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469 lines
18 KiB
INI
469 lines
18 KiB
INI
! Through the Looking-Glass
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! An Inform tutorial by Gareth Rees
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! All rights given away
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! Version 3
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!
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! 5/1/2003 - Updated to Inform 6.21 Library 6/10
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!
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Constant Story "THROUGH THE LOOKING GLASS";
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Constant Headline "^An Interactive Tutorial^by Gareth Rees^";
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Include "parser";
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Include "verblib";
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Include "grammar";
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[ Initialise;
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location = Drawing_Room;
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StartDaemon(white_kitten);
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StartDaemon(black_kitten);
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print "^^^^^It's a cold winter day outside, but in the
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looking-glass house it's summer. All you need to do is
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pretend there's a way of getting through into it
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somehow...^^";
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];
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[ UntangleSub; "What curious ideas you have!"; ];
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[ ReflectSub;
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if (second ~= mirror) "What a strange idea!";
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if (noun == hearth or mirror || (player notin mantelpiece &&
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player notin armchair))
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"You can't see that in the looking-glass.";
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print "The looking-glass ";
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if (noun == player) print "Alice";
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else PrintShortName(noun);
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if (player in mantelpiece) " looks very misty and blurred.";
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print " looks just like the real ";
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if (noun == player) print "Alice";
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else PrintShortName(noun);
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" only all reversed, left for right.";
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];
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Extend "look"
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* "at" noun "in" noun -> Reflect;
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Extend "examine"
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* noun "in" noun -> Reflect;
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Verb "roll" "untangle" "wind"
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* noun -> Untangle
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* "up" noun -> Untangle
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* noun "up" -> Untangle;
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Object Drawing_Room "Drawing room"
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has light
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with name "snow",
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description "The gentle sound of snow against the window pane
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suggests that it's cold outside, and you're glad to be
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here in the warmth. The drawing-room is reflected in the
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large looking-glass on the wall above the mantelpiece,
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and a very comfortable room it is too, with a warm
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hearth, a soft rug and an arm-chair that you can curl up
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and sleep in.",
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before [;
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if (player in mantelpiece && (action == ##Exit ||
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(action == ##Go && noun == d_obj or out_obj)))
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"That's not the way to get down from a mantelpiece!";
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if (player in mantelpiece &&
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action ~= ##Examine or ##Enter or ##Go &&
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action ~= ##ThrownAt or ##ThrowAt or ##Reflect)
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if ((noun > 0 && noun notin mantelpiece &&
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noun ~= mantelpiece or mirror && noun notin player) ||
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(second > 0 && second notin mantelpiece &&
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second ~= mantelpiece or mirror && second notin player))
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"Not from up here you can't!";
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];
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Object red_queen "red queen"
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has female
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with name "red" "queen",
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describe [;
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if (white_kitten.state == 1 || black_kitten.state == 1)
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rtrue;
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],
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description "She's a fierce little chess piece.",
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after [;
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Take:
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if (white_kitten.state == 1)
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white_kitten.state = 3;
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if (black_kitten.state == 1)
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black_kitten.state = 3;
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PutOn,Transfer,Insert:
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if (second == chess_board)
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"Alone on the chess board, the red queen is monarch of
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all she surveys.";
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];
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Object chess_board "chess board" Drawing_Room
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has supporter
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with name "chess" "board" "checker" "chequer" "chessboard",
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initial "An abandoned chess board lies on the floor.",
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description "It's left here from the game you were playing
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just now, but the pieces are all missing - the kittens
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will insist on playing with them.";
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Object hearth "hearth" Drawing_Room
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has scenery
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with name "hearth" "fire" "place" "fireplace";
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Object rug "rug" Drawing_Room
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has concealed static supporter enterable
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! general if you've found the red queen under it
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with name "hearthrug" "hearth-rug" "rug" "indian" "arabian" "beautiful"
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"soft",
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description "It's a beautiful rug, made in some far off
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country, perhaps India or Araby, wherever those might
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be.",
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before [;
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Take: "The rug is much too large and heavy for you to carry.";
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Push,Pull: "But a hearth-rug is meant to be next to the
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hearth!";
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LookUnder:
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if (player in mantelpiece || player in armchair)
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"You're unable to reach the rug from here.";
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if (player in self)
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"You try to lift up a corner of the rug, but fail. After
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a while, you realise that this is because you are
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standing on it. How curious the world is!";
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if (self hasnt general) {
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give self general;
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move red_queen to player;
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"You lift up a corner of the rug and, peering
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underneath, discover the red queen from the chess
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set.";
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}
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];
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Object armchair "arm-chair" Drawing_Room
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has static concealed supporter enterable
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! general if its by the mantelpiece
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with name "arm" "chair" "armchair" "arm-chair",
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description [;
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print "It's a huge arm-chair, the perfect place for a kitten
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or a little girl to curl up in and doze. It has been
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pushed over to the ";
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if (self has general) "fireplace.";
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"window.";
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],
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before [ i;
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Push,Pull:
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if (player notin Drawing_Room)
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print_ret "You'll have to get off ", (the) parent(player),
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" first.";
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if (white_kitten in player || black_kitten in player)
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"Not with a kitten in your arms!";
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if (white_kitten.state == 3) i = white_kitten;
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else if (black_kitten.state == 3) i = black_kitten;
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if (i ~= 0)
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print_ret "You are about to start moving the chair when you
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notice that ", (the) i, " is right in the way. It's a
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good thing you spotted it, or you would have squashed
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flat the poor little thing.";
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if (self has general) {
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give self ~general;
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"You push the arm-chair away from the hearth.";
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}
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give self general;
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"You push the arm-chair over to the hearth.";
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Climb,Enter:
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move player to armchair;
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"You jump into the warm and comfortable arm-chair.";
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];
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Object mantelpiece "mantelpiece" Drawing_Room
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has concealed supporter enterable
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with name "mantel" "mantelpiece",
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description "It's higher off the ground than your head, but
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it looks wide enough and sturdy enough to support you.",
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before [;
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Enter,Climb:
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if (player notin armchair)
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"The mantelpiece is much too high to climb up onto.";
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if (armchair hasnt general)
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"You can't reach the mantelpiece from here.";
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if (children(player) > 0)
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"Your hands are too full.";
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move player to mantelpiece;
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"You scramble up onto the mantelpiece.";
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PutOn,LetGo:
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if (player notin self && (player notin armchair ||
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armchair hasnt general))
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"The mantelpiece is so high that you can't reach.";
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];
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Object mirror "looking-glass" Drawing_Room
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has static concealed
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with name "mirror" "looking" "glass" "looking-glass",
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description [;
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if (player in mantelpiece)
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"Strangely, the glass is beginning to melt away,
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just like a bright silvery mist.";
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if (player in armchair)
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"In the looking-glass you can see the drawing-room of
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the looking-glass house. What you can see is very
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much the same as this drawing-room, only all
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reversed, left for right. But you are sure that out
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of the corners of the glass, where you can't see, the
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looking-glass world is quite different from yours.";
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"In the looking-glass you can see the ceiling of the
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drawing-room of the looking-glass house. It looks much
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the same as the ceiling of your drawing-room.";
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],
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before [;
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if (action ~= ##Examine or ##ThrownAt or ##Reflect &&
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player notin mantelpiece)
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"You can't reach the looking-glass from where you're
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standing.";
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Touch,Pull,Push:
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"Your hand goes right through the silvery mist!";
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ThrownAt: "You don't want seven years' bad luck, do you?";
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Enter:
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! Really, move Alice to the looking-glass house.
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deadflag = 2;
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"Your hand goes right through the silvery mist, and in
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another moment the rest of you follows, and you are
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through the glass...";
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];
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Object worsted "ball of worsted" Drawing_Room
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! general if its in a tangle
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with name "ball" "of" "worsted" "fine" "blue" "wool",
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describe [;
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if (white_kitten.state ~= 2 &&
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black_kitten.state ~= 2)
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"^A discarded ball of worsted lies on the floor here.";
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rtrue;
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],
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description [;
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if (self has general)
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"It's in a terrible tangle. All that time you spent
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rolling it up, and now look at it!";
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"It's a ball of fine blue wool, all rolled up in preparation
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for some embroidery.";
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],
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before [;
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Untangle:
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give self ~general;
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"You're as quick as can be at rolling up balls of wool,
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though you say so yourself! Soon it's neat and tidy again.";
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],
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after [;
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Take:
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if (white_kitten.state == 2)
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white_kitten.state = 3;
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if (black_kitten.state == 2)
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black_kitten.state = 3;
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];
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Object chess_pieces "chess pieces" Drawing_Room
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has scenery
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with parse_name [ w colour n;
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w = NextWord();
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if (w == 'white' or 'red') {
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n ++;
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colour = w;
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w = NextWord();
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}
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if (w == 'pawn' or 'rook' or 'castle' ||
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w == 'knight' or 'horse' or 'bishop' ||
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w == 'king' || (w == 'queen' &&
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(colour == 'white' || rug hasnt general))) return n + 1;
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return 0;
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],
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before [;
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"Alas, that chess piece seems to be missing. Those
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naughty kittens!";
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];
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Object window "window" Drawing_Room
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has scenery
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with name "window" "pane",
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description "Outside the window it's snowing gently, and you're
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glad to be in here in the warmth.",
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before [;
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Open: "You wouldn't want to catch a chill, would you? Better
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leave the window shut.";
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Search: <<Examine self>>;
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];
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Property other_kitten;
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Property state; ! 1=red queen, 2=ball of wool, 3=arm-chair, 0=held
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Class Kitten_Class
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has animate
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! general if it's been described this turn
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with parse_name [ w ok n;
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do {
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ok = 0;
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w = NextWord();
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if (w == 'kittens' or 'cats') {
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ok = 1; n++; parser_action=##PluralFound;
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}
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if (w == 'kitten' or 'kitty' or 'cat' ||
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w == ((self.&name)-->0)) {
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ok = 1; n++;
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}
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} until (ok == 0);
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return n;
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],
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state 3,
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describe [ i;
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switch (self.state) {
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1: print_ret "^A ", (name) self, " is playing with the red
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queen.";
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2: print_ret "^A ", (name) self, " is playing with a ball of
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worsted.";
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3: if (self has general) rtrue;
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if ((self.other_kitten).state == 3) {
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i = self.other_kitten;
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give i general;
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"^Two kittens, one white and one black, are playing
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together by the arm-chair.";
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}
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print_ret "^A ", (name) self, " is playing by the
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arm-chair.";
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default: rtrue;
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}
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],
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description [;
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print_ret "What a beautiful kitten ", (the) self, " is. Why,
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it's quite definitely your favourite of the pair, and
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much prettier than that naughty ", (name)
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self.other_kitten, ".";
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],
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life [;
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Ask,Answer,Order:
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print_ret (The) self, " twitches its whiskers and looks at
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you with such a clever expression that you are certain it
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understands every word you are saying.";
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Kiss:
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print_ret "You give ", (the) self, " a little kiss on its
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nose, and it looks sweetly and demurely at you.";
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Attack: "You would never do such a beastly thing to such
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a defenceless little animal!";
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Show:
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print_ret (The) self, " bats a paw at ", (the) noun, ".";
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Give,ThrowAt:
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if (noun ~= red_queen or worsted) {
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if (action == ##ThrowAt) {
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move noun to Drawing_Room;
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print "You toss ", (the) noun, " onto the floor, but ",
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(the) self;
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}
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else print (The) self;
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print_ret " just examines ", (the) noun, " with a
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quizzical expression.";
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}
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print "You toss ", (the) noun, " onto the floor and ", (the) self;
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if (self in player)
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print " squirms out of your grasp and";
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move noun to Drawing_Room;
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move self to Drawing_Room;
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print " scampers after it";
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if (noun == worsted) {
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give worsted general;
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self.state = 2;
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print ", quickly turning the neat ball into a tangle";
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}
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else self.state = 1;
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".";
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],
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before [;
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Take:
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if (self.other_kitten in player)
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"You can't hold two kittens at once!";
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self.state = 0;
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move self to player;
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print_ret "You pick up ", (the) self, ". What a beautiful
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creature it is!";
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],
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after [;
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Drop:
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self.state = 3;
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move self to Drawing_Room;
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print_ret (The) self, " squirms out of your arms and scampers
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away.";
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Transfer,PutOn,Insert:
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self.state = 3;
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print (The) self, " jumps off ", (the) parent(self);
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move self to Drawing_Room;
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", landing lightly on the floor before scampering away.";
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],
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daemon [ i;
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give self ~general;
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self.number = 1 - self.number;
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if (self.number == 1 || random(3) == 2) rtrue;
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new_line;
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print (The) self;
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switch (self.state) {
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0: switch(random(5)) {
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1: " mews plaintively.";
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2: " purrs quietly to itself.";
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3: " purrs contentedly to itself.";
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4: " rubs its ears against you.";
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5: move self to Drawing_Room;
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self.state = 3;
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" squirms out of your arms and scampers away.";
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}
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1: switch (random(5)) {
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1: " bats at the red queen with its paw.";
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2: " stops playing and sits up, pretending to be
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innocent of any kittenish tendancies.";
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3: " knocks the red queen across the floor and chases
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after it.";
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4: " stops to wash itself.";
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5: " bites the red queen and shakes it to make sure that
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it's dead.";
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}
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2: give worsted general;
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switch (random(5)) {
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1: " bats at the ball of worsted with its paw.";
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2: " pushes the ball of worsted across the floor and
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chases after it.";
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3: " leaps onto the ball of worsted and grapples bravely
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with it.";
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4: " jumps into the ball of worsted and gets tangled up
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in a mess of threads.";
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5: " stops playing and scratches its ears.";
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}
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3: if ((self.other_kitten).state == 3 && random(2) == 1) {
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i = random(5);
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switch (i) {
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1: print " chases after ";
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2: print " jumps on top of ";
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3: print " washes ";
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4: print " scampers around the arm-chair and ";
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5: print " bats at ";
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}
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print (the) self.other_kitten;
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switch (i) {
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1,3: ".";
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2: " and they roll around on the floor.";
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4: " chases after it.";
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5: " with its paw.";
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}
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}
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switch (random(5)) {
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1: " scampers after a speck of dust.";
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2: " rolls around on the floor.";
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3: " sits up and washes its tail.";
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4: " scratches its head on the arm-chair.";
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5: " chases its tail.";
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}
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}
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];
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Object white_kitten "white kitten" Drawing_Room
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class Kitten_Class
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with name "white",
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number 0,
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other_kitten black_kitten;
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Object black_kitten "black kitten" Drawing_Room
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class Kitten_Class
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with name "black",
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number 1,
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other_kitten white_kitten;
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End; |