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385 lines
14 KiB
INI
385 lines
14 KiB
INI
! ------------------------------------------------------------------------------
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! Inform for New Writers
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!
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! The House - Version 6
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!
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! Last Modified: David Cornelson - 31-Jan-1998
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!
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! This work is freely offered to the Public Domain. - DAC 12-12-2015
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!
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! ------------------------------------------------------------------------------
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Constant Story "The House";
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Constant Headline
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"^Inform for New Writers^
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The House - Version 6^
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By New Writer (1998) - Last Compiled: 31-Jan-1998^";
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Constant MAX_SCORE 100;
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Serial "980131";
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Release 1;
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Include "Parser";
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Include "VerbLib";
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!-------------------------------------------------------------------------------
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! Initialise
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!
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!-------------------------------------------------------------------------------
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!
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! VERSION 6 - Adding a non-playing character or daemon to your game
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!
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! We are going to add a little pink Jarbigruen to our game, His name is Snark
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! and he tends to be a little inquisitive. In this version of 'The House', he
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! won't really 'do' anything but sit in your arms and blabber a few
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! phrases, which of course you can add to at your discretion.
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!
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! The first thing to do is create the object for Snark. We're going to put him
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! in the mailbox. This means that after the '-> Mailbox' object, we need to add
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! '-> -> Snark' to tell Inform that he is a child object of the mailbox.
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!
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! The Snark daemon will be started the first time you open the mailbox.
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[ Initialise;
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location = Sidewalk;
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];
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[ PrintRank;
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print ", earning you the rank of ";
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if (score >= 100) "the greatest.";
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if (score >= 80) "above average.";
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if (score >= 60) "average.";
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if (score >= 40) "below average.";
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if (score >= 20) "the barely living.";
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"the living dead.";
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];
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! ----------------------------------------------------------------------------
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! Locations
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!
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! In this section we will define our locations. These are "Objects" to Inform.
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!
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! ----------------------------------------------------------------------------
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Object Sidewalk "Sidewalk"
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with description
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"You are standing on the sidewalk in front of a house to the west.",
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w_to Front_Porch,
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has light;
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Object -> Mailbox "mailbox"
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with name "mailbox" "box",
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!
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! The 'before' property is used to 'catch' verb commands before Inform
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! handles them. In this case, we're going to catch the verb 'Open'.
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!
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! If Snark is in the Mailbox (which he is at the initial start of the
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! game) then we execute some special code.
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!
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! We are writing a 'function'. Remember that functions may have arguments
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! which would be defined before the semi-colon. This is important to
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! Inform so don't forget to begin the 'before' function with the bracket
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! AND the semi-colon.
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!
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! Each verb you intend to 'catch' is started simply by the verb followed
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! by a colon. The verb's execution ends with the next verb or at the end
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! of the function.
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!
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before [; Open: !
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! This function has a special behavior if Snark is
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! in the mailbox, which he is in the beginning.
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!
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if (Snark in Mailbox) {
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StartDaemon(Snark);
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move Snark to player;
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give Mailbox open;
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print "~Hey! It's about time! Why are you piddling
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around out there? Don't you know I need air? Who
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do you think you are anyway, some big adventurer
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or something? Pullllease!~, exclaims a small pink
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thing from the mailbox.^^~Hi. I'm Snark, the
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Jarbigruen!~, he cries in a high-pitched voice
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and then leaps from the mailbox into your
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arms.^";
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rtrue;
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}
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!
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! This is where the default behavior is executed for
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! the verb open. We don't have to 'do' anything and
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! Inform will know to execute the default processing.
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!
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],
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when_open "There is an open mailbox here.",
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when_closed "There is a closed mailbox here.",
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has static container openable;
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! SNARK, THE JARBIGRUEN
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!
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! Snark has a lot of different names you can refer to him with so we have to
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! put these in the 'name' property. Each name is separated by a space.
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!
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Object -> -> Snark "small pink Jarbigruen"
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with name "snark" "jarbigruen" "alien" "monster" "thing",
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description
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"Snark, a little pink Jarbigruen, stands approximately ten
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centimeters tall, has two legs, two arms with tiny little hands,
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a wide-eyed face, and a tuft of yellowish hair on his head.",
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!
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! We want Snark to stay with the player so we catch a 'drop'
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! and 'Insert' before Inform can let that happen.
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!
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! Except if it's the couch...that's handled differently...
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!
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before [; Drop,Insert: if (second == Evil_Couch) {
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print "You drop Snark onto the couch and the
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cushions begin to smother him slowly,
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until he completely disappears. After
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a few seconds you hear strange noises
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and, ** POP **, a pink ball is spit out
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of the couch back into your arms!^^
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Snark looks up at you and winks,
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~Jarbigruen's don't go down very easy,
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I guess.~^";
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rtrue;
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}
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print "~Hey! I'm not going anywhere without you!~,
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Snark says.^";
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rtrue;
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],
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!
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! The daemon property is central to handling the characterization
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! of Snark, the Jarbigruen. For each turn the player takes, this
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! property is called.
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!
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! We're not going to do anything complex at this point. Just to
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! show that Snark is alive and kinking, we're going to add random
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! conversation from Snark. We're also adding the 'switch' statement.
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!
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! The 'switch' statement is used to differentiate different values
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! of a variable or expression. For each possible value, you can
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! code a different set of instructions.
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!
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! The random(10) function will return, randomly, a number from
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! 1 to 10. You can make this number anything you like.
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!
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! We're only giving Snark responses for half of the random numbers
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! so he isn't talking all of the time.
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!
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daemon [; switch (random(10)) {
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1: "Snark says, ~Isn't it great to be here!~";
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3: "Snark looks up at you with a glint in his eye and
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tickles you.";
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5: "Snark says, ~You are an excellent adventurer!~";
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7: "Snark cries, ~Stop it! Your holding me too tight!~";
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9: "Snark rifles through your pockets and sighs,
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~Got any candy?~";
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}
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],
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has animate;
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Attribute legible;
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Object -> -> Letter "letter"
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with name "letter" "paper",
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description
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"The letter is a simple page of notebook paper.",
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before [; Consult,Read: "The letter contains a vague story about an evil couch,
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but you can't make out anymore detail. Interesting
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little tidbit though.";
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Tear: remove Letter;
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"You rip the letter into tiny pieces that blow away in the wind.";
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]
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has legible;
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Object Front_Porch "Front Porch"
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with description
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"This is the front porch of the house. There are two doors
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leading inside. The door on the left leads west and the
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door on the right leads northwest.",
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e_to Sidewalk,
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w_to Left_Front_Door,
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in_to Left_Front_Door,
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nw_to Right_Front_Door,
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has light;
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!
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! I've added the attribute 'open' to both of the doors. I figured we'd
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! had that lesson and there was no need to repeat it. Both doors will
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! be open at the start of the game. You can still close them and lock
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! the right one with the key though.
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!
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Object -> Left_Front_Door "left front door"
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with name "left" "front" "door",
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description
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"The left front door is made of brass.",
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when_open "The left front door is open.",
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when_closed "The left front door is closed.",
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door_to Foyer,
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door_dir w_to,
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has static door openable open;
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Object Right_Front_Door "right front door"
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with name "right" "front" "door",
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description
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"The right front door is made of wood.",
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when_open "The right front door is open.",
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when_closed "The right front door is closed.",
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door_to [; if (location==Front_Porch) return Den; return Front_Porch; ],
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door_dir [; if (location==Front_Porch) return nw_to; return se_to; ],
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found_in Front_Porch Den,
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with_key right_key,
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has static door openable lockable locked open;
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Object Den "Den"
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with description
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"You are in the den of the house. The living room is west of hear
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and the front porch is to the southeast.",
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se_to Right_Front_Door,
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out_to Right_Front_Door,
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w_to Living_Room,
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has light;
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Object -> Rock "rock"
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with name "rock",
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description
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"It's smooth and flat, perfect for skipping in a pond.",
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before [; Insert,PutOn,ThrowAt:
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if (second==Evil_Couch) rfalse; ! Allow the rock to be eaten by couch
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if (second==Pond) {
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print "The rock skips across the water several times and sinks.
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Amazingly, after a few moments, the rock washes up at
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your feet. Wow, what an undertow!^";
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move Rock to Backyard;
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rtrue;
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} else {
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print "You can't throw the rock at ",(the) second, ".^";
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rtrue;
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}
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];
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Object Living_Room "Living Room"
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with name "living" "room",
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description
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"This is the living room of the house. The den is to the east.",
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e_to Den,
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has light;
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!
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! And here is our evil couch. Anything put on or in the couch will be
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! 'eaten', including you. In fact, by setting the 'deadflag' to 1,
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! Inform is informed to 'end' the game because you have died.
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!
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! Notice we used the 'before' property and the 'Enter' and 'Receive'
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! verbs to handle the action.
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!
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Object -> Evil_Couch "couch"
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with name "couch" "sofa",
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when_open "There is a filthy, worn down couch here.",
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before [; Enter: deadflag=1;
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"You are eaten by the couch. As you flail for your last few
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seconds, you see Snark beating on the couch trying to save
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you, to no avail.";
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Receive: remove noun;
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"The couch eats ", (the) noun, " and belches.";
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],
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has static container open enterable;
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Object Foyer "Foyer"
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with description
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"You are standing in the foyer of the house. It seems as though
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you can go up a staircase, northwest, or back out the front
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door to the east.",
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out_to Front_Porch,
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e_to Front_Porch,
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nw_to Hallway,
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u_to Upper_Hallway,
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has light;
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Object Hallway "Hallway"
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with description
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"You are in the hallway on the first floor of the house. The
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foyer is southeast and the kitchen is west of here.",
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se_to Foyer,
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w_to Kitchen,
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has light;
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Object Kitchen "Kitchen"
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with description
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"This is the kitchen of the house. A hallway can be seen to the
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east and an open doorway to the west leads out to the backyard.",
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e_to Hallway,
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w_to Backyard,
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out_to Backyard,
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has light;
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Object Backyard "Backyard"
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with name "yard",
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description
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"This is the backyard behind the house. There is a pond here.",
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e_to Kitchen,
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in_to Kitchen,
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has light;
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Object -> Pond "pond"
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with name "pond" "water",
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description
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"It's a small pond, but wide enough to skip rocks.",
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has static concealed container open;
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Object Upper_Hallway "Upper Hallway"
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with description
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"This is the second floor hallway. Rooms can be seen north and
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south and a staircase leads down.",
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n_to North_Bedroom,
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s_to South_Bedroom,
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d_to Foyer,
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has light;
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Object North_Bedroom "North Bedroom"
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with description
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"This is a bedroom on the north side of the house.",
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s_to Upper_Hallway,
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has light;
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Object -> right_key "right key" with name "right" "key", article "the";
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Object South_Bedroom "South Bedroom"
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with description
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"This is a bedroom on the south side of the house.",
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n_to Upper_Hallway,
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has light;
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! ----------------------------------------------------------------------------
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!
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! Functions
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!
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! ----------------------------------------------------------------------------
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[ ReadSub; <<Examine noun>>; ];
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[ TearSub; "You can't tear that"; ];
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! ----------------------------------------------------------------------------
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! Grammar
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!
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! The grammar section includes the file "Grammar" and will later include
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! extensions to the standard grammar library.
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!
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! ----------------------------------------------------------------------------
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Include "Grammar";
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Extend "read" first * legible -> Read;
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Verb "tear" * noun -> Tear;
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