"Generic MAIN file for
The ZORK Trilogy
started on 7/28/83 by MARC"
Set if the parser successfully parsed a command. (As opposed to a blank line or an error.)
No relation to whether the player has won; that’s WON-FLAG.
<GLOBAL P-WON <>>
<CONSTANT M-FATAL 2>
<CONSTANT M-HANDLED 1>
<CONSTANT M-NOT-HANDLED <>>
<CONSTANT M-OBJECT <>>
<CONSTANT M-BEG 1>
<CONSTANT M-END 6>
<CONSTANT M-ENTER 2>
<CONSTANT M-LOOK 3>
<CONSTANT M-FLASH 4>
<CONSTANT M-OBJDESC 5>
<ROUTINE MAIN-LOOP ("AUX" ICNT OCNT NUM CNT OBJ TBL V PTBL OBJ1 TMP)
<REPEAT ()
<SET CNT 0>
<SET OBJ <>>
<SET PTBL T>
<SET NUM
(<G? .OCNT 1>
<COND (<0? .ICNT> <SET OBJ <>>)
(T <SET OBJ <GET ,P-PRSI 1>>)>
.OCNT)
(<G? .ICNT 1>
<SET PTBL <>>
.ICNT)
(T 1)>>
<COND (<AND <NOT .OBJ> <1? .ICNT>> <SET OBJ <GET ,P-PRSI 1>>)>
(<0? .NUM>
<TELL "It's too dark to see." CR>)
(T
<TELL "It's not clear what you're referring to." CR>
<SET V <>>)>)
(T
<COND (<G? .NUM 1> <SETG P-MULT T>)>
<SET TMP <>>
<REPEAT ()
<COND (<G? <SET CNT <+ .CNT 1>> .NUM>
<TELL "The ">
<TELL "other ">)>
<TELL "object">
<TELL "s">)>
<TELL " that you mentioned ">
<TELL "are">)
(T <TELL "is">)>
<TELL "n't here." CR>)
(<NOT .TMP>
<TELL
"There's nothing here you can take." CR>)>
<RETURN>)
(T
<COND (.PTBL <SET OBJ1 <GET ,P-PRSO .CNT>>)
(T <SET OBJ1 <GET ,P-PRSI .CNT>>)>
<SETG PRSO <COND (.PTBL .OBJ1) (T .OBJ)>>
<SETG PRSI <COND (.PTBL .OBJ) (T .OBJ1)>>
<COND (<OR <G? .NUM 1>
0>
,W?ALL>>
<COND (<EQUAL? .OBJ1
<AGAIN>)
(<AND <VERB? TAKE>
0>
,W?ALL>
<AGAIN>)
<VERB? TAKE>
<OR <AND <NOT <EQUAL?
<LOC .OBJ1>
<NOT <FSET?
<LOC .OBJ1>
<NOT <OR <FSET? .OBJ1
<FSET? .OBJ1
<AGAIN>)
(T
<COND (<EQUAL? .OBJ1 ,IT>
(T <PRINTD .OBJ1>)>
<TELL ": ">)>)>
<SET TMP T>
<COND (<==? .V ,M-FATAL> <RETURN>)>)>>)>
<COND (<VERB? AGAIN WALK SAVE RESTORE SCORE VERSION > T)
(T
(T
We run the game’s “every turn” timers if the parser parsed a command (P-WON) and the command was not an out-of-world action (SCORE, SAVE, etc.)
Curiously, the TELL action also skips the timers. Presumably the timers will run for the NPC’s commanded action. (But Zork 1 has no commandable NPCs, so this doesn’t come up.)
<COND (,P-WON
QUIT RESTART SCORE SCRIPT UNSCRIPT RESTORE> T)
<GLOBAL L-PRSA <>>
<GLOBAL L-PRSO <>>
<GLOBAL L-PRSI <>>
<GLOBAL P-MULT <>>
<GLOBAL P-NOT-HERE 0>
%<COND (<GASSIGNED? PREDGEN>
Perform one game action. To simplify a bit, this sets up some globals (PRSA, PRSI, PRSO). Then it runs the action by invoking various handlers (drawn from the player, the location, the noun, the generic action table...) until one reports that the action is handled.
Note that there are two complete implementations of PERFORM here. We observe that the first one is compiled and the second is ignored, based on the existence of the PREDGEN constant. I don’t know what that means, though.
'<ROUTINE PERFORM (A "OPTIONAL" (O <>) (I <>) "AUX" V OA OO OI)
<COND (<AND <EQUAL? ,IT .I .O>
<TELL "I don't see what you are referring to." CR>
<RFATAL>)>
<COND (<AND ,PRSO <NOT <EQUAL? ,PRSI ,IT>> <NOT <VERB? WALK>>>
(T
<COND
(<SET V <APPLY <GET ,PREACTIONS .A>>> .V)
(<AND .I <SET V <APPLY <GETP .I ,P?ACTION>>>> .V)
(<AND .O
<NOT <==? .A ,V?WALK>>
<LOC .O>
.V)
(<AND .O
<NOT <==? .A ,V?WALK>>
.V)
(<SET V <APPLY <GET ,ACTIONS .A>>> .V)>)>
.V>)
(T
'<PROG ()
<SETG DEBUG <>>
<ROUTINE PERFORM (A "OPTIONAL" (O <>) (I <>) "AUX" V OA OO OI)
#DECL ((A) FIX (O) <OR FALSE OBJECT FIX> (I) <OR FALSE OBJECT> (V) ANY)
<COND (,DEBUG
<TELL "** PERFORM: PRSA = ">
<PRINC <NTH ,ACTIONS <+ <* .A 2> 1>>>
<COND (<AND .O <NOT <==? .A ,V?WALK>>>
<TELL " | PRSO = " D .O>)>
<COND (.I <TELL " | PRSI = " D .I>)>)>
<SET OA ,PRSA>
<SET OO ,PRSO>
<SET OI ,PRSI>
<COND (<AND <EQUAL? ,IT .I .O>
<NOT <EQUAL? ,P-IT-LOC ,HERE>>>
<TELL "I don't see what you are referring to." CR>
<RFATAL>)>
<COND (<==? .O ,IT> <SET O ,P-IT-OBJECT>)>
<COND (<==? .I ,IT> <SET I ,P-IT-OBJECT>)>
<SETG PRSA .A>
<SETG PRSO .O>
<COND (<AND ,PRSO <NOT <VERB? WALK>>>
<SETG P-IT-OBJECT ,PRSO>
<SETG P-IT-LOC ,HERE>)>
<SETG PRSI .I>
<COND (<AND <EQUAL? ,NOT-HERE-OBJECT ,PRSO ,PRSI>
<SET V <D-APPLY "Not Here" ,NOT-HERE-OBJECT-F>>> .V)
(T
<SET O ,PRSO>
<SET I ,PRSI>
<COND (<SET V <DD-APPLY "Actor" ,WINNER
<GETP ,WINNER ,P?ACTION>>> .V)
(<SET V <D-APPLY "Room (M-BEG)"
<GETP <LOC ,WINNER> ,P?ACTION>
,M-BEG>> .V)
(<SET V <D-APPLY "Preaction"
<GET ,PREACTIONS .A>>> .V)
(<AND .I <SET V <D-APPLY "PRSI"
<GETP .I ,P?ACTION>>>> .V)
(<AND .O
<NOT <==? .A ,V?WALK>>
<LOC .O>
<GETP <LOC .O> ,P?CONTFCN>
<SET V <DD-APPLY "Container" <LOC .O>
<GETP <LOC .O> ,P?CONTFCN>>>>
.V)
(<AND .O
<NOT <==? .A ,V?WALK>>
<SET V <D-APPLY "PRSO"
<GETP .O ,P?ACTION>>>>
.V)
(<SET V <D-APPLY <>
<GET ,ACTIONS .A>>> .V)>)>
<SETG PRSA .OA>
<SETG PRSO .OO>
<SETG PRSI .OI>
.V>
<DEFINE D-APPLY (STR FCN "OPTIONAL" FOO "AUX" RES)
<COND (<NOT .FCN> <>)
(T
<COND (,DEBUG
<COND (<NOT .STR>
<TELL CR " Default ->" CR>)
(T <TELL CR " " .STR " -> ">)>)>
<SET RES
<COND (<ASSIGNED? FOO>
<APPLY .FCN .FOO>)
(T <APPLY .FCN>)>>
<COND (<AND ,DEBUG .STR>
<COND (<==? .RES 2>
<TELL "Fatal" CR>)
(<NOT .RES>
<TELL "Not handled">)
(T <TELL "Handled" CR>)>)>
.RES)>>
<ROUTINE DD-APPLY (STR OBJ FCN "OPTIONAL" (FOO <>))
<COND (,DEBUG <TELL "[" D .OBJ "=]">)>
<D-APPLY .STR .FCN .FOO>>
>)>