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4004 lines
152 KiB
INI
4004 lines
152 KiB
INI
! ----------------------------------------------------------------------------
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! Advent 060321 A classic and one of the standard Inform 6 example games
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!
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! Adapted to Inform 5: 17.05.1994 to 24.05.1994
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! Modernised to Inform 5.5 and library 5/12 or later: 20.12.1995
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! Modernised to Inform 6 and library 6/1 or later: 11.11.1996
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! A few bugs removed and companion text rewritten: 09.12.1996
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! Some very minor bugs indeed removed: 24.02.1997
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! And another two: 04.09.1997
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! [RF] Source reformatted and very minor bug removed: 02.09.2004
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! [RF] Added teleportation, also minor bug fixes: 21.03.2006
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! ----------------------------------------------------------------------------
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! Constant TEST_VERSION;
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Constant Story "ADVENTURE";
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Constant Headline
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"^The Interactive Original^
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By Will Crowther (1976) and Don Woods (1977)^
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Reconstructed in three steps by:^
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Donald Ekman, David M. Baggett (1993) and Graham Nelson (1994)^
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[In memoriam Stephen Bishop (1820?-1857): GN]^^";
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Serial "060321";
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Release 9;
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! Adventure's IFID -- see http://babel.ifarchive.org/
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Array UUID_ARRAY string "UUID://E9FD3D87-DD2F-4005-B332-23557780B64E//"; #Ifdef UUID_ARRAY; #Endif;
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Constant AMUSING_PROVIDED;
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Constant MAX_CARRIED = 7;
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Constant MAX_SCORE = 350;
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Constant MAX_TREASURES = 15;
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Include "Parser";
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Include "VerbLib";
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Attribute nodwarf; ! Room is no-go area for dwarves
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Attribute treasure_found; ! Treasure object has been found
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Attribute multitude; ! Used only by COUNT
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Global caves_closed; ! true when cave is closing
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Global canyon_from; ! Which canyon to return to
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Global treasures_found; ! Count of treasures found
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Global deaths; ! Counts of deaths/resurrections
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Global dark_warning; ! true after warning about dark pits
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Global feefie_count; ! fee/fie/foe/foo sequencer
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! ------------------------------------------------------------------------------
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! Rules for treasures, which will be scattered all over the game
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! ------------------------------------------------------------------------------
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Class Treasure
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with after [;
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Take:
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if (location == Inside_Building)
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score = score - self.depositpoints;
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score = score + 5;
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if (noun hasnt treasure_found) {
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give noun treasure_found;
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treasures_found++;
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score = score + 2;
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}
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"Taken!";
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Insert:
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score = score - 5; ! (in case put inside the wicker cage)
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Drop:
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score = score - 5;
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if (location == Inside_Building) {
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score = score + self.depositpoints;
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"Safely deposited.";
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}
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],
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depositpoints 10;
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! ------------------------------------------------------------------------------
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! The outside world
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! ------------------------------------------------------------------------------
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Class Room;
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Class Aboveground
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class Room
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has light nodwarf;
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Class Scenic
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has scenery;
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Aboveground At_End_Of_Road "At End Of Road"
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with name 'end' 'of' 'road' 'street' 'path' 'gully',
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description
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"You are standing at the end of a road before a small brick building.
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Around you is a forest.
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A small stream flows out of the building and down a gully.",
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w_to At_Hill_In_Road,
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u_to At_Hill_In_Road,
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e_to Inside_Building,
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d_to In_A_Valley,
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s_to In_A_Valley,
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n_to In_Forest_1,
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in_to Inside_Building;
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Scenic "well house"
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with name 'well' 'house' 'brick' 'building' 'small' 'wellhouse',
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description "It's a small brick building. It seems to be a well house.",
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found_in At_End_Of_Road At_Hill_In_Road Inside_Building,
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before [;
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Enter:
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if (location == At_Hill_In_Road && Inside_Building hasnt visited)
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"It's too far away.";
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<<Teleport Inside_Building>>;
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];
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Scenic Stream "stream"
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with name 'stream' 'water' 'brook' 'river' 'lake' 'small' 'tumbling'
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'splashing' 'babbling' 'rushing' 'reservoir',
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found_in At_End_Of_Road In_A_Valley At_Slit_In_Streambed In_Pit
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In_Cavern_With_Waterfall At_Reservoir Inside_Building,
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before [;
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Drink:
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"You have taken a drink from the stream.
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The water tastes strongly of minerals, but is not unpleasant.
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It is extremely cold.";
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Take:
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if (bottle notin player)
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"You have nothing in which to carry the water.";
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<<Fill bottle>>;
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Insert:
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if (second == bottle) <<Fill bottle>>;
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"You have nothing in which to carry the water.";
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Receive:
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if (noun == ming_vase) {
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remove ming_vase;
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move shards to location;
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score = score - 5;
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"The sudden change in temperature has delicately shattered the vase.";
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}
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if (noun == bottle) <<Fill bottle>>;
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remove noun;
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if (noun ofclass Treasure) score = score - 5;
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print_ret (The) noun, " washes away with the stream.";
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];
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Scenic "road"
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with name 'road' 'street' 'path' 'dirt',
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description "The road is dirt, not yellow brick.",
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found_in At_End_Of_Road At_Hill_In_Road In_Forest_2;
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Scenic "forest"
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with name 'forest' 'tree' 'trees' 'oak' 'maple' 'grove' 'pine' 'spruce'
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'birch' 'ash' 'saplings' 'bushes' 'leaves' 'berry' 'berries'
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'hardwood',
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description
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"The trees of the forest are large hardwood oak and maple,
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with an occasional grove of pine or spruce.
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There is quite a bit of undergrowth,
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largely birch and ash saplings plus nondescript bushes of various sorts.
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This time of year visibility is quite restricted by all the leaves,
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but travel is quite easy if you detour around the spruce and berry bushes.",
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found_in At_End_Of_Road At_Hill_In_Road In_A_Valley In_Forest_1 In_Forest_2,
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has multitude;
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! ------------------------------------------------------------------------------
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Aboveground At_Hill_In_Road "At Hill In Road"
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with name 'hill' 'in' 'road',
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description
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"You have walked up a hill, still in the forest.
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The road slopes back down the other side of the hill.
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There is a building in the distance.",
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e_to At_End_Of_Road,
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n_to At_End_Of_Road,
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d_to At_End_Of_Road,
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s_to In_Forest_1;
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Scenic -> "hill"
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with name 'hill' 'bump' 'incline',
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description "It's just a typical hill.";
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Scenic -> "other side of hill"
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with name 'side' 'other' 'of',
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article "the",
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description "Why not explore it yourself?";
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! ------------------------------------------------------------------------------
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Aboveground Inside_Building "Inside Building"
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with name 'inside' 'building' 'well' 'house' 'wellhouse',
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description
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"You are inside a building, a well house for a large spring.",
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cant_go
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"The stream flows out through a pair of 1 foot diameter sewer pipes.
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The only exit is to the west.",
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before [;
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Enter:
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if (noun == Spring or SewerPipes)
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"The stream flows out through a pair of 1 foot diameter sewer pipes.
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It would be advisable to use the exit.";
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Xyzzy:
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if (In_Debris_Room hasnt visited) rfalse;
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PlayerTo(In_Debris_Room);
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rtrue;
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Plugh:
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if (At_Y2 hasnt visited) rfalse;
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PlayerTo(At_Y2);
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rtrue;
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],
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w_to At_End_Of_Road,
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out_to At_End_Of_Road,
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in_to "The pipes are too small.";
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Scenic -> Spring "spring"
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with name 'spring' 'large',
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description
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"The stream flows out through a pair of 1 foot diameter sewer pipes.";
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Scenic -> SewerPipes "pair of 1 foot diameter sewer pipes"
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with name 'pipes' 'pipe' 'one' 'foot' 'diameter' 'sewer' 'sewer-pipes',
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description "Too small. The only exit is to the west.";
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Object -> set_of_keys "set of keys"
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with name 'keys' 'key' 'keyring' 'set' 'of' 'bunch',
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description "It's just a normal-looking set of keys.",
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initial "There are some keys on the ground here.",
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before [;
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Count:
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"A dozen or so keys.";
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];
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Object -> tasty_food "tasty food"
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with name 'food' 'ration' 'rations' 'tripe' 'yummy' 'tasty' 'delicious' 'scrumptious',
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article "some",
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description "Sure looks yummy!",
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initial "There is tasty food here.",
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after [;
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Eat:
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"Delicious!";
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],
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has edible;
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Object -> brass_lantern "brass lantern"
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with name 'lamp' 'headlamp' 'headlight' 'lantern' 'light' 'shiny' 'brass',
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when_off "There is a shiny brass lamp nearby.",
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when_on "Your lamp is here, gleaming brightly.",
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daemon [ t;
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if (self hasnt on) {
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StopDaemon(self);
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rtrue;
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}
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t = --(self.power_remaining);
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if (t == 0) give self ~on ~light;
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if (self in player || self in location) {
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if (t == 0) {
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print "Your lamp has run out of power.";
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if (fresh_batteries notin player && location hasnt light) {
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deadflag = 3;
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" You can't explore the cave without a lamp.
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So let's just call it a day.";
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}
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else
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self.replace_batteries();
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new_line;
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rtrue;
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}
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if (t == 30) {
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print "Your lamp is getting dim.";
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if (fresh_batteries.have_been_used)
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" You're also out of spare batteries.
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You'd best start wrapping this up.";
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if (fresh_batteries in VendingMachine && Dead_End_14 has visited)
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" You'd best start wrapping this up,
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unless you can find some fresh batteries.
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I seem to recall there's a vending machine in the maze.
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Bring some coins with you.";
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if (fresh_batteries notin VendingMachine or player or location)
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" You'd best go back for those batteries.";
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new_line;
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rtrue;
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}
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}
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],
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before [;
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Examine:
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print "It is a shiny brass lamp";
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if (self hasnt on) ". It is not currently lit.";
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if (self.power_remaining < 30) ", glowing dimly.";
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", glowing brightly.";
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Burn:
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<<SwitchOn self>>;
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Rub:
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"Rubbing the electric lamp is not particularly rewarding.
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Anyway, nothing exciting happens.";
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SwitchOn:
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if (self.power_remaining <= 0)
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"Unfortunately, the batteries seem to be dead.";
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Receive:
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if (noun == old_batteries)
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"Those batteries are dead; they won't do any good at all.";
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if (noun == fresh_batteries) {
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self.replace_batteries();
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rtrue;
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}
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"The only thing you might successfully put in the lamp
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is a fresh pair of batteries.";
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],
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after [;
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SwitchOn:
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give self light;
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StartDaemon(self);
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SwitchOff:
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give self ~light;
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],
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replace_batteries [;
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if (fresh_batteries in player or location) {
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remove fresh_batteries;
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fresh_batteries.have_been_used = true;
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move old_batteries to location;
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self.power_remaining = 2500;
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"I'm taking the liberty of replacing the batteries.";
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}
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],
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power_remaining 330,
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has switchable;
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Object -> bottle "small bottle"
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with name 'bottle' 'jar' 'flask',
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initial "There is an empty bottle here.",
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before [;
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LetGo:
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if (noun in bottle)
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"You're holding that already (in the bottle).";
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Receive:
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if (noun == stream or Oil)
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<<Fill self>>;
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else
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"The bottle is only supposed to hold liquids.";
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Fill:
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if (child(bottle) ~= nothing)
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"The bottle is full already.";
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if (stream in location || Spring in location) {
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move water_in_the_bottle to bottle;
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"The bottle is now full of water.";
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}
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if (Oil in location) {
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move oil_in_the_bottle to bottle;
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"The bottle is now full of oil.";
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}
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"There is nothing here with which to fill the bottle.";
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Empty:
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if (child(bottle) == nothing)
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"The bottle is already empty!";
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remove child(bottle);
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"Your bottle is now empty and the ground is now wet.";
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],
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has container open;
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Object water_in_the_bottle "bottled water"
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with name 'bottled' 'water' 'h2o',
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article "some",
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description "It looks like ordinary water to me.",
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before [;
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Drink:
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remove water_in_the_bottle;
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<<Drink Stream>>;
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];
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Object oil_in_the_bottle "bottled oil"
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with name 'oil' 'bottled' 'lubricant' 'grease',
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article "some",
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description "It looks like ordinary oil to me.",
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before [;
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Drink:
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<<Drink Oil>>;
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];
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! ------------------------------------------------------------------------------
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Aboveground In_Forest_1 "In Forest"
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with name 'forest',
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description "You are in open forest, with a deep valley to one side.",
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e_to In_A_Valley,
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d_to In_A_Valley,
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n_to In_Forest_1,
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w_to In_Forest_1,
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s_to In_Forest_1,
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initial [;
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if (random(2) == 1) PlayerTo(In_Forest_2, 1);
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];
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Aboveground In_Forest_2 "In Forest"
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with description "You are in open forest near both a valley and a road.",
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n_to At_End_Of_Road,
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e_to In_A_Valley,
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w_to In_A_Valley,
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d_to In_A_Valley,
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s_to In_Forest_1;
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Aboveground In_A_Valley "In A Valley"
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with description
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"You are in a valley in the forest beside a stream tumbling along a rocky bed.",
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n_to At_End_Of_Road,
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e_to In_Forest_1,
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w_to In_Forest_1,
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u_to In_Forest_1,
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s_to At_Slit_In_Streambed,
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d_to At_Slit_In_Streambed,
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name 'valley';
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Scenic -> "streambed"
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with name 'bed' 'streambed' 'rock' 'small' 'rocky' 'bare' 'dry';
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! ------------------------------------------------------------------------------
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Aboveground At_Slit_In_Streambed "At Slit In Streambed"
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with name 'slit' 'in' 'streambed',
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description
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"At your feet all the water of the stream splashes into a 2-inch slit in the rock.
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Downstream the streambed is bare rock.",
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n_to In_A_Valley,
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e_to In_Forest_1,
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w_to In_Forest_1,
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s_to Outside_Grate,
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d_to "You don't fit through a two-inch slit!",
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in_to "You don't fit through a two-inch slit!";
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Scenic -> "2-inch slit"
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with name 'slit' 'two' 'inch' '2-inch',
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description
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"It's just a 2-inch slit in the rock, through which the stream is flowing.",
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before [;
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Enter:
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"You don't fit through a two-inch slit!";
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];
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! ------------------------------------------------------------------------------
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Aboveground Outside_Grate "Outside Grate"
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with name 'outside' 'grate',
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description
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"You are in a 20-foot depression floored with bare dirt.
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Set into the dirt is a strong steel grate mounted in concrete.
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A dry streambed leads into the depression.",
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e_to In_Forest_1,
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w_to In_Forest_1,
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s_to In_Forest_1,
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n_to At_Slit_In_Streambed,
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d_to [;
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if (Grate hasnt locked && Grate hasnt open) {
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print "(first opening the grate)^";
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give Grate open;
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}
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return Grate;
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];
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Scenic -> "20-foot depression"
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with name 'depression' 'dirt' 'twenty' 'foot' 'bare' '20-foot',
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description "You're standing in it.";
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Object -> Grate "steel grate"
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with name 'grate' 'lock' 'gate' 'grille' 'metal' 'strong' 'steel' 'grating',
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description "It just looks like an ordinary grate mounted in concrete.",
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with_key set_of_keys,
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door_dir [;
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if (location == Below_The_Grate) return u_to;
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return d_to;
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],
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door_to [;
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if (location == Below_The_Grate) return Outside_Grate;
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return Below_The_Grate;
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],
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describe [;
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if (self has open) "^The grate stands open.";
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if (self hasnt locked) "^The grate is unlocked but shut.";
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rtrue;
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],
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found_in Below_The_Grate Outside_Grate,
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has static door openable lockable locked;
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! ------------------------------------------------------------------------------
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! Facilis descensus Averno...
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! ------------------------------------------------------------------------------
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Room Below_The_Grate "Below the Grate"
|
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with name 'below' 'grate',
|
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description
|
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"You are in a small chamber beneath a 3x3 steel grate to the surface.
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A low crawl over cobbles leads inward to the west.",
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w_to In_Cobble_Crawl,
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u_to Grate,
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has light;
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Scenic "cobbles"
|
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with name 'cobble' 'cobbles' 'cobblestones' 'cobblestone' 'stones' 'stone',
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description "They're just ordinary cobbles.",
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found_in In_Cobble_Crawl In_Debris_Room Below_The_Grate,
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has multitude;
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|
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! ------------------------------------------------------------------------------
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Room In_Cobble_Crawl "In Cobble Crawl"
|
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with name 'cobble' 'crawl',
|
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description
|
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"You are crawling over cobbles in a low passage.
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There is a dim light at the east end of the passage.",
|
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e_to Below_The_Grate,
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w_to In_Debris_Room,
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has light;
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Object -> wicker_cage "wicker cage"
|
|
with name 'cage' 'small' 'wicker',
|
|
description "It's a small wicker cage.",
|
|
initial "There is a small wicker cage discarded nearby.",
|
|
after [;
|
|
Open:
|
|
if (little_bird notin self) rfalse;
|
|
print "(releasing the little bird)^";
|
|
<<Release little_bird>>;
|
|
],
|
|
has container open openable transparent;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room In_Debris_Room "In Debris Room"
|
|
with name 'debris' 'room',
|
|
description
|
|
"You are in a debris room filled with stuff washed in from the surface.
|
|
A low wide passage with cobbles becomes plugged with mud and debris here,
|
|
but an awkward canyon leads upward and west.
|
|
^^
|
|
A note on the wall says, ~Magic word XYZZY.~",
|
|
e_to In_Cobble_Crawl,
|
|
u_to In_Awkward_Sloping_E_W_Canyon,
|
|
w_to In_Awkward_Sloping_E_W_Canyon,
|
|
before [;
|
|
Xyzzy:
|
|
PlayerTo(Inside_Building);
|
|
rtrue;
|
|
],
|
|
has nodwarf;
|
|
|
|
Scenic -> "debris"
|
|
with name 'debris' 'stuff' 'mud',
|
|
description "Yuck.";
|
|
|
|
Scenic -> "note"
|
|
with name 'note',
|
|
description "The note says ~Magic word XYZZY~.";
|
|
|
|
Object -> black_rod "black rod with a rusty star on the end"
|
|
with name 'rod' 'star' 'black' 'rusty' 'star' 'three' 'foot' 'iron',
|
|
description "It's a three foot black rod with a rusty star on an end.",
|
|
initial
|
|
"A three foot black rod with a rusty star on one end lies nearby.",
|
|
before [;
|
|
Wave:
|
|
if (location == West_Side_Of_Fissure or On_East_Bank_Of_Fissure) {
|
|
if (caves_closed) "Peculiar. Nothing happens.";
|
|
if (CrystalBridge notin nothing) {
|
|
remove CrystalBridge;
|
|
give CrystalBridge absent;
|
|
West_Side_Of_Fissure.e_to = nothing;
|
|
On_East_Bank_Of_Fissure.w_to = nothing;
|
|
"The crystal bridge has vanished!";
|
|
}
|
|
else {
|
|
move CrystalBridge to location;
|
|
give CrystalBridge ~absent;
|
|
West_Side_Of_Fissure.e_to = CrystalBridge;
|
|
On_East_Bank_Of_Fissure.w_to = CrystalBridge;
|
|
"A crystal bridge now spans the fissure.";
|
|
}
|
|
}
|
|
"Nothing happens.";
|
|
];
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room In_Awkward_Sloping_E_W_Canyon "Sloping E/W Canyon"
|
|
with name 'sloping' 'e/w' 'canyon',
|
|
description "You are in an awkward sloping east/west canyon.",
|
|
d_to In_Debris_Room,
|
|
e_to In_Debris_Room,
|
|
u_to In_Bird_Chamber,
|
|
w_to In_Bird_Chamber,
|
|
has nodwarf;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
! The little bird in its natural habitat
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room In_Bird_Chamber "Orange River Chamber"
|
|
with name 'orange' 'river' 'chamber',
|
|
description
|
|
"You are in a splendid chamber thirty feet high.
|
|
The walls are frozen rivers of orange stone.
|
|
An awkward canyon and a good passage exit from east and west sides of the chamber.",
|
|
e_to In_Awkward_Sloping_E_W_Canyon,
|
|
w_to At_Top_Of_Small_Pit,
|
|
has nodwarf;
|
|
|
|
Object -> little_bird "little bird"
|
|
with name 'cheerful' 'mournful' 'little' 'bird',
|
|
initial "A cheerful little bird is sitting here singing.",
|
|
before [;
|
|
Examine:
|
|
if (self in wicker_cage)
|
|
"The little bird looks unhappy in the cage.";
|
|
"The cheerful little bird is sitting here singing.";
|
|
Insert:
|
|
if (second == wicker_cage)
|
|
<<Catch self>>;
|
|
else
|
|
"Don't put the poor bird in ", (the) second, "!";
|
|
Drop, Remove:
|
|
if (self in wicker_cage) {
|
|
print "(The bird is released from the cage.)^^";
|
|
<<Release self>>;
|
|
}
|
|
Take, Catch:
|
|
if (self in wicker_cage)
|
|
"You already have the little bird.
|
|
If you take it out of the cage it will likely fly away from you.";
|
|
if (wicker_cage notin player)
|
|
"You can catch the bird, but you cannot carry it.";
|
|
if (black_rod in player)
|
|
"The bird was unafraid when you entered,
|
|
but as you approach it becomes disturbed and you cannot catch it.";
|
|
move self to wicker_cage;
|
|
give wicker_cage ~open;
|
|
"You catch the bird in the wicker cage.";
|
|
Release:
|
|
if (self notin wicker_cage)
|
|
"The bird is not caged now.";
|
|
give wicker_cage open;
|
|
move self to location;
|
|
if (Snake in location) {
|
|
remove Snake;
|
|
"The little bird attacks the green snake,
|
|
and in an astounding flurry drives the snake away.";
|
|
}
|
|
if (Dragon in location) {
|
|
remove self;
|
|
"The little bird attacks the green dragon,
|
|
and in an astounding flurry gets burnt to a cinder.
|
|
The ashes blow away.";
|
|
}
|
|
"The little bird flies free.";
|
|
],
|
|
life [;
|
|
Give:
|
|
"It's not hungry. (It's merely pinin' for the fjords).
|
|
Besides, I suspect it would prefer bird seed.";
|
|
Order, Ask, Answer:
|
|
"Cheep! Chirp!";
|
|
Attack:
|
|
if (self in wicker_cage)
|
|
"Oh, leave the poor unhappy bird alone.";
|
|
remove self;
|
|
"The little bird is now dead. Its body disappears.";
|
|
],
|
|
has animate;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room At_Top_Of_Small_Pit "At Top of Small Pit"
|
|
with name 'top' 'of' 'small' 'pit',
|
|
description
|
|
"At your feet is a small pit breathing traces of white mist.
|
|
A west passage ends here except for a small crack leading on.
|
|
^^
|
|
Rough stone steps lead down the pit.",
|
|
e_to In_Bird_Chamber,
|
|
w_to "The crack is far too small for you to follow.",
|
|
d_to [;
|
|
if (large_gold_nugget in player) {
|
|
deadflag = 1;
|
|
"You are at the bottom of the pit with a broken neck.";
|
|
}
|
|
return In_Hall_Of_Mists;
|
|
],
|
|
before [;
|
|
Enter:
|
|
if (noun == PitCrack)
|
|
"The crack is far too small for you to follow.";
|
|
],
|
|
has nodwarf;
|
|
|
|
Scenic -> "small pit"
|
|
with name 'pit' 'small',
|
|
description "The pit is breathing traces of white mist.";
|
|
|
|
Scenic -> PitCrack "crack"
|
|
with name 'crack' 'small',
|
|
description "The crack is very small -- far too small for you to follow.";
|
|
|
|
Scenic "mist"
|
|
with name 'mist' 'vapor' 'wisps' 'white',
|
|
description
|
|
"Mist is a white vapor, usually water, seen from time to time in caverns.
|
|
It can be found anywhere but is frequently a sign of a deep pit leading down to water.",
|
|
found_in
|
|
At_Top_Of_Small_Pit In_Hall_Of_Mists On_East_Bank_Of_Fissure
|
|
At_Window_On_Pit_1 At_West_End_Of_Hall_Of_Mists In_Misty_Cavern
|
|
In_Mirror_Canyon At_Reservoir At_Window_On_Pit_2 On_Sw_Side_Of_Chasm;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
! The caves open up: The Hall of Mists
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room In_Hall_Of_Mists "In Hall of Mists"
|
|
with name 'hall' 'of' 'mists',
|
|
description
|
|
"You are at one end of a vast hall stretching forward out of sight to the west.
|
|
There are openings to either side.
|
|
Nearby, a wide stone staircase leads downward.
|
|
The hall is filled with wisps of white mist swaying to and fro almost as if alive.
|
|
A cold wind blows up the staircase.
|
|
There is a passage at the top of a dome behind you.
|
|
^^
|
|
Rough stone steps lead up the dome.",
|
|
initial [;
|
|
if (self has visited) rfalse;
|
|
score = score + 25;
|
|
],
|
|
s_to In_Nugget_Of_Gold_Room,
|
|
w_to On_East_Bank_Of_Fissure,
|
|
d_to In_Hall_Of_Mt_King,
|
|
n_to In_Hall_Of_Mt_King,
|
|
u_to [;
|
|
if (large_gold_nugget in player) "The dome is unclimbable.";
|
|
return At_Top_Of_Small_Pit;
|
|
];
|
|
|
|
Scenic -> "wide stone staircase"
|
|
with name 'stair' 'stairs' 'staircase' 'wide' 'stone',
|
|
description "The staircase leads down.";
|
|
|
|
Scenic -> "rough stone steps"
|
|
with name 'stair' 'stairs' 'staircase' 'rough' 'stone',
|
|
description "The rough stone steps lead up the dome.",
|
|
has multitude;
|
|
|
|
Scenic -> "dome"
|
|
with name 'dome',
|
|
before [;
|
|
Examine:
|
|
if (large_gold_nugget in player)
|
|
"I'm not sure you'll be able to get up it with what you're
|
|
carrying.";
|
|
"It looks like you might be able to climb up it.";
|
|
Climb:
|
|
MovePlayer(u_obj);
|
|
rtrue;
|
|
];
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room In_Nugget_Of_Gold_Room "Low Room"
|
|
with name 'low' 'room',
|
|
description
|
|
"This is a low room with a crude note on the wall:
|
|
^^
|
|
~You won't get it up the steps~.",
|
|
n_to In_Hall_Of_Mists;
|
|
|
|
Scenic -> "note"
|
|
with name 'note' 'crude',
|
|
description "The note says, ~You won't get it up the steps~.";
|
|
|
|
Treasure -> large_gold_nugget "large gold nugget"
|
|
with name 'gold' 'nugget' 'large' 'heavy',
|
|
description "It's a large sparkling nugget of gold!",
|
|
initial "There is a large sparkling nugget of gold here!";
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Class FissureRoom
|
|
class Room
|
|
with before [;
|
|
Jump:
|
|
if (CrystalBridge hasnt absent)
|
|
"I respectfully suggest you go across the bridge instead of jumping.";
|
|
deadflag = 1;
|
|
"You didn't make it.";
|
|
],
|
|
d_to "The fissure is too terrifying!";
|
|
|
|
FissureRoom On_East_Bank_Of_Fissure "On East Bank of Fissure"
|
|
with name 'east' 'e//' 'bank' 'side' 'of' 'fissure',
|
|
description
|
|
"You are on the east bank of a fissure slicing clear across the hall.
|
|
The mist is quite thick here, and the fissure is too wide to jump.",
|
|
e_to In_Hall_Of_Mists,
|
|
w_to "The fissure is too wide.";
|
|
|
|
FissureRoom West_Side_Of_Fissure "West Side of Fissure"
|
|
with name 'west' 'w//' 'bank' 'side' 'of' 'fissure',
|
|
description
|
|
"You are on the west side of the fissure in the hall of mists.",
|
|
w_to At_West_End_Of_Hall_Of_Mists,
|
|
e_to "The fissure is too wide.",
|
|
n_to At_West_End_Of_Hall_Of_Mists,
|
|
before [;
|
|
Go:
|
|
if (location == West_Side_Of_Fissure && noun == n_obj)
|
|
print
|
|
"You have crawled through a very low wide passage
|
|
parallel to and north of the hall of mists.^";
|
|
];
|
|
|
|
Treasure -> "diamonds"
|
|
with name 'diamond' 'diamonds' 'several' 'high' 'quality',
|
|
article "some",
|
|
description "They look to be of the highest quality!",
|
|
initial "There are diamonds here!",
|
|
has multitude;
|
|
|
|
Object CrystalBridge "crystal bridge"
|
|
with name 'crystal' 'bridge',
|
|
description "It spans the fissure, thereby providing you a way across.",
|
|
initial "A crystal bridge now spans the fissure.",
|
|
door_dir [;
|
|
if (location == West_Side_Of_Fissure) return e_to;
|
|
return w_to;
|
|
],
|
|
door_to [;
|
|
if (location == West_Side_Of_Fissure) return On_East_Bank_Of_Fissure;
|
|
return West_Side_Of_Fissure;
|
|
],
|
|
found_in On_East_Bank_Of_Fissure West_Side_Of_Fissure,
|
|
has static door open absent;
|
|
|
|
Scenic "fissure"
|
|
with name 'wide' 'fissure',
|
|
description "The fissure looks far too wide to jump.",
|
|
found_in On_East_Bank_Of_Fissure West_Side_Of_Fissure;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room At_West_End_Of_Hall_Of_Mists "At West End of Hall of Mists"
|
|
with name 'west' 'w//' 'end' 'of' 'hall' 'mists',
|
|
description
|
|
"You are at the west end of the hall of mists.
|
|
A low wide crawl continues west and another goes north.
|
|
To the south is a little passage 6 feet off the floor.",
|
|
s_to Alike_Maze_1,
|
|
u_to Alike_Maze_1,
|
|
e_to West_Side_Of_Fissure,
|
|
w_to At_East_End_Of_Long_Hall,
|
|
n_to West_Side_Of_Fissure,
|
|
before [;
|
|
Go:
|
|
if (noun == n_obj)
|
|
print
|
|
"You have crawled through a very low wide passage
|
|
parallel to and north of the hall of mists.^";
|
|
];
|
|
|
|
! ------------------------------------------------------------------------------
|
|
! Long Hall to the west of the Hall of Mists
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room At_East_End_Of_Long_Hall "At East End of Long Hall"
|
|
with name 'east' 'e//' 'end' 'of' 'long' 'hall',
|
|
description
|
|
"You are at the east end of a very long hall apparently without side chambers.
|
|
To the east a low wide crawl slants up.
|
|
To the north a round two foot hole slants down.",
|
|
e_to At_West_End_Of_Hall_Of_Mists,
|
|
u_to At_West_End_Of_Hall_Of_Mists,
|
|
w_to At_West_End_Of_Long_Hall,
|
|
n_to Crossover,
|
|
d_to Crossover;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room At_West_End_Of_Long_Hall "At West End of Long Hall"
|
|
with name 'west' 'w//' 'end' 'of' 'long' 'hall',
|
|
description
|
|
"You are at the west end of a very long featureless hall.
|
|
The hall joins up with a narrow north/south passage.",
|
|
e_to At_East_End_Of_Long_Hall,
|
|
s_to Different_Maze_1,
|
|
n_to Crossover;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room Crossover "N/S and E/W Crossover"
|
|
with name 'n/s' 'and' 'e/w' 'crossover',
|
|
description
|
|
"You are at a crossover of a high N/S passage and a low E/W one.",
|
|
w_to At_East_End_Of_Long_Hall,
|
|
n_to Dead_End_7,
|
|
e_to In_West_Side_Chamber,
|
|
s_to At_West_End_Of_Long_Hall;
|
|
|
|
Scenic -> "crossover"
|
|
with name 'crossover' 'over' 'cross',
|
|
description "You know as much as I do at this point.";
|
|
|
|
! ------------------------------------------------------------------------------
|
|
! Many Dead Ends will be needed for the maze below, so define a class:
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Class DeadendRoom
|
|
with short_name "Dead End",
|
|
description "You have reached a dead end.",
|
|
cant_go "You'll have to go back the way you came.";
|
|
|
|
DeadendRoom Dead_End_7
|
|
with s_to Crossover,
|
|
out_to Crossover;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
! The Hall of the Mountain King and side chambers
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room In_Hall_Of_Mt_King "Hall of the Mountain King"
|
|
with name 'hall' 'of' 'mountain' 'king',
|
|
description
|
|
"You are in the hall of the mountain king, with passages off in all directions.",
|
|
cant_go "Well, perhaps not quite all directions.",
|
|
u_to In_Hall_Of_Mists,
|
|
e_to In_Hall_Of_Mists,
|
|
n_to Low_N_S_Passage,
|
|
s_to In_South_Side_Chamber,
|
|
w_to In_West_Side_Chamber,
|
|
sw_to In_Secret_E_W_Canyon,
|
|
before [;
|
|
Go:
|
|
if (Snake in self && (noun == n_obj or s_obj or w_obj ||
|
|
(noun == sw_obj && random(100) <= 35)))
|
|
"You can't get by the snake.";
|
|
];
|
|
|
|
Object -> Snake "snake"
|
|
with name 'snake' 'cobra' 'asp' 'huge' 'fierce' 'green' 'ferocious'
|
|
'venemous' 'venomous' 'large' 'big' 'killer',
|
|
description "I wouldn't mess with it if I were you.",
|
|
initial "A huge green fierce snake bars the way!",
|
|
life [;
|
|
Order, Ask, Answer:
|
|
"Hiss!";
|
|
ThrowAt:
|
|
if (noun == axe) <<Attack self>>;
|
|
<<Give noun self>>;
|
|
Give:
|
|
if (noun == little_bird) {
|
|
remove little_bird;
|
|
"The snake has now devoured your bird.";
|
|
}
|
|
"There's nothing here it wants to eat (except perhaps you).";
|
|
Attack:
|
|
"Attacking the snake both doesn't work and is very dangerous.";
|
|
Take:
|
|
deadflag = 1;
|
|
"It takes you instead. Glrp!";
|
|
],
|
|
has animate;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room Low_N_S_Passage "Low N/S Passage"
|
|
with name 'low' 'n/s' 'passage',
|
|
description
|
|
"You are in a low N/S passage at a hole in the floor.
|
|
The hole goes down to an E/W passage.",
|
|
s_to In_Hall_Of_Mt_King,
|
|
d_to In_Dirty_Passage,
|
|
n_to At_Y2;
|
|
|
|
Treasure -> "bars of silver"
|
|
with name 'silver' 'bars',
|
|
article "some",
|
|
description "They're probably worth a fortune!",
|
|
initial "There are bars of silver here!";
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room In_South_Side_Chamber "In South Side Chamber"
|
|
with name 'south' 's//''side' 'chamber',
|
|
description "You are in the south side chamber.",
|
|
n_to In_Hall_Of_Mt_King;
|
|
|
|
Treasure -> "precious jewelry"
|
|
with name 'jewel' 'jewels' 'jewelry' 'precious' 'exquisite',
|
|
article "some",
|
|
description "It's all quite exquisite!",
|
|
initial "There is precious jewelry here!";
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room In_West_Side_Chamber "In West Side Chamber"
|
|
with name 'west' 'w//' 'wide' 'chamber',
|
|
description
|
|
"You are in the west side chamber of the hall of the mountain king.
|
|
A passage continues west and up here.",
|
|
w_to Crossover,
|
|
u_to Crossover,
|
|
e_to In_Hall_Of_Mt_King;
|
|
|
|
Treasure -> rare_coins "rare coins"
|
|
with name 'coins' 'rare',
|
|
article "many",
|
|
description "They're a numismatist's dream!",
|
|
initial "There are many coins here!",
|
|
has multitude;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
! The Y2 Rock Room and environs, slightly below
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room At_Y2 "At ~Y2~"
|
|
with name 'y2',
|
|
description
|
|
"You are in a large room, with a passage to the south,
|
|
a passage to the west, and a wall of broken rock to the east.
|
|
There is a large ~Y2~ on a rock in the room's center.",
|
|
after [;
|
|
Look:
|
|
if (random(100) <= 25) print "^A hollow voice says, ~Plugh.~^";
|
|
],
|
|
before [;
|
|
Plugh:
|
|
PlayerTo(Inside_Building);
|
|
rtrue;
|
|
Plover:
|
|
if (In_Plover_Room hasnt visited) rfalse;
|
|
if (egg_sized_emerald in player) {
|
|
move egg_sized_emerald to In_Plover_Room;
|
|
score = score - 5;
|
|
}
|
|
PlayerTo(In_Plover_Room);
|
|
rtrue;
|
|
],
|
|
s_to Low_N_S_Passage,
|
|
e_to Jumble_Of_Rock,
|
|
w_to At_Window_On_Pit_1;
|
|
|
|
Scenic -> "~Y2~ rock"
|
|
with name 'rock' 'y2',
|
|
description "There is a large ~Y2~ painted on the rock.",
|
|
has supporter;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room Jumble_Of_Rock "Jumble of Rock"
|
|
with name 'jumble' 'of' 'rock',
|
|
description "You are in a jumble of rock, with cracks everywhere.",
|
|
d_to At_Y2,
|
|
u_to In_Hall_Of_Mists;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room At_Window_On_Pit_1 "At Window on Pit"
|
|
with name 'window' 'on' 'pit' 'east' 'e//',
|
|
description
|
|
"You're at a low window overlooking a huge pit, which extends up out of sight.
|
|
A floor is indistinctly visible over 50 feet below.
|
|
Traces of white mist cover the floor of the pit, becoming thicker to the right.
|
|
Marks in the dust around the window would seem to indicate that someone has been here recently.
|
|
Directly across the pit from you and 25 feet away
|
|
there is a similar window looking into a lighted room.
|
|
A shadowy figure can be seen there peering back at you.",
|
|
before [;
|
|
WaveHands:
|
|
"The shadowy figure waves back at you!";
|
|
],
|
|
cant_go "The only passage is back east to Y2.",
|
|
e_to At_Y2;
|
|
|
|
Class PitScenic
|
|
with found_in At_Window_On_Pit_1 At_Window_On_Pit_2,
|
|
has scenery;
|
|
|
|
PitScenic "window"
|
|
with name 'window' 'low',
|
|
description "It looks like a regular window.",
|
|
has openable;
|
|
|
|
PitScenic "huge pit"
|
|
with name 'pit' 'deep' 'large',
|
|
description
|
|
"It's so deep you can barely make out the floor below,
|
|
and the top isn't visible at all.";
|
|
|
|
PitScenic "marks in the dust"
|
|
with name 'marks' 'dust',
|
|
description "Evidently you're not alone here.",
|
|
has multitude;
|
|
|
|
PitScenic "shadowy figure"
|
|
with name 'figure' 'shadow' 'person' 'individual' 'shadowy' 'mysterious',
|
|
description
|
|
"The shadowy figure seems to be trying to attract your attention.";
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room In_Dirty_Passage "Dirty Passage"
|
|
with name 'dirty' 'passage',
|
|
description
|
|
"You are in a dirty broken passage.
|
|
To the east is a crawl.
|
|
To the west is a large passage.
|
|
Above you is a hole to another passage.",
|
|
e_to On_Brink_Of_Pit,
|
|
u_to Low_N_S_Passage,
|
|
w_to In_Dusty_Rock_Room;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room On_Brink_Of_Pit "Brink of Pit"
|
|
with name 'brink' 'of' 'pit',
|
|
description
|
|
"You are on the brink of a small clean climbable pit.
|
|
A crawl leads west.",
|
|
w_to In_Dirty_Passage,
|
|
d_to In_Pit,
|
|
in_to In_Pit;
|
|
|
|
Scenic -> "small pit"
|
|
with name 'pit' 'small' 'clean' 'climbable',
|
|
description "It looks like you might be able to climb down into it.",
|
|
before [;
|
|
Climb, Enter:
|
|
MovePlayer(d_obj);
|
|
rtrue;
|
|
];
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room In_Pit "In Pit"
|
|
with name 'in' 'pit',
|
|
description
|
|
"You are in the bottom of a small pit with a little stream,
|
|
which enters and exits through tiny slits.",
|
|
u_to On_Brink_Of_Pit,
|
|
d_to "You don't fit through the tiny slits!",
|
|
has nodwarf;
|
|
|
|
Scenic -> "tiny slits"
|
|
with name 'slit' 'slits' 'tiny',
|
|
description "The slits form a complex pattern in the rock.",
|
|
has multitude;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room In_Dusty_Rock_Room "In Dusty Rock Room"
|
|
with name 'dusty' 'rock' 'room',
|
|
description
|
|
"You are in a large room full of dusty rocks.
|
|
There is a big hole in the floor.
|
|
There are cracks everywhere, and a passage leading east.",
|
|
e_to In_Dirty_Passage,
|
|
d_to At_Complex_Junction;
|
|
|
|
Scenic -> "dusty rocks"
|
|
with name 'rocks' 'boulders' 'stones' 'rock' 'boulder' 'stone' 'dusty' 'dirty',
|
|
description "They're just rocks. (Dusty ones, that is.)",
|
|
before [;
|
|
LookUnder, Push, Pull:
|
|
"You'd have to blast your way through.";
|
|
],
|
|
has multitude;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
! A maze of twisty little passages, all alike...
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Class MazeRoom
|
|
with short_name "Maze",
|
|
description "You are in a maze of twisty little passages, all alike.",
|
|
out_to "Easier said than done.";
|
|
|
|
MazeRoom Alike_Maze_1
|
|
with u_to At_West_End_Of_Hall_Of_Mists,
|
|
n_to Alike_Maze_1,
|
|
e_to Alike_Maze_2,
|
|
s_to Alike_Maze_4,
|
|
w_to Alike_Maze_11;
|
|
|
|
MazeRoom Alike_Maze_2
|
|
with w_to Alike_Maze_1,
|
|
s_to Alike_Maze_3,
|
|
e_to Alike_Maze_4;
|
|
|
|
MazeRoom Alike_Maze_3
|
|
with e_to Alike_Maze_2,
|
|
d_to Dead_End_3,
|
|
s_to Alike_Maze_6,
|
|
n_to Dead_End_13;
|
|
|
|
MazeRoom Alike_Maze_4
|
|
with w_to Alike_Maze_1,
|
|
n_to Alike_Maze_2,
|
|
e_to Dead_End_1,
|
|
s_to Dead_End_2,
|
|
u_to Alike_Maze_14,
|
|
d_to Alike_Maze_14;
|
|
|
|
MazeRoom Alike_Maze_5
|
|
with e_to Alike_Maze_6,
|
|
w_to Alike_Maze_7;
|
|
|
|
MazeRoom Alike_Maze_6
|
|
with e_to Alike_Maze_3,
|
|
w_to Alike_Maze_5,
|
|
d_to Alike_Maze_7,
|
|
s_to Alike_Maze_8;
|
|
|
|
DeadendRoom Dead_End_1
|
|
with w_to Alike_Maze_4,
|
|
out_to Alike_Maze_4;
|
|
|
|
DeadendRoom Dead_End_2
|
|
with w_to Alike_Maze_4,
|
|
out_to Alike_Maze_4;
|
|
|
|
DeadendRoom Dead_End_3
|
|
with u_to Alike_Maze_3,
|
|
out_to Alike_Maze_3;
|
|
|
|
MazeRoom Alike_Maze_7
|
|
with w_to Alike_Maze_5,
|
|
u_to Alike_Maze_6,
|
|
e_to Alike_Maze_8,
|
|
s_to Alike_Maze_9;
|
|
|
|
MazeRoom Alike_Maze_8
|
|
with w_to Alike_Maze_6,
|
|
e_to Alike_Maze_7,
|
|
s_to Alike_Maze_8,
|
|
u_to Alike_Maze_9,
|
|
n_to Alike_Maze_10,
|
|
d_to Dead_End_12;
|
|
|
|
MazeRoom Alike_Maze_9
|
|
with w_to Alike_Maze_7,
|
|
n_to Alike_Maze_8,
|
|
s_to Dead_End_4;
|
|
|
|
DeadendRoom Dead_End_4
|
|
with w_to Alike_Maze_9,
|
|
out_to Alike_Maze_9;
|
|
|
|
MazeRoom Alike_Maze_10
|
|
with w_to Alike_Maze_8,
|
|
n_to Alike_Maze_10,
|
|
d_to Dead_End_5,
|
|
e_to At_Brink_Of_Pit;
|
|
|
|
DeadendRoom Dead_End_5
|
|
with u_to Alike_Maze_10,
|
|
out_to Alike_Maze_10;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room At_Brink_Of_Pit "At Brink of Pit"
|
|
with name 'brink' 'of' 'pit',
|
|
description
|
|
"You are on the brink of a thirty foot pit with a massive orange column down one wall.
|
|
You could climb down here but you could not get back up.
|
|
The maze continues at this level.",
|
|
d_to In_Bird_Chamber,
|
|
w_to Alike_Maze_10,
|
|
s_to Dead_End_6,
|
|
n_to Alike_Maze_12,
|
|
e_to Alike_Maze_13;
|
|
|
|
Scenic -> "massive orange column"
|
|
with name 'column' 'massive' 'orange' 'big' 'huge',
|
|
description "It looks like you could climb down it.",
|
|
before [;
|
|
Climb:
|
|
MovePlayer(d_obj);
|
|
rtrue;
|
|
];
|
|
|
|
Scenic -> "pit"
|
|
with name 'pit' 'thirty' 'foot' 'thirty-foot',
|
|
description "You'll have to climb down to find out anything more...",
|
|
before [;
|
|
Climb:
|
|
MovePlayer(d_obj);
|
|
rtrue;
|
|
];
|
|
|
|
DeadendRoom Dead_End_6
|
|
with e_to At_Brink_Of_Pit,
|
|
out_to At_Brink_Of_Pit;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
! A line of three vital junctions, east to west
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room At_Complex_Junction "At Complex Junction"
|
|
with name 'complex' 'junction',
|
|
description
|
|
"You are at a complex junction.
|
|
A low hands and knees passage from the north joins a higher crawl from the east
|
|
to make a walking passage going west.
|
|
There is also a large room above.
|
|
The air is damp here.",
|
|
u_to In_Dusty_Rock_Room,
|
|
w_to In_Bedquilt,
|
|
n_to In_Shell_Room,
|
|
e_to In_Anteroom;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room In_Bedquilt "Bedquilt"
|
|
with name 'bedquilt',
|
|
description
|
|
"You are in bedquilt, a long east/west passage with holes everywhere.
|
|
To explore at random select north, south, up, or down.",
|
|
e_to At_Complex_Junction,
|
|
w_to In_Swiss_Cheese_Room,
|
|
s_to In_Slab_Room,
|
|
u_to In_Dusty_Rock_Room,
|
|
n_to At_Junction_Of_Three,
|
|
d_to In_Anteroom,
|
|
before [ destiny;
|
|
Go:
|
|
if (noun == s_obj or d_obj && random(100) <= 80) destiny = 1;
|
|
if (noun == u_obj && random(100) <= 80) destiny = 1;
|
|
if (noun == u_obj && random(100) <= 50) destiny = In_Secret_N_S_Canyon_1;
|
|
if (noun == n_obj && random(100) <= 60) destiny = 1;
|
|
if (noun == n_obj && random(100) <= 75) destiny = In_Large_Low_Room;
|
|
if (destiny == 1)
|
|
"You have crawled around in some little holes and wound up back
|
|
in the main passage.";
|
|
if (destiny == 0) rfalse;
|
|
PlayerTo(destiny);
|
|
rtrue;
|
|
];
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room In_Swiss_Cheese_Room "In Swiss Cheese Room"
|
|
with name 'swiss' 'cheese' 'room',
|
|
description
|
|
"You are in a room whose walls resemble swiss cheese.
|
|
Obvious passages go west, east, ne, and nw.
|
|
Part of the room is occupied by a large bedrock block.",
|
|
w_to At_East_End_Of_Twopit_Room,
|
|
s_to In_Tall_E_W_Canyon,
|
|
ne_to In_Bedquilt,
|
|
nw_to In_Oriental_Room,
|
|
e_to In_Soft_Room,
|
|
before [;
|
|
Go:
|
|
if ((noun == s_obj && random(100) <= 80) ||
|
|
(noun == nw_obj && random(100) <= 50))
|
|
"You have crawled around in some little holes and wound up
|
|
back in the main passage.";
|
|
];
|
|
|
|
Scenic -> "bedrock block"
|
|
with name 'block' 'bedrock' 'large',
|
|
description "It's just a huge block.",
|
|
before [;
|
|
LookUnder, Push, Pull, Take:
|
|
"Surely you're joking.";
|
|
];
|
|
|
|
! ------------------------------------------------------------------------------
|
|
! The Twopit Room area
|
|
! ------------------------------------------------------------------------------
|
|
! Possible heights for the plant:
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Constant TINY_P = 0;
|
|
Constant TALL_P = 1;
|
|
Constant HUGE_P = 2;
|
|
|
|
Room At_West_End_Of_Twopit_Room "At West End of Twopit Room"
|
|
with name 'west' 'w//' 'end' 'of' 'twopit' 'room',
|
|
description
|
|
"You are at the west end of the twopit room.
|
|
There is a large hole in the wall above the pit at this end of the room.",
|
|
e_to At_East_End_Of_Twopit_Room,
|
|
w_to In_Slab_Room,
|
|
d_to In_West_Pit,
|
|
u_to "It is too far up for you to reach.",
|
|
before [;
|
|
Enter:
|
|
if (noun == HoleAbovePit_1) "It is too far up for you to reach.";
|
|
];
|
|
|
|
Object PlantStickingUp "beanstalk"
|
|
with name 'plant' 'beanstalk' 'stalk' 'bean' 'giant' 'tiny' 'little'
|
|
'murmuring' 'twelve' 'foot' 'tall' 'bellowing',
|
|
describe [;
|
|
if (Plant.height == TALL_P)
|
|
"The top of a 12-foot-tall beanstalk is poking out of the west pit.";
|
|
"There is a huge beanstalk growing out of the west pit up to the hole.";
|
|
],
|
|
before [;
|
|
Examine:
|
|
RunRoutines(self, describe);
|
|
rtrue;
|
|
Climb:
|
|
if (Plant.height == HUGE_P) <<Climb Plant>>;
|
|
],
|
|
found_in At_West_End_Of_Twopit_Room At_East_End_Of_Twopit_Room,
|
|
has absent static;
|
|
|
|
Scenic HoleAbovePit_1 "hole above pit"
|
|
with name 'hole' 'large' 'above' 'pit',
|
|
description
|
|
"The hole is in the wall above the pit at this end of the room.",
|
|
found_in In_West_Pit At_West_End_Of_Twopit_Room;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room In_West_Pit "In West Pit"
|
|
with name 'in' 'west' 'pit',
|
|
description
|
|
"You are at the bottom of the western pit in the twopit room.
|
|
There is a large hole in the wall about 25 feet above you.",
|
|
before [;
|
|
Climb:
|
|
if (noun == Plant) rfalse;
|
|
if (Plant.height == TINY_P)
|
|
"There is nothing here to climb.
|
|
Use ~up~ or ~out~ to leave the pit.";
|
|
],
|
|
u_to At_West_End_Of_Twopit_Room,
|
|
has nodwarf;
|
|
|
|
Object -> Plant "plant"
|
|
with name 'plant' 'beanstalk' 'stalk' 'bean' 'giant' 'tiny' 'little'
|
|
'murmuring' 'twelve' 'foot' 'tall' 'bellowing',
|
|
describe [;
|
|
switch (self.height) {
|
|
TINY_P:
|
|
"There is a tiny little plant in the pit, murmuring ~Water, water, ...~";
|
|
TALL_P:
|
|
"There is a 12-foot-tall beanstalk stretching up out of the pit, bellowing ~Water!! Water!!~";
|
|
HUGE_P:
|
|
"There is a gigantic beanstalk stretching all the way up to the hole.";
|
|
}
|
|
],
|
|
before [;
|
|
Climb:
|
|
switch (self.height) {
|
|
TINY_P:
|
|
"It's just a little plant!";
|
|
TALL_P:
|
|
print
|
|
"You have climbed up the plant and out of the pit.^";
|
|
PlayerTo(At_West_End_Of_Twopit_Room);
|
|
rtrue;
|
|
HUGE_P:
|
|
print
|
|
"You clamber up the plant and scurry through the hole at the top.^";
|
|
PlayerTo(In_Narrow_Corridor);
|
|
rtrue;
|
|
}
|
|
Take:
|
|
"The plant has exceptionally deep roots and cannot be pulled free.";
|
|
Water:
|
|
if (bottle notin player)
|
|
"You have nothing to water the plant with.";
|
|
switch (child(bottle)) {
|
|
nothing:
|
|
"The bottle is empty.";
|
|
oil_in_the_bottle:
|
|
remove oil_in_the_bottle;
|
|
"The plant indignantly shakes the oil off its leaves and asks, ~Water?~";
|
|
}
|
|
remove water_in_the_bottle;
|
|
switch ((self.height)++) {
|
|
TINY_P:
|
|
print
|
|
"The plant spurts into furious growth for a few seconds.^^";
|
|
give PlantStickingUp ~absent;
|
|
TALL_P:
|
|
print
|
|
"The plant grows explosively, almost filling the bottom of the pit.^^";
|
|
HUGE_P:
|
|
print
|
|
"You've over-watered the plant! It's shriveling up! It's, it's...^^";
|
|
give PlantStickingUp absent;
|
|
remove PlantStickingUp;
|
|
self.height = TINY_P;
|
|
}
|
|
<<Examine self>>;
|
|
Oil:
|
|
<<Water self>>;
|
|
Examine:
|
|
self.describe();
|
|
rtrue;
|
|
],
|
|
height TINY_P;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room At_East_End_Of_Twopit_Room "At East End of Twopit Room"
|
|
with name 'east' 'e//' 'end' 'of' 'twopit' 'room',
|
|
description
|
|
"You are at the east end of the twopit room.
|
|
The floor here is littered with thin rock slabs, which make it easy to descend the pits.
|
|
There is a path here bypassing the pits to connect passages from east and west.
|
|
There are holes all over,
|
|
but the only big one is on the wall directly over the west pit where you can't get to it.",
|
|
e_to In_Swiss_Cheese_Room,
|
|
w_to At_West_End_Of_Twopit_Room,
|
|
d_to In_East_Pit;
|
|
|
|
Scenic -> "thin rock slabs"
|
|
with name 'slabs' 'slab' 'rocks' 'stairs' 'thin' 'rock',
|
|
description "They almost form natural stairs down into the pit.",
|
|
before [;
|
|
LookUnder, Push, Pull, Take:
|
|
"Surely you're joking. You'd have to blast them aside.";
|
|
],
|
|
has multitude;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room In_East_Pit "In East Pit"
|
|
with name 'in' 'east' 'e//' 'pit',
|
|
description
|
|
"You are at the bottom of the eastern pit in the twopit room.
|
|
There is a small pool of oil in one corner of the pit.",
|
|
u_to At_East_End_Of_Twopit_Room,
|
|
has nodwarf;
|
|
|
|
Scenic -> Oil "pool of oil"
|
|
with name 'pool' 'oil' 'small',
|
|
description "It looks like ordinary oil.",
|
|
before [;
|
|
Drink:
|
|
"Absolutely not.";
|
|
Take:
|
|
if (bottle notin player)
|
|
"You have nothing in which to carry the oil.";
|
|
<<Fill bottle>>;
|
|
Insert:
|
|
if (second == bottle) <<Fill bottle>>;
|
|
"You have nothing in which to carry the oil.";
|
|
];
|
|
|
|
Scenic "hole above pit"
|
|
with name 'hole' 'large' 'above' 'pit',
|
|
description "The hole is in the wall above you.",
|
|
found_in In_East_Pit At_East_End_Of_Twopit_Room;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room In_Slab_Room "Slab Room"
|
|
with name 'slab' 'room',
|
|
description
|
|
"You are in a large low circular chamber
|
|
whose floor is an immense slab fallen from the ceiling (slab room).
|
|
East and west there once were large passages, but they are now filled with boulders.
|
|
Low small passages go north and south, and the south one quickly bends west around the boulders.",
|
|
s_to At_West_End_Of_Twopit_Room,
|
|
u_to In_Secret_N_S_Canyon_0,
|
|
n_to In_Bedquilt;
|
|
|
|
Scenic -> "slab"
|
|
with name 'slab' 'immense',
|
|
description "It is now the floor here.",
|
|
before [;
|
|
LookUnder, Push, Pull, Take:
|
|
"Surely you're joking.";
|
|
];
|
|
|
|
Scenic -> "boulders"
|
|
with name 'boulder' 'boulders' 'rocks' 'stones',
|
|
description "They're just ordinary boulders.",
|
|
has multitude;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
! A small network of Canyons, mainly Secret
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room In_Secret_N_S_Canyon_0 "Secret N/S Canyon"
|
|
with name 'secret' 'n/s' 'canyon' '0//',
|
|
description
|
|
"You are in a secret N/S canyon above a large room.",
|
|
d_to In_Slab_Room,
|
|
s_to In_Secret_Canyon,
|
|
n_to In_Mirror_Canyon,
|
|
before [;
|
|
Go:
|
|
if (noun == s_obj) canyon_from = self;
|
|
];
|
|
|
|
Room In_Secret_N_S_Canyon_1 "Secret N/S Canyon"
|
|
with name 'secret' 'n/s' 'canyon' '1//',
|
|
description "You are in a secret N/S canyon above a sizable passage.",
|
|
n_to At_Junction_Of_Three,
|
|
d_to In_Bedquilt,
|
|
s_to Atop_Stalactite;
|
|
|
|
Room At_Junction_Of_Three "Junction of Three Secret Canyons"
|
|
with name 'junction' 'of' 'three' 'secret' 'canyons',
|
|
description
|
|
"You are in a secret canyon at a junction of three canyons, bearing north, south, and se.
|
|
The north one is as tall as the other two combined.",
|
|
se_to In_Bedquilt,
|
|
s_to In_Secret_N_S_Canyon_1,
|
|
n_to At_Window_On_Pit_2;
|
|
|
|
Room In_Large_Low_Room "Large Low Room"
|
|
with name 'large' 'low' 'room',
|
|
description
|
|
"You are in a large low room. Crawls lead north, se, and sw.",
|
|
sw_to In_Sloping_Corridor,
|
|
se_to In_Oriental_Room,
|
|
n_to Dead_End_Crawl;
|
|
|
|
Room Dead_End_Crawl "Dead End Crawl"
|
|
with name 'dead' 'end' 'crawl',
|
|
description "This is a dead end crawl.",
|
|
s_to In_Large_Low_Room,
|
|
out_to In_Large_Low_Room;
|
|
|
|
Room In_Secret_E_W_Canyon "Secret E/W Canyon Above Tight Canyon"
|
|
with name 'secret' 'e/w' 'canyon' 'above' 'tight' 'canyon',
|
|
description
|
|
"You are in a secret canyon which here runs E/W.
|
|
It crosses over a very tight canyon 15 feet below.
|
|
If you go down you may not be able to get back up.",
|
|
e_to In_Hall_Of_Mt_King,
|
|
w_to In_Secret_Canyon,
|
|
before [;
|
|
Go:
|
|
if (noun == w_obj) canyon_from = self;
|
|
],
|
|
d_to In_N_S_Canyon;
|
|
|
|
Room In_N_S_Canyon "N/S Canyon"
|
|
with name 'n/s' 'canyon',
|
|
description "You are at a wide place in a very tight N/S canyon.",
|
|
s_to Canyon_Dead_End,
|
|
n_to In_Tall_E_W_Canyon;
|
|
|
|
Room Canyon_Dead_End "Canyon Dead End"
|
|
with description "The canyon here becomes too tight to go further south.",
|
|
n_to In_N_S_Canyon;
|
|
|
|
Room In_Tall_E_W_Canyon "In Tall E/W Canyon"
|
|
with name 'tall' 'e/w' 'canyon',
|
|
description
|
|
"You are in a tall E/W canyon. A low tight crawl goes 3 feet north
|
|
and seems to open up.",
|
|
e_to In_N_S_Canyon,
|
|
w_to Dead_End_8,
|
|
n_to In_Swiss_Cheese_Room;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room Atop_Stalactite "Atop Stalactite"
|
|
with name 'atop' 'stalactite',
|
|
description
|
|
"A large stalactite extends from the roof and almost reaches the floor below.
|
|
You could climb down it, and jump from it to the floor,
|
|
but having done so you would be unable to reach it to climb back up.",
|
|
n_to In_Secret_N_S_Canyon_1,
|
|
d_to [;
|
|
if (random(100) <= 40) return Alike_Maze_6;
|
|
if (random(100) <= 50) return Alike_Maze_9;
|
|
return Alike_Maze_4;
|
|
],
|
|
before [;
|
|
Jump, Climb:
|
|
<<Go d_obj>>;
|
|
];
|
|
|
|
Scenic -> "stalactite"
|
|
with name 'stalactite' 'stalagmite' 'stalagtite' 'large',
|
|
description
|
|
"You could probably climb down it, but you can forget coming back up.",
|
|
before [;
|
|
LookUnder, Push, Take:
|
|
"Do get a grip on yourself.";
|
|
];
|
|
|
|
! ------------------------------------------------------------------------------
|
|
! Here be dragons
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room In_Secret_Canyon "Secret Canyon"
|
|
with name 'secret' 'canyon',
|
|
description
|
|
"You are in a secret canyon which exits to the north and east.",
|
|
e_to [;
|
|
if (canyon_from == In_Secret_E_W_Canyon) return canyon_from;
|
|
if (Dragon in location)
|
|
"The dragon looks rather nasty. You'd best not try to get by.";
|
|
return In_Secret_E_W_Canyon;
|
|
],
|
|
n_to [;
|
|
if (canyon_from == In_Secret_N_S_Canyon_0) return canyon_from;
|
|
if (Dragon in location)
|
|
"The dragon looks rather nasty. You'd best not try to get by.";
|
|
return In_Secret_N_S_Canyon_0;
|
|
],
|
|
out_to [;
|
|
return canyon_from;
|
|
],
|
|
before [;
|
|
if (action == ##Yes && Dragon.is_being_attacked) {
|
|
remove Dragon;
|
|
move DragonCorpse to location;
|
|
Dragon.is_being_attacked = false;
|
|
"Congratulations! You have just vanquished a dragon with your bare hands!
|
|
(Unbelievable, isn't it?)";
|
|
}
|
|
if (action == ##No && Dragon.is_being_attacked) {
|
|
Dragon.is_being_attacked = false;
|
|
"I should think not.";
|
|
}
|
|
Dragon.is_being_attacked = false;
|
|
];
|
|
|
|
Object -> Dragon "dragon"
|
|
with name 'dragon' 'monster' 'beast' 'lizard' 'huge' 'green' 'fierce' 'scaly'
|
|
'giant' 'ferocious',
|
|
description "I wouldn't mess with it if I were you.",
|
|
initial "A huge green fierce dragon bars the way!",
|
|
life [;
|
|
Attack:
|
|
self.is_being_attacked = true;
|
|
"With what? Your bare hands?";
|
|
Give:
|
|
"The dragon is implacable.";
|
|
ThrowAt:
|
|
if (noun ~= axe)
|
|
"You'd probably be better off using your bare hands than that thing!";
|
|
move axe to location;
|
|
"The axe bounces harmlessly off the dragon's thick scales.";
|
|
],
|
|
is_being_attacked false,
|
|
has animate;
|
|
|
|
Treasure -> "Persian rug"
|
|
with name 'rug' 'persian' 'persian' 'fine' 'finest' 'dragon^s',
|
|
describe [;
|
|
if (Dragon in location)
|
|
"The dragon is sprawled out on the Persian rug!";
|
|
"The Persian rug is spread out on the floor here.";
|
|
],
|
|
before [;
|
|
Take:
|
|
if (Dragon in location)
|
|
"You'll need to get the dragon to move first!";
|
|
],
|
|
depositpoints 14;
|
|
|
|
Object DragonCorpse "dragon's body"
|
|
with name 'dragon' 'corpse' 'dead' 'dragon^s' 'body',
|
|
initial "The body of a huge green dead dragon is lying off to one side.",
|
|
before [;
|
|
Attack:
|
|
"You've already done enough damage!";
|
|
],
|
|
has static;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
! And more of the Alike Maze
|
|
! ------------------------------------------------------------------------------
|
|
|
|
DeadendRoom Dead_End_8
|
|
with description "The canyon runs into a mass of boulders -- dead end.",
|
|
s_to In_Tall_E_W_Canyon,
|
|
out_to In_Tall_E_W_Canyon;
|
|
|
|
MazeRoom Alike_Maze_11
|
|
with n_to Alike_Maze_1,
|
|
w_to Alike_Maze_11,
|
|
s_to Alike_Maze_11,
|
|
e_to Dead_End_9,
|
|
ne_to Dead_End_10;
|
|
|
|
DeadendRoom Dead_End_9
|
|
with w_to Alike_Maze_11,
|
|
out_to Alike_Maze_11;
|
|
|
|
DeadendRoom Dead_End_10
|
|
with s_to Alike_Maze_3,
|
|
out_to Alike_Maze_3;
|
|
|
|
MazeRoom Alike_Maze_12
|
|
with s_to At_Brink_Of_Pit,
|
|
e_to Alike_Maze_13,
|
|
w_to Dead_End_11;
|
|
|
|
MazeRoom Alike_Maze_13
|
|
with n_to At_Brink_Of_Pit,
|
|
w_to Alike_Maze_12,
|
|
nw_to Dead_End_13;
|
|
|
|
DeadendRoom Dead_End_11
|
|
with e_to Alike_Maze_12,
|
|
out_to Alike_Maze_12;
|
|
|
|
DeadendRoom Dead_End_12
|
|
with u_to Alike_Maze_8,
|
|
out_to Alike_Maze_8;
|
|
|
|
MazeRoom Alike_Maze_14
|
|
with u_to Alike_Maze_4,
|
|
d_to Alike_Maze_4;
|
|
|
|
DeadendRoom Dead_End_13
|
|
class Room
|
|
with name 'pirate^s' 'dead' 'end' 'treasure' 'chest',
|
|
se_to Alike_Maze_13,
|
|
out_to Alike_Maze_13,
|
|
description "This is the pirate's dead end.",
|
|
initial [;
|
|
StopDaemon(Pirate);
|
|
if (treasure_chest in self && treasure_chest hasnt moved)
|
|
"You've found the pirate's treasure chest!";
|
|
],
|
|
has nodwarf;
|
|
|
|
Treasure -> treasure_chest "treasure chest"
|
|
with name 'chest' 'box' 'treasure' 'riches' 'pirate' 'pirate^s' 'treasure',
|
|
description
|
|
"It's the pirate's treasure chest, filled with riches of all kinds!",
|
|
initial "The pirate's treasure chest is here!",
|
|
depositpoints 12;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
! Above the beanstalk: the Giant Room and the Waterfall
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room In_Narrow_Corridor "In Narrow Corridor"
|
|
with name 'narrow' 'corridor',
|
|
description
|
|
"You are in a long, narrow corridor stretching out of sight to the west.
|
|
At the eastern end is a hole through which you can see a profusion of leaves.",
|
|
d_to In_West_Pit,
|
|
w_to In_Giant_Room,
|
|
e_to In_West_Pit,
|
|
before [;
|
|
Jump:
|
|
deadflag = 1;
|
|
"You fall and break your neck!";
|
|
];
|
|
|
|
Scenic -> "leaves"
|
|
with name 'leaf' 'leaves' 'plant' 'tree' 'stalk' 'beanstalk' 'profusion',
|
|
article "some",
|
|
description
|
|
"The leaves appear to be attached to the beanstalk you climbed to get here.",
|
|
before [;
|
|
Count:
|
|
"69,105."; ! (I thank Rene Schnoor for counting them)
|
|
];
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room At_Steep_Incline "Steep Incline Above Large Room"
|
|
with name 'steep' 'incline' 'above' 'large' 'room',
|
|
description
|
|
"You are at the top of a steep incline above a large room.
|
|
You could climb down here, but you would not be able to climb up.
|
|
There is a passage leading back to the north.",
|
|
n_to In_Cavern_With_Waterfall,
|
|
d_to In_Large_Low_Room;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room In_Giant_Room "Giant Room"
|
|
with name 'giant' 'room',
|
|
description
|
|
"You are in the giant room.
|
|
The ceiling here is too high up for your lamp to show it.
|
|
Cavernous passages lead east, north, and south.
|
|
On the west wall is scrawled the inscription, ~Fee fie foe foo~ [sic].",
|
|
s_to In_Narrow_Corridor,
|
|
e_to At_Recent_Cave_In,
|
|
n_to In_Immense_N_S_Passage;
|
|
|
|
Scenic -> "scrawled inscription"
|
|
with name 'inscription' 'writing' 'scrawl' 'scrawled',
|
|
description "It says, ~Fee fie foe foo [sic].~";
|
|
|
|
Treasure -> golden_eggs "nest of golden eggs"
|
|
with name 'eggs' 'egg' 'nest' 'golden' 'beautiful',
|
|
description "The nest is filled with beautiful golden eggs!",
|
|
initial "There is a large nest here, full of golden eggs!",
|
|
depositpoints 14,
|
|
has multitude;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room At_Recent_Cave_In "Recent Cave-in"
|
|
with description "The passage here is blocked by a recent cave-in.",
|
|
s_to In_Giant_Room;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room In_Immense_N_S_Passage "Immense N/S Passage"
|
|
with name 'immense' 'n/s' 'passage',
|
|
description "You are at one end of an immense north/south passage.",
|
|
s_to In_Giant_Room,
|
|
n_to [;
|
|
if (RustyDoor has locked) <<Open RustyDoor>>;
|
|
if (RustyDoor hasnt open) {
|
|
give RustyDoor open;
|
|
print "(first wrenching the door open)^";
|
|
}
|
|
return RustyDoor;
|
|
];
|
|
|
|
Object -> RustyDoor "rusty door"
|
|
with name 'door' 'hinge' 'hinges' 'massive' 'rusty' 'iron',
|
|
description "It's just a big iron door.",
|
|
when_closed "The way north is barred by a massive, rusty, iron door.",
|
|
when_open "The way north leads through a massive, rusty, iron door.",
|
|
door_to In_Cavern_With_Waterfall,
|
|
door_dir n_to,
|
|
before [;
|
|
Open:
|
|
if (self has locked)
|
|
"The hinges are quite thoroughly rusted now and won't budge.";
|
|
Close:
|
|
if (self has open)
|
|
"With all the effort it took to get the door open,
|
|
I wouldn't suggest closing it again.";
|
|
"No problem there -- it already is.";
|
|
Oil:
|
|
if (bottle in player && oil_in_the_bottle in bottle) {
|
|
remove oil_in_the_bottle;
|
|
give self ~locked openable;
|
|
"The oil has freed up the hinges so that the door will now move,
|
|
although it requires some effort.";
|
|
}
|
|
else
|
|
"You have nothing to oil it with.";
|
|
Water:
|
|
if (bottle in player && water_in_the_bottle in bottle) {
|
|
remove water_in_the_bottle;
|
|
give self locked ~open;
|
|
"The hinges are quite thoroughly rusted now and won't budge.";
|
|
}
|
|
else
|
|
"You have nothing to water it with.";
|
|
],
|
|
after [;
|
|
Open:
|
|
"The door heaves open with a shower of rust.";
|
|
],
|
|
has static door locked;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room In_Cavern_With_Waterfall "In Cavern With Waterfall"
|
|
with name 'cavern' 'with' 'waterfall',
|
|
description
|
|
"You are in a magnificent cavern with a rushing stream,
|
|
which cascades over a sparkling waterfall into a roaring whirlpool
|
|
which disappears through a hole in the floor.
|
|
Passages exit to the south and west.",
|
|
s_to In_Immense_N_S_Passage,
|
|
w_to At_Steep_Incline;
|
|
|
|
Scenic -> "waterfall"
|
|
with name 'waterfall' 'whirlpool' 'sparkling' 'whirling',
|
|
description "Wouldn't want to go down in in a barrel!";
|
|
|
|
Treasure -> trident "jeweled trident"
|
|
with name 'trident' 'jeweled' 'jewel-encrusted' 'encrusted' 'fabulous',
|
|
description "The trident is covered with fabulous jewels!",
|
|
initial "There is a jewel-encrusted trident here!",
|
|
depositpoints 14;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
! The caves around Bedquilt
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room In_Soft_Room "In Soft Room"
|
|
with name 'soft' 'room',
|
|
description
|
|
"You are in the soft room.
|
|
The walls are covered with heavy curtains, the floor with a thick pile carpet.
|
|
Moss covers the ceiling.",
|
|
w_to In_Swiss_Cheese_Room;
|
|
|
|
Scenic -> "carpet"
|
|
with name 'carpet' 'shag' 'pile' 'heavy' 'thick',
|
|
description "The carpet is quite plush.";
|
|
|
|
Scenic -> "curtains"
|
|
with name 'curtain' 'curtains' 'heavy' 'thick',
|
|
description "They seem to absorb sound very well.",
|
|
before [;
|
|
Take:
|
|
"Now don't go ripping up the place!";
|
|
LookUnder, Search:
|
|
"You don't find anything exciting behind the curtains.";
|
|
];
|
|
|
|
Scenic -> "moss"
|
|
with name 'moss' 'typical' 'everyday',
|
|
description "It just looks like your typical, everyday moss.",
|
|
before [;
|
|
Take:
|
|
"It crumbles to nothing in your hands.";
|
|
],
|
|
has edible;
|
|
|
|
Object -> velvet_pillow "velvet pillow"
|
|
with name 'pillow' 'velvet' 'small',
|
|
description "It's just a small velvet pillow.",
|
|
initial "A small velvet pillow lies on the floor.";
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room In_Oriental_Room "Oriental Room"
|
|
with name 'oriental' 'room',
|
|
description
|
|
"This is the oriental room.
|
|
Ancient oriental cave drawings cover the walls.
|
|
A gently sloping passage leads upward to the north, another passage leads se,
|
|
and a hands and knees crawl leads west.",
|
|
w_to In_Large_Low_Room,
|
|
se_to In_Swiss_Cheese_Room,
|
|
u_to In_Misty_Cavern,
|
|
n_to In_Misty_Cavern;
|
|
|
|
Scenic -> "ancient oriental drawings"
|
|
with name 'paintings' 'drawings' 'art' 'cave' 'ancient' 'oriental',
|
|
description "They seem to depict people and animals.",
|
|
has multitude;
|
|
|
|
Treasure -> ming_vase "ming vase"
|
|
with name 'vase' 'ming' 'delicate',
|
|
description "It's a delicate, precious, ming vase!",
|
|
after [;
|
|
Drop:
|
|
if (velvet_pillow in location) {
|
|
print "(coming to rest, delicately, on the velvet pillow)^";
|
|
rfalse;
|
|
}
|
|
remove ming_vase;
|
|
move shards to location;
|
|
"The ming vase drops with a delicate crash.";
|
|
],
|
|
before [;
|
|
Attack:
|
|
remove ming_vase;
|
|
move shards to location;
|
|
"You have taken the vase and
|
|
hurled it delicately to the ground.";
|
|
Receive:
|
|
"The vase is too fragile to use as a container.";
|
|
],
|
|
depositpoints 14;
|
|
|
|
Object shards "some worthless shards of pottery"
|
|
with name 'pottery' 'shards' 'remains' 'vase' 'worthless',
|
|
description
|
|
"They look to be the remains of what was once a beautiful vase.
|
|
I guess some oaf must have dropped it.",
|
|
initial "The floor is littered with worthless shards of pottery.",
|
|
has multitude;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room In_Misty_Cavern "Misty Cavern"
|
|
with name 'misty' 'cavern',
|
|
description
|
|
"You are following a wide path around the outer edge of a large cavern.
|
|
Far below, through a heavy white mist, strange splashing noises can be heard.
|
|
The mist rises up through a fissure in the ceiling.
|
|
The path exits to the south and west.",
|
|
s_to In_Oriental_Room,
|
|
w_to In_Alcove;
|
|
|
|
Scenic -> "fissure"
|
|
with name 'fissure' 'ceiling',
|
|
description "You can't really get close enough to examine it.";
|
|
|
|
! ------------------------------------------------------------------------------
|
|
! Plovers and pyramids
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room In_Alcove "Alcove"
|
|
with name 'alcove',
|
|
description
|
|
"You are in an alcove.
|
|
A small northwest path seems to widen after a short distance.
|
|
An extremely tight tunnel leads east.
|
|
It looks like a very tight squeeze.
|
|
An eerie light can be seen at the other end.",
|
|
nw_to In_Misty_Cavern,
|
|
e_to [ j;
|
|
j = children(player);
|
|
if (j == 0 || (j == 1 && egg_sized_emerald in player))
|
|
return In_Plover_Room;
|
|
"Something you're carrying won't fit through the tunnel with you.
|
|
You'd best take inventory and drop something.";
|
|
];
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room In_Plover_Room "Plover Room"
|
|
with name 'plover' 'room',
|
|
description
|
|
"You're in a small chamber lit by an eerie green light.
|
|
An extremely narrow tunnel exits to the west.
|
|
A dark corridor leads northeast.",
|
|
ne_to In_Dark_Room,
|
|
w_to [ j;
|
|
j = children(player);
|
|
if (j == 0 || (j == 1 && egg_sized_emerald in player))
|
|
return In_Alcove;
|
|
"Something you're carrying won't fit through the tunnel with you.
|
|
You'd best take inventory and drop something.";
|
|
],
|
|
before [;
|
|
Plover:
|
|
if (egg_sized_emerald in player) {
|
|
move egg_sized_emerald to In_Plover_Room;
|
|
score = score - 5;
|
|
}
|
|
PlayerTo(At_Y2);
|
|
rtrue;
|
|
Go:
|
|
if (noun == out_obj)
|
|
<<Go w_obj>>;
|
|
],
|
|
has light;
|
|
|
|
Treasure -> egg_sized_emerald "emerald the size of a plover's egg"
|
|
with name 'emerald' 'egg-sized' 'egg' 'sized' 'plover^s',
|
|
article "an",
|
|
description "Plover's eggs, by the way, are quite large.",
|
|
initial "There is an emerald here the size of a plover's egg!",
|
|
depositpoints 14;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room In_Dark_Room "The Dark Room"
|
|
with name 'dark' 'room',
|
|
description
|
|
"You're in the dark-room. A corridor leading south is the only exit.",
|
|
s_to In_Plover_Room,
|
|
has nodwarf;
|
|
|
|
Object -> "stone tablet"
|
|
with name 'tablet' 'massive' 'stone',
|
|
initial
|
|
"A massive stone tablet imbedded in the wall reads:
|
|
~Congratulations on bringing light into the dark-room!~",
|
|
has static;
|
|
|
|
Treasure -> "platinum pyramid"
|
|
with name 'platinum' 'pyramid' 'platinum' 'pyramidal',
|
|
description "The platinum pyramid is 8 inches on a side!",
|
|
initial "There is a platinum pyramid here, 8 inches on a side!",
|
|
depositpoints 14;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
! North of the complex junction: a long up-down corridor
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room In_Arched_Hall "Arched Hall"
|
|
with name 'arched' 'hall',
|
|
description
|
|
"You are in an arched hall.
|
|
A coral passage once continued up and east from here, but is now blocked by debris.
|
|
The air smells of sea water.",
|
|
d_to In_Shell_Room;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room In_Shell_Room "Shell Room"
|
|
with name 'shell' 'room',
|
|
description
|
|
"You're in a large room carved out of sedimentary rock.
|
|
The floor and walls are littered with bits of shells imbedded in the stone.
|
|
A shallow passage proceeds downward, and a somewhat steeper one leads up.
|
|
A low hands and knees passage enters from the south.",
|
|
u_to In_Arched_Hall,
|
|
d_to In_Ragged_Corridor,
|
|
s_to [;
|
|
if (giant_bivalve in player) {
|
|
if (giant_bivalve has open)
|
|
"You can't fit this five-foot oyster through that little passage!";
|
|
else
|
|
"You can't fit this five-foot clam through that little passage!";
|
|
}
|
|
return At_Complex_Junction;
|
|
];
|
|
|
|
Object -> giant_bivalve "giant clam"
|
|
with name 'giant' 'clam' 'oyster' 'bivalve',
|
|
describe [;
|
|
if (self.has_been_opened)
|
|
"There is an enormous oyster here with its shell tightly closed.";
|
|
"There is an enormous clam here with its shell tightly closed.";
|
|
],
|
|
before [;
|
|
Examine:
|
|
if (location == At_Ne_End or At_Sw_End)
|
|
"Interesting.
|
|
There seems to be something written on the underside of the oyster:
|
|
^^
|
|
~There is something strange about this place,
|
|
such that one of the curses I've always known now has a new effect.~";
|
|
"A giant bivalve of some kind.";
|
|
Open:
|
|
"You aren't strong enough to open the clam with your bare hands.";
|
|
Unlock:
|
|
if (second ~= trident)
|
|
print_ret (The) second, " isn't strong enough to open the clam.";
|
|
if (self.has_been_opened)
|
|
"The oyster creaks open, revealing nothing but oyster inside.
|
|
It promptly snaps shut again.";
|
|
self.has_been_opened = true;
|
|
move pearl to In_A_Cul_De_Sac;
|
|
"A glistening pearl falls out of the clam and rolls away.
|
|
Goodness, this must really be an oyster.
|
|
(I never was very good at identifying bivalves.)
|
|
Whatever it is, it has now snapped shut again.";
|
|
Attack:
|
|
"The shell is very strong and is impervious to attack.";
|
|
],
|
|
has_been_opened false;
|
|
|
|
Treasure pearl "glistening pearl"
|
|
with name 'pearl' 'glistening' 'incredible' 'incredibly' 'large',
|
|
description "It's incredibly large!",
|
|
initial "Off to one side lies a glistening pearl!",
|
|
depositpoints 14;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room In_Ragged_Corridor "Ragged Corridor"
|
|
with name 'ragged' 'corridor',
|
|
description "You are in a long sloping corridor with ragged sharp walls.",
|
|
u_to In_Shell_Room,
|
|
d_to In_A_Cul_De_Sac;
|
|
|
|
Room In_A_Cul_De_Sac "Cul-de-Sac"
|
|
with name 'cul-de-sac' 'cul' 'de' 'sac',
|
|
description "You are in a cul-de-sac about eight feet across.",
|
|
u_to In_Ragged_Corridor,
|
|
out_to In_Ragged_Corridor;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
! Witt's End: Cave under construction
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room In_Anteroom "In Anteroom"
|
|
with name 'anteroom',
|
|
description
|
|
"You are in an anteroom leading to a large passage to the east.
|
|
Small passages go west and up.
|
|
The remnants of recent digging are evident.",
|
|
u_to At_Complex_Junction,
|
|
w_to In_Bedquilt,
|
|
e_to At_Witts_End;
|
|
|
|
Object -> "sign"
|
|
with name 'sign' 'witt' 'company' 'construction',
|
|
initial
|
|
"A sign in midair here says ~Cave under construction beyond this point.
|
|
Proceed at own risk. [Witt Construction Company]~",
|
|
before [;
|
|
Take:
|
|
"It's hanging way above your head.";
|
|
],
|
|
has static;
|
|
|
|
Object -> "recent issues of ~Spelunker Today~"
|
|
with name 'magazines' 'magazine' 'issue' 'issues' 'spelunker' 'today',
|
|
article "a few",
|
|
description "I'm afraid the magazines are written in Dwarvish.",
|
|
initial "There are a few recent issues of ~Spelunker Today~ magazine here.",
|
|
after [;
|
|
Take:
|
|
if (location == At_Witts_End) score--;
|
|
Drop:
|
|
if (location == At_Witts_End) {
|
|
score++;
|
|
"You really are at wit's end.";
|
|
}
|
|
],
|
|
has multitude;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room At_Witts_End "At Witt's End"
|
|
with name 'witt^s' 'witts' 'end',
|
|
description
|
|
"You are at Witt's End. Passages lead off in *all* directions.",
|
|
w_to
|
|
"You have crawled around in some little holes
|
|
and found your way blocked by a recent cave-in.
|
|
You are now back in the main passage.",
|
|
before [;
|
|
Go:
|
|
if (noun ~= w_obj && random(100) <= 95)
|
|
"You have crawled around in some little holes and wound up
|
|
back in the main passage.";
|
|
PlayerTo(In_Anteroom);
|
|
rtrue;
|
|
];
|
|
|
|
! ------------------------------------------------------------------------------
|
|
! North of the secret canyons, on the other side of the pit
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room In_Mirror_Canyon "In Mirror Canyon"
|
|
with name 'mirror' 'canyon',
|
|
description
|
|
"You are in a north/south canyon about 25 feet across.
|
|
The floor is covered by white mist seeping in from the north.
|
|
The walls extend upward for well over 100 feet.
|
|
Suspended from some unseen point far above you,
|
|
an enormous two-sided mirror is hanging parallel to and midway between the canyon walls.
|
|
^^
|
|
A small window can be seen in either wall, some fifty feet up.",
|
|
s_to In_Secret_N_S_Canyon_0,
|
|
n_to At_Reservoir;
|
|
|
|
Object -> "suspended mirror"
|
|
with name 'mirror' 'massive' 'enormous' 'hanging' 'suspended' 'dwarves^'
|
|
'two-sided' 'two' 'sided',
|
|
description
|
|
"The mirror is obviously provided for the use of the dwarves who,
|
|
as you know, are extremely vain.",
|
|
initial
|
|
"The mirror is obviously provided for the use of the dwarves,
|
|
who as you know, are extremely vain.",
|
|
before [;
|
|
Attack, Remove:
|
|
"You can't reach it from here.";
|
|
],
|
|
has static;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room At_Window_On_Pit_2 "At Window on Pit"
|
|
with name 'window' 'on' 'pit' 'west' 'w//',
|
|
description
|
|
"You're at a low window overlooking a huge pit, which extends up out of sight.
|
|
A floor is indistinctly visible over 50 feet below.
|
|
Traces of white mist cover the floor of the pit, becoming thicker to the left.
|
|
Marks in the dust around the window would seem to indicate that someone has been here recently.
|
|
Directly across the pit from you and 25 feet away
|
|
there is a similar window looking into a lighted room.
|
|
A shadowy figure can be seen there peering back at you.",
|
|
w_to At_Junction_Of_Three,
|
|
cant_go "The only passage is back west to the junction.",
|
|
before [;
|
|
Jump:
|
|
deadflag = 1;
|
|
"You jump and break your neck!";
|
|
WaveHands:
|
|
"The shadowy figure waves back at you!";
|
|
];
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room At_Reservoir "At Reservoir"
|
|
with name 'reservoir',
|
|
description
|
|
"You are at the edge of a large underground reservoir.
|
|
An opaque cloud of white mist fills the room and rises rapidly upward.
|
|
The lake is fed by a stream, which tumbles out of a hole in the wall about 10 feet overhead
|
|
and splashes noisily into the water somewhere within the mist.
|
|
The only passage goes back toward the south.",
|
|
s_to In_Mirror_Canyon,
|
|
out_to In_Mirror_Canyon,
|
|
before [;
|
|
Swim:
|
|
"The water is icy cold, and you would soon freeze to death.";
|
|
];
|
|
|
|
! ------------------------------------------------------------------------------
|
|
! The Chasm and the Troll Bridge
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room In_Sloping_Corridor "Sloping Corridor"
|
|
with name 'sloping' 'corridor',
|
|
description
|
|
"You are in a long winding corridor sloping out of sight in both directions.",
|
|
d_to In_Large_Low_Room,
|
|
u_to On_Sw_Side_Of_Chasm,
|
|
cant_go "The corridor slopes steeply up and down.";
|
|
|
|
Room On_Sw_Side_Of_Chasm "On SW Side of Chasm"
|
|
with name 'southwest' 'sw' 'side' 'of' 'chasm',
|
|
description
|
|
"You are on one side of a large, deep chasm.
|
|
A heavy white mist rising up from below obscures all view of the far side.
|
|
A southwest path leads away from the chasm into a winding corridor.",
|
|
ne_to CrossRicketyBridge,
|
|
sw_to In_Sloping_Corridor,
|
|
d_to In_Sloping_Corridor,
|
|
cant_go "The path winds southwest.",
|
|
before [;
|
|
Jump:
|
|
if (RicketyBridge in self)
|
|
"I respectfully suggest you go across the bridge instead of jumping.";
|
|
deadflag = 1;
|
|
"You didn't make it.";
|
|
];
|
|
|
|
[ CrossRicketyBridge;
|
|
if (Troll.has_caught_treasure || Troll in nothing) {
|
|
Troll.has_caught_treasure = false;
|
|
if (Bear.is_following_you) {
|
|
remove Bear;
|
|
remove self;
|
|
give Wreckage ~absent;
|
|
remove RicketyBridge;
|
|
give RicketyBridge absent;
|
|
StopDaemon(Bear);
|
|
deadflag = 1;
|
|
"Just as you reach the other side, the bridge buckles beneath the weight of the bear,
|
|
which was still following you around.
|
|
You scrabble desperately for support,
|
|
but as the bridge collapses you stumble back and fall into the chasm.";
|
|
}
|
|
return RicketyBridge;
|
|
}
|
|
if (Troll in location) "The troll refuses to let you cross.";
|
|
move Troll to location;
|
|
"The troll steps out from beneath the bridge and blocks your way.";
|
|
];
|
|
|
|
Object -> RicketyBridge "rickety bridge"
|
|
with name 'bridge' 'rickety' 'unstable' 'wobbly' 'rope',
|
|
description "It just looks like an ordinary, but unstable, bridge.",
|
|
describe [;
|
|
print
|
|
"A rickety wooden bridge extends across the chasm, vanishing into the mist.
|
|
^^
|
|
A sign posted on the bridge reads, ~Stop! Pay troll!~^";
|
|
if (Troll notin location)
|
|
"The troll is nowhere to be seen.";
|
|
rtrue;
|
|
],
|
|
door_dir [;
|
|
if (location == On_Sw_Side_Of_Chasm) return ne_to;
|
|
return sw_to;
|
|
],
|
|
door_to [;
|
|
if (location == On_Sw_Side_Of_Chasm) return On_Ne_Side_Of_Chasm;
|
|
return On_Sw_Side_Of_Chasm;
|
|
],
|
|
found_in On_Sw_Side_Of_Chasm On_Ne_Side_Of_Chasm,
|
|
has static door open;
|
|
|
|
Object -> -> Troll "burly troll"
|
|
with name 'troll' 'burly',
|
|
description
|
|
"Trolls are close relatives with rocks and have skin as tough as that of a rhinoceros.",
|
|
initial
|
|
"A burly troll stands by the bridge
|
|
and insists you throw him a treasure before you may cross.",
|
|
life [;
|
|
Attack:
|
|
"The troll laughs aloud at your pitiful attempt to injure him.";
|
|
ThrowAt, Give:
|
|
if (noun ofclass Treasure) {
|
|
remove noun;
|
|
move self to RicketyBridge;
|
|
self.has_caught_treasure = true;
|
|
score = score - 5;
|
|
"The troll catches your treasure and scurries away out of sight.";
|
|
}
|
|
if (noun == tasty_food)
|
|
"Gluttony is not one of the troll's vices. Avarice, however, is.";
|
|
"The troll deftly catches ", (the) noun,
|
|
", examines it carefully, and tosses it back, declaring,
|
|
~Good workmanship, but it's not valuable enough.~";
|
|
Order:
|
|
"You'll be lucky.";
|
|
Answer, Ask:
|
|
"Trolls make poor conversation.";
|
|
],
|
|
has_caught_treasure false,
|
|
has animate;
|
|
|
|
Object Wreckage "wreckage of bridge"
|
|
with name 'wreckage' 'wreck' 'bridge' 'dead' 'bear',
|
|
initial
|
|
"The wreckage of the troll bridge (and a dead bear)
|
|
can be seen at the bottom of the chasm.",
|
|
before [;
|
|
"The wreckage is too far below.";
|
|
],
|
|
found_in On_Sw_Side_Of_Chasm On_Ne_Side_Of_Chasm,
|
|
has static absent;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room On_Ne_Side_Of_Chasm "On NE Side of Chasm"
|
|
with name 'northeast' 'ne' 'side' 'of' 'chasm',
|
|
description
|
|
"You are on the far side of the chasm.
|
|
A northeast path leads away from the chasm on this side.",
|
|
sw_to CrossRicketyBridge,
|
|
ne_to In_Corridor,
|
|
before [;
|
|
Jump:
|
|
if (RicketyBridge in self)
|
|
"I respectfully suggest you go across the bridge instead of jumping.";
|
|
deadflag = 1;
|
|
"You didn't make it.";
|
|
],
|
|
has nodwarf;
|
|
|
|
Room In_Corridor "In Corridor"
|
|
with name 'corridor',
|
|
description
|
|
"You're in a long east/west corridor.
|
|
A faint rumbling noise can be heard in the distance.",
|
|
w_to On_Ne_Side_Of_Chasm,
|
|
e_to At_Fork_In_Path,
|
|
has nodwarf;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
! The Volcano
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room At_Fork_In_Path "At Fork in Path"
|
|
with name 'fork' 'in' 'path',
|
|
description
|
|
"The path forks here. The left fork leads northeast.
|
|
A dull rumbling seems to get louder in that direction.
|
|
The right fork leads southeast down a gentle slope.
|
|
The main corridor enters from the west.",
|
|
w_to In_Corridor,
|
|
ne_to At_Junction_With_Warm_Walls,
|
|
se_to In_Limestone_Passage,
|
|
d_to In_Limestone_Passage,
|
|
has nodwarf;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room At_Junction_With_Warm_Walls "At Junction With Warm Walls"
|
|
with name 'junction' 'with' 'warm' 'walls',
|
|
description
|
|
"The walls are quite warm here.
|
|
From the north can be heard a steady roar,
|
|
so loud that the entire cave seems to be trembling.
|
|
Another passage leads south, and a low crawl goes east.",
|
|
s_to At_Fork_In_Path,
|
|
n_to At_Breath_Taking_View,
|
|
e_to In_Chamber_Of_Boulders,
|
|
has nodwarf;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room At_Breath_Taking_View "At Breath-Taking View"
|
|
with name 'breath-taking' 'breathtaking' 'breath' 'taking' 'view',
|
|
description
|
|
"You are on the edge of a breath-taking view.
|
|
Far below you is an active volcano, from which great gouts of molten lava come surging out,
|
|
cascading back down into the depths.
|
|
The glowing rock fills the farthest reaches of the cavern with a blood-red glare,
|
|
giving everything an eerie, macabre appearance.
|
|
The air is filled with flickering sparks of ash and a heavy smell of brimstone.
|
|
The walls are hot to the touch,
|
|
and the thundering of the volcano drowns out all other sounds.
|
|
Embedded in the jagged roof far overhead
|
|
are myriad twisted formations composed of pure white alabaster,
|
|
which scatter the murky light into sinister apparitions upon the walls.
|
|
To one side is a deep gorge, filled with a bizarre chaos of tortured rock
|
|
which seems to have been crafted by the devil himself.
|
|
An immense river of fire crashes out from the depths of the volcano,
|
|
burns its way through the gorge, and plummets into a bottomless pit far off to your left.
|
|
To the right, an immense geyser of blistering steam erupts continuously
|
|
from a barren island in the center of a sulfurous lake, which bubbles ominously.
|
|
The far right wall is aflame with an incandescence of its own,
|
|
which lends an additional infernal splendor to the already hellish scene.
|
|
A dark, forboding passage exits to the south.",
|
|
s_to At_Junction_With_Warm_Walls,
|
|
out_to At_Junction_With_Warm_Walls,
|
|
d_to "Don't be ridiculous!",
|
|
before [;
|
|
Jump:
|
|
<<Go d_obj>>;
|
|
],
|
|
has light;
|
|
|
|
Scenic -> "active volcano"
|
|
with name 'volcano' 'rock' 'active' 'glowing' 'blood' 'blood-red' 'red'
|
|
'eerie' 'macabre',
|
|
description
|
|
"Great gouts of molten lava come surging out of the volcano
|
|
and go cascading back down into the depths.
|
|
The glowing rock fills the farthest reaches of the cavern with a blood-red glare,
|
|
giving everything an eerie, macabre appearance.";
|
|
|
|
Scenic -> "sparks of ash"
|
|
with name 'spark' 'sparks' 'ash' 'air' 'flickering',
|
|
description
|
|
"The sparks too far away for you to get a good look at them.",
|
|
has multitude;
|
|
|
|
Scenic -> "jagged roof"
|
|
with name 'roof' 'formations' 'light' 'apparaitions' 'jagged' 'twsited'
|
|
'murky' 'sinister',
|
|
description
|
|
"Embedded in the jagged roof far overhead are myriad twisted formations
|
|
composed of pure white alabaster,
|
|
which scatter the murky light into sinister apparitions upon the walls.";
|
|
|
|
Scenic -> "deep gorge"
|
|
with name 'gorge' 'chaos' 'rock' 'deep' 'bizarre' 'tortured',
|
|
description
|
|
"The gorge is filled with a bizarre chaos of tortured rock
|
|
which seems to have been crafted by the devil himself.";
|
|
|
|
Scenic -> "river of fire"
|
|
with name 'river' 'fire' 'depth' 'pit' 'fire' 'fiery' 'bottomless',
|
|
description
|
|
"The river of fire crashes out from the depths of the volcano,
|
|
burns its way through the gorge, and plummets into a bottomless pit far off to your left.";
|
|
|
|
Scenic -> "immense geyser"
|
|
with name 'geyser' 'steam' 'island' 'lake' 'immense' 'blistering' 'barren'
|
|
'sulfrous' 'sulferous' 'sulpherous' 'sulphrous' 'bubbling',
|
|
description
|
|
"The geyser of blistering steam erupts continuously from a barren island
|
|
in the center of a sulfurous lake, which bubbles ominously.";
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room In_Chamber_Of_Boulders "In Chamber of Boulders"
|
|
with name 'chamber' 'of' 'boulders',
|
|
description
|
|
"You are in a small chamber filled with large boulders.
|
|
The walls are very warm, causing the air in the room to be almost stifling from the heat.
|
|
The only exit is a crawl heading west, through which is coming a low rumbling.",
|
|
w_to At_Junction_With_Warm_Walls,
|
|
out_to At_Junction_With_Warm_Walls,
|
|
has nodwarf;
|
|
|
|
Scenic -> "boulders"
|
|
with name 'boulder' 'boulders' 'rocks' 'stones',
|
|
description "They're just ordinary boulders. They're warm.",
|
|
before [;
|
|
LookUnder, Push, Pull:
|
|
"You'd have to blast them aside.";
|
|
],
|
|
has multitude;
|
|
|
|
Treasure -> "rare spices"
|
|
with name 'spices' 'spice' 'rare' 'exotic',
|
|
article "a selection of",
|
|
before [;
|
|
Smell, Examine:
|
|
"They smell wonderfully exotic!";
|
|
],
|
|
depositpoints 14,
|
|
has multitude;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room In_Limestone_Passage "In Limestone Passage"
|
|
with name 'limestone' 'passage',
|
|
description
|
|
"You are walking along a gently sloping north/south passage
|
|
lined with oddly shaped limestone formations.",
|
|
n_to At_Fork_In_Path,
|
|
u_to At_Fork_In_Path,
|
|
s_to In_Front_Of_Barren_Room,
|
|
d_to In_Front_Of_Barren_Room,
|
|
has nodwarf;
|
|
|
|
Scenic -> "limestone formations"
|
|
with name 'formations' 'shape' 'shapes' 'lime' 'limestone' 'stone' 'oddly'
|
|
'shaped' 'oddly-shaped',
|
|
description
|
|
"Every now and then a particularly strange shape catches your eye.",
|
|
has multitude;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
! If you go down to the woods today...
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room In_Front_Of_Barren_Room "In Front of Barren Room"
|
|
with name 'front' 'of' 'entrance' 'to' 'barren' 'room',
|
|
description
|
|
"You are standing at the entrance to a large, barren room.
|
|
A sign posted above the entrance reads: ~Caution! Bear in room!~",
|
|
w_to In_Limestone_Passage,
|
|
u_to In_Limestone_Passage,
|
|
e_to In_Barren_Room,
|
|
in_to In_Barren_Room,
|
|
has nodwarf;
|
|
|
|
Scenic -> "caution sign"
|
|
with name 'sign' 'barren' 'room' 'caution',
|
|
description "The sign reads, ~Caution! Bear in room!~";
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room In_Barren_Room "In Barren Room"
|
|
with name 'in' 'barren' 'room',
|
|
description
|
|
"You are inside a barren room.
|
|
The center of the room is completely empty except for some dust.
|
|
Marks in the dust lead away toward the far end of the room.
|
|
The only exit is the way you came in.",
|
|
w_to In_Front_Of_Barren_Room,
|
|
out_to In_Front_Of_Barren_Room,
|
|
has nodwarf;
|
|
|
|
Scenic -> "dust"
|
|
with name 'dust' 'marks',
|
|
description "It just looks like ordinary dust.";
|
|
|
|
Object -> Bear "large cave bear"
|
|
with name 'bear' 'large' 'tame' 'ferocious' 'cave',
|
|
describe [;
|
|
if (self.is_following_you)
|
|
"You are being followed by a very large, tame bear.";
|
|
if (self.is_friendly == false)
|
|
"There is a ferocious cave bear eyeing you from the far end of the room!";
|
|
if (location == In_Barren_Room)
|
|
"There is a gentle cave bear sitting placidly in one corner.";
|
|
"There is a contented-looking bear wandering about nearby.";
|
|
],
|
|
life [;
|
|
Attack:
|
|
if (axe in player) <<ThrowAt axe self>>;
|
|
if (self.is_friendly)
|
|
"The bear is confused; he only wants to be your friend.";
|
|
"With what? Your bare hands? Against *his* bear hands??";
|
|
ThrowAt:
|
|
if (noun ~= axe) <<Give noun self>>;
|
|
if (self.is_friendly)
|
|
"The bear is confused; he only wants to be your friend.";
|
|
move axe to location;
|
|
axe.is_near_bear = true;
|
|
"The axe misses and lands near the bear where you can't get at it.";
|
|
Give:
|
|
if (noun == tasty_food) {
|
|
axe.is_near_bear = false;
|
|
remove tasty_food;
|
|
self.is_friendly = true;
|
|
"The bear eagerly wolfs down your food, after which he seems to calm down considerably
|
|
and even becomes rather friendly.";
|
|
}
|
|
if (self.is_friendly)
|
|
"The bear doesn't seem very interested in your offer.";
|
|
"Uh-oh -- your offer only makes the bear angrier!";
|
|
Order, Ask, Answer:
|
|
"This is a Bear of very little brain.";
|
|
],
|
|
before [;
|
|
Examine:
|
|
print "The bear is extremely large, ";
|
|
if (self.is_friendly) "but appears to be friendly.";
|
|
"and seems quite ferocious!";
|
|
Take, Catch:
|
|
if (self.is_friendly == false) "Surely you're joking!";
|
|
if (golden_chain has locked)
|
|
"The bear is still chained to the wall.";
|
|
self.is_following_you = true;
|
|
StartDaemon(self);
|
|
"Ok, the bear's now following you around.";
|
|
Drop, Release:
|
|
if (self.is_following_you == false) "What?";
|
|
self.is_following_you = false;
|
|
StopDaemon(self);
|
|
if (Troll in location) {
|
|
remove Troll;
|
|
"The bear lumbers toward the troll, who lets out a startled shriek and scurries away.
|
|
The bear soon gives up the pursuit and wanders back.";
|
|
}
|
|
"The bear wanders away from you.";
|
|
],
|
|
daemon [;
|
|
if (location == thedark) rfalse;
|
|
if (self in location) {
|
|
if (location == At_Breath_Taking_View)
|
|
"^The bear roars with delight.";
|
|
rfalse;
|
|
}
|
|
move self to location;
|
|
"^The bear lumbers along behind you.";
|
|
],
|
|
is_following_you false,
|
|
is_friendly false,
|
|
has animate;
|
|
|
|
Treasure -> golden_chain "golden chain"
|
|
with name 'chain' 'links' 'shackles' 'solid' 'gold' 'golden' 'thick' 'chains',
|
|
description "The chain has thick links of solid gold!",
|
|
describe [;
|
|
if (self has locked)
|
|
"The bear is held back by a solid gold chain.";
|
|
"A solid golden chain lies in coils on the ground!";
|
|
],
|
|
with_key set_of_keys,
|
|
before [;
|
|
Take:
|
|
if (self has locked) {
|
|
if (Bear.is_friendly) "It's locked to the friendly bear.";
|
|
"It's locked to the ferocious bear!";
|
|
}
|
|
Unlock:
|
|
if (Bear.is_friendly == false)
|
|
"There is no way to get past the bear to unlock the chain,
|
|
which is probably just as well.";
|
|
Lock:
|
|
if (self hasnt locked) "The mechanism won't lock again.";
|
|
],
|
|
after [;
|
|
Unlock:
|
|
"You unlock the chain, and set the tame bear free.";
|
|
],
|
|
depositpoints 14,
|
|
has lockable locked;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
! The Different Maze
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Class DiffmazeRoom
|
|
with short_name "Maze";
|
|
|
|
DiffmazeRoom Different_Maze_1
|
|
with description "You are in a maze of twisty little passages, all different.",
|
|
s_to Different_Maze_3,
|
|
sw_to Different_Maze_4,
|
|
ne_to Different_Maze_5,
|
|
se_to Different_Maze_6,
|
|
u_to Different_Maze_7,
|
|
nw_to Different_Maze_8,
|
|
e_to Different_Maze_9,
|
|
w_to Different_Maze_10,
|
|
n_to Different_Maze_11,
|
|
d_to At_West_End_Of_Long_Hall;
|
|
|
|
DiffmazeRoom Different_Maze_2
|
|
with description "You are in a little maze of twisting passages, all different.",
|
|
sw_to Different_Maze_3,
|
|
n_to Different_Maze_4,
|
|
e_to Different_Maze_5,
|
|
nw_to Different_Maze_6,
|
|
se_to Different_Maze_7,
|
|
ne_to Different_Maze_8,
|
|
w_to Different_Maze_9,
|
|
d_to Different_Maze_10,
|
|
u_to Different_Maze_11,
|
|
s_to Dead_End_14;
|
|
|
|
DiffmazeRoom Different_Maze_3
|
|
with description "You are in a maze of twisting little passages, all different.",
|
|
w_to Different_Maze_1,
|
|
se_to Different_Maze_4,
|
|
nw_to Different_Maze_5,
|
|
sw_to Different_Maze_6,
|
|
ne_to Different_Maze_7,
|
|
u_to Different_Maze_8,
|
|
d_to Different_Maze_9,
|
|
n_to Different_Maze_10,
|
|
s_to Different_Maze_11,
|
|
e_to Different_Maze_2;
|
|
|
|
DiffmazeRoom Different_Maze_4
|
|
with description "You are in a little maze of twisty passages, all different.",
|
|
nw_to Different_Maze_1,
|
|
u_to Different_Maze_3,
|
|
n_to Different_Maze_5,
|
|
s_to Different_Maze_6,
|
|
w_to Different_Maze_7,
|
|
sw_to Different_Maze_8,
|
|
ne_to Different_Maze_9,
|
|
e_to Different_Maze_10,
|
|
d_to Different_Maze_11,
|
|
se_to Different_Maze_2;
|
|
|
|
DiffmazeRoom Different_Maze_5
|
|
with description "You are in a twisting maze of little passages, all different.",
|
|
u_to Different_Maze_1,
|
|
d_to Different_Maze_3,
|
|
w_to Different_Maze_4,
|
|
ne_to Different_Maze_6,
|
|
sw_to Different_Maze_7,
|
|
e_to Different_Maze_8,
|
|
n_to Different_Maze_9,
|
|
nw_to Different_Maze_10,
|
|
se_to Different_Maze_11,
|
|
s_to Different_Maze_2;
|
|
|
|
DiffmazeRoom Different_Maze_6
|
|
with description "You are in a twisting little maze of passages, all different.",
|
|
ne_to Different_Maze_1,
|
|
n_to Different_Maze_3,
|
|
nw_to Different_Maze_4,
|
|
se_to Different_Maze_5,
|
|
e_to Different_Maze_7,
|
|
d_to Different_Maze_8,
|
|
s_to Different_Maze_9,
|
|
u_to Different_Maze_10,
|
|
w_to Different_Maze_11,
|
|
sw_to Different_Maze_2;
|
|
|
|
DiffmazeRoom Different_Maze_7
|
|
with description "You are in a twisty little maze of passages, all different.",
|
|
n_to Different_Maze_1,
|
|
se_to Different_Maze_3,
|
|
d_to Different_Maze_4,
|
|
s_to Different_Maze_5,
|
|
e_to Different_Maze_6,
|
|
w_to Different_Maze_8,
|
|
sw_to Different_Maze_9,
|
|
ne_to Different_Maze_10,
|
|
nw_to Different_Maze_11,
|
|
u_to Different_Maze_2;
|
|
|
|
DiffmazeRoom Different_Maze_8
|
|
with description "You are in a twisty maze of little passages, all different.",
|
|
e_to Different_Maze_1,
|
|
w_to Different_Maze_3,
|
|
u_to Different_Maze_4,
|
|
sw_to Different_Maze_5,
|
|
d_to Different_Maze_6,
|
|
s_to Different_Maze_7,
|
|
nw_to Different_Maze_9,
|
|
se_to Different_Maze_10,
|
|
ne_to Different_Maze_11,
|
|
n_to Different_Maze_2;
|
|
|
|
DiffmazeRoom Different_Maze_9
|
|
with description "You are in a little twisty maze of passages, all different.",
|
|
se_to Different_Maze_1,
|
|
ne_to Different_Maze_3,
|
|
s_to Different_Maze_4,
|
|
d_to Different_Maze_5,
|
|
u_to Different_Maze_6,
|
|
nw_to Different_Maze_7,
|
|
n_to Different_Maze_8,
|
|
sw_to Different_Maze_10,
|
|
e_to Different_Maze_11,
|
|
w_to Different_Maze_2;
|
|
|
|
DiffmazeRoom Different_Maze_10
|
|
with description "You are in a maze of little twisting passages, all different.",
|
|
d_to Different_Maze_1,
|
|
e_to Different_Maze_3,
|
|
ne_to Different_Maze_4,
|
|
u_to Different_Maze_5,
|
|
w_to Different_Maze_6,
|
|
n_to Different_Maze_7,
|
|
s_to Different_Maze_8,
|
|
se_to Different_Maze_9,
|
|
sw_to Different_Maze_11,
|
|
nw_to Different_Maze_2;
|
|
|
|
DiffmazeRoom Different_Maze_11
|
|
with description "You are in a maze of little twisty passages, all different.",
|
|
sw_to Different_Maze_1,
|
|
nw_to Different_Maze_3,
|
|
e_to Different_Maze_4,
|
|
w_to Different_Maze_5,
|
|
n_to Different_Maze_6,
|
|
d_to Different_Maze_7,
|
|
se_to Different_Maze_8,
|
|
u_to Different_Maze_9,
|
|
s_to Different_Maze_10,
|
|
ne_to Different_Maze_2;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
DeadendRoom Dead_End_14
|
|
class Room
|
|
with name 'dead' 'end' 'near' 'vending' 'machine',
|
|
short_name "Dead End, near Vending Machine",
|
|
description
|
|
"You have reached a dead end. There is a massive vending machine here.
|
|
^^
|
|
Hmmm... There is a message here scrawled in the dust in a flowery script.",
|
|
n_to Different_Maze_2,
|
|
out_to Different_Maze_2,
|
|
has nodwarf;
|
|
|
|
Scenic -> "message in the dust"
|
|
with name 'message' 'scrawl' 'writing' 'script' 'scrawled' 'flowery',
|
|
description
|
|
"The message reads, ~This is not the maze where the pirate leaves
|
|
his treasure chest.~";
|
|
|
|
Scenic -> VendingMachine "vending machine"
|
|
with name 'machine' 'slot' 'vending' 'massive' 'battery' 'coin',
|
|
description
|
|
"The instructions on the vending machine read,
|
|
~Insert coins to receive fresh batteries.~",
|
|
before [;
|
|
Receive:
|
|
if (noun == rare_coins) {
|
|
move fresh_batteries to location;
|
|
remove rare_coins;
|
|
"Soon after you insert the coins in the coin slot,
|
|
the vending machine makes a grinding sound, and a set of fresh batteries falls at your feet.";
|
|
}
|
|
"The machine seems to be designed to take coins.";
|
|
Attack:
|
|
"The machine is quite sturdy and survives your attack without getting so much as a scratch.";
|
|
LookUnder:
|
|
"You don't find anything under the machine.";
|
|
Search:
|
|
"You can't get inside the machine.";
|
|
Take:
|
|
"The vending machine is far too heavy to move.";
|
|
];
|
|
|
|
Object fresh_batteries "fresh batteries" VendingMachine
|
|
with name 'batteries' 'battery' 'fresh',
|
|
description
|
|
"They look like ordinary batteries. (A sepulchral voice says, ~Still going!~)",
|
|
initial "There are fresh batteries here.",
|
|
before [;
|
|
Count:
|
|
"A pair.";
|
|
],
|
|
have_been_used false;
|
|
|
|
Object old_batteries "worn-out batteries"
|
|
with name 'batteries' 'battery' 'worn' 'out' 'worn-out',
|
|
description "They look like ordinary batteries.",
|
|
initial "Some worn-out batteries have been discarded nearby.",
|
|
before [;
|
|
Count:
|
|
"A pair.";
|
|
];
|
|
|
|
! ------------------------------------------------------------------------------
|
|
! Dwarves!
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Object dwarf "threatening little dwarf"
|
|
with name 'dwarf' 'threatening' 'nasty' 'little' 'mean',
|
|
description
|
|
"It's probably not a good idea to get too close.
|
|
Suffice it to say the little guy's pretty aggressive.",
|
|
initial "A threatening little dwarf hides in the shadows.",
|
|
number 5,
|
|
daemon [;
|
|
if (location == thedark) return;
|
|
if (self.number == 0) {
|
|
StopDaemon(self);
|
|
return;
|
|
}
|
|
if (parent(self) == nothing) {
|
|
if (location has nodwarf || location has light) return;
|
|
if (random(100) <= self.number) {
|
|
if (Bear in location || Troll in location) return;
|
|
new_line;
|
|
if (Dragon in location) {
|
|
self.number--;
|
|
"A dwarf appears, but with one casual blast the dragon vapourises him!";
|
|
}
|
|
move self to location;
|
|
"A threatening little dwarf comes out of the shadows!";
|
|
}
|
|
return;
|
|
}
|
|
if (parent(self) ~= location) {
|
|
if (location == thedark) return;
|
|
if (location has nodwarf || location has light) return;
|
|
if (random(100) <= 96 && parent(self) ~= In_Mirror_Canyon) {
|
|
move self to location;
|
|
print "^The dwarf stalks after you...^";
|
|
}
|
|
else {
|
|
remove self;
|
|
return;
|
|
}
|
|
}
|
|
if (random(100) <= 75) {
|
|
new_line;
|
|
if (self.has_thrown_axe == false) {
|
|
move axe to location;
|
|
self.has_thrown_axe = true;
|
|
remove self;
|
|
"The dwarf throws a nasty little axe at you, misses,
|
|
curses, and runs away.";
|
|
}
|
|
if (location == In_Mirror_Canyon)
|
|
"The dwarf admires himself in the mirror.";
|
|
print "The dwarf throws a nasty little knife at you, ";
|
|
if (random(1000) <= 95) {
|
|
deadflag = 1;
|
|
"and hits!";
|
|
}
|
|
"but misses!";
|
|
}
|
|
if (random(3) == 1) {
|
|
remove self;
|
|
"^Tiring of this, the dwarf slips away.";
|
|
}
|
|
],
|
|
before [;
|
|
Kick:
|
|
"You boot the dwarf across the room. He curses, then gets up and brushes himself off.
|
|
Now he's madder than ever!";
|
|
],
|
|
life [;
|
|
ThrowAt:
|
|
if (noun == axe) {
|
|
if (random(3) ~= 1) {
|
|
remove self;
|
|
move axe to location;
|
|
self.number--;
|
|
"You killed a little dwarf! The body vanishes in a cloud of greasy black smoke.";
|
|
}
|
|
move axe to location;
|
|
"Missed! The little dwarf dodges out of the way of the axe.";
|
|
}
|
|
<<Give noun second>>;
|
|
Give:
|
|
if (noun == tasty_food)
|
|
"You fool, dwarves eat only coal! Now you've made him *really* mad!";
|
|
"The dwarf is not at all interested in your offer. (The reason being,
|
|
perhaps, that if he kills you he gets everything you have anyway.)";
|
|
Attack:
|
|
"Not with your bare hands. No way.";
|
|
],
|
|
has_thrown_axe false,
|
|
has animate;
|
|
|
|
Object axe "dwarvish axe"
|
|
with name 'axe' 'little' 'dwarvish' 'dwarven',
|
|
description "It's just a little axe.",
|
|
initial "There is a little axe here.",
|
|
before [;
|
|
if (~~self.is_near_bear) rfalse;
|
|
Examine:
|
|
"It's lying beside the bear.";
|
|
Take:
|
|
"No chance. It's lying beside the ferocious bear, quite within harm's way.";
|
|
],
|
|
is_near_bear false;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
! Two brushes with piracy
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Object pirate
|
|
with daemon [ obj booty_nearby;
|
|
if (random(100) > 2 || location == thedark or In_Secret_Canyon ||
|
|
location has light || location has nodwarf) return;
|
|
if (dwarf in location)
|
|
"^A bearded pirate appears, catches sight of the dwarf and runs away.";
|
|
objectloop (obj ofclass Treasure && obj in player or location)
|
|
booty_nearby = true;
|
|
if (booty_nearby == false) {
|
|
if (self.has_been_spotted) return;
|
|
self.has_been_spotted = true;
|
|
if (self.has_stolen_something) StopDaemon(self);
|
|
"^There are faint rustling noises from the darkness behind you.
|
|
As you turn toward them, you spot a bearded pirate.
|
|
He is carrying a large chest.
|
|
^^
|
|
~Shiver me timbers!~ he cries, ~I've been spotted!
|
|
I'd best hie meself off to the maze to hide me chest!~
|
|
^^
|
|
With that, he vanishes into the gloom.";
|
|
}
|
|
if (self.has_stolen_something) return;
|
|
self.has_stolen_something = true;
|
|
if (self.has_been_spotted) StopDaemon(self);
|
|
objectloop (obj ofclass Treasure && obj in player or location) {
|
|
if (obj in player) score = score - 5;
|
|
move obj to Dead_End_13;
|
|
}
|
|
"^Out from the shadows behind you pounces a bearded pirate!
|
|
~Har, har,~ he chortles. ~I'll just take all this booty and hide it away
|
|
with me chest deep in the maze!~
|
|
He snatches your treasure and vanishes into the gloom.";
|
|
],
|
|
has_stolen_something false,
|
|
has_been_spotted false;
|
|
|
|
! ----------------------------------------------------------------------------
|
|
! The cave is closing now...
|
|
! ----------------------------------------------------------------------------
|
|
|
|
Object cave_closer
|
|
with daemon [;
|
|
if (treasures_found < MAX_TREASURES) return;
|
|
StopDaemon(self);
|
|
caves_closed = true;
|
|
score = score + 25;
|
|
remove CrystalBridge;
|
|
give Grate locked ~open;
|
|
remove set_of_keys;
|
|
StopDaemon(dwarf);
|
|
StopDaemon(pirate);
|
|
remove Troll;
|
|
remove Bear;
|
|
remove Dragon;
|
|
StartTimer(endgame_timer, 25);
|
|
"^A sepulchral voice reverberating through the cave says, ~Cave
|
|
closing soon. All adventurers exit immediately through main office.~";
|
|
];
|
|
|
|
Object endgame_timer
|
|
with time_left 0,
|
|
time_out [;
|
|
score = score + 10;
|
|
while (child(player)) remove child(player);
|
|
move bottle to At_Ne_End;
|
|
if (child(bottle)) remove child(bottle);
|
|
move giant_bivalve to At_Ne_End;
|
|
move brass_lantern to At_Ne_End;
|
|
move black_rod to At_Ne_End;
|
|
move little_bird to At_Sw_End;
|
|
move velvet_pillow to At_Sw_End;
|
|
print
|
|
"^The sepulchral voice intones, ~The cave is now closed.~
|
|
As the echoes fade, there is a blinding flash of light
|
|
(and a small puff of orange smoke). . .
|
|
^^
|
|
As your eyes refocus, you look around...^";
|
|
PlayerTo(At_Ne_End);
|
|
];
|
|
|
|
! ------------------------------------------------------------------------------
|
|
! The End Game
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room At_Ne_End "NE End of Repository"
|
|
with name 'northeast' 'ne' 'end' 'of' 'repository',
|
|
description
|
|
"You are at the northeast end of an immense room, even larger than the giant room.
|
|
It appears to be a repository for the ~Adventure~ program.
|
|
Massive torches far overhead bathe the room with smoky yellow light.
|
|
Scattered about you can be seen a pile of bottles (all of them empty),
|
|
a nursery of young beanstalks murmuring quietly, a bed of oysters,
|
|
a bundle of black rods with rusty stars on their ends, and a collection of brass lanterns.
|
|
Off to one side a great many dwarves are sleeping on the floor, snoring loudly.
|
|
A sign nearby reads: ~Do not disturb the dwarves!~",
|
|
sw_to At_Sw_End,
|
|
has light;
|
|
|
|
Object -> "enormous mirror"
|
|
with name 'mirror' 'enormous' 'huge' 'big' 'large' 'suspended' 'hanging'
|
|
'vanity' 'dwarvish',
|
|
description "It looks like an ordinary, albeit enormous, mirror.",
|
|
initial
|
|
"An immense mirror is hanging against one wall, and stretches to the other end of the room,
|
|
where various other sundry objects can be glimpsed dimly in the distance.",
|
|
before [;
|
|
Attack:
|
|
print
|
|
"You strike the mirror a resounding blow,
|
|
whereupon it shatters into a myriad tiny fragments.^^";
|
|
SleepingDwarves.wake_up();
|
|
rtrue;
|
|
],
|
|
found_in At_Ne_End At_Sw_End,
|
|
has static;
|
|
|
|
Scenic -> "collection of adventure game materials"
|
|
with name 'stuff' 'junk' 'materials' 'torches' 'objects' 'adventure'
|
|
'repository' 'massive' 'sundry',
|
|
description
|
|
"You've seen everything in here already, albeit in somewhat different contexts.",
|
|
before [;
|
|
Take:
|
|
"Realizing that by removing the loot here you'd be ruining the game for future players,
|
|
you leave the ~Adventure~ materials where they are.";
|
|
];
|
|
|
|
Scenic -> SleepingDwarves "sleeping dwarves"
|
|
with name 'dwarf' 'dwarves' 'sleeping' 'snoring' 'dozing' 'snoozing',
|
|
article "hundreds of angry",
|
|
description "I wouldn't bother the dwarves if I were you.",
|
|
before [;
|
|
Take:
|
|
"What, all of them?";
|
|
],
|
|
life [;
|
|
WakeOther:
|
|
print
|
|
"You prod the nearest dwarf, who wakes up grumpily,
|
|
takes one look at you, curses, and grabs for his axe.^^";
|
|
self.wake_up();
|
|
rtrue;
|
|
Attack:
|
|
self.wake_up();
|
|
rtrue;
|
|
],
|
|
wake_up [;
|
|
deadflag = 1;
|
|
"The resulting ruckus has awakened the dwarves.
|
|
There are now dozens of threatening little dwarves in the room with you!
|
|
Most of them throw knives at you! All of them get you!";
|
|
],
|
|
has animate multitude;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Room At_Sw_End "SW End of Repository"
|
|
with name 'southwest' 'sw' 'end' 'of' 'repository',
|
|
description
|
|
"You are at the southwest end of the repository.
|
|
To one side is a pit full of fierce green snakes.
|
|
On the other side is a row of small wicker cages, each of which contains a little sulking bird.
|
|
In one corner is a bundle of black rods with rusty marks on their ends.
|
|
A large number of velvet pillows are scattered about on the floor.
|
|
A vast mirror stretches off to the northeast.
|
|
At your feet is a large steel grate, next to which is a sign which reads,
|
|
~TREASURE VAULT. Keys in main office.~",
|
|
d_to RepositoryGrate,
|
|
ne_to At_Ne_End,
|
|
has light;
|
|
|
|
Object -> RepositoryGrate "steel grate"
|
|
with name 'ordinary' 'steel' 'grate' 'grating',
|
|
description "It just looks like an ordinary steel grate.",
|
|
when_open "The grate is open.",
|
|
when_closed "The grate is closed.",
|
|
door_dir d_to,
|
|
door_to Outside_Grate,
|
|
with_key nothing,
|
|
has static door locked openable;
|
|
|
|
Scenic -> "collection of adventure game materials"
|
|
with name 'pit' 'snake' 'snakes' 'fierce' 'green' 'stuff' 'junk' 'materials'
|
|
'adventure' 'repository' 'massive' 'sundry',
|
|
description
|
|
"You've seen everything in here already, albeit in somewhat different contexts.",
|
|
before [;
|
|
Take:
|
|
"Realizing that by removing the loot here you'd be ruining the game for future players,
|
|
you leave the ~Adventure~ materials where they are.";
|
|
];
|
|
|
|
Object -> black_mark_rod "black rod with a rusty mark on the end"
|
|
with name 'rod' 'black' 'rusty' 'mark' 'three' 'foot' 'iron' 'explosive'
|
|
'dynamite' 'blast',
|
|
description "It's a three foot black rod with a rusty mark on an end.",
|
|
initial
|
|
"A three foot black rod with a rusty mark on one end lies nearby.",
|
|
before [;
|
|
Wave:
|
|
"Nothing happens.";
|
|
];
|
|
|
|
! ------------------------------------------------------------------------------
|
|
! Some entry points
|
|
! ------------------------------------------------------------------------------
|
|
|
|
[ Initialise;
|
|
location = At_End_Of_Road;
|
|
score = 36;
|
|
StartDaemon(dwarf);
|
|
StartDaemon(pirate);
|
|
StartDaemon(cave_closer);
|
|
"^^^^^Welcome to Adventure!^
|
|
(Please type HELP for instructions and information.)^^";
|
|
];
|
|
|
|
[ PrintRank;
|
|
print ", earning you the rank of ";
|
|
if (score >= 348) "Grandmaster Adventurer!";
|
|
if (score >= 330) "Master, first class.";
|
|
if (score >= 300) "Master, second class.";
|
|
if (score >= 200) "Junior Master.";
|
|
if (score >= 130) "Seasoned Adventurer.";
|
|
if (score >= 100) "Experienced Adventurer.";
|
|
if (score >= 35) "Adventurer.";
|
|
if (score >= 10) "Novice.";
|
|
"Amateur.";
|
|
];
|
|
|
|
[ DarkToDark;
|
|
if (dark_warning == false) {
|
|
dark_warning = true;
|
|
"It is now pitch dark. If you proceed you will likely fall into a pit.";
|
|
}
|
|
if (random(4) == 1) {
|
|
deadflag = 1;
|
|
"You fell into a pit and broke every bone in your body!";
|
|
}
|
|
rfalse;
|
|
];
|
|
|
|
[ UnknownVerb word
|
|
obj;
|
|
objectloop (obj ofclass Room) {
|
|
if (obj has visited && WordInProperty(word, obj, name)) {
|
|
verb_wordnum = 0;
|
|
return 'go';
|
|
}
|
|
}
|
|
rfalse;
|
|
];
|
|
|
|
! ------------------------------------------------------------------------------
|
|
! Resurrection
|
|
! ------------------------------------------------------------------------------
|
|
|
|
[ AfterLife o;
|
|
if (deadflag == 3) {
|
|
deadflag = 1;
|
|
rfalse;
|
|
}
|
|
print "^^";
|
|
if (caves_closed)
|
|
"It looks as though you're dead. Well, seeing as how it's so close to closing time anyway,
|
|
I think we'll just call it a day.";
|
|
switch (deaths) {
|
|
0:
|
|
print
|
|
"Oh dear, you seem to have gotten yourself killed.
|
|
I might be able to help you out, but I've never really done this before.
|
|
Do you want me to try to reincarnate you?^^";
|
|
1:
|
|
print
|
|
"You clumsy oaf, you've done it again!
|
|
I don't know how long I can keep this up.
|
|
Do you want me to try reincarnating you again?^^";
|
|
2:
|
|
print
|
|
"Now you've really done it! I'm out of orange smoke!
|
|
You don't expect me to do a decent reincarnation without any orange smoke, do you?^^";
|
|
}
|
|
print "> ";
|
|
if (YesOrNo() == false) {
|
|
switch (deaths) {
|
|
0: "Very well.";
|
|
1: "Probably a wise choice.";
|
|
2: "I thought not!";
|
|
}
|
|
}
|
|
switch (deaths) {
|
|
0:
|
|
print
|
|
"All right. But don't blame me if something goes wr......
|
|
^^^^
|
|
--- POOF!! ---
|
|
^^
|
|
You are engulfed in a cloud of orange smoke.
|
|
Coughing and gasping, you emerge from the smoke and find that you're....^";
|
|
1:
|
|
print
|
|
"Okay, now where did I put my orange smoke?.... >POOF!<
|
|
^^
|
|
Everything disappears in a dense cloud of orange smoke.^";
|
|
2:
|
|
"Okay, if you're so smart, do it yourself! I'm leaving!";
|
|
}
|
|
deaths++;
|
|
score = score - 10;
|
|
if (location ~= thedark) {
|
|
while (child(player)) {
|
|
o = child(player);
|
|
move o to location;
|
|
if (o ofclass Treasure) score = score - 5;
|
|
}
|
|
}
|
|
else {
|
|
while (child(player)) {
|
|
o = child(player);
|
|
move o to real_location;
|
|
if (o ofclass Treasure) score = score - 5;
|
|
}
|
|
}
|
|
move brass_lantern to At_End_Of_Road;
|
|
give brass_lantern ~on ~light;
|
|
remove dwarf;
|
|
deadflag = 0;
|
|
PlayerTo(Inside_Building);
|
|
];
|
|
|
|
! ------------------------------------------------------------------------------
|
|
! Menu-driven help (not really a part of the game itself)
|
|
! ------------------------------------------------------------------------------
|
|
|
|
[ HelpMenu;
|
|
if (menu_item == 0) {
|
|
item_width = 8;
|
|
item_name = "About Adventure";
|
|
if (deadflag == 2) return 4;
|
|
else return 3;
|
|
}
|
|
if (menu_item == 1) {
|
|
item_width = 6;
|
|
item_name = "Instructions";
|
|
}
|
|
if (menu_item == 2) {
|
|
item_width = 4;
|
|
item_name = "History";
|
|
}
|
|
if (menu_item == 3) {
|
|
item_width = 6;
|
|
item_name = "Authenticity";
|
|
}
|
|
if (menu_item == 4) {
|
|
item_width = 7;
|
|
item_name = "Did you know...";
|
|
}
|
|
];
|
|
|
|
[ HelpInfo;
|
|
if (menu_item == 1) {
|
|
print
|
|
"I know of places, actions, and things.
|
|
You can guide me using commands that are complete sentences.
|
|
To move, try commands like ~enter,~ ~east,~ ~west,~ ~north,~ ~south,~
|
|
~up,~ ~down,~ ~enter building,~ ~climb pole,~ etc.^^";
|
|
print
|
|
"I know about a few special objects, like a black rod hidden in the cave.
|
|
These objects can be manipulated using some of the action words that I know.
|
|
Usually you will need to give a verb followed by an object
|
|
(along with descriptive adjectives when desired),
|
|
but sometimes I can infer the object from the verb alone.
|
|
Some objects also imply verbs; in particular, ~inventory~ implies ~take inventory~,
|
|
which causes me to give you a list of what you're carrying.
|
|
The objects have side effects; for instance, the rod scares the bird.^^";
|
|
print
|
|
"Many commands have abbreviations.
|
|
For example, you can type ~i~ in place of ~inventory,~
|
|
~x object~ instead of ~examine object,~ etc.^^";
|
|
print
|
|
"Usually people having trouble moving just need to try a few more words.
|
|
Usually people trying unsuccessfully to manipulate an object are attempting
|
|
something beyond their (or my!) capabilities and should try a completely different tack.^^";
|
|
print
|
|
"Note that cave passages turn a lot, and that leaving a room to the north
|
|
does not guarantee entering the next from the south.^^";
|
|
print
|
|
"If you want to end your adventure early, type ~quit~.
|
|
To suspend your adventure such that you can continue later, type ~save,~
|
|
and to resume a saved game, type ~restore.~
|
|
To see how well you're doing, type ~score~.
|
|
To get full credit for a treasure, you must have left it safely in the building,
|
|
though you get partial credit just for locating it.
|
|
You lose points for getting killed, or for quitting, though the former costs you more.
|
|
There are also points based on how much (if any) of the cave you've managed to explore;
|
|
in particular, there is a large bonus just for getting in
|
|
(to distinguish the beginners from the rest of the pack),
|
|
and there are other ways to determine whether you've been through
|
|
some of the more harrowing sections.^^";
|
|
print
|
|
"If you think you've found all the treasures, just keep exploring for a while.
|
|
If nothing interesting happens, you haven't found them all yet.
|
|
If something interesting *does* happen, it means you're getting a bonus
|
|
and have an opportunity to garner many more points in the master's section.^^";
|
|
"Good luck!";
|
|
}
|
|
if (menu_item == 2) {
|
|
print
|
|
"Perhaps the first adventurer was a mulatto slave named Stephen Bishop, born about 1820:
|
|
`slight, graceful, and very handsome'; a `quick, daring, enthusiastic' guide
|
|
to the Mammoth Cave in the Kentucky karst.
|
|
The story of the Cave is a curious microcosm of American history.
|
|
Its discovery is a matter of legend dating back to the 1790s;
|
|
it is said that a hunter, John Houchin, pursued a wounded bear to a large pit
|
|
near the Green River and stumbled upon the entrance.
|
|
The entrance was thick with bats and by the War of 1812 was intensively mined for guano,
|
|
dissolved into nitrate vats to make saltpetre for gunpowder.
|
|
After the war prices fell; but the Cave became a minor side-show when a dessicated
|
|
Indian mummy was found nearby, sitting upright in a stone coffin, surrounded by talismans.
|
|
In 1815, Fawn Hoof, as she was nicknamed after one of the charms,
|
|
was taken away by a circus, drawing crowds across America
|
|
(a tour rather reminiscent of Don McLean's song `The Legend of Andrew McCrew').
|
|
She ended up in the Smithsonian but by the 1820s the Cave was being called
|
|
one of the wonders of the world, largely due to her posthumous efforts.^^";
|
|
print
|
|
"By the early nineteenth century European caves were big tourist attractions,
|
|
but hardly anyone visited the Mammoth, `wonder of the world' or not.
|
|
Nor was it then especially large (the name was a leftover from the miners,
|
|
who boasted of their mammoth yields of guano).
|
|
In 1838, Stephen Bishop's owner bought up the Cave.
|
|
Stephen, as (being a slave) he was invariably called, was by any standards a remarkable man:
|
|
self-educated in Latin and Greek, he became famous as the `chief ruler' of his underground realm.
|
|
He explored and named much of the layout in his spare time, doubling the known map in a year.
|
|
The distinctive flavour of the Cave's names -- half-homespun American, half-classical --
|
|
started with Stephen: the River Styx, the Snowball Room, Little Bat Avenue, the Giant Dome.
|
|
Stephen found strange blind fish, snakes, silent crickets, the remains of cave bears
|
|
(savage, playful creatures, five feet long and four high, which became extinct
|
|
at the end of the last Ice Age), centuries-old Indian gypsum workings and ever more cave.
|
|
His 1842 map, drafted entirely from memory, was still in use forty years later.^^";
|
|
print
|
|
"As a tourist attraction (and, since Stephen's owner was a philanthropist,
|
|
briefly a sanatorium for tuberculosis, owing to a hopeless medical theory)
|
|
the Cave became big business: for decades nearby caves were hotly seized
|
|
and legal title endlessly challenged.
|
|
The neighbouring chain, across Houchins Valley in the Flint Ridge,
|
|
opened the Great Onyx Cave in 1912.
|
|
By the 1920s, the Kentucky Cave Wars were in full swing.
|
|
Rival owners diverted tourists with fake policemen, employed stooges
|
|
to heckle each other's guided tours, burned down ticket huts,
|
|
put out libellous and forged advertisements.
|
|
Cave exploration became so dangerous and secretive that finally in 1941 the U.S. Government
|
|
stepped in, made much of the area a National Park and effectively banned caving.
|
|
The gold rush of tourists was, in any case, waning.^^";
|
|
print
|
|
"Convinced that the Mammoth and Flint Ridge caves were all linked in a huge chain,
|
|
explorers tried secret entrances for years, eventually winning official backing.
|
|
Throughout the 1960s all connections from Flint Ridge -- difficult and water-filled tunnels
|
|
-- ended frustratingly in chokes of boulders.
|
|
A `reed-thin' physicist, Patricia Crowther, made the breakthrough in 1972
|
|
when she got through the Tight Spot and found a muddy passage:
|
|
it was a hidden way into the Mammoth Cave.^^";
|
|
print
|
|
"Under the terms of his owner's will, Stephen Bishop was freed in 1856,
|
|
at which time the cave boasted 226 avenues, 47 domes, 23 pits and 8 waterfalls.
|
|
He died a year later, before he could buy his wife and son.
|
|
In the 1970s, Crowther's muddy passage was found on his map.^^";
|
|
print
|
|
"The Mammoth Cave is huge, its full extent still a matter of speculation
|
|
(estimates vary from 300 to 500 miles).
|
|
Although this game has often been called ~Colossal Cave~,
|
|
it is actually a simulation of the Bedquilt Cave region.
|
|
Here is Will Crowther's story of how it came about:^^";
|
|
print
|
|
"~I had been involved in a non-computer role-playing game called Dungeons and Dragons
|
|
at the time, and also I had been actively exploring in caves --
|
|
Mammoth Cave in Kentucky in particular.
|
|
Suddenly, I got involved in a divorce, and that left me a bit pulled apart in various ways.
|
|
In particular I was missing my kids.
|
|
Also the caving had stopped, because that had become awkward,
|
|
so I decided I would fool around and write a program that was a re-creation
|
|
in fantasy of my caving, and also would be a game for the kids,
|
|
and perhaps some aspects of the Dungeons and Dragons that I had been playing.^^";
|
|
print
|
|
"~My idea was that it would be a computer game that would not be intimidating
|
|
to non-computer people, and that was one of the reasons why I made it so that
|
|
the player directs the game with natural language input, instead of more standardized commands.
|
|
My kids thought it was a lot of fun.~
|
|
[Quoted in ~Genesis II: Creation and Recreation with Computers~, Dale Peterson (1983).]^^";
|
|
print
|
|
"Crowther's original FORTRAN program had five or so treasures, but no formal scoring.
|
|
The challenge was really to explore, though there was opposition from for instance the snake.
|
|
Like the real Bedquilt region, Crowther's simulation has a map on about four levels
|
|
of depth and is rich in geological detail.
|
|
A good example is the orange column which descends to the Orange River Rock room
|
|
(where the bird lives): the real column is of orange travertine,
|
|
a beautiful mineral found in wet limestone.^^";
|
|
print
|
|
"The game's language is loaded with references to caving, to `domes' and `crawls'.
|
|
A `slab room', for instance, is a very old cave whose roof has begun to break away
|
|
into sharp flakes which litter the floor in a crazy heap.
|
|
The program's use of the word `room' for all manner of caves and places
|
|
seems slightly sloppy in everyday English, but is widespread in American caving
|
|
and goes back as far as Stephen Bishop: so the Adventure-games usage of the word `room'
|
|
to mean `place' may even be bequeathed from him.^^";
|
|
print
|
|
"The game took its decisive step toward puzzle-solving when Don Woods, a student at Stanford,
|
|
debugged and expanded it.
|
|
He tripled the number of treasures and added the non-geological zones:
|
|
everything from the Troll Bridge onward, together with most of the antechambers on the Bedquilt level.
|
|
All of the many imitations and extensions of the original Adventure
|
|
are essentially based on Woods's 350-point edition.
|
|
(Many bloated, corrupted or enhanced -- it depends how you see it --
|
|
versions of the game are in Internet circulation, and the most useful way to identify them
|
|
is by the maximum attainable score.
|
|
Many versions exist scoring up to around the 400s and 500s, and one up to 1000.
|
|
Woods himself continues to release new versions of his game;
|
|
most of the other extenders haven't his talent.)^^";
|
|
print
|
|
"Although the game has veered away from pure simulation, a good deal of it remains realistic.
|
|
Cavers do turn back when their carbide lamps flicker;
|
|
there are indeed mysterious markings and initials on the cave walls, some left by the miners,
|
|
some by Bishop, some by 1920s explorers.
|
|
Of course there isn't an active volcano in central Kentucky, nor are there dragons and dwarves.
|
|
But even these embellishments are, in a sense, derived from tradition:
|
|
like most of the early role-playing games, `Adventure' owes much to J. R. R. Tolkien's
|
|
`The Hobbit', and the passage through the mountains and Moria of `The Lord of the Rings'
|
|
(arguably its most dramatic and atmospheric passage).
|
|
Tolkien himself, the most successful myth-maker of the twentieth century,
|
|
worked from the example of Icelandic, Finnish and Welsh sagas.^^";
|
|
print
|
|
"By 1977 tapes of `Adventure' were being circulated widely, by the Digital user group DECUS,
|
|
amongst others: taking over lunchtimes and weekends wherever it went... but that's another story.
|
|
(Tracy Kidder's fascinating book `The Soul of a New Machine', a journalist's-eye-view
|
|
of a mainframe computer development group, catches it well.)^^";
|
|
"This is a copy at third or fourth hand: from Will Crowther's original
|
|
to Donald Woods's 350-point edition to Donald Ekman's PC port to
|
|
David M. Baggett's excellent TADS version (1993), to this.^^";
|
|
}
|
|
if (menu_item == 3) {
|
|
print
|
|
"This port is fairly close to the original.
|
|
The puzzles, items and places of Woods's original 350-point version are exactly those here.^^";
|
|
print
|
|
"I have added a few helpful messages, such as ~This is a dead end.~, here and there:
|
|
and restored some ~initial position~ messages from objects, such as the (rather lame)
|
|
^^ There is tasty food here.^^
|
|
from source files which are certainly early but of doubtful provenance.
|
|
They seem to sit well with the rest of the text.^^";
|
|
print
|
|
"The scoring system is the original, except that you no longer lose 4 points for quitting
|
|
(since you don't get the score if you quit an Inform game, this makes no difference)
|
|
and, controversially, I award 5 points for currently carrying a treasure, as some early 1980s ports did.
|
|
The rank names are tidied up a little.
|
|
The only significant rule change is that one cannot use magic words
|
|
until their destinations have been visited.^^";
|
|
print
|
|
"The dwarves are simpler in their movements, but on the other hand I have added
|
|
a very few messages to make them interact better with the rest of the game.
|
|
The probabilities are as in the original game.^^";
|
|
print
|
|
"In the original one could type the name of a room to visit it:
|
|
for the sake of keeping the code small, I have omitted this feature, but with some regrets.
|
|
[RF: this feature incorporated into Release 9.]^^";
|
|
print
|
|
"The text itself is almost everywhere preserved intact, but I've corrected some
|
|
spelling and grammatical mistakes (and altered a couple of utterly misleading and gnomic remarks).
|
|
The instructions have been slightly altered (for obvious reasons) but are basically as written.^^";
|
|
"A good source for details is David Baggett's source code, which is circulated on the Internet.";
|
|
}
|
|
print "Did you know that...^^";
|
|
print
|
|
"The five dwarves have a 96% chance of following you, except into light, down pits or
|
|
when admiring themselves: and the nasty little knives are 9.5% accurate.^^";
|
|
print "Dragons burn up dwarves (perhaps because dwarves eat only coal).^^";
|
|
print
|
|
"The bear (who likes the volcano) is too heavy for the bridge...
|
|
and you can go back to the scene after being resurrected.^^";
|
|
print
|
|
"You can slip past the snake into the secret E/W canyon, 35% of the time at any rate.
|
|
And walking about in the dark is not all that gruesome:
|
|
it carries only a 25% risk of falling down a pit.^^";
|
|
print "The vase does not like being immersed.^^";
|
|
print "Shadowy figures can wave to each other.^^";
|
|
print "Watering the hinges of the door rusts them up again.^^";
|
|
print
|
|
"When the cave closes, the grate is locked and the keys are thrown away,
|
|
creatures run off and the crystal bridge vanishes...^^";
|
|
print
|
|
"...and a completely useless hint is written on the giant oyster's shell in the end game.
|
|
(To make this hint slightly fairer, I've altered one word and placed suggestions elsewhere in the game.)^^";
|
|
"The last lousy point can be won by... but no. That would be telling.";
|
|
];
|
|
|
|
[ HelpSub;
|
|
if (deadflag ~= 2)
|
|
DoMenu(
|
|
"There is information provided on the following:^
|
|
^ Instructions for playing
|
|
^ A historical preface
|
|
^ How authentic is this edition?^", HelpMenu, HelpInfo);
|
|
else
|
|
DoMenu(
|
|
"There is information provided on the following:^
|
|
^ Instructions for playing
|
|
^ A historical preface
|
|
^ How authentic is this edition?
|
|
^ Did you know...^", HelpMenu, HelpInfo);
|
|
];
|
|
|
|
[ Amusing; HelpSub(); ];
|
|
|
|
Verb 'help'
|
|
* -> Help;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
! Grammar: the usual grammar and some extensions
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Include "Grammar";
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
[ OffSub;
|
|
if (brass_lantern notin player) "You have no lamp.";
|
|
<<SwitchOff brass_lantern>>;
|
|
];
|
|
|
|
[ OnSub;
|
|
if (brass_lantern notin player) "You have no lamp.";
|
|
<<SwitchOn brass_lantern>>;
|
|
];
|
|
|
|
Verb 'off'
|
|
* -> Off;
|
|
|
|
Verb 'on'
|
|
* -> On;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
[ CatchSub; "You can't catch ", (the) noun, "."; ];
|
|
|
|
[ ReleaseSub; "You can't release ", (the) noun, "."; ];
|
|
|
|
Verb 'catch' 'capture'
|
|
* creature -> Catch
|
|
* creature 'with' held -> Catch;
|
|
|
|
Verb 'release' 'free'
|
|
* creature -> Release;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
[ WaterSub;
|
|
if (bottle in player) <<Empty bottle>>;
|
|
"Water? What water?";
|
|
];
|
|
|
|
[ OilSub;
|
|
if (bottle in player) <<Empty bottle>>;
|
|
"Oil? What oil?";
|
|
];
|
|
|
|
Verb 'water'
|
|
* noun -> Water;
|
|
|
|
Verb 'oil' 'grease' 'lubricate'
|
|
* noun -> Oil;
|
|
|
|
Verb 'pour' 'douse'
|
|
* 'water' 'on' noun -> Water
|
|
* 'oil' 'on' noun -> Oil
|
|
* noun -> Empty;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
[ BlastSub;
|
|
if (location ~= At_Sw_End or At_Ne_End) "Frustrating, isn't it?";
|
|
if (location == At_Sw_End && parent(black_mark_rod) == At_Ne_End) {
|
|
score = score + 35;
|
|
deadflag = 2;
|
|
"There is a loud explosion, and a twenty-foot hole appears in the far wall,
|
|
burying the dwarves in the rubble.
|
|
You march through the hole and find yourself in the main office,
|
|
where a cheering band of friendly elves carry the conquering adventurer off into the sunset.";
|
|
}
|
|
if (location == At_Ne_End && parent(black_mark_rod) == At_Sw_End) {
|
|
score = score + 20;
|
|
deadflag = 1;
|
|
"There is a loud explosion, and a twenty-foot hole appears in the far wall,
|
|
burying the snakes in the rubble.
|
|
A river of molten lava pours in through the hole, destroying everything in its path, including you!";
|
|
}
|
|
deadflag = 1;
|
|
"There is a loud explosion, and you are suddenly splashed across the walls of the room.";
|
|
];
|
|
|
|
[ BlastWithSub;
|
|
if (second ~= black_mark_rod) "Blasting requires dynamite.";
|
|
"Been eating those funny brownies again?";
|
|
];
|
|
|
|
Verb 'blast'
|
|
* -> Blast
|
|
* noun 'with' held -> BlastWith;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
[ XyzzySub; "Nothing happens."; ];
|
|
|
|
[ PlughSub; "Nothing happens."; ];
|
|
|
|
[ PloverSub; "Nothing happens."; ];
|
|
|
|
[ FeeSub; FthingSub(0); ];
|
|
|
|
[ FieSub; FthingSub(1); ];
|
|
|
|
[ FoeSub; FthingSub(2); ];
|
|
|
|
[ FooSub; FthingSub(3); ];
|
|
|
|
[ FthingSub i;
|
|
if (feefie_count ~= i) {
|
|
feefie_count = 0;
|
|
"Get it right, dummy!";
|
|
}
|
|
if (feefie_count++ == 3) {
|
|
feefie_count = 0;
|
|
if (golden_eggs in In_Giant_Room) "Nothing happens.";
|
|
if ((golden_eggs in player) || (golden_eggs in location))
|
|
print "The nest of golden eggs has vanished!^";
|
|
else
|
|
print "Done!";
|
|
if (golden_eggs in player) score = score - 5;
|
|
if (golden_eggs in Inside_Building)
|
|
score = score - golden_eggs.depositpoints;
|
|
move golden_eggs to In_Giant_Room;
|
|
if (location == In_Giant_Room)
|
|
"^^A large nest full of golden eggs suddenly appears out of nowhere!";
|
|
}
|
|
else
|
|
"Ok.";
|
|
];
|
|
|
|
[ OldMagicSub; "Good try, but that is an old worn-out magic word."; ];
|
|
|
|
Verb 'xyzzy'
|
|
* -> Xyzzy;
|
|
|
|
Verb 'plugh'
|
|
* -> Plugh;
|
|
|
|
Verb 'plover'
|
|
* -> Plover;
|
|
|
|
Verb 'fee'
|
|
* -> Fee;
|
|
|
|
Verb 'fie'
|
|
* -> Fie;
|
|
|
|
Verb 'foe'
|
|
* -> Foe;
|
|
|
|
Verb 'foo'
|
|
* -> Foo;
|
|
|
|
Verb 'sesame' 'shazam' 'hocus' 'abracadabra' 'foobar' 'open-sesame' 'frotz'
|
|
* -> OldMagic;
|
|
|
|
Extend 'say' first
|
|
* 'blast' -> Blast
|
|
* 'xyzzy' -> Xyzzy
|
|
* 'plugh' -> Plugh
|
|
* 'plover' -> Plover
|
|
* 'fee' -> Fee
|
|
* 'fie' -> Fie
|
|
* 'foe' -> Foe
|
|
* 'foo' -> Foo
|
|
* 'sesame'/'shazam'/'hocus'/'abracadabra'/'foobar'/'open-sesame'/'frotz'
|
|
-> OldMagic;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
|
|
[ CountSub;
|
|
if (noun has multitude) "There are a multitude.";
|
|
"I see one (1) ", (name) noun, ".";
|
|
];
|
|
|
|
[ KickSub; <<Attack noun>>; ]; ! For kicking dwarves
|
|
|
|
[ UseSub; "You'll have to be a bit more explicit than that."; ];
|
|
|
|
Verb 'count'
|
|
* noun -> Count;
|
|
|
|
Verb 'kick'
|
|
* noun -> Kick;
|
|
|
|
Verb 'use'
|
|
* -> Use;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
! Teleportation (uses also UnknownVerb entry point)
|
|
! ------------------------------------------------------------------------------
|
|
|
|
[ TeleportScope
|
|
obj;
|
|
switch (scope_stage) {
|
|
1: rfalse;
|
|
2: objectloop (obj ofclass Room)
|
|
if (obj has visited) PlaceInScope(obj);
|
|
rtrue;
|
|
3: return L__M(##Go, 2);
|
|
}
|
|
];
|
|
|
|
[ TeleportSub;
|
|
if (noun == location) "But you're already here!";
|
|
PlayerTo(noun);
|
|
];
|
|
|
|
Extend 'go'
|
|
* scope=TeleportScope -> Teleport
|
|
* 'to' scope=TeleportScope -> Teleport;
|
|
|
|
#Ifndef DEBUG;
|
|
|
|
Verb 'goto'
|
|
* scope=TeleportScope -> Teleport;
|
|
|
|
#Endif;
|
|
|
|
! ------------------------------------------------------------------------------
|
|
! In the test version: no dwarves or pirates, and magic words work from the start
|
|
! ------------------------------------------------------------------------------
|
|
|
|
#Ifdef TEST_VERSION;
|
|
|
|
[ XdetermSub;
|
|
StopDaemon(dwarf);
|
|
StopDaemon(pirate);
|
|
give In_Debris_Room visited;
|
|
give At_Y2 visited;
|
|
give In_Plover_Room visited;
|
|
];
|
|
|
|
Verb 'xdeterm'
|
|
* -> Xdeterm;
|
|
|
|
#Endif;
|
|
|
|
! ------------------------------------------------------------------------------
|