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285 lines
8.7 KiB
INI
285 lines
8.7 KiB
INI
! ------------------------------------------------------------------------------
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! Inform for New Writers
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!
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! The House - Version 3
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!
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! Last Modified: David Cornelson - 22-Jan-1998
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!
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! This work is freely offered to the Public Domain. - DAC 12-12-2015
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!
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! ------------------------------------------------------------------------------
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Constant DEBUG;
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Constant Story "The House";
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Constant Headline
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"^Inform for New Writers^
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The House - Version 3^
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By New Writer (1998) - Last Compiled: 22-Jan-1998^";
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Constant MAX_SCORE 100;
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Serial "980122";
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Release 2;
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Include "Parser";
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Include "VerbLib";
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!-------------------------------------------------------------------------------
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! Initialise
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!
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!-------------------------------------------------------------------------------
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[ Initialise;
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location = Sidewalk;
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];
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[ PrintRank;
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print ", earning you the rank of ";
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if (score >= 100) "the greatest.";
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if (score >= 80) "above average.";
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if (score >= 60) "average.";
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if (score >= 40) "below average.";
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if (score >= 20) "the barely living.";
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"the living dead.";
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];
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! ----------------------------------------------------------------------------
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! Locations
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!
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! In this section we will define our locations. These are "Objects" to Inform.
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!
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! ----------------------------------------------------------------------------
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Object Sidewalk "Sidewalk"
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with description
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"You are standing on the sidewalk in front of a house to the west.",
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w_to Front_Porch,
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has light;
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!
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! Notice we changed the w_to and in_to properties to reflect our new door.
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! We changed the description to reflect our new doors as well...
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!
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Object Front_Porch "Front Porch"
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with description
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"This is the front porch of the house. There are two doors
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leading inside. The door on the left leads west and the
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door on the right leads northwest.",
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e_to Sidewalk,
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w_to Left_Front_Door,
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in_to Left_Front_Door,
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nw_to Right_Front_Door,
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has light;
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!
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! VERSION 3 - Adding a door
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!
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! Inform allows you to create special objects that represent doors. Doors
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! are simply objects with special "properties" and "attributes".
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!
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! A "property" is a function that can be listed in the "Object" statement.
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! For instance, "e_to" and "w_to" are properties.
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!
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! Properties that are used for doors are:
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!
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! - door_to Tells Inform where the door leads if 'entered'.
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!
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! - door_dir Tells Inform which direction the door faces.
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!
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! - when_open The description of the door when open.
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!
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! - when_closed The description of the door when closed.
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!
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! - found_in A list of locations where the door resides.
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!
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! - with_key Specify which object is needed to lock and unlock door.
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!
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! Attributes that are used for doors:
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!
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! - static OR Tells Inform that the door cannot be carried.
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! - scenery Tells Inform that the door cannot be carried
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! and also is not mentioned in normal location
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! descriptions.
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!
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! - door Mandatory...tells Inform this object is a door.
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!
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! - open Current state of door. To make the door start
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! 'closed', then give the object the attribute
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! ~open.
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!
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! - lockable Can be locked.
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!
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! - locked Starts out locked. Give it ~locked to start
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! it as unlocked.
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!
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! NOTE: A few of the properties and attributes above can be used with other
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! objects. The only ones specific to a door object are the 'door_to'
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! and 'door_dir' properties and the 'door' attribute.
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!
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! NOTE ABOUT THE TILDE CHARACTER:
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! In evaluations of variables, the tilde character, ~, signifies
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! 'not' or 'false value of'.
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! When you see ~=, this means "not equal to".
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! When you see ~attribute, this means "the false value of attribute".
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!
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! The tilde character, ~, has another use. Inside a string, if you
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! want to print a double-quote, you would use the tilde. For example:
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!
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! print "John said, ~Run spot run!~";
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!
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! ...would print...
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!
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! John said, "Run spot run!"
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!
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!
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! We have two front doors built into our house, one leading to the
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! foyer, and the other leading to the den.
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!
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! The left door is a one way door that has no lock. You can enter
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! the door to the west.
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!
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! The right door is a two-way door that is lockable. The key is
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! located in the north bedroom. You enter the door to the northwest.
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!
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! Q: What is the '->' used for?
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!
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! A: This symbol tells Inform that this object is located 'within' the most recent
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! location definition.
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!
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! If two arrows are used, then the object is within the most recent -> object.
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!
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! The 'Left_Front_Door' is a 'child' of the 'Front_Porch' and the
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! 'Front_Porch' is the 'parent' of 'Left_Front_Door'.
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Object -> Left_Front_Door "left front door"
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with name "left" "front" "door",
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description
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"The left front door is made of brass.",
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when_open "The left front door is open.",
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when_closed "The left front door is closed.",
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door_to Foyer,
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door_dir w_to,
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has static door openable;
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!
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! The two-way door has 'functions' for the door_to and door_dir properties
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! because you can start on the front porch or the den. The same is true for
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! the directions, you can either be going through the door northwest or
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! southeast.
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!
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! These are 'embedded functions'. They don't need a name or arguments so
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! you place a semi-colon immediately after the first bracket. The end of
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! the function is signified by the closing bracket. You separate embedded
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! functions the same way you separate other properties, with a comma.
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!
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! The 'if' statement within both of the embedded functions is used to
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! determine which location you are starting in for the two-way door.
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!
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! The determination is calculated by comparing the 'location' variable
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! (which Inform ALWAYS sets to the players current location) and the
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! Front_Porch. If this is true, the first statement (until the semi-colon)
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! is executed. If it's false (the player is NOT in the Front_Porch) then
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! the second statement is executed.
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!
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! Notice the 'found_in' property lists both the Front_Porch and Den. This
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! is so you can 'see' the doors in both of these locations.
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!
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Object Right_Front_Door "right front door"
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with name "right" "front" "door",
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description
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"The right front door is made of wood.",
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when_open "The right front door is open.",
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when_closed "The right front door is closed.",
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door_to [; if (location==Front_Porch) return Den; return Front_Porch; ],
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door_dir [; if (location==Front_Porch) return nw_to; return se_to; ],
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found_in Front_Porch Den,
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with_key right_key,
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has static door openable lockable locked;
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Object Den "Den"
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with description
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"You are in the den of the house.",
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se_to Right_Front_Door,
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out_to Right_Front_Door,
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has light;
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Object Foyer "Foyer"
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with description
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"You are standing in the foyer of the house. It seems as though
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you can go up a staircase, northwest, or back out the front
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door to the east.",
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out_to Front_Porch,
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e_to Front_Porch,
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nw_to Hallway,
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u_to Upper_Hallway,
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has light;
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Object Hallway "Hallway"
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with description
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"You are in the hallway on the first floor of the house. The
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foyer is southeast and the kitchen is west of here.",
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se_to Foyer,
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w_to Kitchen,
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has light;
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Object Kitchen "Kitchen"
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with description
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"This is the kitchen of the house. A hallway can be seen to the
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east.",
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e_to Hallway,
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has light;
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Object Upper_Hallway "Upper Hallway"
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with description
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"This is the second floor hallway. Rooms can be seen north and
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south and a staircase leads down.",
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n_to North_Bedroom,
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s_to South_Bedroom,
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d_to Foyer,
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has light;
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Object North_Bedroom "North Bedroom"
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with description
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"This is a bedroom on the north side of the house.",
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s_to Upper_Hallway,
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has light;
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!
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! This is the 'key' for the right front door. There are no directions
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! or attributes since it's a just a simple object.
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!
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! I placed the key here to keep these examples building a workable game.
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! You can move the key anywhere you like though by cutting this line and
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! pasting it 'below' any other location object.
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!
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! Remember, this is the object listed in 'with_key' in the right_door
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! object, so it's the only way to unlock that door.
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!
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Object -> right_key "right key" with name "right" "key";
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Object South_Bedroom "South Bedroom"
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with description
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"This is a bedroom on the south side of the house.",
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n_to Upper_Hallway,
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has light;
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! ----------------------------------------------------------------------------
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! Grammar
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!
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! The grammar section includes the file "Grammar" and will later include
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! extensions to the standard grammar library.
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!
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! ----------------------------------------------------------------------------
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Include "Grammar";
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