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1026 lines
44 KiB
INI
1026 lines
44 KiB
INI
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!==============================================================================!
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! RUINS - an Inform example game, with answers to the exercises.
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!==============================================================================!
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! The Inform Designer's Manual (16May97) includes various references to a
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! sample game called "Ruins", which unfortunately is not supplied with the
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! compiler. This file attempts to knit together several of the fragments from
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! the DM into a small but complete game, intended primarily as an example for
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! novices of a typical way to use Inform features, and as a starting point
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! for experimentation.
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!
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! In order to keep the game manageably small, the following references from
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! the DM have been omitted:
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! parrot, low mist, chasm, pumice-stone ball, glyphs, dictionary,
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! food rations, sodium lamp, cage.
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! Other items have been changed as necessary for simplicity and consistency.
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!
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! Object definitions explicitly state the name of their parent object (if
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! appropriate), rather than using the "->" construct.
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!
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! Once you've played the game and (hopefully) understood how it works, you
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! are strongly encouraged to try modifying or extending it. For instance:
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! - add the low mist in the Forest and Square_Chamber. In the DM it smells of
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! broth, so perhaps you should provide a source for the smell (or just
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! change the description)? [EASY]
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! - implement the parrot, perhaps having it fly into the Forest once the plane
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! has departed? [EASY]
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! - extend the number of rooms. There's a suggestion that you could Down from
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! the Shrine, or perhaps you could add a dark passage leading West from the
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! Corridor? [EASY/MIDDLING]
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! - if the passage is dark, perhaps a lamp would be useful? [EASY]
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! - if you've got a lamp, the maze in the Web becomes much less daunting.
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! So perhaps it's the lamp rather than the bangle which you find on your
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! exit from the darkened Web? [EASY]
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! - there are a couple of daemons in the example, but no timer. How about
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! extending the Honeycomb so that if dropped it starts a timer object
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! causing itself to melt unless picked up again pretty quickly? [EASY]
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! - a routine called SmartCantGo prints a helpful message if you try to move
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! in an illegal direction. The routine, not in the standard library, is
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! commonly Included from a separate file. Download the file from:
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! ftp://ftp.gmd.de/if-archive/infocom/compilers/inform6/library/contributions/
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! [EASY]
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! - the DM is a bit unclear about the role(!) of the pumice-stone ball, but
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! it seems to need pushing into the chasm. Maybe it blocks the gap and
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! allows you to cross to the other side (in order to reach the bangle)?
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! Maybe there's more to moving it than just one push? [MIDDLING/TRICKY]
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! - finally, many games accept an XYZZY command (in tribute to the magic word
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! in the original Adventure). Implement such a verb which transports the
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! player to At_End_of_Road for one turn, then restores the original
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! location (you can copy the room description from Advent.inf). [MIDDLING]
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!
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! You can find another version of this game, without answers to these
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! exercises, in the file Ruins.inf.
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!
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! Of course, it isn't worth spending too long on Ruins, since it's only a
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! somewhat dull and well-visited example. As soon as you start to feel
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! comfortable with the way that an Inform game is constructed...
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!
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! ...have a go at writing one of your own. Good luck!
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!==============================================================================!
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! Every game needs a Story and Headline, and must include Parser and VerbLib.
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! As DM <20><>7 except: constants MANUAL_PRONOUNS and MAX_SCORE defined (the former
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! is in the Library 6/7 Release Notes, not the DM). Also specified values for
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! Release and Serial, but only to aid in identifying any variants in this file
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! over time; normally, you'd omit these two lines and use Inform's defaults.
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!
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Constant Story "RUINS";
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Constant Headline
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"^An Interactive Worked Example^
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Copyright (c) 1995 by Graham Nelson.^
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Revisited 1998 by Roger Firth.^";
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Release 4;
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Serial "981127";
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!!!!Constant MANUAL_PRONOUNS; ! <-- Causes compilation warning; ignore...
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Constant MAX_SCORE 100;
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Include "Parser";
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Include "VerbLib";
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!Include "SmartCantGo"; !!
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!==============================================================================!
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! Every game needs an Initialise routine, whose primary role is to set the
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! player's location (i.e. you) at the start of the game.
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! As DM <20><>7 and 19 except: StartDaemon() call added, no TitlePage().
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!
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[ Initialise;
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location = Forest;
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thedark.description =
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"The darkness of ages presses in on you, and you feel claustrophobic.";
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move Bangle to Rocky_Alcove; !!
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StartDaemon(Packing_Case);
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"^^^^^Days of searching, days of thirsty hacking through the briars of
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the forest, but at last your patience was rewarded. A discovery!^";
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];
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!==============================================================================!
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! As DM <20><>20. PrintRank, if defined, is called when printing the score.
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!
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[ PrintRank;
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print ", earning you the rank of ";
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switch (score) {
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0 to 9: "humble rainforest Tourist.";
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10 to 39: "Investigator.";
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40 to 69: "Acquisitor.";
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70 to 99: "Archaeologist.";
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100: "Master Archaeologist.";
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}
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];
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!==============================================================================!
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! As DM <20><>11 except: daemon added, to bring the immovable crate at the start,
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! and take it (and you) away at the end.
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!
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Object Packing_Case "packing case"
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with name 'packing' 'case' 'crate' 'box' 'strongbox',
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initial
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"Your packing case rests here, ready for you to hold any important
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cultural finds you might make, for shipping back to civilisation.",
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description
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"A stout wooden crate, only slightly battered by its fall through
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the branches.",
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before [;
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PushDir, Remove, Take:
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"The case is too heavy to bother moving, as long as your
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expedition is still incomplete.
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It'll probably have to be taken out by helicopter.";
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],
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number 0, ! <-- used by the daemon
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daemon [;
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switch (++self.number) {
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!-- Start of game
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1: "^You hear the distant drone of an aeroplane.";
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2: "^The plane is much louder, and seems to be flying very
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low. Terrified birds rise in screeching flocks.";
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3: move self to Forest;
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if (location == Forest)
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"^You involuntarily crouch as the plane flies directly
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overhead, seemingly only inches above the treetops.
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With a loud thump, something drops heavily to the
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ground.";
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"^Even underground, the engine roar is deafening.
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Then there's a dull thump overhead and a little dust
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falls from the ceiling.";
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4: StopDaemon(self);
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move Parrot to Forest; !!
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if (location == Forest) !!
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"^The roar dies away; calm returns to the forest.
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A brightly-coloured parrot alights
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on a nearby branch."; !!
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"^The roar dies away."; !!
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!-- End of game
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5: remove Parrot; !!
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"^A deep throbbing noise can be heard.
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The parrot flies off in alarm."; !!
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6: "^A helicopter appears, hovering overhead.";
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7: StopDaemon(self);
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remove self;
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deadflag = 2; ! <-- You win!
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"^The helicopter lowers a rope; you tie it around the
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packing case, which is hauled up into the air,
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then a rope ladder comes dangling down.
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With one last look around the clearing, you climb the
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ladder into the waiting craft.
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Back to civilisation, and a decent pint of Brakspear's!";
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}
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],
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has container open openable static;
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!==============================================================================!
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! As DM <20><>8 except: started endgame processing when all treasure has been
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! found. Added Bangle and Ruby treasures. "Undiscovered" is useful when
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! ensuring that treasures can't be found twice.
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!
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Class Treasure
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with cultural_value 10,
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before [;
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Remove, Take:
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if (self in Packing_Case)
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"Unpacking such a priceless artifact had best wait
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until the Metropolitan Museum can do it.";
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],
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after [;
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Insert:
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if (second == Packing_Case) {
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parrot.squawk("Thief"); !!
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score = score + self.cultural_value;
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print "Safely packed away.^";
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}
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if (score == MAX_SCORE) {
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StartDaemon(Packing_Case);
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"^The case is full, and you're feeling really homesick.
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Now, how to get out of here?";
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}
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rtrue; ! <-- print nothing further
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];
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Object Undiscovered "hidden treasure room"
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with description "How the heck did you get here!?.";
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Treasure Statuette "pygmy statuette" Undiscovered
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with name 'pygmy' 'statuette' 'statue' 'mayan' 'snake' 'spirit',
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description
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"A menacing, almost cartoon-like statuette of a pygmy spirit
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with an enormous snake around its neck.";
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Treasure Bangle "silver bangle" Undiscovered
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with name 'silver' 'bangle' 'bracelet' 'ring',
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cultural_value 20,
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description "An intricately chased piece of jewellery.";
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Treasure Ruby "blood-red ruby" Undiscovered
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with name 'blood' 'red' 'blood-red' 'ruby' 'stone' 'jewel',
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cultural_value 30,
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description "A vivid red jewel, as large as a hen's egg.";
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Treasure Honeycomb "lump of wax" Undiscovered
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with name 'ancient' 'honeycomb' 'old' 'honey' 'comb' 'wax' 'lump',
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cultural_value 40,
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description
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"On closer examination, the lump appears to be an old honeycomb.",
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after [;
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Eat:
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"Perhaps the most expensive meal of your life.
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The honey tastes odd, perhaps because it was used to store the
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entrails of the king buried here, but still like honey.";
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Drop: !!
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StartTimer(self, 2); !!
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"The honeycomb immediately starts to soften."; !!
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Take: !!
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StopTimer(self); !!
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"The wax, though very soft, still forms a honeycomb."; !!
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],
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time_left 0, !!
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time_out [; !!
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if (self in location) !!
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print "The honeycomb suddenly turns to liquid wax,
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spreads to a puddle and immediately vapourises.^"; !!
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remove self; !!
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], !!
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has edible;
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!==============================================================================!
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! Not in the DM as such, but useful (a) to distinguish room definitions from
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! those of ordinary objects in the file, and (b) to provide light everywhere
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! (unless overruled). See DM <20><>3.8.
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!
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Class Room
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! with cant_go [; SmartCantGo(); ], !!
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has light;
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!==============================================================================!
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! As DM <20><>7 and 10.
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!
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Room Forest "Dark Forest"
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with name 'forest' 'jungle' 'clearing' 'olive' 'tree' 'trees' 'midges',
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description
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"In this tiny clearing, the pine-needle carpet is broken by
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stone-cut steps leading down into the darkness.
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Dark olive trees crowd in on all sides, the air steams with
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warm recent rain, midges hang in the air.",
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d_to Stone_Steps,
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u_to
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"The trees are spiny and you'd cut your hands to ribbons
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trying to climb them.",
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after [; Go: parrot.squawk("Where you been?"); ], !!
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cant_go
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"The rainforest-jungle is dense, and you haven't hacked through it
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for days to abandon your discovery now.
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Really, you need a good few artifacts to take back to civilisation
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before you can justify giving up the expedition.";
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!==============================================================================!
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! As DM <20><>7 and 8 except: added discovery of Statuette on picking the
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! mushroom.
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!
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Object Mushroom "speckled mushroom" Forest
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with name 'speckled' 'mushroom' 'fungus' 'toadstool',
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initial
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"A speckled mushroom grows out of the sodden earth,
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on a long stalk.",
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description
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"The mushroom is capped with blotches,
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and you aren't at all sure it's not a toadstool.",
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before [;
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Eat:
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if (random(100) > 30)
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"You nibble at one corner,
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but the curious taste repels you.";
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deadflag = 1; ! <-- You die!
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"The tiniest nibble is enough.
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It was a toadstool, and a poisoned one at that!";
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],
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after [;
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Drop:
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parrot.squawk("Who's a good boy?"); !!
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"The mushroom drops to the ground, battered slightly.";
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Take:
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parrot.squawk("Nasty mushroom"); !!
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if (self has general)
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"You pick up the slowly-disintegrating mushroom.";
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give self general;
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move Statuette to location;
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"You stoop to pick the mushroom, neatly cleaving its thin stalk.
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As you straighten up, you notice what looks like a
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snake in the grass.";
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],
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has edible;
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!==============================================================================!
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! As DM <20><>7 and 8 except: replaced "first feet" by cobwebs.
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!
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Object Stone_Steps "stone-cut steps" Forest
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with name 'stone' 'stone-cut' 'steps' 'stairs' 'cobwebs',
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description [;
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print "The cracked and worn steps descend into a dim chamber. ";
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if (Square_Chamber has visited)
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"The filmy cobwebs which once spanned the entrance
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now hang in tatters.";
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else
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"Cobwebs form a flimsy barrier,
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unlikely to impede your descent.";
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],
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door_to Square_Chamber, door_dir d_to,
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has door open scenery;
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!==============================================================================!
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! As DM <20><>10 except: added examination of floor, word on east lintel,
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! insect trails when mushroom bursts.
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!
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Room Square_Chamber "Square Chamber"
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with name 'square' 'chamber' 'sand' 'dust' 'lintel' 'lintels' 'lintelled'
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'east' 'south' 'doorways' 'doors' 'steps',
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description
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"A sunken, gloomy stone chamber, ten yards across,
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whose floor is covered with fine sandy dust.
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A shaft of sunlight cuts in from the steps above,
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giving the chamber a diffuse light, but in the shadows low
|
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lintelled doorways to east and south
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lead into the deeper darkness of the Temple.",
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before [;
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Drop:
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if (noun == mushroom)
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<<Insert Mushroom Sunlight>>;
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Examine:
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if (noun == d_obj) {
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if (Trails in location)
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<<Examine Trails>>;
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|
"Only your own footprints disturb the dust.";
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|
}
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Go: if (noun == e_obj) {
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|
print "As you move into the eastern shadows, you seem to
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|
glimpse the word SENE scratched on the lintel,
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|
but before you can stop to inspect it more closely,
|
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|
you find yourself in...^";
|
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|
rfalse; ! <-- continue with the regular action
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|
}
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|
Insert:
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if ((noun == Mushroom) && (second == Sunlight)) {
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remove Mushroom;
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move Trails to location;
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"You drop the mushroom on the floor, in the glare of the
|
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shaft of sunlight.
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|
It bubbles obscenely, distends and then bursts into a
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hundred tiny insects which run for the darkness in every
|
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direction, leaving strange trails in the sandy floor.
|
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|
No trace of fungus remain.";
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|
}
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],
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|
u_to Forest,
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|||
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e_to Inner_Web,
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|||
|
s_to Corridor;
|
|||
|
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|||
|
!==============================================================================!
|
|||
|
! As DM <20><>10.
|
|||
|
!
|
|||
|
Object Sunlight "shaft of sunlight" Square_Chamber
|
|||
|
with name 'shaft' 'of' 'sunlight' 'sun' 'light' 'beam' 'sunbeam' 'ray'
|
|||
|
'rays' 'sun^s',
|
|||
|
description
|
|||
|
"The shaft of sunlight glimmers motes of dust in the air,
|
|||
|
making it seem almost solid.",
|
|||
|
before [;
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|||
|
Examine, Search:
|
|||
|
;
|
|||
|
default:
|
|||
|
"It's only an insubstantial shaft of sunlight.";
|
|||
|
],
|
|||
|
has scenery;
|
|||
|
|
|||
|
!==============================================================================!
|
|||
|
! Not in the DM as such, but useful because employed twice. It seemed easier
|
|||
|
! to have two sets of carvings rather just one plus a lot of if... tests.
|
|||
|
! See DM <20><>3.8.
|
|||
|
!
|
|||
|
Class Carved
|
|||
|
with name 'carved' 'inscription' 'inscriptions' 'carving' 'carvings'
|
|||
|
'group' 'of',
|
|||
|
initial "Carved inscriptions crowd the walls and ceiling.",
|
|||
|
has container open pluralname static;
|
|||
|
|
|||
|
!==============================================================================!
|
|||
|
! As DM <20><>10 except: changed to include insect trails suggesting a carving,
|
|||
|
! and pressable carving which reveals cavity.
|
|||
|
!
|
|||
|
Carved Carvings "carved inscriptions" Square_Chamber
|
|||
|
with description [;
|
|||
|
print "The carvings cut deep into the rocks from which the
|
|||
|
chamber is built, forming swirling sinuous patterns.";
|
|||
|
if (cavity in self)
|
|||
|
print " In the middle of one wall, a small cavity can be seen.";
|
|||
|
new_line;
|
|||
|
],
|
|||
|
before [;
|
|||
|
Push:
|
|||
|
"Pressing the carved rock walls at random is unlikely
|
|||
|
to be revealing.";
|
|||
|
Touch:
|
|||
|
"The carvings are warm and smooth to the touch.";
|
|||
|
];
|
|||
|
|
|||
|
Carved Other_Carvings "carved inscriptions"
|
|||
|
with description
|
|||
|
"You stare at a group of carvings in the middle of one wall,
|
|||
|
uncannily resembling the insects' trail left in the sand,
|
|||
|
and feel your hand reaching out in that direction.",
|
|||
|
before [;
|
|||
|
Push:
|
|||
|
remove Other_Carvings;
|
|||
|
move Carvings to location;
|
|||
|
move Cavity to Carvings;
|
|||
|
"The carvings slide inwards, revealing a small cavity.";
|
|||
|
Touch:
|
|||
|
"The carvings seems to shift slightly under your hand.
|
|||
|
Perhaps with a little more pressure...?";
|
|||
|
];
|
|||
|
|
|||
|
Object Cavity "cavity among the carvings"
|
|||
|
with name 'cavity' 'hole' 'deep' 'gloomy',
|
|||
|
description
|
|||
|
"The cavity, a few inches across, is deep and gloomy.",
|
|||
|
has container open static;
|
|||
|
|
|||
|
Object Trails "trails in the sand"
|
|||
|
with name 'trail' 'trails' 'sand' 'sandy' 'pattern' 'insect' 'insects',
|
|||
|
initial "Strange trails swirl on the sandy floor.",
|
|||
|
description [;
|
|||
|
if (self has general) {
|
|||
|
remove Carvings;
|
|||
|
move Other_Carvings to location;
|
|||
|
give self ~general;
|
|||
|
}
|
|||
|
"The insect trails seem to resemble one particular group of
|
|||
|
carvings on the wall.";
|
|||
|
],
|
|||
|
has general pluralname static;
|
|||
|
|
|||
|
!==============================================================================!
|
|||
|
! A Web room is implied at DM <20><>10, but not defined. Here, it's implemented
|
|||
|
! as a simple dark maze of two rooms, once of which is home to the
|
|||
|
! scuttling claws described in Example 37. The Sodium_Lamp is here.
|
|||
|
!
|
|||
|
Class Maze
|
|||
|
class Room,
|
|||
|
with name 'dark' 'darkness' 'web',
|
|||
|
description "Gloomy passages lead in all directions.",
|
|||
|
before [;
|
|||
|
Go: give self ~visited;
|
|||
|
],
|
|||
|
cant_go
|
|||
|
"Blundering around in the gloom, it's impossible to tell
|
|||
|
which direction is which.",
|
|||
|
has ~light;
|
|||
|
|
|||
|
Maze Inner_Web "Web of Darkness"
|
|||
|
with se_to Outer_Web,
|
|||
|
ne_to Inner_Web,
|
|||
|
n_to Inner_Web, s_to Inner_Web, e_to Inner_Web, w_to Inner_Web,
|
|||
|
nw_to Inner_Web, sw_to Inner_Web,
|
|||
|
u_to Inner_Web, d_to Inner_Web;
|
|||
|
|
|||
|
Maze Outer_Web "Web of Darkness"
|
|||
|
with se_to Outer_Web,
|
|||
|
ne_to Square_Chamber,
|
|||
|
n_to Inner_Web, s_to Inner_Web, e_to Inner_Web, w_to Inner_Web,
|
|||
|
nw_to Inner_Web, sw_to Inner_Web,
|
|||
|
u_to Inner_Web, d_to Inner_Web,
|
|||
|
before [;
|
|||
|
Go: if ((noun == ne_obj) && (Sodium_Lamp in Undiscovered)) { !!
|
|||
|
move Sodium_Lamp to player; !!
|
|||
|
print "Sensing a slight draught you move in that direction,
|
|||
|
stumbling over something lying on the ground in the dark.
|
|||
|
Almost inadvertently you grab it before gratefully
|
|||
|
emerging into the gloomy chamber.^";
|
|||
|
rfalse; ! <-- continue with the regular action
|
|||
|
}
|
|||
|
];
|
|||
|
|
|||
|
!==============================================================================!
|
|||
|
! As DM Ex.37 except: daemon runs only in the Inner_Web room.
|
|||
|
!
|
|||
|
Object Tiny_Claws "sound of tiny claws" thedark
|
|||
|
with name 'tiny' 'claws' 'sound' 'of' 'scuttling' 'scuttle' 'things'
|
|||
|
'creatures' 'insects' 'monsters',
|
|||
|
article "the",
|
|||
|
initial "Somewhere, tiny claws are scuttling.",
|
|||
|
description "Without a light, you'll never see anything here!",
|
|||
|
before [;
|
|||
|
Attack: "They easily avoid your flailing about in the dark.";
|
|||
|
Listen: "How intelligent they sound, for mere insects.";
|
|||
|
Smell: "You can smell only your own fear.";
|
|||
|
Taste, Touch:
|
|||
|
"You wouldn't want to. Really.";
|
|||
|
default:
|
|||
|
"The creatures evade you, chittering.";
|
|||
|
],
|
|||
|
number 0, ! <-- used by the daemon
|
|||
|
each_turn [; StartDaemon(self); ],
|
|||
|
daemon [;
|
|||
|
if (real_location ~= Inner_Web) { ! location just has "thedark"
|
|||
|
self.number = 0;
|
|||
|
StopDaemon(self);
|
|||
|
rtrue; ! <-- ?
|
|||
|
}
|
|||
|
switch(++self.number) {
|
|||
|
1: "^The scuttling draws a little nearer,
|
|||
|
and your breathing grows load and hoarse.";
|
|||
|
2: "^The perspiration of terror runs off your brow.
|
|||
|
The creatures are almost here!";
|
|||
|
3: "^You feel a tickling at your extremities and kick outward,
|
|||
|
shaking something chitinous off.
|
|||
|
Their sound alone is a menacing rasp.";
|
|||
|
4: deadflag = 1; ! <-- You die!
|
|||
|
"^Suddenly there is a tiny pain, of a hypodermic-sharp
|
|||
|
fang at your calf.
|
|||
|
Almost at once your limbs go into spasm, your shoulders
|
|||
|
and knee-joints lock, your tongue swells...";
|
|||
|
}
|
|||
|
];
|
|||
|
|
|||
|
!==============================================================================!
|
|||
|
! As DM <20><>12 except: added the moss concealing the Ruby.
|
|||
|
!
|
|||
|
Room Corridor "Stooped Corridor"
|
|||
|
with name 'low' 'stooped' 'corridor',
|
|||
|
description
|
|||
|
"A low, square-cut corridor, running north to south,
|
|||
|
stooping over you.
|
|||
|
Patches of moss emit a faint green fluorescent glow,
|
|||
|
just enough that you can see your surroundings.",
|
|||
|
n_to Square_Chamber,
|
|||
|
s_to Stone_Door,
|
|||
|
w_to Junction, !!
|
|||
|
has ;
|
|||
|
|
|||
|
Object Moss "mossy patches" Corridor
|
|||
|
with name 'moss' 'mossy' 'patches' 'green' 'fluorescent' 'glow' 'clumps',
|
|||
|
description [;
|
|||
|
if (Ruby in Undiscovered)
|
|||
|
"The moss grows in rough clumps, surprisingly thick in places.
|
|||
|
Is that a hint of red hidden among all the greenery?";
|
|||
|
"The moss, now somewhat raggy, grows in rough clumps.";
|
|||
|
],
|
|||
|
before [;
|
|||
|
Search:
|
|||
|
if (Ruby in Undiscovered) {
|
|||
|
move Ruby to location;
|
|||
|
"Something rolls from the moss onto the ground.";
|
|||
|
}
|
|||
|
],
|
|||
|
has pluralname scenery;
|
|||
|
|
|||
|
!==============================================================================!
|
|||
|
! As DM <20><>12. The key isn't actually defined in the DM.
|
|||
|
!
|
|||
|
Object Stone_Door "stone door"
|
|||
|
with name 'stone' 'door' 'big' 'massive' 'yellow',
|
|||
|
description "It's just a big stone door.",
|
|||
|
when_closed "The passage is barred by a massive door of yellow stone.",
|
|||
|
when_open "The massive yellow stone door is open.",
|
|||
|
door_to
|
|||
|
[; if (location == Corridor) return Shrine; return Corridor; ],
|
|||
|
door_dir
|
|||
|
[; if (location == Corridor) return s_to; return n_to; ],
|
|||
|
with_key Stone_Key,
|
|||
|
found_in Corridor Shrine,
|
|||
|
has door lockable locked openable static;
|
|||
|
|
|||
|
Object Stone_Key "huge iron key" Cavity
|
|||
|
with name 'huge' 'iron' 'key',
|
|||
|
description "It must be a pretty big door to need a key like this.";
|
|||
|
|
|||
|
!==============================================================================!
|
|||
|
! A Shrine room is implied at DM <20><>10, but not defined.
|
|||
|
!
|
|||
|
Room Shrine "Lofty Shrine"
|
|||
|
with name 'lofty' 'shrine' 'haze' 'hazy' 'craggy' 'walls' 'quartz',
|
|||
|
description
|
|||
|
"For an underground chamber, the Shrine is remarkably high,
|
|||
|
though its upper half is hazy and difficult to see clearly.
|
|||
|
The craggy walls are polished natural rock, in which tiny
|
|||
|
flecks of quartz catch the light of the flickering candle.",
|
|||
|
n_to Stone_Door;
|
|||
|
|
|||
|
!==============================================================================!
|
|||
|
! As DM <20><>14 except: added processing of objects placed on the altar.
|
|||
|
!
|
|||
|
Object Stone_Table "slab altar" Shrine
|
|||
|
with name 'stone' 'table' 'slab' 'altar' 'great',
|
|||
|
initial "A great stone slab of a table dominates the Shrine.",
|
|||
|
description
|
|||
|
"It's big enough to lie on, though in the circumstances
|
|||
|
that might prove to be a A Really Bad Idea.",
|
|||
|
after [;
|
|||
|
Enter:
|
|||
|
deadflag = 1; ! <-- You die!
|
|||
|
"With astonishing speed, the horror-struck priest plucks
|
|||
|
a bronze dagger from his tattered robe, and stabs you
|
|||
|
in your sacrilegious heart.";
|
|||
|
Receive:
|
|||
|
remove noun;
|
|||
|
switch (noun) {
|
|||
|
Stone_Key:
|
|||
|
move Honeycomb to player;
|
|||
|
"His eyes dimly agleam with gratitude, the priest takes
|
|||
|
the key and conceals it among his rags.
|
|||
|
Then, lifting the candle, he carefully detaches a large
|
|||
|
lump of the mottled wax, and gives it to you.";
|
|||
|
Honeycomb:
|
|||
|
move Honeycomb to player;
|
|||
|
"~For returning the key, that is yours to keep.~";
|
|||
|
}
|
|||
|
print "The priest takes ", (the) noun, " and conceals it
|
|||
|
among his rags.^";
|
|||
|
rtrue; ! <-- print nothing further
|
|||
|
],
|
|||
|
has enterable supporter static;
|
|||
|
|
|||
|
!==============================================================================!
|
|||
|
! Not in the DM as such, but added to provide light, and as a source for
|
|||
|
! the Honeycomb.
|
|||
|
!
|
|||
|
Object Candle "flickering candle" Stone_Table
|
|||
|
with name 'flickering' 'candle' 'flame',
|
|||
|
initial
|
|||
|
"A flickering candle at one end of the slab casts
|
|||
|
grotesque shadows on the walls.",
|
|||
|
description
|
|||
|
"The candle is little more than a crudely moulded lump of wax.
|
|||
|
Its texture is vaguely crystalline, with small fragments
|
|||
|
embedded within.",
|
|||
|
has static;
|
|||
|
|
|||
|
!==============================================================================!
|
|||
|
! As DM <20><>16 except: the priest deal in objects, not the dictionary.
|
|||
|
!
|
|||
|
Object Priest "mummified priest" Shrine
|
|||
|
with name 'mummified' 'priest' 'old' 'ancient' 'dessicated',
|
|||
|
initial
|
|||
|
"Behind the slab, a mummified priest stands waiting,
|
|||
|
barely alive at best, impossibly venerable.",
|
|||
|
description
|
|||
|
"He is dessicated and hangs together only by will-power.
|
|||
|
Though his first language is presumably local Mayan, you have
|
|||
|
the curious instinct that he will understand your speech.",
|
|||
|
life [;
|
|||
|
Answer:
|
|||
|
switch (noun) {
|
|||
|
'hello', 'hi', 'bye', 'goodbye', 'good-bye', 'cheerio',
|
|||
|
'thanks', 'thank', 'thankyou', 'you', 'cheers', 'ta':
|
|||
|
"Silently, carefully, the priest nods his head.";
|
|||
|
}
|
|||
|
"The priest coughs, and almost falls apart.";
|
|||
|
Ask:
|
|||
|
switch (second) {
|
|||
|
'king', 'tomb', 'shrine', 'temple', 'altar', 'slab':
|
|||
|
"~The King (life! propserity! !happiness!) is buried
|
|||
|
deep under this Shrine, where you will never go.~";
|
|||
|
'silver', 'bangle', 'bracelet', 'ring',
|
|||
|
'blood', 'red', 'blood-red', 'ruby', 'stone', 'jewel',
|
|||
|
'pygmy', 'statuette', 'statue', 'mayan', 'snake', 'spirit':
|
|||
|
"~That is one of my people's sacred relics.~";
|
|||
|
'ancient', 'honeycomb', 'old', 'honey', 'comb', 'wax',
|
|||
|
'lump':
|
|||
|
"~That is the most sacred of all my people's relics.~";
|
|||
|
'huge', 'iron', 'key':
|
|||
|
if (parent(Stone_Key) == nothing)
|
|||
|
"~Now my people will be able to visit the Shrine.~";
|
|||
|
"~That has been lost for generations.
|
|||
|
My gratitude to anyone who returns it will be
|
|||
|
overwhelming.~";
|
|||
|
}
|
|||
|
"~You must find your own answer.~";
|
|||
|
Attack, Kiss:
|
|||
|
remove self;
|
|||
|
"The priest desiccates away into dust until nothing remains,
|
|||
|
not a breeze or a bone.";
|
|||
|
Give, Show:
|
|||
|
switch (noun) {
|
|||
|
Bangle, Ruby, Statuette:
|
|||
|
"~I would be grateful if you placed that before me.~";
|
|||
|
Honeycomb:
|
|||
|
"~For returning the key, that is yours to keep.~";
|
|||
|
Stone_Key:
|
|||
|
"~I would be profoundly grateful if you placed that
|
|||
|
before me.~";
|
|||
|
}
|
|||
|
"The priest is indifferent to earthly things.";
|
|||
|
Tell:
|
|||
|
"The priest has no interest in your sordid life.";
|
|||
|
ThrowAt:
|
|||
|
move noun to location;
|
|||
|
<<Attack self>>;
|
|||
|
],
|
|||
|
orders [;
|
|||
|
Go: "~I must not leave the Shrine.~";
|
|||
|
NotUnderstood:
|
|||
|
switch (noun) {
|
|||
|
'hello', 'hi', 'bye', 'goodbye', 'good-bye', 'cheerio',
|
|||
|
'thanks', 'thank', 'thankyou', 'you', 'cheers', 'ta':
|
|||
|
"Silently, carefully, the priest nods his head.";
|
|||
|
}
|
|||
|
"~You speak in riddles~";
|
|||
|
default:
|
|||
|
"~It is not your orders that I serve.~";
|
|||
|
],
|
|||
|
has animate;
|
|||
|
|
|||
|
!==============================================================================!
|
|||
|
! ANSWERS TO EXERCISES
|
|||
|
!==============================================================================!
|
|||
|
! Exercise: low mist
|
|||
|
!
|
|||
|
Object Low_Mist "low mist"
|
|||
|
with name 'low' 'swirling' 'mist',
|
|||
|
initial "A low mist swirls about your feet.",
|
|||
|
description "The mist smells slightly of rotting vegetation.",
|
|||
|
found_in Forest Square_chamber,
|
|||
|
before [;
|
|||
|
Examine, Search:
|
|||
|
;
|
|||
|
Smell:
|
|||
|
<<Examine self>>;
|
|||
|
default:
|
|||
|
"The mist is too insubstantial.";
|
|||
|
],
|
|||
|
has static;
|
|||
|
|
|||
|
!==============================================================================!
|
|||
|
! Exercise: parrot
|
|||
|
!
|
|||
|
Object Parrot "red-tailed parrot"
|
|||
|
with name 'red' 'tailed' 'red-tailed' 'parrot' 'bird',
|
|||
|
description "Beautiful plumage.",
|
|||
|
squawk [ utterance;
|
|||
|
if (self in location)
|
|||
|
print "The parrot squawks, ~", (string) utterance,
|
|||
|
"! ", (string) utterance, "!~^";
|
|||
|
],
|
|||
|
has animate;
|
|||
|
|
|||
|
!==============================================================================!
|
|||
|
! Exercise: lamp
|
|||
|
!
|
|||
|
Object Sodium_Lamp "sodium lamp" Undiscovered
|
|||
|
with name 'sodium' 'lamp' 'light' 'lantern',
|
|||
|
describe [;
|
|||
|
if (self has on)
|
|||
|
"The lamp is burning brightly.";
|
|||
|
"The lamp isn't lit.";
|
|||
|
],
|
|||
|
battery_power 40,
|
|||
|
before [;
|
|||
|
Burn:
|
|||
|
<<SwitchOn self>>;
|
|||
|
Examine:
|
|||
|
print "It is a heavy-duty archaeologist's lamp, ";
|
|||
|
if (self hasnt on) "currently off.";
|
|||
|
if (self.battery_power < 10) "glowing a dim yellow.";
|
|||
|
"blazing with brilliant yellow light.";
|
|||
|
],
|
|||
|
after [;
|
|||
|
SwitchOff: give self ~light;
|
|||
|
SwitchOn: give self light;
|
|||
|
],
|
|||
|
has switchable;
|
|||
|
|
|||
|
!==============================================================================!
|
|||
|
! Exercise: five rooms west of the Corridor
|
|||
|
!
|
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|
Room Junction "Junction between passages"
|
|||
|
with name 'junction',
|
|||
|
description
|
|||
|
"A rough-hewn circular passage from the south forks to the
|
|||
|
northwest and northeast.
|
|||
|
A narrower passage leads east.",
|
|||
|
e_to Corridor,
|
|||
|
nw_to Northwest_Passage,
|
|||
|
ne_to Northeast_Passage,
|
|||
|
s_to South_Passage,
|
|||
|
has ~light;
|
|||
|
|
|||
|
Room Northwest_Passage "North west passage"
|
|||
|
with name 'north' 'west' 'northwest' 'nw' 'passage',
|
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|
description
|
|||
|
"The passage ends abruptly at a rocky wall.
|
|||
|
In the far east corner, you can just see a narrow crack.",
|
|||
|
before [;
|
|||
|
Go: if (Huge_Ball in location) {
|
|||
|
if ((noun == e_obj && self hasnt general) ||
|
|||
|
(noun == s_obj && self has general))
|
|||
|
"The ball almost fills the passage -
|
|||
|
you can't get past.";
|
|||
|
}
|
|||
|
if (noun == e_obj) {
|
|||
|
give Northeast_Passage general;
|
|||
|
print "It's tight, but you just squeeze through.^";
|
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|
}
|
|||
|
],
|
|||
|
s_to Junction,
|
|||
|
e_to Narrow_Crack,
|
|||
|
has ~general ~light;
|
|||
|
|
|||
|
Room Northeast_Passage "North east passage"
|
|||
|
with name 'north' 'east' 'northeast' 'ne' 'passage',
|
|||
|
description
|
|||
|
"The passage ends abruptly at a rocky wall.
|
|||
|
In the far west corner, you can just see a narrow crack.",
|
|||
|
before [;
|
|||
|
Go: if (Huge_Ball in location) {
|
|||
|
if ((noun == w_obj && self hasnt general) ||
|
|||
|
(noun == s_obj && self has general))
|
|||
|
"The ball almost fills the passage -
|
|||
|
you can't get past.";
|
|||
|
}
|
|||
|
if (noun == w_obj) {
|
|||
|
give Northwest_Passage general;
|
|||
|
print "It's tight, but you just squeeze through.^";
|
|||
|
}
|
|||
|
],
|
|||
|
s_to Junction,
|
|||
|
w_to Narrow_Crack,
|
|||
|
has ~general ~light;
|
|||
|
|
|||
|
Object Narrow_Crack "narrow crack"
|
|||
|
with name 'narrow' 'crack',
|
|||
|
description
|
|||
|
"Not much more than a fault in the rock,
|
|||
|
but it might just be passable.",
|
|||
|
door_to [;
|
|||
|
if (location == Northwest_Passage)
|
|||
|
return Northeast_Passage; return Northwest_Passage;
|
|||
|
],
|
|||
|
door_dir [;
|
|||
|
if (location == Northwest_Passage) return e_to; return w_to;
|
|||
|
],
|
|||
|
found_in Northwest_Passage Northeast_passage,
|
|||
|
has door open scenery;
|
|||
|
|
|||
|
Room South_Passage "Southerly passage"
|
|||
|
with name 'south' 'passage',
|
|||
|
description [;
|
|||
|
print "The passage ends abruptly at a narrow ledge,
|
|||
|
where a bottomless chasm opens at your feet. ";
|
|||
|
if (Huge_Ball in Chasm)
|
|||
|
print "The pumice-stone ball is wedged in the gap, forming
|
|||
|
a precarious bridge to the cave on the southern side.";
|
|||
|
else
|
|||
|
print "To the east and west, the narrow ledge fades to nothing.
|
|||
|
There's a small cave in the opposite wall,
|
|||
|
but it's too far away to reach.";
|
|||
|
if (Bangle in Rocky_Alcove)
|
|||
|
" In the cave, something faintly gleams.";
|
|||
|
"";
|
|||
|
],
|
|||
|
n_to Junction,
|
|||
|
s_to [;
|
|||
|
if (Huge_Ball in Chasm) return Rocky_Alcove; return nothing;
|
|||
|
],
|
|||
|
cant_go [;
|
|||
|
if (noun == s_obj) "The chasm presents an impossible gap.";
|
|||
|
if (Huge_Ball in Chasm)
|
|||
|
"You can only go north or (gulp) south.";
|
|||
|
"The only safe way is back to the north.";
|
|||
|
],
|
|||
|
has ~light;
|
|||
|
|
|||
|
Room Rocky_Alcove "Rocky alcove"
|
|||
|
with name 'south' 'alcove' 'cave' 'rocky',
|
|||
|
description
|
|||
|
"This little cave is just a rough excavation in the wall above
|
|||
|
the chasm; you can only go back the way that you came.",
|
|||
|
n_to South_Passage,
|
|||
|
has ~light;
|
|||
|
|
|||
|
!==============================================================================!
|
|||
|
! Exercise: ball and chasm
|
|||
|
!
|
|||
|
Object Huge_Ball "huge pumice-stone ball" Junction
|
|||
|
with name 'huge' 'pumice' 'stone' 'pumice-stone' 'ball',
|
|||
|
initial "A huge pumice-stone ball rests here, nearly filling the room.",
|
|||
|
description "A good eight feet across, though fairly lightweight.",
|
|||
|
before [;
|
|||
|
Pull, Push, Turn:
|
|||
|
"With a firm sense of direction,
|
|||
|
you could probably push it ahead of you.";
|
|||
|
PushDir:
|
|||
|
if (location == Junction)
|
|||
|
switch (second) {
|
|||
|
nw_obj: give Northwest_Passage ~general;
|
|||
|
ne_obj: give Northeast_Passage ~general;
|
|||
|
e_obj:
|
|||
|
"The corridor entrance is but seven feet across.";
|
|||
|
s_obj:
|
|||
|
if (self has general) {
|
|||
|
print "Now that it's got started,
|
|||
|
the ball rolls easily.
|
|||
|
You pause for breath.^";
|
|||
|
move Huge_Ball to Chasm;
|
|||
|
move Bangle to Rocky_Alcove;
|
|||
|
rtrue;
|
|||
|
}
|
|||
|
else
|
|||
|
"The ball rocks slightly,
|
|||
|
but won't start moving.";
|
|||
|
}
|
|||
|
if ((location == Northwest_Passage && second == e_obj) ||
|
|||
|
(location == Northeast_Passage && second == w_obj))
|
|||
|
"Get real - the crack's barely a foot wide.";
|
|||
|
if ((location == Northwest_Passage or Northeast_Passage) &&
|
|||
|
(location hasnt general) && (second == s_obj))
|
|||
|
"You need to be behind the ball to do that.";
|
|||
|
AllowPushDir();
|
|||
|
rtrue;
|
|||
|
Remove, Take:
|
|||
|
"There's a lot of stone in an eight-foot sphere.";
|
|||
|
],
|
|||
|
after [;
|
|||
|
PushDir:
|
|||
|
if (second == s_obj) {
|
|||
|
give self general;
|
|||
|
StartTimer(self, 1);
|
|||
|
"The ball rolls away; you follow close behind.";
|
|||
|
}
|
|||
|
if (second == nw_obj or ne_obj)
|
|||
|
"You strain to push the ball along the passage.";
|
|||
|
],
|
|||
|
time_left 0,
|
|||
|
time_out [; give self ~general; ],
|
|||
|
has ~general static;
|
|||
|
|
|||
|
Object Chasm "horrifying chasm"
|
|||
|
with name 'chasm' 'pit' 'depths' 'horrifying' 'bottomless' 'depths',
|
|||
|
react_before [;
|
|||
|
Go: if (noun == d_obj)
|
|||
|
<<Enter self>>;
|
|||
|
Jump:
|
|||
|
<<Enter self>>;
|
|||
|
],
|
|||
|
before [;
|
|||
|
Enter:
|
|||
|
deadflag = 1; ! <-- you die!
|
|||
|
"You plummet through the silent voids of darkness.";
|
|||
|
],
|
|||
|
after [;
|
|||
|
Receive:
|
|||
|
remove noun;
|
|||
|
print_ret (The) noun, " tumbles silently into the darkness
|
|||
|
of the chasm.";
|
|||
|
Search:
|
|||
|
"The chasm is deep and murky.";
|
|||
|
],
|
|||
|
found_in South_Passage Rocky_Alcove,
|
|||
|
has container open scenery;
|
|||
|
|
|||
|
!==============================================================================!
|
|||
|
! Exercise: XYZZY
|
|||
|
!
|
|||
|
Room At_End_Of_Road "At End Of Road"
|
|||
|
with name 'road' 'street' 'path' 'forest' 'stream' 'building' 'gully',
|
|||
|
description
|
|||
|
"You are standing at the end of a road before a small
|
|||
|
brick building. Around you is a forest. A small
|
|||
|
stream flows out of the building and down a gully.",
|
|||
|
before [;
|
|||
|
Examine, Look:
|
|||
|
;
|
|||
|
default:
|
|||
|
"There'll be time for that later.
|
|||
|
Your immediate concern is, where on earth are you?.";
|
|||
|
],
|
|||
|
original_location 0,
|
|||
|
time_left 0,
|
|||
|
time_out [;
|
|||
|
print "^Before you can get your bearings,
|
|||
|
the landscape swirls again and you're back in...^";
|
|||
|
PlayerTo(self.original_location);
|
|||
|
];
|
|||
|
|
|||
|
[ XyzzySub;
|
|||
|
print "Your surroundings swirl before you in a painful blur.
|
|||
|
Instinctively, you close your eyes.
|
|||
|
When you cautiously re-open them, the Ruins have gone...^";
|
|||
|
At_End_Of_Road.original_location = location;
|
|||
|
StartTimer(At_End_Of_Road, 1);
|
|||
|
PlayerTo(At_End_Of_Road);
|
|||
|
];
|
|||
|
|
|||
|
!==============================================================================!
|
|||
|
! END OF ANSWERS TO EXERCISES
|
|||
|
!==============================================================================!
|
|||
|
! Every game needs to include the Grammar.
|
|||
|
!
|
|||
|
Include "Grammar";
|
|||
|
|
|||
|
!==============================================================================!
|
|||
|
! Added to enable you to "pick" the mushroom (as well as the usual "take",
|
|||
|
! "get", "pick up", etc). See DM <20><>26.
|
|||
|
!
|
|||
|
Extend "pick" * edible -> Take;
|
|||
|
|
|||
|
Verb "xyzzy" * -> Xyzzy; !!
|
|||
|
|
|||
|
!==============================================================================!
|