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2170 lines
75 KiB
INI
2170 lines
75 KiB
INI
! ----------------------------------------------------------------------------
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! Museum 961111 One of the standard Inform 6 example games
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!
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! created: 20.12.95
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! translated to Inform 6: 11.11.96
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!
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! This "game" is a compendium of solved exercises from the Designer's
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! Manual. Room numbers are section numbers within the Third Edition.
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! Many of these exercises are difficult, and so is some of the code below.
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! ----------------------------------------------------------------------------
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Constant Story "MUSEUM OF INFORM";
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Constant Headline
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"^An Interactive Companion to the Designer's Manual (Third Edition)^";
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! The game is meant to be experimented with, so we always define:
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Constant DEBUG;
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Release 2;
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Serial "961111";
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Replace DrawStatusLine;
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Include "Parser";
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! --------------------------------------------------------------------------
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Object samples_bag "samples bag"
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with description "A capacious SACK_OBJECT (see section 20).",
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name "samples" "bag", article "your",
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when_closed "Your samples bag lies on the floor.",
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when_open "Your samples bag lies open on the floor.",
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has container open openable;
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Constant SACK_OBJECT = samples_bag;
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Include "VerbLib";
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! --------------------------------------------------------------------------
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Attribute crewmember;
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Property weight 10;
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Class Key with name "key";
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! --------------------------------------------------------------------------
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Object Foyer "Foyer"
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has light
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with description
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"The foyer of the magnificent Museum of Inform. A flight of
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stairs sweeps upward to Chapters V and VI, and corridors
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fan out on this level into Chapter IV. These run:^
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^ north into Room 10 (the Halls of Sense and Direction),
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^ south along Corridor 12 (doors) to Room 13 (switches),
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^ @00 to Room 11 (the Wonderful World of Containers)
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^ and @01 to Room 14 (which houses larger exhibits).^^
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(And a plain ladder descends into the basement; you can also
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step out onto a balcony.)",
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e_to Room11, u_to Second_Floor, n_to Room10,
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s_to Corridor12, w_to Room14,
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d_to basement, out_to balcony;
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Object -> "map"
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with name "map" "ground" "floor",
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initial "A map of the ground floor is embossed in one wall.",
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description
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[; font off;
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print
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"^+------------------------------------------+
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^| (mirror) |
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^| Weights Room 10 --- Room 10a |
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^| Room senses directions |
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^| | | |
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^| Room 14 --- Foyer --- Room 11 |
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^| (changing (you are here) containers |
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^| character) | |
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^| | |
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^| Room 15 --- Corridor 12 |
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^| (MS room) (door, curator) |
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^| (Bible) | |
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^| Switches Hall 13 |
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^| (chasm) |
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^| | |
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^| Far Side of Room 13 |
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^+------------------------------------------+^";
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font on;
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],
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has static;
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! --------------------------------------------------------------------------
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Object basement "Museum Basement"
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with u_to Foyer,
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description
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"Once Room 17, this space has been abandoned by the curators,
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who have simply sprayed its walls with moth-repellent and
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abandoned it.",
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before
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[; Smell: "Napthalene.";
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];
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! --------------------------------------------------------------------------
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Object Room10 "Hall of Senses"
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with description
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"This is Room 10, north of the foyer. If you try going further
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north, a string will be printed instead. The exit to the @00
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has a routine attached, and randomly leads either to the
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Directions Room or back to the foyer.",
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s_to Foyer,
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n_to "This string is the ~n_to~ value for this room.",
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e_to
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[; if (random(2)==1) return Foyer; return Room10a; ],
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has light;
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Object -> "TRAP lever"
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with name "trap" "lever",
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before
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[; Pull, Push:
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if (self has on) <<SwitchOff self>>;
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<<SwitchOn self>>;
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],
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after
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[; SwitchOn: move orange_cloud to location;
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"Clunk! An orange cloud suddenly descends upon you.";
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SwitchOff: remove orange_cloud;
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"Click! The orange cloud vanishes.";
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],
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has switchable static;
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Object -> "gold watch"
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with name "gold" "watch",
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description "The watch has no hands, oddly.",
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react_before
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[; Listen: if (noun==0 or self) "The watch ticks loudly."; ];
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Object -> "sprig of lavender"
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with name "sprig" "of" "lavender",
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react_before
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[; Smell: if (noun==0 or self) "Lavender-perfume. Ahh!"; ];
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Object orange_cloud "orange cloud"
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with name "orange" "cloud",
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react_before
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[; Look: "You can't see for the orange cloud surrounding you.";
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Go, Exit: "You wander round in circles, choking.";
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Smell: if (noun==0 or self) "Cinnamon? No, nutmeg.";
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],
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has scenery;
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! --------------------------------------------------------------------------
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! For east-west reflection
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! --------------------------------------------------------------------------
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Lowstring east_str "east"; Lowstring west_str "west";
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[ NormalWorld; string 0 east_str; string 1 west_str;
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e_obj.door_dir = e_to; w_obj.door_dir = w_to;
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];
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[ ReversedWorld; string 0 west_str; string 1 east_str;
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w_obj.door_dir = e_to; e_obj.door_dir = w_to;
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];
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Object Room10a "Hall of Directions"
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with name "mirror",
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description
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"An annexe to Room 10: the main exit is back @01, and there's a
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curiously misty mirror on the north wall. Also, there's an exit
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in the fourth, ~hyper~ dimension (which is only visible in the
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weird geometry of this room).",
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initial
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[; move hyper to compass; StartDaemon(hyper);
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],
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w_to Room10,
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n_to
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[; print "Walking through the mirror is confusing...^";
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if (self has general) NormalWorld(); else ReversedWorld();
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if (self has general) give self ~general; else give self general;
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<<Look>>;
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],
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in_to [; print "Amazing! Your body corkscrews as you pass.^";
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return Room11; ],
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has light;
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Object hyper "hyper-dimensional direction"
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with name "hyper" "fourth" "dimension", article "the", door_dir in_to,
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daemon
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[; if (location ~= Room10a) { remove self; StopDaemon(self); }
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],
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has scenery;
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! --------------------------------------------------------------------------
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Object Room11 "Wonderful World of Containers"
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with description
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"This is Room 11, @00 of the foyer. You notice a typical piece
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of scenery which turns out to be a supporter: a mantelpiece.",
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w_to Foyer,
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has light;
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Object -> "bearded psychiatrist"
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with name "bearded" "doctor" "psychiatrist" "psychologist" "shrink",
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initial "A bearded psychiatrist has you under observation.",
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life
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[; "He is fascinated by your behaviour, but makes no attempt to
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interfere with it.";
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],
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react_after
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[; Insert: print "~Subject puts ", (a) noun, " in ", (the) second,
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". Interesting.~^";
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PutOn: print "~Subject puts ", (a) noun, " in ", (the) second,
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". Interesting.~^";
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],
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react_before
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[; Take, Remove: print "~Subject feels lack of ", (the) noun,
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". Suppressed Oedipal complex? Mmm.~^";
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],
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has animate;
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Object -> "mantelpiece"
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with name "mantel" "mantle" "piece" "mantelpiece"
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has scenery supporter;
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Object -> "green ball" with name "green" "ball";
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Object -> "red cone" with name "red" "cone";
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Object -> "blue pyramid" with name "blue" "pyramid";
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Object -> "plain shopping bag (which can only hold 2 things)"
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with name "plain" "shopping" "bag", capacity 2,
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has container open;
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Object -> "glass box with a lid" with name "glass" "box" "with" "lid"
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has container transparent openable open;
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Object -> "steel box with a lid" with name "steel" "box" "with" "lid"
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has container openable open;
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Key -> bolted_key "bolted key" with name "bolted";
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Object -> "toothed bag"
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with name "toothed" "bag",
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description "A capacious bag with a toothed mouth.",
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before
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[; LetGo: "The bag defiantly bites itself
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shut on your hand until you desist.";
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Close: "The bag resists all attempts to close it.";
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],
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after
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[; Receive:
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"The bag wriggles hideously as it swallows ",
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(the) noun, ".";
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],
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has container open;
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Object -> "bolted cupboard"
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with name "bolted" "cupboard",
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describe
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[; if (self hasnt open)
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"^A pretty typical shut cupboard is bolted to one wall.";
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"^Bolted up on one wall is an open cupboard.";
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],
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with_key bolted_key
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has locked container openable lockable static;
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Object -> "portable television set"
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with name "tv" "television" "set" "portable",
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initial "A portable television set has two sub-objects attached:
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a power button and a screen.",
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before
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[; SwitchOn: <<SwitchOn power_button>>;
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SwitchOff: <<SwitchOff power_button>>;
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Examine: <<Examine screen>>;
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],
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has transparent;
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Object -> -> power_button "power button"
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with name "power" "button" "switch",
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after
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[; SwitchOn, SwitchOff: <<Examine screen>>;
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],
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has switchable;
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Object -> -> screen "television screen"
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with name "screen",
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before
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[; Examine: if (power_button hasnt on) "The screen is black.";
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"The screen writhes with a strange Japanese cartoon.";
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];
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Object -> "macrame bag"
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with name "macrame" "bag" "string" "net" "sack",
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react_before
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[; Examine, Search, Listen, Smell: ;
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default:
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if (inp1>1 && inp1 in self)
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print_ret (The) inp1, " is tucked away in the bag.";
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if (inp2>1 && inp2 in self)
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print_ret (The) inp2, " is tucked away in the bag.";
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],
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describe
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[; print "^A macrame bag hangs from the ceiling, shut tight";
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if (child(self)==0) ".";
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print ". Inside you can make out ";
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WriteListFrom(child(self), ENGLISH_BIT); ".";
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],
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has container transparent static;
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Object -> -> "music box"
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with name "music" "box" "musical",
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description "Attractively lacquered.",
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react_before
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[; Listen: if (noun==0 or self)
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"The musical box chimes some Tchaikovsky."; ];
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! --------------------------------------------------------------------------
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Object Corridor12 "Corridor 12"
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with description
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"Runs south of the foyer. A side exit leads @01 to Room 15,
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the manuscripts room.",
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n_to Foyer, s_to Oak_Door, w_to Room15,
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has light;
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Object -> "sinister curator"
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with name "sinister" "curator",
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initial
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[; if (self hasnt general)
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"A sinister curator leans against the wall, asleep.";
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"The curator is here, casting menacing looks.";
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],
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daemon
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[ i p j n k;
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if (random(3)~=1 || self hasnt general) rfalse;
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p=parent(self);
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objectloop (i in compass)
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{ j=p.(i.door_dir);
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if (ZRegion(j)==1 && j hasnt door) n++;
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}
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if (n==0) rfalse;
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k=random(n); n=0;
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objectloop (i in compass)
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{ j=p.(i.door_dir);
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if (ZRegion(j)==1 && j hasnt door) n++;
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if (n==k)
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{ move self to j;
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if (p==location) "^The curator stalks away.";
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if (j==location) "^The curator stalks in.";
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rfalse;
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}
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}
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],
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orders
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[; if (self hasnt general) "The curator only snores.";
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"He raises a skeletal finger to his lips. ~Shh!~";
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],
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life
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[; WakeOther:
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if (self hasnt general)
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{ give self general; move self to Foyer;
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"He wakes and rouses to his feet, pushes past you
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and stalks away.";
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}
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default: "He rears back with disdain.";
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],
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has animate;
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Object Oak_Door "oaken door"
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with name "oak" "door" "oaken",
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description "Despite appearances, there is no key to this door.",
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door_dir
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[; if (location==Corridor12) return s_to; return n_to; ],
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door_to
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[; if (location==Corridor12) return Room13; return Corridor12; ],
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describe
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[; if (self has open) "^The oaken door stands open.";
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if (self hasnt locked) "^The corridor ends in an oaken door.";
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],
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found_in Corridor12 Room13
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has static door openable lockable;
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! --------------------------------------------------------------------------
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Object Room15 "Manuscripts Room"
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with description
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"This is Room 15, adjoining a corridor to the @00.",
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e_to Corridor12,
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has light;
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Object -> "black Tyndale Bible"
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with name "bible" "black" "book",
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initial "A black Bible rests on a spread-eagle lectern.",
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description "A splendid foot-high Bible, which must have survived
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the burnings of 1520.",
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before
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[ w x; Consult:
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wn = consult_from; w = NextWord();
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switch(w)
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{ 'matthew': x="Gospel of St Matthew";
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'mark': x="Gospel of St Mark";
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'luke': x="Gospel of St Luke";
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'john': x="Gospel of St John";
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default: "There are only the four Gospels.";
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}
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if (consult_words==1)
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"You read the ", (string) x, " right through.";
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w = TryNumber(wn);
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if (w==-1000)
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"I was expecting a chapter number in the ",
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(string) x, ".";
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"Chapter ", (number) w, " of the ", (string) x,
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" is too sacred for you to understand now.";
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];
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! --------------------------------------------------------------------------
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Object Room13 "Switches Hall"
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with description
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"This is Room 13, at the south end of a long corridor leading
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north. Progress further south is blocked by a chasm.",
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n_to Oak_Door, s_to PlankBridge,
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has light;
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Object -> "Gotham City searchlight"
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with name "gotham" "city" "search" "light" "template" "searchlight",
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article "the",
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description "It has some kind of template on it.",
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when_on "The old city searchlight shines out a bat against
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the alabaster ceiling of the Museum.",
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when_off "The old Gotham city searchlight has been lovingly
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restored and housed here."
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has switchable static;
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Object -> "basement light switch"
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with name "basement" "light" "switch",
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after
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[; SwitchOn: give basement light; "Click!";
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SwitchOff: give basement ~light; "Click!";
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],
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has switchable static;
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Object -> PlankBridge "plank bridge"
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with description "Extremely fragile and precarious.",
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name "precarious" "fragile" "wooden" "plank" "bridge",
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when_open
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"A precarious plank bridge spans the chasm.",
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door_to
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[; if (children(player)~=0)
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{ deadflag=1;
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"You step gingerly across the plank, which bows under
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your weight. But your meagre possessions are the straw
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which breaks the camel's back! There is a horrid crack...";
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}
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print "You step gingerly across the plank, grateful that
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you're not burdened.^";
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if (location==Room13) return FarSide; return Room13;
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],
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door_dir
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[; if (location==Room13) return s_to; return n_to;
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],
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found_in Room13 FarSide,
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has static door open;
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Object FarSide "Far Side of Chasm in Room 13"
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with description
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"This side of the chasm is dull and dusty after all.",
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n_to PlankBridge,
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has light;
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! --------------------------------------------------------------------------
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Object Room14 "Large Exhibits Room"
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with description
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"This is Room 14, @01 of the foyer, which gives onto the Weights
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Room to the north.",
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e_to Foyer, n_to Weights_Room,
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has light;
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Object -> "hypnotic portrait"
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with name "hypnotic" "portrait" "warthog" "picture" "of" "hog",
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initial "A somewhat hypnotic full-length portrait of a warthog hangs
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on the wall.",
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before
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[; Examine: <Examine hog>; print "^...and somehow, so do you...^";
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ChangePlayer(hog); <<Look>>;
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],
|
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has static;
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Object -> "Louis XV chair"
|
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with name "louis" "xv" "quinze" "chair",
|
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initial "A valuable Louis XV chair takes pride of place.",
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has enterable supporter;
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Object -> car "little red car"
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with name "little" "red" "car" "kar1",
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description "Large enough to sit inside. Among the controls is a
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prominent on/off switch. The numberplate is KAR 1.",
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when_on "The red car sits here, its engine still running.",
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when_off "A little red car is parked here.",
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before
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[; PushDir: AllowPushDir(); rtrue;
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Go: if (car has on) { Achieved(1); "Brmm! Brmm!"; }
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print "(The ignition is off at the moment.)^";
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],
|
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after
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[; PushDir: "The car rolls very slowly as you push it.";
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],
|
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has switchable enterable static container open;
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Object -> -> "small note"
|
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with name "small" "note",
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description
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" !!!! FROBOZZ MAGIC CAR COMPANY !!!!^
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^Hello, Driver!^
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^Instructions for use:^
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^Switch on the ignition and off you go!^
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^Warranty:^
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^This car is guaranteed against all defects for a period of
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76 milliseconds from date of purchase or until used,
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whichever comes first.^
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^Good Luck!";
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Object -> "Giant"
|
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with name "giant",
|
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initial "A Giant is here. (And you know the old legend... push a
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Giant, become a Giant!)",
|
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before
|
|
[; Push: ChangePlayer(self); <<Look>>;
|
|
Take: rtrue;
|
|
],
|
|
number 0,
|
|
orders
|
|
[; if (player==self)
|
|
{ if (actor~=self)
|
|
"You only become tongue-tied and gabble.";
|
|
if (action==##Push && noun==selfobj)
|
|
{ ChangePlayer(selfobj); <<Look>>; }
|
|
rfalse;
|
|
}
|
|
Attack: "The Giant looks at you with doleful eyes.
|
|
~Me not be so bad!~";
|
|
default: "The Giant is unable to comprehend your instructions.";
|
|
],
|
|
has animate;
|
|
|
|
|
|
! --------------------------------------------------------------------------
|
|
|
|
Object "Caldera"
|
|
with description
|
|
"An old volcanic crater of mud and ash, from which there is
|
|
nowhere to go.",
|
|
has light;
|
|
|
|
Object -> hog "Warthog"
|
|
with name "wart" "hog" "warthog",
|
|
description "Muddy, sniffing and grunting.",
|
|
number,
|
|
orders
|
|
[; if (player~=self || actor~=self) rfalse;
|
|
|
|
! So now we have just the case where the player
|
|
! is currently the warthog, ordering himself about:
|
|
|
|
Go, Look, Examine, Eat, Smell, Taste, Touch: rfalse;
|
|
default: "Warthogs can't do anything as tricky as that!";
|
|
],
|
|
has animate proper;
|
|
|
|
Object -> "red berry"
|
|
with name "red" "berry" "magic",
|
|
initial "A magic red berry is half-uncovered in the mud.",
|
|
before
|
|
[; Smell, Taste, Touch:
|
|
print "The blood-smell of the berry brings you back,
|
|
back...^";
|
|
ChangePlayer(selfobj); <<Look>>;
|
|
];
|
|
|
|
! --------------------------------------------------------------------------
|
|
|
|
Constant CARRYING_STRENGTH = 500;
|
|
Constant HEAVINESS_THRESHOLD = 100;
|
|
|
|
Object Weights_Room "Weights Room"
|
|
with description
|
|
"This is an annexe, south of Room 14. In here (though nowhere
|
|
else) objects have given weights, and
|
|
you can carry only a limited total weight. (Items from elsewhere
|
|
in the museum all weigh 10 zobs, regardless of what they are.)
|
|
The longer you carry heavy objects, the more tired you become,
|
|
until you're forced to drop them; your strength recovers once
|
|
you're carrying only a light load.",
|
|
initial [; weight_monitor.activate(); ],
|
|
s_to Room14,
|
|
has light;
|
|
|
|
Object -> "feather" with name "feather", weight 1;
|
|
Object -> "iron anvil" with name "iron" "anvil", article "an", weight 300;
|
|
Object -> "five-zob weight" with name "five" "zob" "weight", weight 5;
|
|
Object -> "ten-zob weight" with name "ten" "zob" "weight", weight 10;
|
|
Object -> "twenty-zob weight" with name "twenty" "zob" "weight", weight 20;
|
|
Object -> "fifty-zob weight" with name "fifty" "zob" "weight", weight 50;
|
|
Object -> "hundred-zob weight" with name "hundred" "zob" "weight", weight 100;
|
|
|
|
[ WeightOf obj t i;
|
|
t = obj.weight;
|
|
objectloop (i in obj) t = t + WeightOf(i);
|
|
return t;
|
|
];
|
|
|
|
Object weight_monitor
|
|
with
|
|
players_strength,
|
|
warning_level 5,
|
|
|
|
activate
|
|
[; self.players_strength = CARRYING_STRENGTH; StartDaemon(self);
|
|
],
|
|
daemon
|
|
[ w s b bw;
|
|
if (location ~= Weights_Room) { StopDaemon(self); return; }
|
|
|
|
s = self.players_strength
|
|
- WeightOf(player) + HEAVINESS_THRESHOLD;
|
|
if (s<0) s=0; if (s>CARRYING_STRENGTH) s=CARRYING_STRENGTH;
|
|
self.players_strength = s;
|
|
|
|
if (s==0)
|
|
{ bw=-1;
|
|
objectloop(b in player)
|
|
if (WeightOf(b) > bw) { bw = WeightOf(b); w=b; }
|
|
self.players_strength = self.players_strength + bw;
|
|
print "^Exhausted with carrying so much, you decide
|
|
to discard ", (the) w, ": "; <<Drop w>>;
|
|
}
|
|
|
|
w=s/100; if (w==self.warning_level) return;
|
|
|
|
self.warning_level = w;
|
|
switch(w)
|
|
{ 3: "^You are feeling a little tired.";
|
|
2: "^You possessions are weighing you down.";
|
|
1: "^Carrying so much weight is wearing you out.";
|
|
0: "^You're nearly exhausted enough to drop everything
|
|
at an inconvenient moment.";
|
|
}
|
|
];
|
|
|
|
! --------------------------------------------------------------------------
|
|
|
|
Constant SUNRISE 360; ! i.e., 6 am
|
|
Constant SUNSET 1140; ! i.e., 7 pm
|
|
Global day_state = 2;
|
|
|
|
Object balcony "Balcony"
|
|
with description
|
|
[; print "An open-air balcony on the cliffside wall of the
|
|
cathedral-like Museum, hundreds of feet above ";
|
|
if (day_state==1) "sunlit plains of farms and settlements.";
|
|
"a darkling plain. Dim light from the walls above is
|
|
the only beacon in this vast night.";
|
|
],
|
|
in_to Foyer,
|
|
cant_go "The only way is back inside.",
|
|
each_turn
|
|
[ f;
|
|
if (the_time >= SUNRISE && the_time < SUNSET) f=1;
|
|
if (day_state == f) return;
|
|
if (day_state==2) { day_state = f; return; }
|
|
day_state = f;
|
|
if (f==1) "^The sun rises, illuminating the landscape!";
|
|
"^As the sun sets, the landscape is plunged into darkness.";
|
|
],
|
|
has light;
|
|
|
|
Object -> "giant clock"
|
|
with name "giant" "clock" "face" "clockface" "clock-face",
|
|
before
|
|
[; Examine: "According to the giant clockface on the wall
|
|
above, it is now ", the_time/60, ":", (the_time%60)/10,
|
|
the_time%10, ".";
|
|
default: "The giant clock-face is too high above you.";
|
|
],
|
|
react_after [; Look: new_line; <Examine self>; ],
|
|
has static concealed;
|
|
|
|
Object -> moth "moth"
|
|
with name "moth",
|
|
initial "A catchable moth flits about.";
|
|
|
|
[ GoMothGo;
|
|
if (moth in player)
|
|
{ remove moth;
|
|
"As your eyes try to adjust, you feel a ticklish sensation
|
|
and hear a tiny fluttering sound.";
|
|
}
|
|
];
|
|
|
|
Object -> "Commander Data"
|
|
with name "data" "commander",
|
|
orders
|
|
[; "~I regret that I am only here to make an example work elsewhere.
|
|
Please proceed upstairs to 10 Forward to see.~";
|
|
],
|
|
has proper animate crewmember;
|
|
|
|
! ==========================================================================
|
|
|
|
Object Second_Floor "Mezzanine"
|
|
with description
|
|
"Halfway up the marble staircase of the building, a second floor
|
|
mezzanine which leads south into Grammar Hall (an extension
|
|
purpose-built for the Room 16 exhibition).",
|
|
d_to Foyer,
|
|
s_to Grammar_Hall,
|
|
u_to Third_Floor,
|
|
has light;
|
|
|
|
Object -> "map"
|
|
with name "map" "mezzanine" "level",
|
|
initial "A map of the mezzanine level is embossed in one wall.",
|
|
description
|
|
[; font off;
|
|
print
|
|
"^+------------------------------------------+
|
|
^| |
|
|
^| |
|
|
^| |
|
|
^| |
|
|
^| Mezzanine |
|
|
^| (you are here) |
|
|
^| | |
|
|
^| | |
|
|
^| Grammar Hall 16 |
|
|
^| (telepathy, clock) |
|
|
^| (Charlotte, Dan) --- Ten Forward |
|
|
^| | (replicator) |
|
|
^| Liberator (computer) |
|
|
^| Bridge (tricorder) |
|
|
^| (Zen) |
|
|
^+------------------------------------------+^";
|
|
font on;
|
|
],
|
|
has static;
|
|
|
|
Object -> "Room 16 exhibition leaflet"
|
|
with name "leaflet" "exhibition" "guide" "room" "sixteen",
|
|
initial "An exhibition leaflet has fallen to the floor.",
|
|
description
|
|
"Among the rare & fascinating exhibits in Room 16 are:...^^
|
|
Telekinetic (and telepathic) Martha. In the telepathy
|
|
booth, you can speak to her as though she were in Room 16
|
|
with you -- but she's not, she is far away. Tell her to
|
|
~look~ to find out where, and you can also ask her to give
|
|
you things (by telekinesis).^^
|
|
Charlotte, who is playing Simon Says. She'll obey
|
|
instructions you give as long as you preface it with
|
|
~simon says~. (Though she only knows how to wave, or how to
|
|
clap many times (just tell her a number).)^^
|
|
Dyslexic Dan knows how to take and drop things and how to
|
|
perform an inventory, but unfortunately confuses Take and
|
|
Drop orders.^^
|
|
The alarm clock can be told ~on~, ~off~ or a time of day
|
|
(to set its alarm to).";
|
|
|
|
! --------------------------------------------------------------------------
|
|
|
|
Object Grammar_Hall "Grammar Hall"
|
|
has light,
|
|
with description
|
|
"The main exhibit on the second floor: Room 16, south of the
|
|
mezzanine. A Jeffreys Tube runs @00 into a Star Trek: The
|
|
Next Generation room, while a hexagonal corridor to the south
|
|
leads to the bridge of the spaceship ~Liberator~.",
|
|
n_to Second_Floor, e_to Star_Trek, s_to Blakes_Seven;
|
|
|
|
Object -> booth "telepathy booth"
|
|
with name "booth" "telepathy",
|
|
initial
|
|
"A telepathy booth stands invitingly open:
|
|
~Talk To Telekinetic Martha~.",
|
|
has enterable static;
|
|
|
|
Object -> "Charlotte"
|
|
with name "charlotte" "charlie" "chas",
|
|
number 0,
|
|
grammar
|
|
[; give self ~general;
|
|
wn=verb_wordnum;
|
|
if (NextWord()=='simon' && NextWord()=='says')
|
|
{ give self general;
|
|
verb_wordnum=verb_wordnum+2;
|
|
}
|
|
self.number=TryNumber(verb_wordnum);
|
|
if (self.number~=-1000)
|
|
{ action=##Clap; noun=0; second=0; rtrue; }
|
|
],
|
|
orders
|
|
[ i; if (self hasnt general) "Charlotte sticks her tongue out.";
|
|
WaveHands: "Charlotte waves energetically.";
|
|
Clap: if (self.number==0) "Charlotte folds her arms.";
|
|
for (i=0:i<self.number:i++)
|
|
{ print "Clap! ";
|
|
if (i==100)
|
|
print "(You must be regretting this by now.) ";
|
|
if (i==200)
|
|
print "(What a determined girl she is.) ";
|
|
}
|
|
if (self.number>100)
|
|
"^^Charlotte's a bit out of breath now.";
|
|
"^^~Easy!~ says Charlotte.";
|
|
default: "~Don't know how,~ says Charlotte.";
|
|
],
|
|
initial "Charlotte wants to play Simon Says.",
|
|
has animate female proper crewmember;
|
|
|
|
Object -> "Dyslexic Dan"
|
|
with name "dan" "dyslexic",
|
|
grammar
|
|
[; if (verb_word == 'take') { verb_wordnum++; return 'drop'; }
|
|
if (verb_word == 'drop') { verb_wordnum++; return 'take'; }
|
|
],
|
|
orders
|
|
[;
|
|
Take: "~What,~ says Dan, ~ you want me to take ",
|
|
(the) noun, "?~";
|
|
Drop: "~What,~ says Dan, ~ you want me to drop ",
|
|
(the) noun, "?~";
|
|
Inv: "~That I can do,~ says Dan. ~I'm empty-handed.~";
|
|
default: "~Don't know how,~ says Dan.";
|
|
],
|
|
initial "Dyslexic Dan is here.",
|
|
has animate proper crewmember;
|
|
|
|
[ PrintTime x;
|
|
print (x/60), ":", (x%60)/10, (x%60)%10;
|
|
];
|
|
|
|
Object -> "alarm clock"
|
|
with name "alarm" "clock", article "an",
|
|
number 480,
|
|
description
|
|
[; print "The alarm is ";
|
|
if (self has general) print "on, "; else print "off, but ";
|
|
"the clock reads ", (PrintTime) the_time,
|
|
" and the alarm is set for ", (PrintTime) self.number, ".";
|
|
],
|
|
react_after
|
|
[; Inv: if (self in player) { new_line; <<Examine self>>; }
|
|
Look: if (self in location) { new_line; <<Examine self>>; }
|
|
],
|
|
daemon
|
|
[; if (the_time >= self.number && the_time <= self.number+3
|
|
&& self has general) "^Beep! Beep! The alarm goes off.";
|
|
],
|
|
grammar
|
|
[; return 'alarm,';
|
|
],
|
|
orders
|
|
[; SwitchOn: give self general; StartDaemon(self); "~Alarm set.~";
|
|
SwitchOff: give self ~general; StopDaemon(self);
|
|
"~Alarm cancelled.~";
|
|
SetTo: self.number=noun; <<Examine self>>;
|
|
default: "~Commands are on, off or a time of day only, pliz.~";
|
|
],
|
|
life
|
|
[; Ask, Answer, Tell:
|
|
"[Try ~clock, something~ to address the clock.]";
|
|
],
|
|
has talkable;
|
|
|
|
! --------------------------------------------------------------------------
|
|
|
|
Object Blakes_Seven "Spaceship Liberator: Bridge"
|
|
has light,
|
|
with description
|
|
"The great serried bridge of the alien spaceship Liberator,
|
|
captured by Blake's group of revolutionary criminals on the
|
|
run from the oppressive Earth Federation. (Don't worry --
|
|
it's just a convincing replica, and the museum still lies
|
|
back north.)",
|
|
n_to Grammar_Hall;
|
|
|
|
Object -> "informative plaque"
|
|
with name "informative" "plaque",
|
|
article "an",
|
|
description
|
|
"[Among the commands which Zen was often given by the hard-pressed
|
|
Liberator crew were:^^
|
|
zen, scan 360 orbital^
|
|
zen, speed standard by six^
|
|
zen, clear the neutron blasters for firing^
|
|
zen, raise the force wall^
|
|
zen, set course for centauro]",
|
|
has static;
|
|
|
|
Object -> "Zen"
|
|
with name "zen" "flight" "computer",
|
|
initial
|
|
"Square lights flicker unpredictably across a hexagonal fascia
|
|
on one wall, indicating that the flight computer Zen is on-line.",
|
|
grammar
|
|
[; return -'zen,';
|
|
],
|
|
orders
|
|
[; Show: "The main screen shows a starfield,
|
|
turning through ", noun, " degrees.";
|
|
Go: "~Confirmed.~ The ship turns to a new bearing.";
|
|
SetTo: if (noun==0) "~Confirmed.~ The ship comes to a stop.";
|
|
if (noun>12) "~Standard by ", (number) noun,
|
|
" exceeds design tolerances.~";
|
|
"~Confirmed.~ The ship's engines step to
|
|
standard by ", (number) noun, ".";
|
|
Take: if (noun~=force_wall) "~Please clarify.~";
|
|
"~Force wall raised.~";
|
|
Drop: if (noun~=blasters) "~Please clarify.~";
|
|
"~Battle-computers on line.
|
|
Neutron blasters cleared for firing.~";
|
|
NotUnderstood: "~Language banks unable to decode.~";
|
|
default: "~Information. That function is unavailable.~";
|
|
],
|
|
has talkable proper static;
|
|
Object -> -> force_wall "force wall" with name "force" "wall" "shields";
|
|
Object -> -> blasters "neutron blasters" with name "neutron" "blasters";
|
|
|
|
! --------------------------------------------------------------------------
|
|
|
|
Object "Captain Picard"
|
|
with name "captain" "picard",
|
|
has proper animate crewmember;
|
|
|
|
Object Star_Trek "10 Forward"
|
|
has light,
|
|
with description
|
|
"The starswept observation lounge forward of deck 10
|
|
of the Starship Enterprise, where many milkshakes have
|
|
been consumed in crisis situations. (It's only a replica,
|
|
of course, and the museum lies back @01.)",
|
|
w_to Grammar_Hall;
|
|
|
|
Object -> "informative plaque"
|
|
with name "informative" "plaque",
|
|
article "an",
|
|
description
|
|
"[The computer, called just ~computer~, is useful for locating
|
|
crew-members: try ~computer, where is commander data~, or
|
|
~...captain picard~, or any of the other people who can be
|
|
found in the Museum.^^
|
|
The tricorder will scan something if you tell it the name of
|
|
whom or what you wish to scan.^^
|
|
The replicator is a superior drinks machine: for instance,
|
|
Captain Picard is fond of saying ~replicator, tea earl grey~.
|
|
There's also brandy and distilled water.]",
|
|
has static;
|
|
|
|
Object -> "computer"
|
|
with name "computer",
|
|
initial "The computer, of course, always responds to your voice here.",
|
|
grammar
|
|
[; return 'stc,';
|
|
],
|
|
orders
|
|
[; Examine:
|
|
if (parent(noun)==0)
|
|
"~", (name) noun,
|
|
" is no longer aboard this demonstration game.~";
|
|
"~", (name) noun, " is in ", (name) parent(noun), ".~";
|
|
default: "The computer's only really good for locating the crew.";
|
|
],
|
|
life
|
|
[; Ask, Answer, Tell: "The computer is too simple.";
|
|
],
|
|
has talkable static;
|
|
|
|
Object -> "tricorder"
|
|
with name "tricorder",
|
|
grammar
|
|
[; return 'tc,';
|
|
],
|
|
orders
|
|
[; Examine: if (noun==player) "~You radiate life signs.~";
|
|
print "~", (The) noun, " radiates ";
|
|
if (noun hasnt animate) print "no ";
|
|
"life signs.~";
|
|
default: "The tricorder bleeps. It can only accept commands
|
|
~tricorder, <something>~.";
|
|
],
|
|
life
|
|
[; Ask, Answer, Tell: "The tricorder is too simple.";
|
|
],
|
|
has talkable;
|
|
|
|
Object -> "replicator"
|
|
with name "replicator",
|
|
initial
|
|
"A replicator (i.e. Star Trek drinks machine) occupies a niche
|
|
in one wall.",
|
|
grammar
|
|
[; return 'rc,';
|
|
],
|
|
orders
|
|
[; Give:
|
|
"The replicator serves up a cup of ",
|
|
(name) noun, " which you drink eagerly.";
|
|
default: "The replicator is unable to oblige. You must give
|
|
it the name of a drink it knows about.";
|
|
],
|
|
life
|
|
[; Ask, Answer, Tell: "The replicator has no conversation skill.";
|
|
],
|
|
has talkable static;
|
|
Object -> -> "Earl Grey tea" with name "earl" "grey" "tea";
|
|
Object -> -> "Aldebaran brandy" with name "aldebaran" "brandy";
|
|
Object -> -> "distilled water" with name "distilled" "water";
|
|
|
|
! --------------------------------------------------------------------------
|
|
|
|
Object "Sealed Room"
|
|
with description
|
|
"I'm in a sealed room, like a squash court without a door,
|
|
maybe six or seven yards across",
|
|
has light;
|
|
Object -> "fish" with name "fish";
|
|
Key -> "cadmium key"
|
|
with name "cadmium",
|
|
after
|
|
[; Drop: remove self; "The key smashes into smithereens!";
|
|
];
|
|
|
|
Object -> martha "Martha"
|
|
has animate female concealed proper crewmember
|
|
with name "martha",
|
|
orders
|
|
[ r; r=parent(self);
|
|
Give:
|
|
if (noun notin r) "~That's beyond my telekinesis.~";
|
|
if (noun==self) "~Teleportation's too hard for me.~";
|
|
move noun to player;
|
|
"~Here goes...~ and Martha's telekinetic talents
|
|
magically bring ", (the) noun, " to your hands.";
|
|
Look:
|
|
print "~", (string) r.description;
|
|
if (children(r)==1) ". There's nothing here but me.~";
|
|
print ". I can see ";
|
|
WriteListFrom(child(r),CONCEAL_BIT+ENGLISH_BIT);
|
|
".~";
|
|
default: "~Afraid I can't help you there.~";
|
|
],
|
|
life
|
|
[; Ask: "~You're on your own this time.~";
|
|
Tell: "Martha clucks sympathetically.";
|
|
Answer: "~I'll be darned,~ Martha replies.";
|
|
];
|
|
|
|
! ==========================================================================
|
|
|
|
Object Third_Floor "Third Floor"
|
|
with name "trapdoor",
|
|
description
|
|
"Atop the marble staircase, this third floor
|
|
foyer fans out into Rooms from Chapter V. These run:^
|
|
^ south to Corridor 22 (inventories)
|
|
and the List Property Office,
|
|
^ @00 to Room 24 (Curious Names),
|
|
^ @01 to Room 28, which is divided by a glass window.^
|
|
^Only a very rickety
|
|
ladder goes further up, through an open trapdoor to the roof.",
|
|
d_to Second_Floor, u_to roof,
|
|
e_to Room24, w_to window_w, s_to Corridor22,
|
|
has light;
|
|
|
|
Object -> "map"
|
|
with name "map" "third" "floor",
|
|
initial "A map of the third floor is embossed in one wall.",
|
|
description
|
|
[; font off;
|
|
print
|
|
"^+------------------------------------------+
|
|
^| |
|
|
^| (glass |
|
|
^| window) |
|
|
^| ! |
|
|
^| Room ! 28 --- Stairs --- Room 24 |
|
|
^| ! (you are here) Names |
|
|
^| | | |
|
|
^| | Museum Cafe |
|
|
^| Corridor 22 |
|
|
^| (Inventories) |
|
|
^| / | @@92 |
|
|
^| / | @@92 |
|
|
^| Room 23 W --- Room 23 --- Room 23 E |
|
|
^| (listing List Property (I Ching) |
|
|
^| machine) Office |
|
|
^+------------------------------------------+^";
|
|
font on;
|
|
],
|
|
has static;
|
|
|
|
Object -> "Lexicon"
|
|
with name "lexicon",
|
|
initial
|
|
"On the top step is a discarded Lexicon of verbs.",
|
|
description
|
|
"(The lexicon has the number 27 written on the spine.)^^
|
|
Inside are many familiar verbs that you regularly use
|
|
when navigating through Inform games. There are also
|
|
some special ones, only available in the Museum...^^
|
|
~megalook~ : like ~look~ but much fuller;^
|
|
~threefold <noun> <noun> <noun>~ : this doesn't
|
|
actually do anything, but it shows how a verb can
|
|
be parsed which has three objects, not just 0 to 2
|
|
as usual;^
|
|
~time <time of day>~ : sets the current time of day
|
|
(go out onto the Balcony to see sunrise at 6 AM);^
|
|
~fp <floating-point number>~ : shows how floating-point
|
|
numbers can be parsed;^
|
|
~dial <phone-style number>~ : likewise phone numbers.^^
|
|
Also, in the Museum, ~lock~ and ~unlock~ are cunningly
|
|
able to presume keys as their second objects.";
|
|
|
|
! --------------------------------------------------------------------------
|
|
|
|
Object Corridor22 "Corridor 22"
|
|
with description
|
|
"Runs south of the top floor foyer, and leads to Room 23,
|
|
such a long room that you can enter it to southwest, south
|
|
or southeast.^^
|
|
In the floor is a curious solid quartz window.",
|
|
n_to Third_Floor,
|
|
s_to Room23, se_to Room23b, sw_to Room23a,
|
|
d_to "Solid quartz.",
|
|
has light;
|
|
|
|
Object -> "quartz window"
|
|
with name "quartz" "window",
|
|
before
|
|
[; Examine, Search, LookUnder:
|
|
print "Through the window you can hazily make out the contents
|
|
of the Grammar Hall below...^";
|
|
if (Locale(Grammar_Hall, "You can see",
|
|
"You can also see")~=0)
|
|
" on the floor below.";
|
|
rtrue;
|
|
],
|
|
has scenery;
|
|
|
|
Object -> "Geoffrey's book"
|
|
with name "book" "old" "harmless" "lethal" "of" "geoffrey^s",
|
|
invent "that harmless old book of Geoffrey's",
|
|
before
|
|
[; Examine:
|
|
self.invent = "that lethal old book of Geoffrey's";
|
|
"The apparently harmless book turns fiery hot in your hands,
|
|
and your eyes are dragged toward the hideous sigils
|
|
inscribed within it... Just in time, you break the gorgon
|
|
gaze and look away.^^
|
|
[From this moment, its inventory entry changes.]";
|
|
],
|
|
has proper;
|
|
|
|
Object -> "platinum pyramid"
|
|
with name "platinum" "pyramid",
|
|
description "No matter how many times you pick this up and put it
|
|
down again, it never becomes an ~ordinary~ object for room
|
|
description purposes -- it always has a line to itself.",
|
|
describe
|
|
[; "^The platinum pyramid catches the light beautifully.";
|
|
];
|
|
|
|
Object -> "ornate box"
|
|
with name "decorated" "ornate" "box",
|
|
invent
|
|
[; if (inventory_stage==1) give self general;
|
|
else give self ~general;
|
|
],
|
|
short_name
|
|
[; if (self has general) { print "box"; rtrue; } ],
|
|
article
|
|
[; if (self has general)
|
|
{ print "that most remarkably decorated"; rtrue;
|
|
}
|
|
else print "an"; ],
|
|
description
|
|
"[What's interesting about the ornate box is that its
|
|
inventory listing overrides its short name entirely,
|
|
and yet its contents will still be inventoried.]",
|
|
has open openable container;
|
|
|
|
Object -> -> "pearl"
|
|
with name "pearl",
|
|
description "Don't look at me - I'm irrelevant.";
|
|
|
|
! --------------------------------------------------------------------------
|
|
|
|
Object Room23a "Room 23 @01: Inventory Annexe"
|
|
with description
|
|
"The @01ern end of Room 23 is a housing for the Listing Machine.",
|
|
e_to Room23, ne_to Corridor22,
|
|
has light;
|
|
|
|
Object -> list_machine "listing machine"
|
|
with name "listing" "list" "machine",
|
|
describe
|
|
[ i; print "The listing machine has a go button and a number of
|
|
switches, whose current settings are as follows:^";
|
|
objectloop (i in self)
|
|
{ if (i~=list_go)
|
|
{ print (address) (i.&name)-->0, " ";
|
|
if (i has on) print "(on)^"; else print "(off)^";
|
|
}
|
|
}
|
|
rtrue;
|
|
],
|
|
has transparent static;
|
|
|
|
Object -> -> list_go "go button"
|
|
with name "go" "button" "control",
|
|
before
|
|
[ i j; Push:
|
|
objectloop (i in list_machine)
|
|
if (i~=self && i has on) j=j+i.number;
|
|
print "~In this style, your inventory is listed as
|
|
follows...^";
|
|
WriteListFrom(child(player), j, 1);
|
|
"...~";
|
|
],
|
|
has static;
|
|
|
|
Class BitSwitch
|
|
with name "switch" "control",
|
|
has switchable static;
|
|
|
|
BitSwitch -> -> "newline switch"
|
|
with name "newline", number NEWLINE_BIT;
|
|
BitSwitch -> -> "indent switch"
|
|
with name "indent", number INDENT_BIT;
|
|
BitSwitch -> -> "fullinv switch"
|
|
with name "fullinv", number FULLINV_BIT, has on;
|
|
BitSwitch -> -> "english switch"
|
|
with name "english", number ENGLISH_BIT, has on;
|
|
BitSwitch -> -> "recurse switch"
|
|
with name "recurse", number RECURSE_BIT, has on;
|
|
BitSwitch -> -> "always switch"
|
|
with name "always", number ALWAYS_BIT;
|
|
BitSwitch -> -> "terse switch"
|
|
with name "terse", number TERSE_BIT;
|
|
BitSwitch -> -> "partinv switch"
|
|
with name "partinv", number PARTINV_BIT;
|
|
BitSwitch -> -> "defart switch"
|
|
with name "defart", number DEFART_BIT;
|
|
BitSwitch -> -> "workflag switch"
|
|
with name "workflag", number WORKFLAG_BIT;
|
|
BitSwitch -> -> "isare switch"
|
|
with name "isare", number ISARE_BIT;
|
|
BitSwitch -> -> "conceal switch"
|
|
with name "conceal", number CONCEAL_BIT;
|
|
|
|
! --------------------------------------------------------------------------
|
|
|
|
[ CoinsTogether cla i x y;
|
|
objectloop (i ofclass cla)
|
|
{ x=parent(i);
|
|
if (y==0) y=x; else { if (x~=y) return 0; }
|
|
}
|
|
return y;
|
|
];
|
|
|
|
[ Face x; if (x.number==1) print "Heads"; else print "Tails"; ];
|
|
|
|
Array gold_trigrams --> "fortune" "change" "river flowing" "chance"
|
|
"immutability" "six stones in a circle"
|
|
"grace" "divine assistance";
|
|
Array silver_trigrams --> "happiness" "sadness" "ambition" "grief"
|
|
"glory" "charm" "sweetness of nature"
|
|
"the countenance of the Hooded Man";
|
|
|
|
[ Trigram cla i k state;
|
|
objectloop (i ofclass cla)
|
|
{ print (Face) i; if (k++<2) print ","; print " ";
|
|
state=state*2 + (i.number-1);
|
|
}
|
|
if (cla == GoldCoin) i=gold_trigrams; else i=silver_trigrams;
|
|
print "(", (string) i-->state, ")";
|
|
];
|
|
|
|
[ CoinsLT cla k i c;
|
|
if (inventory_stage==1)
|
|
{ if (cla == GoldCoin) print "the gold"; else print "the silver";
|
|
print " coins ";
|
|
k=CoinsTogether(cla);
|
|
if (k==location || k has supporter)
|
|
{ objectloop (i ofclass cla)
|
|
{ print (name) i;
|
|
switch(++c)
|
|
{ 1: print ", "; 2: print " and ";
|
|
3: print " (showing the trigram ", (Trigram) cla, ")";
|
|
}
|
|
}
|
|
rtrue;
|
|
}
|
|
c_style = c_style | (ENGLISH_BIT+NOARTICLE_BIT);
|
|
if (c_style & NEWLINE_BIT ~= 0) c_style = c_style - NEWLINE_BIT;
|
|
if (c_style & INDENT_BIT ~= 0) c_style = c_style - INDENT_BIT;
|
|
}
|
|
rfalse;
|
|
];
|
|
|
|
Class Coin
|
|
with number 1, article "the",
|
|
parse_name
|
|
[ i j w;
|
|
if (parser_action==##TheSame) return -2;
|
|
w='gold'; if (self ofclass SilverCoin) w='silver';
|
|
for (::i++)
|
|
{ j=NextWord();
|
|
if (j=='coins') parser_action=##PluralFound;
|
|
else if (j~='coin' or w or self.name) return i;
|
|
}
|
|
],
|
|
after
|
|
[ j;
|
|
Drop, PutOn:
|
|
self.number=random(2); print (Face) self, ". ";
|
|
if (self ofclass GoldCoin) j=GoldCoin; else j=SilverCoin;
|
|
if (CoinsTogether(j)~=0)
|
|
{ print "The ";
|
|
if (j == GoldCoin) print "gold"; else print "silver";
|
|
" trigram is now ", (Trigram) j, ".";
|
|
}
|
|
new_line; rtrue;
|
|
];
|
|
|
|
Class GoldCoin class Coin
|
|
with list_together [; return CoinsLT(GoldCoin); ];
|
|
Class SilverCoin class Coin
|
|
with list_together [; return CoinsLT(SilverCoin); ];
|
|
|
|
Object Room23b "Room 23 @00: Chinese Room"
|
|
with description "A small, well-composed Chinese room for meditation,
|
|
through which ~a wind can blow~. (But only if it blows from
|
|
@01 back to north@01, because they're the only exits.)
|
|
From each cornice of the ceiling, a cherub looks down.",
|
|
w_to Room23, nw_to Corridor22,
|
|
has light;
|
|
|
|
Object -> "Chinese scroll"
|
|
with name "chinese" "scroll" "instructions",
|
|
initial "A scroll hangs on one wall.",
|
|
description
|
|
"Instructing you in the arts of the I Ching, the scroll advises
|
|
you to throw the two trigrams of gold and silver coins, that
|
|
you may find wisdom in the result.";
|
|
|
|
GoldCoin -> "goat" with name "goat";
|
|
GoldCoin -> "deer" with name "deer";
|
|
GoldCoin -> "chicken" with name "chicken";
|
|
|
|
SilverCoin -> "robin" with name "robin";
|
|
SilverCoin -> "snake" with name "snake";
|
|
SilverCoin -> "bison" with name "bison";
|
|
|
|
Global cherub_warning_given;
|
|
Class Cherub
|
|
with parse_name
|
|
[ i j flag;
|
|
for (flag=1:flag==1:)
|
|
{ flag=0;
|
|
j=NextWord();
|
|
if (j=='cherub' || j==self.name) flag=1;
|
|
if (j=='cherubs')
|
|
{ parser_action=##PluralFound; flag=1;
|
|
if (cherub_warning_given==0)
|
|
print "(I'll let this go,
|
|
but the plural of ~cherub~ is ~cherubim~.)^";
|
|
cherub_warning_given = true;
|
|
}
|
|
if (j=='cherubim')
|
|
{ parser_action=##PluralFound; flag=1; }
|
|
i++;
|
|
}
|
|
return i-1;
|
|
],
|
|
has scenery;
|
|
|
|
Cherub -> "northeast cherub" with name "northeast";
|
|
Cherub -> "southeast cherub" with name "southeast";
|
|
Cherub -> "northwest cherub" with name "northwest";
|
|
Cherub -> "southwest cherub" with name "southwest";
|
|
|
|
! --------------------------------------------------------------------------
|
|
|
|
Object Room23 "Room 23: List Property Office"
|
|
with description
|
|
"This the List Property Office (it seems that an ~O~
|
|
was lost some time ago), at the southern end of the top floor;
|
|
the management have kindly provided a green baize table, while
|
|
the rest is presumably the work of patrons.^^
|
|
Room 23 continues @00 to @01.",
|
|
n_to Corridor22,
|
|
e_to Room23b,
|
|
w_to Room23a
|
|
has light;
|
|
|
|
Object -> "green baize table"
|
|
with name "green" "baize" "table"
|
|
has scenery supporter;
|
|
|
|
Class PlasticCutlery
|
|
with name "plastic" "cutlery", article "a plastic",
|
|
list_together
|
|
[; if (inventory_stage==1)
|
|
{ if (c_style & NOARTICLE_BIT == 0) c_style=c_style+NOARTICLE_BIT;
|
|
if (c_style & ENGLISH_BIT == 0) c_style=c_style+ENGLISH_BIT;
|
|
if (c_style & NEWLINE_BIT ~= 0) c_style=c_style-NEWLINE_BIT;
|
|
if (c_style & INDENT_BIT ~= 0) c_style=c_style-INDENT_BIT;
|
|
print "a plastic ";
|
|
}
|
|
];
|
|
|
|
PlasticCutlery -> "fork" with name "fork";
|
|
PlasticCutlery -> "knife" with name "knife";
|
|
PlasticCutlery -> "spoon" with name "spoon";
|
|
|
|
Class Hat with list_together "hats", name "hat" "hats", has clothing;
|
|
|
|
Hat -> "fez" with name "fez";
|
|
Hat -> "Panama" with name "panama";
|
|
Hat -> "sombrero" with name "sombrero";
|
|
|
|
Class Letter
|
|
with list_together
|
|
[; if (inventory_stage==1)
|
|
{ print "the letters ";
|
|
c_style = c_style | (ENGLISH_BIT+NOARTICLE_BIT);
|
|
if (c_style & NEWLINE_BIT ~= 0) c_style = c_style - NEWLINE_BIT;
|
|
if (c_style & INDENT_BIT ~= 0) c_style = c_style - INDENT_BIT;
|
|
}
|
|
else print " from a Scrabble set";
|
|
],
|
|
short_name
|
|
[; if (listing_together ofclass Letter) rfalse;
|
|
print "letter ", (object) self, " from a Scrabble set"; rtrue;
|
|
],
|
|
article "the";
|
|
|
|
Letter -> "X" with name "x";
|
|
Letter -> "Y" with name "y";
|
|
Letter -> "Z" with name "z";
|
|
Letter -> "P" with name "p";
|
|
Letter -> "Q" with name "q";
|
|
Letter -> "R" with name "r";
|
|
|
|
Object -> "defrosting Black Forest gateau"
|
|
with name "black" "forest" "gateau" "cake",
|
|
has edible;
|
|
|
|
Object -> "Punch magazine"
|
|
with name "punch" "magazine",
|
|
description
|
|
"Five years out of date by the cover, a hundred by the contents.",
|
|
list_together 1,
|
|
has proper;
|
|
Object -> "issue of the Spectator"
|
|
with name "spectator" "issue" "magazine", article "a recent",
|
|
description
|
|
"Up to date by the cover, a nightmare view of the future within.",
|
|
list_together 1;
|
|
|
|
Object -> "die"
|
|
with name "die" "dice",
|
|
after [; Drop: print "It comes up ", random(6); "!"; ];
|
|
|
|
|
|
Class Star
|
|
with name "star",
|
|
description
|
|
"A little star of precious-metal, perhaps exotic currency.",
|
|
parse_name
|
|
[ i j w;
|
|
if (parser_action==##TheSame)
|
|
{ if ((parser_one.&name)-->0 == (parser_two.&name)-->0) return -1;
|
|
return -2;
|
|
}
|
|
w=(self.&name)-->0;
|
|
for (::i++)
|
|
{ j=NextWord();
|
|
if (j=='stars') parser_action=##PluralFound;
|
|
else if (j~='star' or w) return i;
|
|
}
|
|
],
|
|
list_together "stars",
|
|
plural
|
|
[; print (address) (self.&name)-->0;
|
|
if (~~(listing_together ofclass Star)) print " stars";
|
|
],
|
|
short_name
|
|
[; if (listing_together ofclass Star)
|
|
{ print (address) (self.&name)-->0; rtrue; }
|
|
],
|
|
article
|
|
[; if (listing_together ofclass Star) print "one"; else print "a";
|
|
];
|
|
|
|
Class GoldStar class Star with name "gold";
|
|
Class SilverStar class Star with name "silver";
|
|
Class BronzeStar class Star with name "bronze";
|
|
|
|
SilverStar -> "silver star";
|
|
SilverStar -> "silver star";
|
|
SilverStar -> "silver star";
|
|
SilverStar -> "silver star";
|
|
BronzeStar -> "bronze star";
|
|
GoldStar -> "gold star";
|
|
GoldStar -> "gold star";
|
|
GoldStar -> "gold star";
|
|
|
|
! --------------------------------------------------------------------------
|
|
|
|
Object Room24 "Curious Names"
|
|
with description
|
|
"This is Room 24, @00 of the mezzanine. The exhibits are
|
|
packed in here, but fortunately there's a plaque making
|
|
some sense of it all.",
|
|
w_to Third_Floor, s_to Museum_Cafe,
|
|
has light;
|
|
|
|
Object -> plaque "plaque"
|
|
with name "plaque",
|
|
description
|
|
"Room 24 Plaque^^
|
|
Princess is capable of a startling change of name when kissed.^^
|
|
The genie's lamp, when rubbed, may make alarming things
|
|
happen to your ability to refer to the colours ~black~ and
|
|
~white~. The stones may help you to experiment with this.^^
|
|
Carrying the magnifying glass allows you to ~magnify~ things.^^
|
|
The game's parser has been specially programmed for the
|
|
fly in amber object, so that ~put the fly in amber in box~
|
|
will work correctly (and not be interpreted as ~put (the fly) in
|
|
(amber in box)~).",
|
|
has scenery;
|
|
|
|
Object -> genies_lamp "genie's lamp"
|
|
with name "lamp",
|
|
before
|
|
[; Rub:
|
|
if (self hasnt general) give self general;
|
|
else give self ~general;
|
|
"A genie appears from the lamp, declaring:^^
|
|
~Mischief is my sole delight:^
|
|
If white means black, black means white!~";
|
|
];
|
|
|
|
Object -> "white stone" with name "white" "stone";
|
|
Object -> "black stone" with name "black" "stone";
|
|
|
|
Object -> "fly in amber" with name "fly" "amber";
|
|
|
|
Object -> magnifier "magnifying glass"
|
|
with name "glass" "magnifying" "magnifier" "lense",
|
|
description "Using this, you can ~magnify~ things.";
|
|
|
|
[ MagnifySub;
|
|
if (magnifier notin player)
|
|
"You're not holding a magnifying glass.";
|
|
if (noun==magnifier) "Light is not so flexible as that.";
|
|
print "You can just make out that ", (the) noun,
|
|
" is inscribed as being ~object ", noun, "~.^";
|
|
if (magnifier hasnt general)
|
|
{ give magnifier general;
|
|
"^(When you're carrying the magnifier, you can refer to
|
|
things by their numbers like this; and you can even use
|
|
# to mean ~any single object~ and * to mean ~all objects~.)";
|
|
}
|
|
];
|
|
|
|
[ ParseNoun obj;
|
|
if (magnifier notin player) return -1;
|
|
if (NextWord() == 'object' && TryNumber(wn) == obj) return 2;
|
|
wn--;
|
|
if (WordLength(wn)==1 && WordAddress(wn)->0 == '#') return 1;
|
|
if (WordLength(wn)==1 && WordAddress(wn)->0 == '*')
|
|
{ parser_action = ##PluralFound; return 1; }
|
|
return -1;
|
|
];
|
|
|
|
Object -> "/?%?/ (the artiste formally known as Princess)"
|
|
with name "princess" "artiste" "formally" "known" "as",
|
|
description "You somehow feel it would be appropriate
|
|
to kiss Princess.",
|
|
short_name
|
|
[; if (self hasnt general) { print "Princess"; rtrue; }
|
|
],
|
|
react_before
|
|
[; Listen: print_ret (name) self, " sings a soft siren song.";
|
|
],
|
|
initial
|
|
[; print_ret (name) self, " is singing softly.";
|
|
],
|
|
parse_name
|
|
[ x n; if (self hasnt general)
|
|
{ if (NextWord()=='princess') return 1;
|
|
return 0;
|
|
}
|
|
x=WordAddress(wn);
|
|
if ( x->0 == '/' && x->1 == '?' && x->2 == '%'
|
|
&& x->3 == '?' && x->4 == '/')
|
|
{ while (wn<=parse->1 && WordAddress(wn++)<x+5) n++;
|
|
return n;
|
|
}
|
|
return -1;
|
|
],
|
|
life
|
|
[; Kiss: give self general; self.life = NULL;
|
|
"In a fairy-tale transformation, the Princess
|
|
steps back and astonishes the world by announcing
|
|
that she will henceforth be known as ~/?%?/~.";
|
|
],
|
|
has animate proper female;
|
|
|
|
! --------------------------------------------------------------------------
|
|
|
|
Object Museum_Cafe "Room 24 Annexe: The Museum Cafe"
|
|
with description
|
|
"Very much a self-service refreshments area, which
|
|
somehow cunningly continues the exhibition from the north.",
|
|
n_to Room24,
|
|
has light;
|
|
|
|
Object -> "upright fridge"
|
|
with name "upright" "fridge",
|
|
initial "There is an upright fridge in one corner.",
|
|
after
|
|
[; Open:
|
|
print
|
|
"On the inside of the door is a note to the effect
|
|
that the pepper is a standardly-named Inform object
|
|
and can be called ~green~, ~pepper~, ~green pepper~,
|
|
~pepper green~, etc.;
|
|
whereas, in the case of the red tomato, ~red~ and
|
|
~tomato fried red~, etc., will not be allowed.^^";
|
|
<<Search self>>;
|
|
],
|
|
has openable container static;
|
|
|
|
Object -> -> "green pepper"
|
|
with name "green" "pepper",
|
|
has edible;
|
|
|
|
Object -> -> "red fried tomato"
|
|
with name "red" "pepper",
|
|
parse_name
|
|
[ i w; w=NextWord();
|
|
while (w=='red' or 'fried')
|
|
{ w=NextWord(); i++;
|
|
}
|
|
if (w=='tomato') return i+1;
|
|
return 0;
|
|
],
|
|
has edible;
|
|
|
|
Object -> "drinks machine"
|
|
with name "drinks" "machine",
|
|
initial
|
|
"Next to the fridge is a drinks machine with buttons
|
|
for Cola, Coffee and Tea.",
|
|
has static transparent;
|
|
Object -> -> "drinks machine button"
|
|
has scenery
|
|
with parse_name
|
|
[ i flag type;
|
|
for (: flag == 0: i++)
|
|
{ flag = 1;
|
|
switch(NextWord())
|
|
{ 'button', 'for': flag = 0;
|
|
'coffee': if (type == 0) { flag = 0; type = 1; }
|
|
'tea': if (type == 0) { flag = 0; type = 2; }
|
|
'cola': if (type == 0) { flag = 0; type = 3; }
|
|
}
|
|
}
|
|
if (type==drink.number && i==2 && type~=0 && drink in player)
|
|
return 0;
|
|
self.number=type; return i-1;
|
|
],
|
|
number 0,
|
|
before
|
|
[; Push, SwitchOn:
|
|
if (self.number == 0)
|
|
"You'll have to say which button to press.";
|
|
if (parent(drink) ~= 0) "The machine's broken down.";
|
|
drink.number = self.number; move drink to player; itobj = drink;
|
|
"Whirr! The machine puts ", (a) drink, " into your
|
|
glad hands.";
|
|
Attack: "The machine shudders and squirts cola at you.";
|
|
Drink: "You can't drink until you've worked the machine.";
|
|
];
|
|
Object drink "drink"
|
|
with parse_name
|
|
[ i flag type;
|
|
for (: flag == 0: i++)
|
|
{ flag = 1;
|
|
switch(NextWord())
|
|
{ 'drink', 'cup', 'of': flag = 0;
|
|
'coffee': if (type == 0) { flag = 0; type = 1; }
|
|
'tea': if (type == 0) { flag = 0; type = 2; }
|
|
'cola': if (type == 0) { flag = 0; type = 3; }
|
|
}
|
|
}
|
|
if (type ~= 0 && type ~= self.number) return 0;
|
|
return i-1;
|
|
],
|
|
short_name
|
|
[; print "cup of ";
|
|
switch (self.number)
|
|
{ 1: print "coffee"; 2: print "tea"; 3: print "cola"; }
|
|
rtrue;
|
|
],
|
|
number 0,
|
|
before
|
|
[; Drink: remove self;
|
|
"Ugh, that was awful. You crumple the cup and responsibly
|
|
dispose of it.";
|
|
];
|
|
|
|
! --------------------------------------------------------------------------
|
|
|
|
Class WindowRoom
|
|
with description
|
|
[; print "This is one end of a long east/west room. ";
|
|
if (self==window_w) "An exit leads back @00.";
|
|
"There appears to be no way in or out at this end.";
|
|
],
|
|
before
|
|
[; Examine, Search: ;
|
|
default:
|
|
if (inp1~=1 && noun~=0 && noun in self.far_side)
|
|
print_ret (The) noun, " is on the far side of
|
|
the glass.";
|
|
if (inp2~=1 && second~=0 && second in self.far_side)
|
|
print_ret (The) second, " is on the far side of
|
|
the glass.";
|
|
],
|
|
after
|
|
[; Look:
|
|
if (ggw has general) rfalse;
|
|
print "^The room is divided by a great glass window";
|
|
if (location.far_side hasnt light) " onto darkness.";
|
|
print ", stretching from floor to ceiling.^";
|
|
if (Locale(location.far_side,
|
|
"Beyond the glass you can see",
|
|
"Beyond the glass you can also see")~=0) ".";
|
|
],
|
|
has light;
|
|
|
|
WindowRoom window_w "Room 28: @01 of Window"
|
|
with e_to Third_Floor, w_to "The window is in your way.",
|
|
far_side window_e;
|
|
|
|
Object -> "plastic cup"
|
|
with name "plastic" "cup";
|
|
|
|
WindowRoom window_e "Room 28: @00 of Window"
|
|
with far_side window_w;
|
|
|
|
Key -> "bronze key"
|
|
with name "bronze";
|
|
|
|
Object -> "golden chalice"
|
|
with name "golden" "chalice" "cup" "grail" "holy";
|
|
|
|
Object ggw "great glass window"
|
|
with name "great" "glass" "window",
|
|
before
|
|
[ place; Examine, Search: place=location;
|
|
if (place.far_side hasnt light)
|
|
"The other side is dark.";
|
|
print "The view through the window:^";
|
|
give self general;
|
|
PlayerTo(place.far_side,1); <Look>; PlayerTo(place,1);
|
|
give self ~general;
|
|
give place.far_side ~visited; rtrue;
|
|
],
|
|
found_in window_w window_e,
|
|
has scenery;
|
|
|
|
! ==========================================================================
|
|
|
|
Object roof "Museum Roof: area 33"
|
|
with name "trapdoor",
|
|
description
|
|
"A small trapdoor leads down from this tiled roof into the
|
|
museum. The view is indescribable, which saves me some typing
|
|
and you some reading, right? Yes -- this is one of those
|
|
post-modern room descriptions, the kind that makes you aware
|
|
you're only playing a game.",
|
|
d_to Third_Floor,
|
|
has light;
|
|
|
|
Global status_style = 3;
|
|
|
|
Object -> "dial"
|
|
with name "dial",
|
|
initial
|
|
"A dial here has four settings, which control the appearance
|
|
of the status line drawn by the computer to indicate the
|
|
state of play. Settings are: 1 - invisible; 2 - centred
|
|
place name only; 3 - standard Score/Turns display;
|
|
4 - a compass rose of possible directions to go in.",
|
|
before
|
|
[; SetTo:
|
|
if (second<1 || second>4) "There are only four settings.";
|
|
status_style = second; "Set.";
|
|
],
|
|
has static;
|
|
|
|
! --------------------------------------------------------------------------
|
|
|
|
[ Initialise;
|
|
location = Foyer; move samples_bag to player;
|
|
thedark.short_name = "An odd-smelling darkness";
|
|
thedark.initial = GoMothGo;
|
|
NormalWorld(); lookmode=2;
|
|
SetTime(SUNRISE-10,1);
|
|
|
|
"^^^^^Welcome indeed to the...^";
|
|
];
|
|
|
|
[ InScope actor;
|
|
|
|
if (actor==martha) PlaceInScope(player);
|
|
if (actor==player && scope_reason==TALKING_REASON && player in booth)
|
|
PlaceInScope(martha);
|
|
|
|
if (location==window_w && window_e has light)
|
|
ScopeWithin(window_e);
|
|
if (location==window_e && window_w has light)
|
|
ScopeWithin(window_w);
|
|
rfalse;
|
|
];
|
|
|
|
[ BeforeParsing i j;
|
|
for (i=parse->1,j=2:j<i:j++)
|
|
{ wn=j-1;
|
|
if (NextWord()=='fly' && NextWord()=='in' && NextWord()=='amber')
|
|
parse-->(j*2-1) = 'fly';
|
|
}
|
|
if (genies_lamp hasnt general) return;
|
|
for (wn=1::)
|
|
{ switch(NextWordStopped())
|
|
{ 'white': parse-->(wn*2-3) = 'black';
|
|
'black': parse-->(wn*2-3) = 'white';
|
|
-1: return;
|
|
}
|
|
}
|
|
];
|
|
|
|
! --------------------------------------------------------------------------
|
|
|
|
Constant U_POS 28; Constant W_POS 30; Constant C_POS 31;
|
|
Constant E_POS 32; Constant IN_POS 34;
|
|
|
|
Array printed_text table 64;
|
|
|
|
[ DrawStatusLine j posa posb width;
|
|
if (location==0) rfalse;
|
|
width = 0->33; if (width==0) width=80;
|
|
switch(status_style)
|
|
{ 1: @split_window 0;
|
|
2: font off;
|
|
@split_window 1; @buffer_mode 0; @set_window 1;
|
|
style reverse; @set_cursor 1 1; spaces width;
|
|
printed_text-->0 = 64;
|
|
@output_stream 3 printed_text;
|
|
print (name) location;
|
|
@output_stream -3;
|
|
j=(width-(printed_text-->0))/2;
|
|
@set_cursor 1 j; print (name) location; spaces(j-1);
|
|
style roman;
|
|
@buffer_mode 1; @set_window 0; font on;
|
|
3: @split_window 1; @set_window 1; @set_cursor 1 1; style reverse;
|
|
posa = width-26; posb = width-13;
|
|
spaces width;
|
|
@set_cursor 1 2; print (name) location;
|
|
if (width > 76)
|
|
{ @set_cursor 1 posa; print "Score: ", sline1;
|
|
@set_cursor 1 posb; print "Moves: ", sline2;
|
|
}
|
|
if (width > 63 && width <= 76)
|
|
{ @set_cursor 1 posb; print sline1, "/", sline2;
|
|
}
|
|
@set_cursor 1 1; style roman; @set_window 0;
|
|
4: if (e_obj.door_dir~=e_to)
|
|
{ @split_window 1; @set_window 1; style reverse; font off;
|
|
@set_cursor; spaces width;
|
|
print "You're very disoriented in this reflected world";
|
|
@set_cursor 1 1; style roman; @set_window 0; font on;
|
|
rfalse;
|
|
}
|
|
@split_window 3; @set_window 1; style reverse; font off;
|
|
@set_cursor 1 1; spaces width;
|
|
@set_cursor 2 1; spaces width;
|
|
@set_cursor 3 1; spaces width;
|
|
@set_cursor 1 2; print (name) location;
|
|
@set_cursor 1 51; print "Score: ", sline1;
|
|
@set_cursor 1 64; print "Moves: ", sline2;
|
|
if (location ~= thedark)
|
|
{ ! First line
|
|
if (location.u_to ~= 0) { @set_cursor 1 U_POS; print "U"; }
|
|
if (location.nw_to ~= 0) { @set_cursor 1 W_POS; print "@@92"; }
|
|
if (location.n_to ~= 0) { @set_cursor 1 C_POS; print "@@124"; }
|
|
if (location.ne_to ~= 0) { @set_cursor 1 E_POS; print "/"; }
|
|
if (location.in_to ~= 0) { @set_cursor 1 IN_POS; print "I"; }
|
|
! Second line
|
|
if (location.w_to ~= 0) { @set_cursor 2 W_POS; print "-"; }
|
|
@set_cursor 2 C_POS; print "o";
|
|
if (location.e_to ~= 0) { @set_cursor 2 E_POS; print "-"; }
|
|
! Third line
|
|
if (location.d_to ~= 0) { @set_cursor 3 U_POS; print "D"; }
|
|
if (location.sw_to ~= 0) { @set_cursor 3 W_POS; print "/"; }
|
|
if (location.s_to ~= 0) { @set_cursor 3 C_POS; print "@@124"; }
|
|
if (location.se_to ~= 0) { @set_cursor 3 E_POS; print "@@92"; }
|
|
if (location.out_to ~= 0){ @set_cursor 3 IN_POS; print "O"; }
|
|
}
|
|
@set_cursor 1 1; style roman; @set_window 0; font on;
|
|
}
|
|
];
|
|
|
|
! --------------------------------------------------------------------------
|
|
|
|
Include "Grammar";
|
|
|
|
! --------------------------------------------------------------------------
|
|
|
|
[ FPXSub;
|
|
"You typed the floating point number ", noun/100, ".",
|
|
(noun%100)/10, noun%10, " (rounded off to 2 decimal places.)";
|
|
];
|
|
|
|
[ DigitNumber n type x;
|
|
x = NextWordStopped(); if (x==-1) return -1; wn--;
|
|
if (type==0)
|
|
{ x = WordAddress(wn);
|
|
if (x->n>='0' && x->n<='9') return (x->n) - '0';
|
|
return -1;
|
|
}
|
|
if (x=='nought' or 'oh') { wn++; return 0; }
|
|
x = TryNumber(wn++); if (x==-1000 || x>=10) x=-1; return x;
|
|
];
|
|
[ FloatingPoint a x b w d1 d2 d3 type;
|
|
a = TryNumber(wn++);
|
|
if (a==-1000) return -1;
|
|
w = NextWordStopped(wn); if (w==-1) return a*100;
|
|
x = NextWordStopped(wn); if (x==-1) return -1; wn--;
|
|
if (w=='point') type=1;
|
|
else
|
|
{ if (WordAddress(wn-1)->0~='.' || WordLength(wn-1)~=1)
|
|
return -1;
|
|
}
|
|
d1 = DigitNumber(0,type);
|
|
if (d1==-1) return -1;
|
|
d2 = DigitNumber(1,type); d3 = DigitNumber(2,type);
|
|
b=d1*10; if (d2>=0) b=b+d2; else d3=0;
|
|
if (type==1)
|
|
{ x=1; while (DigitNumber(x,type)>=0) x++; wn--;
|
|
}
|
|
else wn++;
|
|
parsed_number = a*100 + b;
|
|
if (d3>=5) parsed_number++;
|
|
return 1;
|
|
];
|
|
|
|
Verb "fp" * FloatingPoint -> FPX;
|
|
|
|
! --------------------------------------------------------------------------
|
|
|
|
Constant MAX_PHONE_LENGTH 30;
|
|
Array dialled_number string MAX_PHONE_LENGTH;
|
|
[ PhoneNumber f a l ch pp i;
|
|
pp=1; if (NextWordStopped()==-1) return 0;
|
|
do
|
|
{ a=WordAddress(wn-1); l=WordLength(wn-1);
|
|
for (i=0:i<l:i++)
|
|
{ ch=a->i;
|
|
if (ch<'0' || ch>'9')
|
|
{ if (ch~='-') { f=1; if (i~=0) return -1; } }
|
|
else
|
|
{ if (pp<MAX_PHONE_LENGTH)
|
|
dialled_number->(pp++)=ch-'0';
|
|
}
|
|
}
|
|
} until (f==1 || NextWordStopped()==-1);
|
|
if (pp==1) return -1;
|
|
dialled_number->0 = pp-1;
|
|
return 0;
|
|
];
|
|
|
|
[ DialPhoneSub i;
|
|
print "You dialled <";
|
|
for (i=1:i<=dialled_number->0:i++) print dialled_number->i;
|
|
">";
|
|
];
|
|
Verb "dial" * PhoneNumber -> DialPhone;
|
|
|
|
! --------------------------------------------------------------------------
|
|
|
|
Global assumed_key;
|
|
[ DefaultLockSub;
|
|
print "(with ", (the) assumed_key, ")^"; <<Lock noun assumed_key>>;
|
|
];
|
|
[ DefaultUnlockSub;
|
|
print "(with ", (the) assumed_key, ")^"; <<Unlock noun assumed_key>>;
|
|
];
|
|
|
|
[ DefaultKeyTest i count;
|
|
if (noun hasnt lockable) rfalse;
|
|
|
|
objectloop (i in player && i ofclass Key)
|
|
{ count++; assumed_key = i; }
|
|
|
|
if (count==1) rtrue; rfalse;
|
|
];
|
|
|
|
Extend "lock" first * noun = DefaultKeyTest -> DefaultLock;
|
|
Extend "unlock" first * noun = DefaultKeyTest -> DefaultUnlock;
|
|
|
|
! --------------------------------------------------------------------------
|
|
|
|
Constant TWELVE_HOURS 720;
|
|
[ NumericTime hr mn word x;
|
|
if (hr>=24) return -1;
|
|
if (mn>=60) return -1;
|
|
x=hr*60+mn; if (hr>=13) return x;
|
|
x=x%TWELVE_HOURS; if (word=='pm') x=x+TWELVE_HOURS;
|
|
if (word~='am' or 'pm' && hr==12) x=x+TWELVE_HOURS;
|
|
return x;
|
|
];
|
|
[ MyTryNumber wordnum i j;
|
|
i=wn; wn=wordnum; j=NextWordStopped(); wn=i;
|
|
switch(j)
|
|
{ 'twenty-five': return 25;
|
|
'thirty': return 30;
|
|
default: return TryNumber(wordnum);
|
|
}
|
|
];
|
|
[ TimeOfDay i j k x flag loop ch hr mn;
|
|
i=NextWord();
|
|
if (i=='midnight') { parsed_number=0; return 1; }
|
|
if (i=='midday' or 'noon') { parsed_number=TWELVE_HOURS; return 1; }
|
|
! Next try the format 12:02
|
|
j=WordAddress(wn-1); k=WordLength(wn-1);
|
|
flag=0;
|
|
for (loop=0:loop<k:loop++)
|
|
{ ch=j->loop;
|
|
if (ch==':' && flag==0 && loop~=0 && loop~=k-1) flag=1;
|
|
else { if (ch<'0' || ch>'9') flag=-1; }
|
|
}
|
|
if (k<3 || k>5) flag=0;
|
|
if (flag==1)
|
|
{ for (loop=0:j->loop~=':':loop++, hr=hr*10)
|
|
hr=hr+j->loop-'0';
|
|
hr=hr/10;
|
|
for (loop++:loop<k:loop++, mn=mn*10)
|
|
mn=mn+j->loop-'0';
|
|
mn=mn/10;
|
|
j=NextWordStopped();
|
|
parsed_number=NumericTime(hr, mn, j);
|
|
if (parsed_number<0) return -1;
|
|
if (j~='pm' or 'am') wn--;
|
|
return 1;
|
|
}
|
|
! Next the format "half past 12"
|
|
j=-1; if (i=='half') j=30; if (i=='quarter') j=15;
|
|
if (j<0) j=MyTryNumber(wn-1); if (j<0) return -1;
|
|
if (j>=60) return -1;
|
|
k=NextWordStopped();
|
|
if ((k=='o^clock' or 'am' or 'pm')||(k==-1))
|
|
{ hr=j; if (hr>12) return -1; jump TimeFound; }
|
|
if (k=='to' or 'past')
|
|
{ mn=j; hr=MyTryNumber(wn);
|
|
if (hr<=0)
|
|
{ x=NextWordStopped();
|
|
if (x=='noon' or 'midday') hr=12;
|
|
if (x=='midnight') hr=0;
|
|
if (hr<0) return -1;
|
|
}
|
|
if (hr>=13) return -1;
|
|
if (k=='to') { mn=60-mn; hr=hr-1; if (hr==-1) hr=23; }
|
|
wn++; k=NextWordStopped();
|
|
jump TimeFound;
|
|
}
|
|
hr=j; mn=MyTryNumber(--wn);
|
|
if (mn<0 || mn>=60) return -1;
|
|
wn++; k=NextWordStopped();
|
|
.TimeFound;
|
|
parsed_number = NumericTime(hr, mn, k);
|
|
if (parsed_number<0) return -1;
|
|
if (k~='pm' or 'am' or 'o^clock') wn--;
|
|
return 1;
|
|
];
|
|
|
|
[ SetTheTimeSub;
|
|
SetTime(noun,1);
|
|
"The time is set to ", (PrintTime) noun, ".";
|
|
];
|
|
Verb "time" * TimeOfDay -> SetTheTime;
|
|
|
|
! --------------------------------------------------------------------------
|
|
|
|
Global third;
|
|
[ ThreefoldSub; "You do something involving ", (the) noun, ", ",
|
|
(the) second, " and ", (the) third, ".";
|
|
];
|
|
[ GhostObject x;
|
|
x=NounDomain(player,location,0);
|
|
if (x==REPARSE_CODE) return x;
|
|
if (x==0 or 1) return -1;
|
|
third = x;
|
|
return 0;
|
|
];
|
|
Verb "threefold" * noun noun GhostObject -> Threefold;
|
|
|
|
! --------------------------------------------------------------------------
|
|
|
|
[ MegaExam obj; print (a) obj, ": "; <Examine obj>; ];
|
|
[ MegaLookSub; <Look>; LoopOverScope(MegaExam); ];
|
|
Verb meta "megalook" * -> MegaLook;
|
|
|
|
! --------------------------------------------------------------------------
|
|
|
|
[ ClapSub; "You clap."; ];
|
|
Verb "clap" * -> Clap;
|
|
|
|
! --------------------------------------------------------------------------
|
|
|
|
Verb "magnify" * noun -> Magnify;
|
|
|
|
! --------------------------------------------------------------------------
|
|
|
|
Verb "alarm," * "on" -> SwitchOn
|
|
* "off" -> SwitchOff
|
|
* TimeOfDay -> SetTo
|
|
* ConTopic -> Inv;
|
|
|
|
Verb "tc," * noun -> Examine
|
|
* ConTopic -> Inv;
|
|
|
|
[ Crew i;
|
|
switch(scope_stage)
|
|
{ 1: rfalse;
|
|
2: objectloop (i has crewmember) PlaceInScope(i); rtrue;
|
|
}
|
|
];
|
|
|
|
Verb "stc," * "where" "is" scope=Crew -> Examine
|
|
* "locate" scope=Crew -> Examine;
|
|
|
|
Verb "rc," * held -> Give
|
|
* ConTopic -> Inv;
|
|
|
|
[ Planet;
|
|
switch(NextWord())
|
|
{ 'centauro', 'earth': return 1;
|
|
default: return -1;
|
|
}
|
|
];
|
|
|
|
Verb "zen," * "scan" number "orbital" -> Show
|
|
* "set" "course" "for" Planet -> Go
|
|
* "speed" "standard" "by" number -> SetTo
|
|
* "raise" held -> Take
|
|
* "clear" held "for" "firing" -> Drop;
|
|
|
|
! ----------------------------------------------------------------------------
|
|
|