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874 lines
29 KiB
INI
874 lines
29 KiB
INI
! ----------------------------------------------------------------------------
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! Adventureland 961111 One of the standard Inform 6 example games
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!
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! Designed by Scott Adams: c. 1979
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! Ported to Inform: 16.10.94
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! Slightly corrected: 11.5.96
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! Modernised to Inform 6 and library 6/1 or later: 11.11.96
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! ----------------------------------------------------------------------------
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Constant Story "ADVENTURELAND";
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Constant Headline
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"^An Interactive Classic by Scott Adams (circa 1979/80)^";
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Release 1;
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Serial "961111";
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Constant MAX_CARRIED = 6;
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Constant MAX_SCORE = 100;
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Replace BurnSub;
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Include "Parser";
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Include "VerbLib";
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Global genie_gifts;
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Global dark_warning;
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Class Treasure
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with depositpoints 7,
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after
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[; Take: if (location==Inside_Stump) "Taken!";
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Drop: if (location==Inside_Stump) "Safely deposited.";
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];
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Class Sign
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with name "sign",
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short_name
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[; print "sign reads- ", (object) self; rtrue;
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],
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has static;
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Class ScottRoom
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with initial
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[; give self ~visited;
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],
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describe
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[ i c d; print (string) self.description;
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print "^^Obvious exits: ";
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for (i=n_to: i<=d_to: i++)
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if (self.i ~= 0) c++;
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if (c==0) print "none!";
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else
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{ for (i=n_to: i<=d_to: i++)
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if (self.i ~= 0)
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{ if (d++>0) print ", ";
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if (i==n_to) print "North";
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if (i==s_to) print "South";
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if (i==e_to) print "East";
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if (i==w_to) print "West";
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if (i==u_to) print "Up";
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if (i==d_to) print "Down";
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}
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print ".";
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}
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new_line;
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c=0; d=0;
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objectloop (i in self)
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if (i ~= player) { c++; give i concealed; }
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if (c==0) rtrue;
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print "^You can also see: ";
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objectloop (i in self)
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if (i ~= player)
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{ if (d++>0) print " - "; PrintShortName(i);
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}
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new_line; rtrue;
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];
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[ GamePreRoutine i c d;
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if (action~=##Inv) rfalse;
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c=0; d=0;
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objectloop (i in player) c++;
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if (c==0) "You're carrying nothing.";
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print "You're carrying:^";
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objectloop (i in player)
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{ if (d++>0) print " - "; PrintShortName(i);
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}
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new_line; rtrue;
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];
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[ GamePostRoutine i;
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if (action==##Look)
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objectloop (i in location)
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if (i ~= player && i has concealed)
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give i ~concealed;
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rfalse;
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];
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! ----------------------------------------------------------------------------
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! Into Adventureland...
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! ----------------------------------------------------------------------------
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ScottRoom Lake_Shore "Lakeside"
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with description "You're on the shore of a lake.",
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n_to Forest, s_to Lake_Shore, w_to Dismal_Swamp,
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d_to Quicksand,
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before
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[; Swim: "Below you and before the lake is quicksand.";
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],
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has light;
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Object -> water "water"
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with name "water", article "some",
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before
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[; Drink: "Boy, that really hit the spot.";
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Take: 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: if (second == bottle) <<Fill bottle>>;
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"You have nothing in which to carry the water.";
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Receive: if (noun == bottle) <<Fill bottle>>;
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remove noun; CDefArt(noun); " washes away into the lake.";
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],
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has scenery;
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Treasure -> "*GOLDEN FISH*"
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with name "gold" "golden" "fish",
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each_turn
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[; if (self notin player) rfalse;
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if (net notin player && random(100) <= 75)
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{ move self to Lake_Shore;
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"^The fish escape back to the lake.";
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}
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if ((water_in_the_bottle notin bottle
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|| bottle notin player) && random(100)<=50)
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{ remove self; move dead_fish to player;
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"^Too dry. Fish die.";
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}
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];
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Object -> axe "rusty axe (magic word- BUNYON -on it)"
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with name "rusty" "axe",
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description "The magic word BUNYON is written on the haft.";
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Sign -> "NO SWIMMING ALLOWED";
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Object dead_fish "dead fish"
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with name "dead" "fish"
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has edible;
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ScottRoom Quicksand "Bog"
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with description "You're in a quick-sand bog.",
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before
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[; Swim: if (child(player)==nothing)
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{ PlayerTo(Lake_Shore); rtrue; }
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"Something's too heavy.";
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],
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has light;
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Treasure -> ox "*SMALL STATUE OF A BLUE OX*"
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with name "ox" "blue" "small" "statue";
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ScottRoom Forest "Forest"
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with description "You're in a forest.",
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n_to Forest, s_to Forest, e_to Sunny_Meadow, w_to Forest,
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u_to trees
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has light;
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Object -> trees "trees"
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with name "tree" "trees",
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before
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[; Climb: <<Enter self>>;
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],
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door_to Up_Oak, door_dir u_to
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has open door static;
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ScottRoom Up_Oak "Branch"
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with description "You're in a branch on the top of an old oak tree.^
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To the east you see a meadow beyond a lake.",
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d_to Forest,
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has light;
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ScottRoom Sunny_Meadow "Meadow"
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with description "You're in a sunny meadow.",
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n_to Lake_Shore, s_to Dismal_Swamp, e_to Lake_Shore,
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w_to Forest,
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has light;
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Object -> dragon "sleeping Dragon"
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with name "dragon" "sleeping" "sleepy",
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before
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[; WakeOther: deadflag=1; "The dragon wakes!";
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],
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life
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[; Order, Answer, Ask: "Shh! You don't want to wake the dragon.";
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Give: "The dragon is too drowsy to notice.";
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ThrowAt: if (noun==axe)
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{ move axe to location; "The dragon isn't bothered."; }
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],
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each_turn
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[; if (mud in location && random(100)<=50)
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{ deadflag=1;
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"Dragon smells something - awakens - attacks you!";
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}
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],
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has animate;
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Sign -> "IN SOME CASES MUD IS GOOD, IN OTHERS...";
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Treasure eggs "*DRAGON EGGS* (very rare)"
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with name "dragon" "eggs" "very" "rare", depositpoints 12;
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Object gore "smoking hole - pieces of dragon and gore"
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with name "gore" "hole" "dragon" "smoking"
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has static;
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ScottRoom Hidden_Grove "Grove"
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with description "You're in a hidden grove.",
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n_to Forest, e_to Dismal_Swamp, w_to Forest,
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has light;
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Treasure -> "*JEWELLED FRUIT*"
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with name "jewelled" "jewel" "fruit",
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after
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[; Eat: "Boy that really hit the spot!"; ],
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has edible;
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Sign -> "PAUL'S PLACE";
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ScottRoom Dismal_Swamp "Dismal Swamp"
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with description "You're in a dismal swamp.",
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n_to Sunny_Meadow, s_to Dismal_Swamp, e_to Dismal_Swamp,
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w_to Hidden_Grove, in_to 0, u_to cypress_tree
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has light;
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Object -> cypress_tree "cypress tree"
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with name "cypress" "tree",
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before
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[; Climb: <<Enter self>>;
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Cut: if (axe notin player) rfalse;
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remove self; move tree_remains to Dismal_Swamp;
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Dismal_Swamp.in_to = tree_remains;
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Dismal_Swamp.u_to = 0;
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print "TIMBER..";
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if (keys in Tree_Top)
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{ remove keys;
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". Something fell from the treetop and vanished!";
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}
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".";
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],
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door_to Tree_Top, door_dir u_to
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has open door static;
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Object -> mud "evil smelling mud"
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with name "evil" "smelling" "mud", article "some",
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after
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[ f; Take:
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if (infected_bites in player) { remove infected_bites; f=1; }
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if (chigger_bites in player) { remove chigger_bites; f=1; }
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if (f==1) "Boy that really hit the spot!";
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],
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each_turn
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[; if (self notin player) rtrue;
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if (random(100)<=5 &&
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(bottle notin player || water_in_the_bottle notin bottle))
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{ move self to Dismal_Swamp;
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"The mud dried up and fell off.";
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}
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];
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Object -> gas "swamp gas"
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with name "swamp" "gas", article "some",
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before
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[; Take:
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if (distended_bladder in player) "Bladder full already.";
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if (wine_bladder notin player) "You have nothing suitable.";
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<<Insert self wine_bladder>>;
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Insert:
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if (second == distended_bladder) "The bladder's full.";
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if (second ~= wine_bladder)
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"That won't hold gas.";
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move distended_bladder to player; remove wine_bladder;
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itobj = distended_bladder;
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"The bladder distends with swamp gas.";
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],
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has static;
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Object -> slime "floating patch of oily slime"
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with name "patch" "oil" "slime" "oily",
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before
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[; Take: brass_lantern.time_left=125; give brass_lantern general;
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remove self; move brass_lantern to player;
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"Magic oil attracts magic lamp. Lamp is now full.";
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],
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has static;
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Object -> chiggers "chiggers"
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with name "chiggers", article "a swarm of",
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daemon
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[; if (chigger_bites in player && mud notin player && random(100)<=10)
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{ remove chigger_bites; move infected_bites to player;
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"^Your chigger bites are now infected.";
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}
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if (infected_bites in player && random(100)<=8)
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{ deadflag=1;
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"^The bites have rotted your whole body.";
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}
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if (infected_bites notin player
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&& chigger_bites notin player
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&& slime in location && mud notin player
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&& random(100)<=5)
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{ move chigger_bites to player;
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"^You're bitten by chiggers.";
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}
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if (infected_bites notin player
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&& chigger_bites notin player
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&& chiggers in player
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&& random(100)<=30)
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{ move chigger_bites to player;
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"^You're bitten by chiggers.";
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}
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];
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Object chigger_bites "chigger bites"
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with name "chigger" "bites", article "some",
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before [; "The bites are annoying. Perhaps medicine would help?"; ];
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Object infected_bites "infected chigger bites"
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with name "chigger" "bites" "infected", article "some",
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before [; "The bites are frightening. Get medicine!"; ];
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Object tree_remains "hollow stump and remains of a felled tree"
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with name "tree" "stump" "hollow" "remains",
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door_to Inside_Stump, door_dir in_to
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has open door static;
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ScottRoom Tree_Top "Tree Top"
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with description "You're in the top of a tall cypress tree.",
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d_to Dismal_Swamp,
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has light;
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Object -> "spider web with writing on it"
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with name "spider" "web" "writing",
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description "~CHOP IT DOWN!~",
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before
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[; Take: deadflag=1; "You're bitten by a spider.";
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];
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Object -> keys "ring of skeleton keys"
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with name "keys" "ring" "skeleton" "keyring";
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ScottRoom Inside_Stump "Inside Stump"
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with description "You're in a large hollow damp stump in the swamp.",
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n_to Dismal_Swamp, s_to Dismal_Swamp, e_to Dismal_Swamp,
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w_to Dismal_Swamp, u_to Dismal_Swamp, d_to Root_Chamber,
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has light;
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Sign -> "LEAVE TREASURE HERE - (say 'SCORE')";
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Object -> bottle "the bottle"
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with name "bottle" "jar" "flask",
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short_name
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[; if (water_in_the_bottle in self) { print "bottle of water"; rtrue; }
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if (bees in self) { print "bottle of bees"; rtrue; }
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print "empty bottle"; rtrue;
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],
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before
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[ x; 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==water or bees) <<Fill self>>;
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"That won't go in the bottle.";
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Fill:
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if (child(bottle)~=0)
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"The bottle is full already.";
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if (water 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 (bees in location)
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{ move bees to bottle;
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"The bottle is now full of bees.";
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}
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"There is nothing here with which to fill the bottle.";
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Empty: if (child(bottle)==0) "The bottle is already empty!";
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x=child(bottle);
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remove x;
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if (x==bees)
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{ move x to location; "You release the bees.";
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}
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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 -> brass_lantern "old fashioned lamp"
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with name "lamp" "fashioned" "lamp", article "an",
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power 125,
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time_left 0,
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daemon
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[ t; if (self hasnt on) { StopDaemon(self); rtrue; }
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t=--(self.power);
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if (t==0) give self ~on ~light;
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if (self in player or location)
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{ if (t==0) "Your lamp has run out of power.";
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if (t==30) "Your lamp is getting dim.";
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}
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],
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before
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[; Examine: print "It is a shiny brass lamp";
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if (self hasnt on)
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". It is not currently lit.";
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if (self.power < 30)
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", glowing dimly.";
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", glowing brightly.";
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Burn: <<SwitchOn self>>;
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Rub: if (self has on) "No! It's too hot.";
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if (self hasnt general) "Nothing happens.";
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switch(++genie_gifts)
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{ 1: move ring to location;
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"A glowing genie appears -
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drops something - then vanishes.";
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2: move bracelet to location;
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"A glowing genie appears -
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drops something - then vanishes.";
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3: if (ring in Inside_Stump)
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score=score-ring.depositpoints;
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remove ring; move player to Misty_Room;
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"A genie appears - says ~boy you're selfish~ - takes
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something - then vanishes!";
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4: if (bracelet in Inside_Stump)
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score=score-bracelet.depositpoints;
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remove bracelet; move player to Misty_Room;
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"A genie appears - says ~boy you're selfish~ - takes
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something - then vanishes!";
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default: "Nothing happens.";
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}
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SwitchOn: if (self.power <= 0) "It's run out.";
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Receive, Open:
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"You can't put things in the lamp.";
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],
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after
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[; SwitchOn: give self light; StartDaemon(self);
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"Flameless lamp now on.";
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SwitchOff: give self ~light;
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],
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has switchable;
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Treasure ring "*DIAMOND RING*"
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with name "diamond" "ring";
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Treasure bracelet "*DIAMOND BRACELET*"
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with name "diamond" "bracelet";
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Object water_in_the_bottle "bottled water" bottle
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with name "bottled" "water" "h2o", article "some",
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before
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[; Drink: remove water_in_the_bottle; <<Drink water>>;
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],
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description "It looks like ordinary water to me.";
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ScottRoom Root_Chamber "Root Chamber"
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with description "You're in a root chamber under the stump.",
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u_to Inside_Stump, d_to dark_hole,
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has light;
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Object -> dark_hole "dark hole"
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with description "Leading below.",
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door_dir d_to,
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door_to Semidark_Hole
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has open door static;
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Treasure -> "*POT OF RUBIES*"
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with name "pot" "of" "rubies";
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ScottRoom Semidark_Hole "Hole"
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with description "You're in a semi-dark hole by the root chamber.",
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u_to Root_Chamber, d_to root_door
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has light;
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Object -> root_door "the door"
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with name "door",
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short_name
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[; if (self has locked) { print "locked door"; rtrue; }
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if (self has open)
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{ print "open door with a hallway beyond"; rtrue; }
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print "closed door"; rtrue;
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],
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before
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[; ThrowAt:
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if (second==axe)
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{ give self ~locked ~lockable ~openable open;
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"Lock shatters!";
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}
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],
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door_to Long_Hall, door_dir d_to, with_key keys
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has static door openable lockable locked;
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ScottRoom Long_Hall "Hall"
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with description "You're in a long down-sloping hall.",
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u_to Semidark_Hole, d_to Large_Cavern;
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ScottRoom Large_Cavern "Cavern"
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with description "You're in a large cavern.",
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n_to Hive, s_to Royal_Anteroom, w_to Memory_RAM,
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u_to Long_Hall, d_to Maze1;
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ScottRoom Hive "Octagonal Hive"
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with description "You're in a large 8-sided room.",
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s_to Large_Cavern;
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Treasure -> "*ROYAL HONEY*"
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with name "royal" "honey", article "some",
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before
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[; Take:
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if (bees in location && mud notin player)
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{ deadflag=1; "Bees sting you."; }
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Drop:
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if (bear in location)
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{ remove self; give bear general;
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"The bear eats the honey and falls asleep.";
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}
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],
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has edible;
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Object -> bees "large African bees"
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with name "large" "african" "bees", article "a swarm of",
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before
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|
[; Take:
|
|
if (mud notin player)
|
|
{ deadflag=1; "Bees sting you."; }
|
|
if (bottle in player) <<Fill bottle>>;
|
|
"You have nothing to carry the bees in.";
|
|
Drop:
|
|
if (self in bottle
|
|
&& dragon in location)
|
|
{ move self to location;
|
|
move eggs to location; remove dragon;
|
|
"The bees attack the dragon which gets up and flies away...";
|
|
}
|
|
if (self in bottle
|
|
&& bear in location)
|
|
{ move self to location;
|
|
give bear ~general; deadflag=1;
|
|
"Bees madden the bear. Bear then attacks you!";
|
|
}
|
|
],
|
|
each_turn
|
|
[; #IFNDEF DEBUG;
|
|
! A completely unfair rule! And in the original the bees are lost.
|
|
if (self in bottle && random(100)<=8)
|
|
{ move self to Hive; "^The bees in the bottle all suffocated."; }
|
|
#ENDIF;
|
|
if (self in bottle) rfalse;
|
|
if (self in location && mud notin player && mud notin location &&
|
|
random(100)<=8)
|
|
{ deadflag=1; "Bees sting you."; }
|
|
];
|
|
|
|
ScottRoom Royal_Anteroom "Anteroom"
|
|
with description "You're in a royal anteroom.",
|
|
n_to Large_Cavern, u_to Royal_Chamber;
|
|
Object -> wine_bladder "empty wine bladder"
|
|
with name "empty" "wine" "bladder",
|
|
before
|
|
[; Fill: if (gas notin location)
|
|
"The bladder could only just hold a vapour nowadays.";
|
|
<<Insert gas self>>;
|
|
];
|
|
Object distended_bladder "distended gas bladder"
|
|
with name "distended" "gas" "bladder",
|
|
before
|
|
[; Open: move wine_bladder to parent(self); remove self;
|
|
"Gas dissipates!";
|
|
];
|
|
|
|
ScottRoom Maze1 "Maze"
|
|
with description "You're in a maze of pits.",
|
|
n_to Maze2, s_to Maze4, e_to Maze4, d_to Maze2;
|
|
|
|
ScottRoom Maze2 "Maze"
|
|
with description "You're in a maze of pits.",
|
|
w_to Maze3, u_to Maze1;
|
|
Object -> flint_and_steel "flint and steel"
|
|
with name "flint" "steel";
|
|
|
|
ScottRoom Maze3 "Maze"
|
|
with description "You're in a maze of pits.",
|
|
n_to Maze6, s_to Maze1, e_to Maze2, w_to Maze5,
|
|
u_to Maze5, d_to Maze6;
|
|
Object -> "scratchings"
|
|
with name "scratchings", article "strange",
|
|
short_name "strange scratchings on rock reveals- ALADDIN WAS HERE",
|
|
has static;
|
|
|
|
ScottRoom Maze4 "Maze"
|
|
with description "You're in a maze of pits.",
|
|
n_to Maze1, e_to Maze2, w_to Maze1, u_to Maze2;
|
|
|
|
ScottRoom Maze5 "Maze"
|
|
with description "You're in a maze of pits.",
|
|
s_to Maze6, u_to Maze3, d_to Maze6;
|
|
|
|
ScottRoom Maze6 "Maze"
|
|
with description "You're in a maze of pits.",
|
|
n_to Maze6, s_to Maze1, e_to Maze1, w_to Maze4,
|
|
u_to Maze3, d_to Chasm_Bottom;
|
|
Treasure -> rug "*THICK PERSIAN RUG*"
|
|
with name "thick" "persian" "rug" "carpet";
|
|
Object -> "arrow pointing down"
|
|
with name "arrow"
|
|
has static;
|
|
|
|
ScottRoom Chasm_Bottom "Chasm"
|
|
with description "You're in a bottom of a chasm. Above 2 ledges.
|
|
One has a bricked up window.",
|
|
u_to Maze6;
|
|
Treasure -> net "*GOLDEN NET*"
|
|
with name "gold" "golden" "net";
|
|
Sign -> "MAGIC WORD IS AWAY. X LA -(rest of sign is missing)";
|
|
Object -> lava "the lava"
|
|
with name "stream" "of" "lava",
|
|
short_name
|
|
[; print "stream of lava";
|
|
if (self has general) print " with a brick dam";
|
|
rtrue;
|
|
],
|
|
description
|
|
[; if (self hasnt general)
|
|
"There's something there all right! Maybe you should go there?";
|
|
"Just more dammed lava.";
|
|
],
|
|
before
|
|
[; Enter, Push, Pull, Take: "NO! It's too hot.";
|
|
],
|
|
has static;
|
|
Treasure firestone "*FIRESTONE* (cold now)"
|
|
with name "firestone", depositpoints 11;
|
|
|
|
ScottRoom Narrow_Ledge_1 "Ledge"
|
|
with description "You're on a narrow ledge by a chasm.
|
|
Across the chasm is a throne room.",
|
|
before
|
|
[; Jump: if (firebricks in player)
|
|
{ deadflag=1; "Oh no! Something was too heavy!"; }
|
|
print "You leap across the chasm...^";
|
|
PlayerTo(Narrow_Ledge_2); rtrue;
|
|
],
|
|
w_to Royal_Chamber;
|
|
|
|
ScottRoom Royal_Chamber "Royal Chamber"
|
|
with description "You're in the Royal Chamber.",
|
|
d_to Royal_Anteroom, e_to 0;
|
|
Object -> bricked_window "bricked-up window"
|
|
with name "window" "bricked" "brick" "bricks"
|
|
has static;
|
|
Object holed_window "bricked up window with a hole in it - beyond is a ledge"
|
|
with name "window" "bricked" "hole" "ledge",
|
|
door_dir e_to, door_to Narrow_Ledge_1
|
|
has static door open;
|
|
Object firebricks "loose fire bricks"
|
|
with name "loose" "fire" "bricks", article "some",
|
|
after
|
|
[; Take: "Taken. (Heavy!)";
|
|
Drop: if (location~=Chasm_Bottom) rfalse;
|
|
remove self; give lava general;
|
|
move firestone to location;
|
|
"The bricks dam the lava, revealing a *FIRESTONE*!";
|
|
];
|
|
|
|
ScottRoom Narrow_Ledge_2 "Ledge"
|
|
with description
|
|
"You're on a narrow ledge by the throne room-across chasm-ledge.",
|
|
before
|
|
[; Sing:
|
|
if (bear in location && bear hasnt general)
|
|
{ move dead_bear to Chasm_Bottom;
|
|
remove bear;
|
|
"The bear got startled and fell off the ledge!";
|
|
}
|
|
Jump: print "You leap across the chasm...^";
|
|
PlayerTo(Narrow_Ledge_1); rtrue;
|
|
],
|
|
e_to
|
|
[; if (bear in location && bear hasnt general)
|
|
"The bear won't let you!";
|
|
return Throne_Room;
|
|
];
|
|
Treasure -> mirror "*MAGIC MIRROR*"
|
|
with name "magic" "mirror",
|
|
side_up 0,
|
|
before
|
|
[; Take:
|
|
if (bear in location && bear hasnt general)
|
|
"The bear won't let you!";
|
|
],
|
|
after
|
|
[; Drop:
|
|
if (rug in location)
|
|
{ print "Mirror lands softly on the rug - lights up and says:^";
|
|
self.side_up++;
|
|
if (self.side_up % 2 == 1)
|
|
"*DRAGON STINGS* and fades. I don't get it - hope you do.";
|
|
"Don't waste *HONEY*. Get mad instead. Dam lava!";
|
|
}
|
|
remove self; move broken_glass to location;
|
|
"The mirror hits the floor and shatters into a million pieces!";
|
|
];
|
|
Object -> bear "the bear"
|
|
with name "thin" "black" "bear",
|
|
short_name
|
|
[; if (self has general) { print "sleeping bear"; rtrue; }
|
|
print "thin black bear"; rtrue;
|
|
],
|
|
before
|
|
[; WakeOther: give self ~general; "The bear rouses!^";
|
|
],
|
|
life
|
|
[; Ask, Order, Answer: <<Sing>>;
|
|
Attack, ThrowAt:
|
|
if (self has general) <WakeOther self>;
|
|
remove mirror; move broken_glass to location;
|
|
"Oh no...Bear dodges...CRASH!";
|
|
],
|
|
has animate;
|
|
Object broken_glass "broken glass"
|
|
with name "broken" "glass" "jagged" "fragments", article "some";
|
|
Object dead_bear "dead bear"
|
|
with name "dead" "bear" "black" "thin"
|
|
has static;
|
|
|
|
ScottRoom Throne_Room "Throne Room"
|
|
with description "You're in a throne room.",
|
|
w_to Narrow_Ledge_2;
|
|
Treasure -> "*GOLD CROWN*"
|
|
with name "gold" "golden" "crown";
|
|
|
|
ScottRoom Real_Trouble "Trouble!"
|
|
with description
|
|
"I think you're in real trouble. Here's a guy with a pitchfork!^^
|
|
You lost *ALL* treasures.",
|
|
initial
|
|
[; deadflag=3;
|
|
],
|
|
has light;
|
|
|
|
ScottRoom Memory_RAM "Ugly Place"
|
|
with description
|
|
"You're in the memory RAM of an IBM-PC. You took a wrong turn!",
|
|
e_to Large_Cavern,
|
|
has light;
|
|
Sign -> "To the Architects - TSURRIS";
|
|
|
|
ScottRoom Misty_Room "Misty Room"
|
|
with description "You're in a large misty room with strange letters
|
|
over the exits.",
|
|
s_to Real_Trouble, e_to Forest, w_to Real_Trouble,
|
|
u_to Up_Oak, d_to Real_Trouble,
|
|
has light;
|
|
Sign -> "LIMBO. FIND RIGHT EXIT AND LIVE AGAIN!";
|
|
|
|
! ----------------------------------------------------------------------------
|
|
! A soupcon of code
|
|
! ----------------------------------------------------------------------------
|
|
|
|
[ Initialise;
|
|
location=Forest; score = 0;
|
|
|
|
StartDaemon(chiggers);
|
|
|
|
"^^^^^A voice booms out ...^
|
|
Treasures have an * in their name. Say 'SCORE'^
|
|
If you need a hint on something, try 'HELP'.^";
|
|
];
|
|
|
|
[ TimePasses i;
|
|
if (location ~= Inside_Stump) rfalse;
|
|
|
|
score=0;
|
|
objectloop (i in Inside_Stump && i ofclass Treasure)
|
|
score = score + i.depositpoints;
|
|
|
|
if (score ~= 100) rfalse;
|
|
|
|
deadflag=2;
|
|
"Congratulations! By finding and depositing all 13 *TREASURES*, you
|
|
have solved Scott Adams's ~Adventureland~ and it remains only to say
|
|
that...";
|
|
];
|
|
|
|
[ AfterLife;
|
|
if (deadflag==3) { deadflag=1; rfalse; }
|
|
remove chigger_bites; remove infected_bites;
|
|
deadflag=0; PlayerTo(Misty_Room);
|
|
];
|
|
|
|
[ PrintRank; "."; ];
|
|
|
|
[ DarkToDark;
|
|
if (dark_warning==0)
|
|
{ dark_warning=1; "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;
|
|
];
|
|
|
|
[ BunyonSub;
|
|
if (axe notin player) "Nothing happens.";
|
|
if (ox in player or location)
|
|
{ move ox to Hidden_Grove;
|
|
move axe to Hidden_Grove;
|
|
"Something you're holding vibrated and...";
|
|
}
|
|
if (player notin Quicksand)
|
|
{ move axe to Hidden_Grove;
|
|
print "Something you're holding vibrated and...";
|
|
<<Inv>>;
|
|
}
|
|
"Nothing happens.";
|
|
];
|
|
|
|
[ TsurrisSub;
|
|
if (location ~= Memory_RAM) "Nothing happens.";
|
|
"A voice booms out...^
|
|
May all your teeth but one fall out, and may that one give you toothache.^
|
|
(You can't help feeling you have stumbled on a private quarrel which is
|
|
nothing to do with your game.)";
|
|
];
|
|
|
|
[ BurnSub;
|
|
if (flint_and_steel notin player)
|
|
"You have nothing to strike a light with.";
|
|
if (noun==gas) "Gas needs to be contained before it will burn.";
|
|
if (noun==distended_bladder)
|
|
{ if (noun in player)
|
|
{ remove noun; deadflag=1; "Gas bladder blew up in your hands!";
|
|
}
|
|
remove noun;
|
|
print "Gas bladder blew up!^";
|
|
if (dragon in location)
|
|
{ remove dragon; move gore to location;
|
|
"The dragon has been blown to bits!";
|
|
}
|
|
if (bricked_window in location)
|
|
{ remove bricked_window;
|
|
move holed_window to location; move firebricks to location;
|
|
Royal_Chamber.e_to = holed_window;
|
|
"The bricked window has been blown to bits!";
|
|
}
|
|
rtrue;
|
|
}
|
|
"That won't ignite.";
|
|
];
|
|
|
|
[ HelpSub;
|
|
print "A voice booms out...^";
|
|
print "Try: LOOK,JUMP,SWIM,CLIMB,THROW,FIND,GO,TAKE,INVENTORY,SCORE.^";
|
|
if (chigger_bites in player || infected_bites in player)
|
|
"Medicine is good for bites.";
|
|
if (location == Quicksand) "You may need magic words here.";
|
|
if (location == Sunny_Meadow)
|
|
"Only 3 things will wake the dragon. One of them is dangerous!";
|
|
if (location == Hive)
|
|
"Read the sign in the meadow!";
|
|
if (location == Maze1 or Maze2 or Maze3
|
|
|| location == Maze4 or Maze5 or Maze6)
|
|
"You may need magic words here.";
|
|
if (location == Royal_Chamber) "Blow it up. Try the swamp.";
|
|
];
|
|
|
|
[ AwaySub;
|
|
if (rug notin player || location~=Maze3) "Nothing happens.";
|
|
print "Something you're holding vibrates, and...^";
|
|
PlayerTo(Sunny_Meadow);
|
|
];
|
|
|
|
[ FindSub;
|
|
"A voice booms out...^Find it yourself.";
|
|
];
|
|
|
|
! ----------------------------------------------------------------------------
|
|
! Grammar: the usual grammar and some extensions
|
|
! ----------------------------------------------------------------------------
|
|
|
|
Include "Grammar";
|
|
|
|
Extend "cut"
|
|
* "up" noun -> Cut
|
|
* "down" noun -> Cut;
|
|
|
|
Verb "bunyon" * -> Bunyon;
|
|
Verb "away" * -> Away;
|
|
Verb "tsurris" * -> Tsurris;
|
|
Verb "help" * -> Help;
|
|
Verb "find" * special -> Find;
|
|
|
|
! ----------------------------------------------------------------------------
|