X	     Starts recording those words from the  player's
X	     input  which  are	unrecognized by	the run-time
X	     parser.  The words	are  appended  to  the	file
X	     named  by	arg1.	This recording is stopped if
X	     arg1 is 0.
X
X	Function 8
X	     Starts recording a	"script" of  all  input	 and
X	     output produced during the	subsequent execution
X	     of	the game.  The script is  written  into	 the
X	     file named	by arg1.  Stops	recording if arg1 is
X	     0.
X
X	Function 9
X	     Prints  a	line  of   the	 form	"Room	Name
X	     Score:  NN	   Moves:  NN"	at  the	 top  of the
X	     screen.  It is assumed that arg1 is the name of
X	     the  room,	 arg2 is the current score, and	arg3
X	     is	the number of turns that have passed.
X
X	Function 10
X	     Sets the right margin to arg1.   This  function
X	     is	 provided  for	the use	of those games whose
X	     messages would  look  better  on  narrower	 (or
X	     wider) screens than the default of	80 columns.
X
X	Examples:
X		     VERB debug;
X		     debug(ACTION) = ($spec 1);
X
X		     VERB restart;
X		     restart(ACTION) = ($spec 2);
X
X		     VERB quit;
X		     quit(ACTION) = ($spec 3);
X
X		     VERB save;
X		     save(ACTION) =
X		     LOCAL name;
X			     ($say "Save to what filename? ")
X			     ($setg name ($read))
X			     (IF ($leng	@name) THEN
X				     ($spec 4 @name)
X			     )
X		     ;
X
X		     VERB restore;
X		     restore(ACTION) =
X		     LOCAL name;
X			     ($say "Restore from what filename?	")
X			     ($setg name ($read))
X			     (IF ($leng	@name) THEN
X				     ($spec 5 @name)
X
X
X
X	    c 1987 Ross	Cunniff	and Tim	Brengle
X
X
X
X
X
X			   - 45	-
X
X
X			     )
X		     ;
X
X		     VERB shell;
X		     shell(ACTION) =
X			     ($spec 6 "/bin/csh")
X		     ;
X
X		     VERB savewords;
X		     savewords(ACTION) =
X			     ($spec 7 "unknown.wrds")
X		     ;
X
X		     VERB script;
X		     script(ACTION) =
X		     LOCAL name;
X			     ($say "Script to what filename? ")
X			     ($setg name ($read))
X			     (IF ($leng	@name) THEN
X				     ($spec 8 @name)
X			     )
X		     ;
X
X		     Status = ($spec 9 ($name ($loc .ME)) @Score ($turns)) ;
X
X		     START = ($spec 10 60);  { It makes	the text prettier }
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X	    c 1987 Ross	Cunniff	and Tim	Brengle
X
X
X
X
X
X			   - 46	-
X
X
X7.12.  Miscellaneous Routines
X
X     These routines are	placed here for	 lack  of  a  better
Xplace to put them.
X
X
X$say	( $say str1 str2 ... ) -> No return  value.   Prints
X	the messages str1 str2 ... on the screen.  Note	that
X	ADL automatically "word-wraps" strings so that	they
X	fit  within the	right margin as	closely	as possible.
X	Therefore, it is not necessary for the ADL  program-
X	mer  to	 take  great care in formatting	the messages
X	passed to $say.	 If the	programmer desires that	 the
X	current	 line  be  terminated, and output start	on a
X	new line, the  character  sequence  "\n"  should  be
X	embedded  in  the  string.   Note  that	each str may
X	actually be an expression such	as  ($name  foo)  or
X	($num @Score).
X
X	Example:
X		     ($say "Hi!	 My name is " @MyName "! How are you today?\n")
X		     Note that MyName is assumed to contain a string ID.
X
X
X
X$arg	( $arg num ) ->	Returns	the numth  argument  of	 the
X	current	 routine.   It is basically the	same as	%num
X	except that in	this  case  num	 may  be  a  numeric
X	expression,  not  just a numeric constant.  ($arg 0)
X	returns	the number of arguments	passed to this invo-
X	cation of the current routine.
X
X	Example:
X		     { Print all of the	arguments to this routine }
X		     ($setg i 1)
X		     (WHILE ($le @i %0)	DO
X			     ($say "Arg	" @i " = " ($arg @i) "\n")
X		     )
X
X
X
X$exit	( $exit	code ) -> Doesn't return to the	current	rou-
X	tine.	$exit  terminates  execution  of the current
X	phase.	If code	is 0, control  passes  to  the	next
X	phase.	 If  code is 1,	control	passes to the outer-
X	most loop.  If code is 2, control passes to the	 top
X	of  the	 Dobj loop.  If	code is	3, control passes to
X	the parser which attempts to complete a	partial	sen-
X	tence.	 See the diagram in Chapter 4 for a complete
X	definition.
X
X	Example:
X		     take(PREACT) =
X			     (IF ($ne ($loc @Dobj) ($loc .ME)) THEN
X
X
X
X	    c 1987 Ross	Cunniff	and Tim	Brengle
X
X
X
X
X
X			   - 47	-
X
X
X				     ($say "You	don't see that here!\n")
X				     { Skip the	rest of	the phases }
X				     ($exit 1)
X			     )
X		     ;
X		     safe(ACTION) =
X			     (IF ($eq @Verb take) THEN
X				     ($say "You	can't budge the	safe.\n")
X				     { Go on to	the rest of the	Dobjs }
X				     ($exit 2)
X			     )
X		     ;
X		     ball(ACTION) =
X			     (IF ($prop	ball BROKEN) THEN
X				     { Rely on the default verb	ACTION }
X				     ($exit 0)
X			     )
X			     ($say "The	ball bounces nicely.\n")
X		     ;
X		     NOVERB(PREACT) =
X			     ($say "What do you	want me	to do with the "
X			     ($say ($name @Dobj) "?\n")
X			     { Re-parse	the sentence }
X			     ($exit 3)
X		     ;
X
X
X
X$return	( $return expr ) -> Doesn't return  to	the  current
X	routine.   Evaluates  expr and returns the result to
X	the current routine's  caller.	 Note  that  in	 the
X	absence	 of an explicit	$return, the return value of
X	a routine is the same  as  the	value  of  the	last
X	statement executed.
X
X	Example:
X		     Increment = ($return ($plus %1 1))
X
X		     ($say "Increment( 3 ) = " (Increment 3) "\n")
X			     Increment(	3 ) = 4
X
X
X
X$val	( $val expr ) ->  Evaluates  expr  and	returns	 the
X	result.	  Expr	may be a routine call, a constant, a
X	string,	or anything  that  yields  a  16-bit  value.
X	This  routine  is most useful in conditional expres-
X	sions.
X
X	Example:
X		     Signum =
X			     (IF ($lt %1 0) THEN
X				     ($val -1)
X			      ELSEIF ($eq %1 0)	THEN
X
X
X
X	    c 1987 Ross	Cunniff	and Tim	Brengle
X
X
X
X
X
X			   - 48	-
X
X
X				     ($val 0)
X			      ELSE
X				     ($val 1)
X			     )
X		     ;
X
X
X
X$phase	( $phase )  ->	Returns	 the  number  of  the  phase
X	currently  executing.	This  number is	0 during the
X	START phase, 1 during the Daemon phase,	2 during the
X	Actor ACTION, 3	during the Verb	PREACT,	4 during the
X	Iobj ACTION, 5 during the Dobj ACTION, 6 during	 the
X	Verb ACTION, and 7 during the Room ACTION.
X
X	Example:
X			     (IF ($eq ($phase) 2) THEN
X				     ($say "This is the	Actor ACTION\n")
X			      ELSEIF ($eq ($phase) 4) THEN
X				     ($say "This is the	Iobj ACTION\n")
X			      ELSEIF ($eq ($phase) 5) THEN
X				     ($say "This is the	Dobj ACTION\n")
X			     )
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X	    c 1987 Ross	Cunniff	and Tim	Brengle
X
X
X
X
X
X			   - 49	-
X
X
X8.  ADL	Program	Structure
X
X     In	the following extended BNF description of  ADL	pro-
Xgram  structure,  terminal symbols are in BOLD UPPERCASE and
Xnon-terminals in lowercase.  Items enclosed  in	 quotes	 are
Xliteral	terminals.
X
X
X     adlprog =	     stmt *
X
X     stmt    =	     "INCLUDE"	     STRING  ";"
X	     =	     "MESSAGE"	     STRING  ";"
X	     =	     decl
X	     =	     assign
X
X     decl    =	     "VERB"	     ilist
X	     =	     "ADJEC"	     ilist
X	     =	     "ROUTINE"		     ilist
X	     =	     "ARTICLE"		     ilist
X	     =	     "PREP"	     ilist
X	     =	     "VAR"	     vlist
X	     =	     "NOUN"	     nlist
X
X     assign  =	     ID	 "="  expr  ";"
X	     =	     nounp  "("	 nprop	")"  "="  expr	";"
X	     =	     VERB  "("	vprop  ")"  "="	 routine  ";"
X	     =	     "("  VAR  [ "+"  const ]  ")"  "="	 expr  ";"
X	     =	     PREP  nounp  PREP	"="  PREP  ";"
X	     =	     VERB  PREP	 "="  VERB  ";"
X
X     ilist   =	     ID	 ( ","	ID ) *	";"
X
X     vlist   =	     vdec  ( ","  vdec ) *  ";"
X
X     vdec    =	     ID	 [ "["	const  "]" ]
X
X     nlist   =	     nloc  ( ","  nloc	) *  ";"
X
X     nloc    =	     nounp  [ "("  nounp  ")" ]
X
X     nounp   =	     [ modif ]	NOUN
X	     =	     OBJECT
X
X     modif   =	     VERB
X	     =	     ADJEC
X
X     vprop   =	     "PREACT"
X	     =	     "ACTION"
X
X     nprop   =	     const
X	     =	     "LDESC"
X	     =	     "SDESC"
X	     =	     "ACTION"
X
X
X
X
X	    c 1987 Ross	Cunniff	and Tim	Brengle
X
X
X
X
X
X			   - 50	-
X
X
X     const   =	     NUMBER
X	     =	     CONST_ID
X
X     expr    =	     const
X	     =	     STRING
X	     =	     nounp
X	     =	     routine
X	     =	     modif
X	     =	     ROUTINE
X	     =	     PREP
X	     =	     ARTICLE
X	     =	     VAR
X
X     routine =	     [ locals ]	 form +
X
X     locals  =	     "LOCAL"  vlist
X
X     form    =	     "("  ifthen   elseif *   [	else ]	")"
X	     =	     "("  "WHILE"  arg	"DO"   form +  ")"
X	     =	     "("  arg +	 ")"
X
X     ifthen  =	     "IF"  arg	"THEN"	form +
X
X     elseif  =	     "ELSEIF"  arg  "THEN"  form +
X
X     else    =	     "ELSE"  form +
X
X     arg     =	     form
X	     =	     "@"  VAR
X	     =	     "["  nounp	 "]"
X	     =	     ".ME"
X	     =	     "%"NUMBER
X	     =	     const
X	     =	     STRING
X	     =	     NOUN
X	     =	     OBJECT
X	     =	     ROUTINE
X	     =	     modif
X	     =	     PREP
X	     =	     ARTICLE
X	     =	     VAR
X	     =	     vprop
X	     =	     nprop
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X	    c 1987 Ross	Cunniff	and Tim	Brengle
X
X
X
X
X
X			   - 51	-
X
X
X9.  ADL	Sentence Structure
X
X     In	the following extended BNF description of  ADL	sen-
Xtences,	 terminal  symbols  are	 in  BOLD UPPERCASE and	non-
Xterminals in lowercase.	 A CONJ	is one of the word "and",  a
Xcomma  (","),  or  the word "but";  a SEP is one of a period
X("."), the word	"then",	or a  newline.	 Comment  statements
Xstart with "--"	and continue to	the end	of the line.
X
X
X     input-line	     =	( sentence  SEP	) *
X
X     sentence	     =	simple-sent  --	Verb, Iobj, and	Dobj are
X				     --	as you would expect
X		     =	noverb-sent  --	Verb = NOVERB;	Iobj and Dobj
X				     --	are as you would expect
X		     =	teller-sent  --	Verb = TELLER;	Iobj = object;
X				     --	Dobj = STRING
X
X     simple-sent     =	verb-phrase  [ dobj-list ]  [ prep  object ]  [	prep ]
X		     =	verb-phrase  object  dobj-list	[ prep ]
X
X     noverb-sent     =	[ dobj-list ]  [ prep  object ]	 [ prep	]
X		     =	object	dobj-list  [ prep ]
X
X     teller-sent     =	object	","  STRING
X		     =	object	","  VERB  REST-OF-STRING
X
X     verb-phrase     =	VERB  PREP *
X
X     dobj-list	     =	object	( CONJ	object ) *
X
X     object	     =	[ ARTICLE ]  modif  NOUN
X		     =	[ ARTICLE ]  modif
X		     =	[ ARTICLE ]  NOUN
X		     =	[ ARTICLE ]  OBJECT
X		     =	STRING
X
X     modif	     =	VERB
X		     =	ADJEC
X
X     prep	     =	PREP
X		     =	PREP  PREP
X		     =	PREP  object  PREP
X
X
X
X
X
X
X
X
X
X
X
X
X
X	    c 1987 Ross	Cunniff	and Tim	Brengle
X
X
X
X
X
X			   - 52	-
X
X
X10.  standard.adl
X
X     Standard.adl  is  a  file	that  contains	many  useful
Xdefault	definitions and	routines.  To use standard.adl,	sim-
Xply put	'INCLUDE "standard.adl"' before	 the  rest  of	your
Xprogram.
X
X     Standard.adl defines six  things:	 object	 properties,
Xconstants, global variables, useful words, some	normal verbs
Xand their actions, and some utility routines.
X
X10.1.  Object properties
X
X     The  following  object  properties	  are	defined	  in
X     standard.adl.  The	ADL programmer using standard.adl is
X     advised not to re-use these properties  with  different
X     meanings, as strange and unusual things will happen.
X
X		  SEEN	  = 16;
X		  OPENS	  = 15;
X		  LOCKS	  = 14;
X		  OPENED  = 13;
X		  LOCKED  = 12;
X		  TRANS	  = 11;
X		  LIGHT	  = 10;
X		  FLAME	  = 9;
X		  NOTAKE  = 8;
X		  AllLink = 29;
X		  SAVESENT = 28;
X
X     This leaves boolean properties 1 though 7	and  integer
X     properties	 17  through  28  free	for the	programmer's
X     definition	and use.  The above properties are  used  as
X     follows:
X
X     SEEN	   The standard	 looking  daemon  sets	this
X		   property  of	 a room	to TRUE	whenever the
X		   player visits the room.
X
X     OPENS	   This	property should	be set to TRUE if it
X		   is  possible	 to open or close the object
X		   (a treasure chest would be an example  of
X		   this).
X
X     LOCKS	   This	property should	be set to TRUE if it
X		   is  possible	to lock	or unlock the object
X		   (a door might be a good example of this).
X
X     OPENED	   This	property  is  set  to  TRUE  if	 the
X		   object is already opened and	FALSE if the
X		   object is  closed.	This  is  meaningful
X		   only	if OPENS is TRUE.
X
X     LOCKED	   This	property  is  set  to  TRUE  if	 the
X
X
X
X	    c 1987 Ross	Cunniff	and Tim	Brengle
X
X
X
X
X
X			   - 53	-
X
X
X		   object  is locked and FALSE if the object
X		   is unlocked.	 This is meaningful only  if
X		   LOCKS is TRUE.
X
X     TRANS	   This	property should	be set	to  TRUE  if
X		   the object is transparent (a	glass box or
X		   a bottle  would  be	a  good	 example  of
X		   this).
X
X     LIGHT	   This	property should	be set	to  TRUE  if
X		   the	object	gives off light	(in the	case
X		   of a	transportable object like  a  flash-
X		   light)  or if the object is intrinsically
X		   lit (like an	outdoor	location).
X
X     FLAME	   This	property should	be set	to  TRUE  if
X		   the object is on fire.
X
X     NOTAKE	   This	property should	be set to TRUE if it
X		   is  desired that "take" and "drop" ignore
X		   the object when "take all" or "drop	all"
X		   are requested.
X
X     AllLink	   This	property is used by the	 PREACT	 and
X		   ACTION  routines  of	the verbs "take" and
X		   "drop" and should not be used by anything
X		   else.
X
X     SAVESENT	   This	property is used to hold the  start-
X		   ing number of a block of six	global vari-
X		   ables in which to store  a  sentence	 for
X		   use with ActAction, below.
X
X
X10.2.  Constants
X
X     For convenience and readability,  standard.adl  defines
X     the following constants:
END_OF_man/doc.ab
if test 33706 -ne `wc -c <man/doc.ab`; then
    echo shar: \"man/doc.ab\" unpacked with wrong size!
fi
# end of overwriting check
fi
if test -f samples/mpu/locales.adl -a "${1}" != "-c" ; then 
  echo shar: Will not over-write existing file \"samples/mpu/locales.adl\"
else
echo shar: Extracting \"samples/mpu/locales.adl\" \(18212 characters\)
sed "s/^X//" >samples/mpu/locales.adl <<'END_OF_samples/mpu/locales.adl'
XSayer =
X    (IF ($not %2) THEN
X	($say %1 "\n")
X    )
X    ($return %1)
X;
X
X.ALL(LDESC) =
X    ($say "You shouldn't be here at all.  This is THE COSMIC ALL.\n")
X;
X.ALL(SDESC) =
X    ($return (Sayer "THE COSMIC ALL" %0))
X;
X
Xrdsc = ($return (Sayer "Road" %0));
Xrldsc = ($say "You are on the road.\n");
X
Xroad1(SDESC) = rdsc;
Xroad1(LDESC) =
X    ($say
X"You're on a dirt road going east-west.  Tall stalks of
Xcorn grow on either side of the road.\n"
X    )
X;
X
Xroad2(SDESC) = rdsc;		road2(LDESC) = rldsc;
X
Xroad3(SDESC) =
X    ($return (Sayer "Bridge" %0))
X;
Xroad3(LDESC) =
X    (IF ($prop dragon KILLED) THEN
X	($say "You are on a bridge over a swift river.  ")
X     ELSE
X	($say "You are on a bridge over a dry river bed.  ")
X    )
X    ($say "The river goes north-south, and the road continues east-west.\n")
X;
X
Xroad4(SDESC) = rdsc;		road4(LDESC) = rldsc;
Xroad5(SDESC) = rdsc;		road5(LDESC) = rldsc;
X
Xroad6(LDESC) =
X    ($say
X"A road from the west forks north and south here.  To the east is a
Xdense-looking forest; cornfields are seen on the west.\n"
X    )
X;
Xroad6(SDESC) = ($return (Sayer "Fork in road" %0));
X
Xroad7(SDESC) = rdsc;
Xroad7(LDESC)=
X    ($say
X"The road stretches a long way east-west.  A short fence divides the
Xroad from the cornfields beyond.  Please don't tresspass.\n"
X    )
X;
X
X
Xgdsc =
X    ($say "You are somewhere in a cornfield.  The cornstalks are ")
X    (IF ($prop dragon KILLED) THEN
X	($say "green and healthy.\n")
X     ELSE
X	($say "brown and dry-looking.\n")
X    )
X;
X
Xgsdsc = ($return (Sayer "Cornfield" %0));
Xfsdsc = ($return (Sayer "Forest" %0));
X
Xgard1(SDESC) = gsdsc;            gard1(LDESC) = gdsc;
Xgard2(SDESC) = gsdsc;            gard2(LDESC) = gdsc;
X
Xfrst1(SDESC) = fsdsc;            frst1(LDESC) = fdsc;
X
Xfarm1(SDESC) = ($return (Sayer "Farm Entrance" %0));
Xfarm1 (LDESC) =
X    ($say
X"You are at the entrance on the south side of a rundown
Xfarmhouse.  Someone has painted 'DIE, HEATHENS' on the
Xfront door, which barely stays on its hinges.  Marks of
Xsmoke and flame are visible.  A road runs to the south,
Xand you may walk around the farmhouse by going east or west.\n"
X    )
X;
X
Xfarm2(LDESC) =
X    ($say
X"You are in the entry hall of a long-deserted old farmhouse.
XThe floor is covered with the dust of years of disuse.  The
Xfront door to the south is open, and there is another room
Xto the north.  A stairway on the east side of the room goes up.\n"
X    )
X;
Xfarm2(SDESC) =
X    ($return (Sayer "Entry hall" %0))
X;
X
X
Xfarm3(LDESC) =
X    ($say
X"You are on the east side of the farmhouse.  To the east, a forest
Xstretches away into the distance.  The entrance to the farmhouse
Xis to the south.\n"
X    )
X;
Xfarm3(SDESC) =
X    ($return (Sayer "East of Farmhouse" %0))
X;
X
Xfarm4(LDESC) =
X    ($say
X"You are on the west side of the farmhouse.  The cornfields
Xstretch away forever to the west.  The entrance to the house
Xis to the south.\n"
X    )
X;
Xfarm4(SDESC) =
X    ($return (Sayer "West of Farmhouse" %0))
X;
X
Xfarm5(LDESC) =
X    ($say
X"You are on the north side of the farmhouse.  A high fence
Xseparates you from the cornfields to the north and west. "
X    )
X    ($move insignia farm5)
X;
Xfarm5(SDESC) =
X    ($move insignia farm5)
X    ($return (Sayer "North of Farmhouse" %0))
X;
X
X
Xfarm6(LDESC) =
X    ($say
X"You are in an old, empty farmhouse kitchen.  All the
Xcupboards and cabinets are bare (unless you can eat the
Xthick layer of dust which covers everything).\n"
X    )
X;
Xfarm6(SDESC) =
X    ($return (Sayer "Kitchen" %0))
X;
X
Xfarm7(LDESC) =
X    ($say
X"You are in the upstairs bedroom of the farmhouse.  All the
Xwindows are boarded up, and nobody has slept here for years.
XTo the east is an exit leading to the entry hall below.  "
X    )
X    (IF ($prop bed OPENED) THEN
X	($say
X"In the middle of the room is an old, rickety bed.  The west wall "
X	)
X	(IF ($prop panel OPENED) THEN
X	    ($say "has a panel missing, revealing a secret stairway down.\n")
X	 ELSE
X	    ($say "seems to have a loose panel.\n")
X	)
X     ELSE
X	($say
X"Against the west wall is an old, rickety bed (which may be
Xwhy nobody has slept here for years).\n"
X	)
X    )
X;
Xfarm7(SDESC) = ($return (Sayer "Bedroom" %0));
X
XPanL =                  { Try to go through panel }
X    (IF ($prop panel OPENED) THEN
X	($move .ME cel01)
X	($say "You descend into the gloom...\n")
X     ELSEIF ($eq ($loc .ME) farm7) THEN
X	(cg)
X	($exit 1)
X    )
X;
X
X
Xtown1(SDESC) =
X    ($return (Sayer "Town" %0))
X;
Xtown1(LDESC) = 
X    ($say
X"You are at the northern end of a one-horse town.  Although the buildings
Xare in good shape, all seem deserted.  You can't even find one horse.
XTo the east is an old smithy.  On the west side of the street is an
Xabandoned hotel.  The street runs north and south.\n"
X    )
X;
X
Xtown2(SDESC) =
X    ($return (Sayer "Business District" %0))
X;
Xtown2(LDESC) =
X    ($say
X"You are at the southern end of a one-horse town.  This is the
Xbusiness district.  On the east side of the street is an old
Xbuilding with a tastefully lettered sign, 'Arpa-Citizen's Savings'.
XTo the west is the legendary 'Packet Inn'.  The street runs north-south.\n"
X    )
X;
X
Xtown3(SDESC) =
X    ($return (Sayer "Blacksmith's Shop" %0))
X;
Xtown3(LDESC) =
X    ($say
X"You're in what is left of a once-thriving blacksmith's shop.
XLong ago abandoned, nothing much of interest remains.\n"
X    )
X;
X
Xtown4(SDESC) =
X    ($return (Sayer "Flophouse" %0))
X;
Xtown4(LDESC) =
X    ($say
X"You're in the Flophouse hotel.  Never worth the visit even in
Xits heyday, a quick search reveals nothing but a lot of dusty rooms.\n"
X    )
X;
X
Xtown5(SDESC) =
X    ($return (Sayer "Bank" %0))
X;
Xtown5(LDESC) =
X    ($say
X"You are in the ancient and venerable institution of Arpa-Citizen's
XSavings (there's a branch in your town).  The lobby is tastefully
Xdecorated in marble.  The only feature is a strange sweet-smelling
Xwell in the center of the room.  A mysterious plaque on the side "
X"reads:\n
X	'Drop your bits here!'\n"
X    )
X;
XTWN5y =         
X    ($setp .ME HAS ($minus ($prop .ME HAS) ($prop @Dobj WEIGH)))
X    ($move @Dobj ($loc .ME))
X    ($say "A strange glowing network of lights appears, and you can read:\n")
X    (IF ($prop ($dobj) POINT) THEN
X	($setg SCORE ($plus @SCORE ($prop ($dobj) POINT)))
X	($move ($dobj) .ALL)
X	($say
X"	Your account is now at $" ($str @SCORE) ".\n
X	Thank you for letting Arpa-Citizen's be your host.\n"
X	)
X     ELSE
X	($say "	Your deposit is worthless")
X	(IF ($pct 25) THEN
X	    ($say ", but thanks for the trinket!\n")
X	    ($move ($dobj) .ALL)
X	 ELSE
X	    ($say "!  Keep it!\n")
X	)
X    )
X    ($say "The Arpa network mercifully disappears.\n")
X;
X
Xtown6(SDESC)  =
X    ($return (Sayer "Packet Inn" %0))
X;
Xtown6(LDESC)  =
X    ($say
X"You are at that famous old saloon, the Packet Inn.  Thousands
Xof the local adventurers drank 'till they were totally zorked in
Xthis colorful old haunt.  A little wandering convinces you that
Xnothing much is to be seen.\n"
X    )
X;
X
X{*** DUNGEON PROPER ***}
Xcel01(LDESC) =
X    ($say
X"You are in a secret cellar below the farmhouse.  In the
Xcorner of one wall is a strange insignia composed of red
Xand green squares, joined at the corners.  Passages
Xlead to north and west.  An old stairway leads up and out.\n"
X    )
X    ($move insignia cel01)
X;
Xcel01(SDESC) =
X    ($move insignia cel01)
X    ($return (Sayer "Secret Cellar" %0))
X;
X
Xcel02(LDESC) =
X    ($say
X"You are in a cool cave, once used for the storage of rare
Xwines.  A cool breeze from the caves to the north keeps this cave
Xat an even temperature the year round.  Exits can be seen
Xto the north, south, and east.\n"
X    )
X;
Xcel02(SDESC) = ($return (Sayer "Cool Cave" %0))
X;
X
X{ cel03 was moved to after cel08 }
X
X
Xcel04(LDESC) =
X    ($say
X"This is a small temple to Elbereth, Queen of the Stars.  The walls
Xglow with a warm iridescence of their own.  They are covered
Xwith murals depicting the kindling of the stars at the Beginning of
XDays.  In the corner someone has added an insignia consisting of red
Xand white squares joined at the corners.  Passages lead east and west,
Xand a stairway to the north leads down into darkness.\n"
X    )
X    ($move insignia cel04)
X;
Xcel04(SDESC) =
X    ($move insignia cel04)
X    ($return (Sayer "Temple" %0))
X;
Xcel04(LIGHT)=TRUE;
X
X
Xcel05(LDESC) =
X    (IF ($prop dragon KILLED) THEN
X	($say
X"You are in a very wet cave.  Puddles of extremely cold water
Xare everywhere."
X	)
X     ELSE
X	($say
X"You are in an icy cave.  All the walls are covered with thick
Xlayers of ice."
X	)
X	($move ice cel05)
X    )
X    ($say
X"  The cave continues north and south, and there is a side tunnel leading
Xto the northeast.\n"
X    )
X;
Xcel05(SDESC) =
X    (IF ($prop dragon KILLED) THEN
X	($return (Sayer "Wet Cave" %0))
X     ELSE
X	($move ice cel05)
X	($return (Sayer "Ice Cave" %0))
X    )
X;
X
Xcel06(LDESC) =
X    ($say "You have reached a large cavern")
X    (IF ($not ($prop dragon KILLED)) THEN
X	($say
X" of ice.  You cannot see
Xthe roof, but you are sure it is covered with icicles.\n"
X	)
X	($move ice cel06)
X     ELSE
X	($say
X".  You cannot see the roof,
Xand it looks like something has melted, covering the floor with puddles.\n"
X	)
X    )
X    ($say "There are exits east and southwest.\n")
X;
Xcel06(SDESC) =
X    (IF ($not ($prop dragon KILLED)) THEN
X	($move ice cel06)
X    )
X    ($return (Sayer "Great Cavern" %0))
X;
X
X
Xcel07(LDESC) =
X    ($say "You are in a tiny side room where the ice dragon ")
X    (IF ($prop dragon KILLED) THEN
X	($say "kept")
X     ELSE
X	($say "keeps")
X    )
X    ($say
X" his single prize treasure.  You may leave through a western doorway.\n"
X    )
X;
Xcel07(SDESC) =
X    ($return (Sayer "Treasure Room" %0))
X;
X
Xcel08(LDESC) =
X    ($say
X"You are in an old abandoned room, once the resident of a frustrated
Xartist.  A huge mural depicting "
X    )
X    (IF ($prop dragon KILLED) THEN
X	($say "a gentle green field ")
X     ELSE
X	($say "a barren wasteland ")
X    )
X    ($say
X"covers the west wall.  A dim glow comes from the corridor to the east.
XVandals have apparently been here too, for on the painting is drawn a
Xstrange insignia consisting of red and blue squares, joined at the corners.\n"
X    )
X    ($move insignia cel08)
X;
Xcel08(SDESC) =
X    ($move insignia cel08)
X    ($return (Sayer "Artist's Retreat" %0))
X;
X
Xcel03(LDESC) =
X    (IF ($prop dragon KILLED) THEN
X	($say
X"You are standing on the south bank of a turbulent underground
Xriver.  The only way to go is back south.\n"
X	)
X     ELSE
X	($say
X"You are standing on a frozen underground river.  The
Xsource of the river seems to have been to the west, and
Xyou can walk that way on the ice.  However, to the
Xnortheast, the river forms a frozen waterfall you can
Xslide down.\n"
X	)
X	($move ice cel03)
X    )
X;
Xcel03(SDESC) =
X    (IF ($prop dragon KILLED) THEN
X	($return (Sayer "Bank of Underground River" %0))
X     ELSE
X	($move ice cel03)
X	($return (Sayer "Top of Frozen Fall" %0))
X    )
X;
X
Xcel09(LDESC) =
X    ($say
X"You are at the southern end of a dry river gorge.  The source
Xof the river was once a waterfall to the south, but for some reason
Xit seems frozen solid.  The riverbed continues north.  There is
Xa large crack in the waterfall to the south.\n"
X    )
X    ($move ice cel09)
X;
Xcel09(SDESC) =
X    ($move ice cel09)
X    ($return (Sayer "Southern Gorge" %0))
X;
X
Xcel10(LDESC) =
X    ($say
X"You are in a dark cave.  The low-hanging stalactites and tall
Xstalagmites cast eerily human-like shadows on the craggy walls.
XA roughly-hewn stairway to the south is lit by a dim illumination
Xfrom above, while a slimy pit in the middle of the room leads
Xdown into even inkier blackness."
X    )
X    (IF ($prop dragon KILLED) THEN
X	($say "  The pit is full of very cold water.")
X    )
X    ($say "\n")
X;
Xcel10(SDESC) =
X    ($return (Sayer "Shadowy Cave" %0))
X;
X
Xcel11(LDESC) =
X    (IF	($and	(See [clear crystal] ($cont ($loc .ME)))
X		($prop [clear crystal] LIGHT)
X	)
X     THEN
X	($say
X"You are in an impossibly dark cave.  Only the light from your
Xmagic crystal makes it possible to see, even dimly, here.  You
Xcan make out a tunnel leading leading west, and another leading
Xeast.  No other exits are visible.  A large pit lies in the middle
Xof the cave.\n"
X	)
X     ELSE
X	($say "It's mighty dark in here!")
X	(IF (See globe ($cont ($loc .ME))) THEN
X	    (IF ($prop globe LIGHT) THEN
X		($say "  Even your glowing globe is barely visible!")
X	    )
X	)
X	($say "\n")
X	($setg Dark TRUE)
X    )
X;
X
Xcel11(SDESC) =
X    (IF	($not ($and	(See [clear crystal] ($cont ($loc .ME)) )
X			($prop [clear crystal] LIGHT)
X	))
X     THEN
X	($setg Dark TRUE)
X    )
X    ($return (Sayer "DARK Cave" %0))
X;
X
Xcel12(LDESC) =
X    ($say
X"You are in a small chamber which is not quite as dark as the DARK
Xcave to the west.  There are no other exits.\n"
X    )
X;
Xcel12(SDESC) =
X    ($return (Sayer "Small Chamber" %0))
X;
X
XVAR
X  BSaid;
X
Xcel13(LDESC) =
X    ($say
X"You are on a large underground lake of ice, thick enough
Xto walk on.  To the west you can dimly make out a cavern
Xentrance; to the east is an icy river you can walk on.  "
X    )
X    (IF ($prop cel13 HOLED) THEN
X	($say
X"In the middle of the lake is a hole; icy water sloshes about
Xtwo feet below the ice."
X	)
X    )
X    ($say "\n")
X    ($setg BSaid FALSE)
X    ($move ice cel13)
X;
Xcel13(SDESC) =
X    ($setg BSaid FALSE)
X    ($move ice cel13)
X    ($return (Sayer "Icy Lake" %0))
X;
X
XBDesc =
X    (IF ($prop wetsuit WORN) THEN
X	($say "Luckily, your wetsuit enables you to breathe down here.\n")
X     ELSEIF ($not @BSaid) THEN
X	($say "You can't hold your breath for long...\n")
X	($setg BSaid TRUE)
X    )
X;
X
Xcel14(LDESC) =
X    ($say
X"You are under the ice of a frozen lake.  You can barely make out exits
Xto the east and west.  "
X    )
X    (IF ($prop cel13 HOLED) THEN
X	($say "There is a hole in the ice above you.\n")
X     ELSE
X	($say "A diffuse light comes through the ice above.\n")
X    )
X    (BDesc)
X    ($move ice cel14)
X;
Xcel14(SDESC) =
X    ($move ice cel14)
X    ($return (Sayer "Underwater" %0))
X;
X
Xcel15(LDESC) =
X    ($say
X"You are on a sandy beach in a small ice cave.  A small pool of water
Xcomes up to the beach from the east, and a quick survey of the place
Xshows that it is completely covered by the stony roof.  You can walk up
Xto the back of the cave to the south, but the pool seems to be the only
Xother exit.\n"
X    )
X    ($setg BSaid FALSE)
X;
Xcel15(SDESC) =
X    ($setg BSaid FALSE)
X    ($return (Sayer "Sandy Beach" %0))
X;
X
Xcel16(LDESC) =
X    ($say 
X"You are at the back of a small ice cave.  A sandy shore slopes down
Xto a blue pool of water to the north.  To the east is a small crawlway
Xleading into inky blackness.\n"
X    )
X;
Xcel16(SDESC) =
X    ($return (Sayer "Back of Cave" %0))
X;
X
Xcel17(LDESC) =
X    ($say
X"You are in a stream under a ceiling of ice.  The stream
Xleads northeast, and to the west you can see more light.\n"
X    )
X    (BDesc)
X    ($move ice cel17)
X;
Xcel17(SDESC) =
X    ($move ice cel17)
X    ($return (Sayer "In Stream" %0))
X;
X
Xcel18(LDESC) =
X    ($say
X"You are in a hollow spot behind a frozen waterfall to the north.
XAbove you, a ceiling of ice gradually lowers to meet a dark
Xbody of water to the southwest.  There is a large crack in the
Xwaterfall.\n"
X    )
X    ($move ice cel18)
X    ($setg BSaid FALSE)
X;
Xcel18(SDESC) =
X    ($setg BSaid FALSE)
X    ($move ice cel18)
X    ($return (Sayer "Hollow Spot" %0))
X;
X
Xcel19(LDESC) =
X    ($say
X"You are at the source of a frozen stream which flows out of the
Xrock to the west.  The stream continues to the east.\n"
X    )
X    ($move ice cel19)
X;
Xcel19(SDESC) =
X    ($move ice cel19)
X    ($return (Sayer "Source of Frozen Stream" %0))
X;
X
Xcel20(LDESC) =
X    ($say
X"You are in what was once a study.  The furniture has
Xbeen smashed to splinters, and none of the papers or
Xbooks remain intact.  The only exit is to the west.\n"
X    )
X;
Xcel20(SDESC) =
X    ($return (Sayer "Study" %0))
X;
X
Xcel21(LDESC) =
X    (IF ($eq @RiverLoc GRATELOC) THEN
X	($say
X"You have reached a point where a bridge crosses the dry river bed.
XThe river bed is blocked by a large iron grate to the south.\n"
X	)
X     ELSEIF ($eq @RiverLoc BEND1LOC) THEN
X	($say
X"You are at a sharp bend where the dry river bed coming from the south
Xturns to the west.\n"
X	)
X     ELSEIF ($and ($gt @RiverLoc BEND1LOC) ($lt @RiverLoc BEND2LOC)) THEN
X	($say "You are in a dry river bed that runs east-west.\n")
X     ELSEIF ($eq @RiverLoc BEND2LOC) THEN
X	($say
X"You are at a sharp bend where the dry river bed coming from
Xthe east turns to the south.\n"
X	)
X     ELSE
X	($say "You are in a dry river bed that runs north-south.\n")
X    )
X;
Xcel21(SDESC) =
X    (IF ($eq @RiverLoc GRATELOC) THEN
X	($return (Sayer "Under Bridge" %0))
X     ELSEIF ($or ($eq @RiverLoc BEND1LOC) ($eq @RiverLoc BEND2LOC)) THEN
X	($return (Sayer "Bend in River" %0))
X     ELSE
X	($return (Sayer "Dry River Bed" %0))
X    )
X;
X
Xdesert(LDESC) =
X    ($say
X"You are lost in the middle of a vast desert.  The terrain
Xis the same, no matter which way you look.  The heat
Xis tremendous, and you have no water.  In other words,
Xyou're in trouble!\n"
X    )
X;
Xdesert(SDESC) =
X    ($return (Sayer "Desert" %0))
X;
X
Xfield(LDESC) =
X    ($say
X"You are in the middle of a grassy field.  Above you is a beautiful
Xblue sky in which fleecy white clouds make pretty shapes.  The sound
Xof birds fills the air.  A path leads north to a large building built
Xof white marble, with hundreds of columns and sculptures about.\n"
X    )
X;
Xfield(SDESC) =
X    ($return (Sayer "Grassy Field" %0))
X;
X
XENDGAME =
X    ($say
X"As you approach the building, a robed figure emerges from the door of the
Xbuilding.  He looks at you and says, \"I am the former owner of the farm
Xand of the cellar below.  You have shown great merit in your struggle
Xto solve my puzzles.  "
X    )
X    (IF ($cont .ME) THEN
X	($say
X"However, you must shun all things wordly before you
Xcan enter here.  Return to your world and come back when you have
Xattained this.\"\n"
X	)
X     ELSEIF ($lt @SCORE PMAX) THEN
X	($say
X"Unfortunately, you have failed to return all misplaced
Xtreasures to their proper location.  Consider this:  a penny saved
Xis a penny earned!\"\n"
X	)
X     ELSE
X	($say
X"You have also wisely shed yourself
Xof damaging worldly affectations, and have honorably satisfied your
Xobligations.  Come and join our circle of philosophers!\"
X\n\tThe robed figure escorts you into the building.  You have finished
Xthe game!\n"
X	)
X	($spec 3)
X    )
X    ($say "The robed figure waves his arms, and you are transported to...\n")
X    ($move .ME road1)
X    ($setg GO TRUE)
X;
END_OF_samples/mpu/locales.adl
if test 18212 -ne `wc -c <samples/mpu/locales.adl`; then
    echo shar: \"samples/mpu/locales.adl\" unpacked with wrong size!
fi
# end of overwriting check
fi
echo shar: End of archive 3 \(of 11\).
cp /dev/null ark3isdone
MISSING=""
for I in 1 2 3 4 5 6 7 8 9 10 11 ; do
    if test ! -f ark${I}isdone ; then
	MISSING="${MISSING} ${I}"
    fi
done
if test "${MISSING}" = "" ; then
    echo You have unpacked all 11 archives.
    rm -f ark[1-9]isdone ark[1-9][0-9]isdone
    echo Making adl.doc
    (cd man; cat doc.aa doc.ab doc.ac >adl.doc; rm doc.a[a-c])
else
    echo You still need to unpack the following archives:
    echo "        " ${MISSING}
fi
##  End of shell archive.
exit 0
