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692 lines
30 KiB
INI
692 lines
30 KiB
INI
!==============================================================================!
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! The Inform Designer's Manual (16May97) includes various references to a
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! sample game called "Ruins", which unfortunately is not supplied with the
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! compiler. This file attempts to knit together several of the fragments from
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! the DM into a small but complete game, intended primarily as an example for
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! novices of a typical way to use Inform features, and as a starting point
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! for experimentation.
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!
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! In order to keep the game manageably small, the following references from
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! the DM have been omitted:
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! parrot, low mist, chasm, pumice-stone ball, glyphs, dictionary,
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! food rations, sodium lamp, cage.
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! Other items have been changed as necessary for simplicity and consistency.
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!
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! Object definitions explicitly state the name of their parent object (if
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! appropriate), rather than using the "->" construct.
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!
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! Once you've played the game and (hopefully) understood how it works, you
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! are strongly encouraged to try modifying or extending it. For instance:
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! - add the low mist in the Forest and Square_Chamber. In the DM it smells of
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! broth, so perhaps you should provide a source for the smell (or just
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! change the description)?
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! - implement the parrot, perhaps having it fly into the Forest once the plane
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! has departed?
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! - extend the number of rooms. There's a suggestion that you could Down from
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! the Shrine, or perhaps you could add a dark passage leading West from the
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! Corridor?
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! - if the passage is dark, perhaps a lamp would be useful?
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! - if you've got a lamp, the maze in the Web becomes much less daunting
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! (and the descriptions will need beefing up too). So perhaps it's the lamp
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! rather than the bangle which you find on your exit from the darkened Web?
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! - the DM is a bit unclear about the role(!) of the pumice-stone ball, but
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! it seems to need pushing into the chasm. Maybe it blocks the gap and
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! allows you to cross to the other side (in order to reach the bangle)?
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! - there are a couple of daemons in the example, but no timer. How about
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! extending the Honeycomb so that if dropped it prints a warning and starts
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! a timer causing itself to melt unless picked up again within two turns?
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!
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! Of course, it isn't worth spending too long on Ruins, since it's only a
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! somewhat dull and well-visited example. As soon as you start to feel
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! comfortable with the way that an Inform game is constructed...
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!
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! ...have a go at writing one of your own. Good luck!
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!==============================================================================!
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! Every game needs a Story and Headline, and must include Parser and VerbLib.
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! As DM <20><>7 except: Release, Serial and MAX_SCORE defined.
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!
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Constant Story "RUINS";
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Constant Headline
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"^An Interactive Worked Example^
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Copyright (c) 1995 by Graham Nelson.^
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Revisited 1998 by Roger Firth.^";
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Release 2;
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Serial "981117";
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Constant MAX_SCORE 100;
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Include "Parser";
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Include "VerbLib";
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!==============================================================================!
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! Every game needs an Initialise routine, whose primary role is to set the
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! player's location (i.e. you) at the start of the game.
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! As DM <20><>7 and 19 except: StartDaemon() call added, no TitlePage().
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!
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[ Initialise;
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location = Forest;
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thedark.description =
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"The darkness of ages presses in on you, and you feel claustrophobic.";
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StartDaemon(Packing_Case);
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"^^^^^Days of searching, days of thirsty hacking through the briars of
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the forest, but at last your patience was rewarded. A discovery!^";
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];
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!==============================================================================!
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! As DM <20><>20. PrintRank, if defined, is called when printing the score.
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!
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[ PrintRank;
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print ", earning you the rank of ";
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switch (score) {
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0 to 9: "humble rainforest Tourist.";
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10 to 39: "Investigator.";
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40 to 69: "Acquisitor.";
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70 to 99: "Archaeologist.";
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100: "Master Archaeologist.";
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}
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];
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!==============================================================================!
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! As DM <20><>11 except: daemon added, to bring the immovable crate at the start,
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! and take it (and you) away at the end.
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!
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Object Packing_Case "packing case"
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with name 'packing' 'case' 'crate' 'box' 'strongbox',
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initial
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"Your packing case rests here, ready for you to hold any important
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cultural finds you might make, for shipping back to civilisation.",
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description
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"A stout wooden crate, only slightly battered by its fall through
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the branches.",
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before [;
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PushDir, Remove, Take:
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"The case is too heavy to bother moving, as long as your
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expedition is still incomplete.
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It'll probably have to be taken out by helicopter.";
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],
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number 0, ! <-- used by the daemon
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daemon [;
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switch (++self.number) {
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!-- Start of game
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1: "^You hear the distant drone of an aeroplane.";
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2: "^The plane is much louder, and seems to be flying very
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low. Terrified birds rise in screeching flocks.";
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3: move self to Forest;
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if (location == Forest)
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"^You involuntarily crouch as the plane flies directly
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overhead, seemingly only inches above the treetops.
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With a loud thump, something drops heavily to the
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ground.";
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"^Even underground, the engine roar is deafening.
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Then there's a dull thump overhead and a little dust
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falls from the ceiling.";
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4: StopDaemon(self);
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"^The roar dies away; calm returns to the forest.";
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!-- End of game
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5: "^A deep throbbing noise can be heard.";
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6: "^A helicopter appears, hovering overhead.";
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7: StopDaemon(self);
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remove self;
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deadflag = 2; ! <-- You win!
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"^The helicopter lowers a rope; you tie it around the
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packing case, which is hauled up into the air,
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then a rope ladder comes dangling down.
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With one last look around the clearing, you climb the
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ladder into the waiting craft.
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Back to civilisation, and a decent pint of Brakspear's!";
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}
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],
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has container open openable static;
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!==============================================================================!
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! As DM <20><>8 except: started endgame processing when all treasure has been
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! found. Added Bangle and Ruby treasures. "Undiscovered" is useful when
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! ensuring that treasures can't be found twice.
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!
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Class Treasure
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with cultural_value 10,
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before [;
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Remove, Take:
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if (self in Packing_Case)
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"Unpacking such a priceless artifact had best wait
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until the Metropolitan Museum can do it.";
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],
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after [;
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Insert:
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if (second == Packing_Case) {
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score = score + self.cultural_value;
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print "Safely packed away.^";
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}
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if (score == MAX_SCORE) {
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StartDaemon(Packing_Case);
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"^The case is full, and you're feeling really homesick.
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Now, how to get out of here?";
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}
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rtrue; ! <-- print nothing further
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];
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Object Undiscovered "hidden treasure room"
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with description "How the heck did you get here!?.";
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Treasure Statuette "pygmy statuette" Undiscovered
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with name 'pygmy' 'statuette' 'statue' 'mayan' 'snake' 'spirit',
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description
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"A menacing, almost cartoon-like statuette of a pygmy spirit
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with an enormous snake around its neck.";
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Treasure Bangle "silver bangle" Undiscovered
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with name 'silver' 'bangle' 'bracelet' 'ring',
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cultural_value 20,
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description "An intricately chased piece of jewellery.";
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Treasure Ruby "blood-red ruby" Undiscovered
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with name 'blood' 'red' 'blood-red' 'ruby' 'stone' 'jewel',
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cultural_value 30,
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description "A vivid red jewel, as large as a hen's egg.";
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Treasure Honeycomb "lump of wax" Undiscovered
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with name 'ancient' 'honeycomb' 'old' 'honey' 'comb' 'wax' 'lump',
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cultural_value 40,
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description
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"On closer examination, the lump appears to be an old honeycomb.",
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after [;
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Eat:
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"Perhaps the most expensive meal of your life.
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The honey tastes odd, perhaps because it was used to store the
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entrails of the king buried here, but still like honey.";
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],
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has edible;
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!==============================================================================!
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! Not in the DM as such, but useful (a) to distinguish room definitions from
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! those of ordinary objects in the file, and (b) to provide light everywhere
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! (unless overruled). See DM <20><>3.8.
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!
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Class Room
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has light;
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!==============================================================================!
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! As DM <20><>7 and 10.
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!
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Room Forest "Dark Forest"
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with name 'forest' 'jungle' 'clearing' 'olive' 'tree' 'trees' 'midges',
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description
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"In this tiny clearing, the pine-needle carpet is broken by
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stone-cut steps leading down into the darkness.
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Dark olive trees crowd in on all sides, the air steams with
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warm recent rain, midges hang in the air.",
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d_to Stone_Steps,
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u_to
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"The trees are spiny and you'd cut your hands to ribbons
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trying to climb them.",
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cant_go
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"The rainforest-jungle is dense, and you haven't hacked through it
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for days to abandon your discovery now.
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Really, you need a good few artifacts to take back to civilisation
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before you can justify giving up the expedition.";
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!==============================================================================!
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! As DM <20><>7 and 8 except: added discovery of Statuette on picking the
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! mushroom.
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!
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Object Mushroom "speckled mushroom" Forest
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with name 'speckled' 'mushroom' 'fungus' 'toadstool',
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initial
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"A speckled mushroom grows out of the sodden earth,
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on a long stalk.",
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description
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"The mushroom is capped with blotches,
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and you aren't at all sure it's not a toadstool.",
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before [;
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Eat:
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if (random(100) > 30)
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"You nibble at one corner,
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but the curious taste repels you.";
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deadflag = 1; ! <-- You die!
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"The tiniest nibble is enough.
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It was a toadstool, and a poisoned one at that!";
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],
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after [;
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Drop:
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"The mushroom drops to the ground, battered slightly.";
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Take:
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if (self has general)
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"You pick up the slowly-disintegrating mushroom.";
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give self general;
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move Statuette to location;
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"You stoop to pick the mushroom, neatly cleaving its thin stalk.
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As you straighten up, you notice what looks like a
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snake in the grass.";
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],
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has edible;
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!==============================================================================!
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! As DM <20><>7 and 8 except: replaced "first feet" by cobwebs.
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!
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Object Stone_Steps "stone-cut steps" Forest
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with name 'stone' 'stone-cut' 'steps' 'stairs' 'cobwebs',
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description [;
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print "The cracked and worn steps descend into a dim chamber. ";
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if (Square_Chamber has visited)
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"The filmy cobwebs which once spanned the entrance
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now hang in tatters.";
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else
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"Cobwebs form a flimsy barrier,
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unlikely to impede your descent.";
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],
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door_to Square_Chamber, door_dir d_to,
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has door open scenery;
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!==============================================================================!
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! As DM <20><>10 except: added examination of floor, word on east lintel,
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! insect trails when mushroom bursts.
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!
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Room Square_Chamber "Square Chamber"
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with name 'square' 'chamber' 'sand' 'dust' 'lintel' 'lintels' 'lintelled'
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'east' 'south' 'doorways' 'doors' 'steps',
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description
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"A sunken, gloomy stone chamber, ten yards across,
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whose floor is covered with fine sandy dust.
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A shaft of sunlight cuts in from the steps above,
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giving the chamber a diffuse light, but in the shadows low
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lintelled doorways to east and south
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lead into the deeper darkness of the Temple.",
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before [;
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Drop:
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if (noun == mushroom)
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<<Insert Mushroom Sunlight>>;
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Examine:
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if (noun == d_obj) {
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if (Trails in location)
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<<Examine Trails>>;
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"Only your own footprints disturb the dust.";
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}
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Go: if (noun == e_obj) {
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print "As you move into the eastern shadows, you seem to
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glimpse the word SENE scratched on the lintel,
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but before you can stop to inspect it more closely,
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you find yourself in...^";
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rfalse; ! <-- continue with the regular action
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}
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Insert:
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if ((noun == Mushroom) && (second == Sunlight)) {
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remove Mushroom;
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move Trails to location;
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"You drop the mushroom on the floor, in the glare of the
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shaft of sunlight.
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It bubbles obscenely, distends and then bursts into a
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hundred tiny insects which run for the darkness in every
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direction, leaving strange trails in the sandy floor.
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No trace of fungus remain.";
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}
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],
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u_to Forest,
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e_to Inner_Web,
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s_to Corridor;
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!==============================================================================!
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! As DM <20><>10.
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!
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Object Sunlight "shaft of sunlight" Square_Chamber
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with name 'shaft' 'of' 'sunlight' 'sun' 'light' 'beam' 'sunbeam' 'ray'
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'rays' 'sun^s',
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description
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"The shaft of sunlight glimmers motes of dust in the air,
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making it seem almost solid.",
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before [;
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Examine, Search:
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;
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default:
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"It's only an insubstantial shaft of sunlight.";
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],
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has scenery;
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!==============================================================================!
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! Not in the DM as such, but useful because employed twice. It seemed easier
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! to have two sets of carvings rather just one plus a lot of if... tests.
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! See DM <20><>3.8.
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!
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Class Carved
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with name 'carved' 'inscription' 'inscriptions' 'carving' 'carvings'
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'group' 'of',
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initial "Carved inscriptions crowd the walls and ceiling.",
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has container open pluralname static;
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!==============================================================================!
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! As DM <20><>10 except: changed to include insect trails suggesting a carving,
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! and pressable carving which reveals cavity.
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!
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Carved Carvings "carved inscriptions" Square_Chamber
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with description [;
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print "The carvings cut deep into the rocks from which the
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chamber is built, forming swirling sinuous patterns.";
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if (cavity in self)
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print " In the middle of one wall, a small cavity can be seen.";
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new_line;
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],
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before [;
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Push:
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"Pressing the carved rock walls at random is unlikely
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to be revealing.";
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Touch:
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"The carvings are warm and smooth to the touch.";
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];
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Carved Other_Carvings "carved inscriptions"
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with description
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"You stare at a group of carvings in the middle of one wall,
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uncannily resembling the insects' trail left in the sand,
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and feel your hand reaching out in that direction.",
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before [;
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Push:
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remove Other_Carvings;
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move Carvings to location;
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move Cavity to Carvings;
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"The carvings slide inwards, revealing a small cavity.";
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Touch:
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"The carvings seems to shift slightly under your hand.
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Perhaps with a little more pressure...?";
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];
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Object Cavity "cavity among the carvings"
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with name 'cavity' 'hole' 'deep' 'gloomy',
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description
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"The cavity, a few inches across, is deep and gloomy.",
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has container open static;
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Object Trails "trails in the sand"
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with name 'trail' 'trails' 'sand' 'sandy' 'pattern' 'insect' 'insects',
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initial "Strange trails swirl on the sandy floor.",
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description [;
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if (self has general) {
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remove Carvings;
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move Other_Carvings to location;
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give self ~general;
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}
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"The insect trails seem to resemble one particular group of
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carvings on the wall.";
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],
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has general pluralname static;
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!==============================================================================!
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! A Web room is implied at DM <20><>10, but not defined. Here, it's implemented
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! as a simple dark maze of two rooms, once of which is home to the
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! scuttling claws described in Example 37. The Bangle is here.
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!
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Class Maze
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class Room,
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with name 'dark' 'darkness' 'web',
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description "Without a light, you'll never see anything here!",
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cant_go
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"Blundering around in the dark, it's impossible to tell
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which direction is which.",
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has ~light;
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Maze Inner_Web "Web of Darkness"
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with se_to Outer_Web,
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ne_to Inner_Web,
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n_to Inner_Web, s_to Inner_Web, e_to Inner_Web, w_to Inner_Web,
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nw_to Inner_Web, sw_to Inner_Web,
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u_to Inner_Web, d_to Inner_Web;
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Maze Outer_Web "Web of Darkness"
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with se_to Outer_Web,
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ne_to Square_Chamber,
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n_to Inner_Web, s_to Inner_Web, e_to Inner_Web, w_to Inner_Web,
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nw_to Inner_Web, sw_to Inner_Web,
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u_to Inner_Web, d_to Inner_Web,
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before [;
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Go: if ((noun == ne_obj) && (Bangle in Undiscovered)) {
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move Bangle to player;
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print "Sensing a slight draught you move in that direction,
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stumbling over something lying on the ground in the dark.
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Almost inadvertently you grab it before gratefully
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emerging into the gloomy chamber.^";
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rfalse; ! <-- continue with the regular action
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}
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];
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!==============================================================================!
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! As DM Ex.37 except: daemon runs only in the Inner_Web room.
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!
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Object Tiny_Claws "sound of tiny claws" thedark
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with name 'tiny' 'claws' 'sound' 'of' 'scuttling' 'scuttle' 'things'
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'creatures' 'insects' 'monsters',
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article "the",
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initial "Somewhere, tiny claws are scuttling.",
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description "Without a light, you'll never see anything here!",
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before [;
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Attack: "They easily avoid your flailing about in the dark.";
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Listen: "How intelligent they sound, for mere insects.";
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Smell: "You can smell only your own fear.";
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Taste, Touch:
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"You wouldn't want to. Really.";
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default:
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"The creatures evade you, chittering.";
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],
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number 0, ! <-- used by the daemon
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each_turn [; StartDaemon(self); ],
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daemon [;
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if (real_location ~= Inner_Web) { ! location just has "thedark"
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self.number = 0;
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StopDaemon(self);
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rtrue; ! <-- ?
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}
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switch(++self.number) {
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1: "^The scuttling draws a little nearer,
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and your breathing grows load and hoarse.";
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2: "^The perspiration of terror runs off your brow.
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The creatures are almost here!";
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3: "^You feel a tickling at your extremities and kick outward,
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shaking something chitinous off.
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Their sound alone is a menacing rasp.";
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4: deadflag = 1; ! <-- You die!
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"^Suddenly there is a tiny pain, of a hypodermic-sharp
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fang at your calf.
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Almost at once your limbs go into spasm, your shoulders
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and knee-joints lock, your tongue swells...";
|
||
}
|
||
];
|
||
|
||
!==============================================================================!
|
||
! As DM <20><>12 except: added the moss concealing the Ruby.
|
||
!
|
||
Room Corridor "Stooped Corridor"
|
||
with name 'low' 'stooped' 'corridor',
|
||
description
|
||
"A low, square-cut corridor, running north to south,
|
||
stooping over you.
|
||
Patches of moss emit a faint green fluorescent glow,
|
||
just enough that you can see your surroundings.",
|
||
n_to Square_Chamber,
|
||
s_to Stone_Door,
|
||
has ;
|
||
|
||
Object Moss "mossy patches" Corridor
|
||
with name 'moss' 'mossy' 'patches' 'green' 'fluorescent' 'glow' 'clumps',
|
||
description [;
|
||
if (Ruby in Undiscovered)
|
||
"The moss grows in rough clumps, surprisingly thick in places.
|
||
Is that a hint of red hidden among all the greenery?";
|
||
"The moss, now somewhat raggy, grows in rough clumps.";
|
||
],
|
||
before [;
|
||
Search:
|
||
if (Ruby in Undiscovered) {
|
||
move Ruby to location;
|
||
"Something rolls from the moss onto the ground.";
|
||
}
|
||
],
|
||
has pluralname scenery;
|
||
|
||
!==============================================================================!
|
||
! As DM <20><>12. The key isn't actually defined in the DM.
|
||
!
|
||
Object Stone_Door "stone door"
|
||
with name 'stone' 'door' 'big' 'massive' 'yellow',
|
||
description "It's just a big stone door.",
|
||
when_closed "The passage is barred by a massive door of yellow stone.",
|
||
when_open "The massive yellow stone door is open.",
|
||
door_to
|
||
[; if (location == Corridor) return Shrine; return Corridor; ],
|
||
door_dir
|
||
[; if (location == Corridor) return s_to; return n_to; ],
|
||
with_key Stone_Key,
|
||
found_in Corridor Shrine,
|
||
has door lockable locked openable static;
|
||
|
||
Object Stone_Key "huge iron key" Cavity
|
||
with name 'huge' 'iron' 'key',
|
||
description "It must be a pretty big door to need a key like this.";
|
||
|
||
!==============================================================================!
|
||
! A Shrine room is implied at DM <20><>10, but not defined.
|
||
!
|
||
Room Shrine "Lofty Shrine"
|
||
with name 'lofty' 'shrine' 'haze' 'hazy' 'craggy' 'walls' 'quartz',
|
||
description
|
||
"For an underground chamber, the Shrine is remarkably high,
|
||
though its upper half is hazy and difficult to see clearly.
|
||
The craggy walls are polished natural rock, in which tiny
|
||
flecks of quartz catch the light of the flickering candle.",
|
||
n_to Stone_Door;
|
||
|
||
!==============================================================================!
|
||
! As DM <20><>14 except: added processing of objects placed on the altar.
|
||
!
|
||
Object Stone_Table "slab altar" Shrine
|
||
with name 'stone' 'table' 'slab' 'altar' 'great',
|
||
initial "A great stone slab of a table dominates the Shrine.",
|
||
description
|
||
"It's big enough to lie on, though in the circumstances
|
||
that might prove to be a A Really Bad Idea.",
|
||
after [;
|
||
Enter:
|
||
deadflag = 1; ! <-- You die!
|
||
"With astonishing speed, the horror-struck priest plucks
|
||
a bronze dagger from his tattered robe, and stabs you
|
||
in your sacrilegious heart.";
|
||
Receive:
|
||
remove noun;
|
||
switch (noun) {
|
||
Stone_Key:
|
||
move Honeycomb to player;
|
||
"His eyes dimly agleam with gratitude, the priest takes
|
||
the key and conceals it among his rags.
|
||
Then, lifting the candle, he carefully detaches a large
|
||
lump of the mottled wax, and gives it to you.";
|
||
Honeycomb:
|
||
move Honeycomb to player;
|
||
"~For returning the key, that is yours to keep.~";
|
||
}
|
||
print "The priest takes ", (the) noun, " and conceals it
|
||
among his rags.^";
|
||
rtrue; ! <-- print nothing further
|
||
],
|
||
has enterable supporter static;
|
||
|
||
!==============================================================================!
|
||
! Not in the DM as such, but added to provide light, and as a source for
|
||
! the Honeycomb.
|
||
!
|
||
Object Candle "flickering candle" Stone_Table
|
||
with name 'flickering' 'candle' 'flame',
|
||
initial
|
||
"A flickering candle at one end of the slab casts
|
||
grotesque shadows on the walls.",
|
||
description
|
||
"The candle is little more than a crudely moulded lump of wax.
|
||
Its texture is vaguely crystalline, with small fragments
|
||
embedded within.",
|
||
has static;
|
||
|
||
!==============================================================================!
|
||
! As DM <20><>16 except: the priest deal in objects, not the dictionary.
|
||
!
|
||
Object Priest "mummified priest" Shrine
|
||
with name 'mummified' 'priest' 'old' 'ancient' 'dessicated',
|
||
initial
|
||
"Behind the slab, a mummified priest stands waiting,
|
||
barely alive at best, impossibly venerable.",
|
||
description
|
||
"He is dessicated and hangs together only by will-power.
|
||
Though his first language is presumably local Mayan, you have
|
||
the curious instinct that he will understand your speech.",
|
||
life [;
|
||
Answer:
|
||
switch (noun) {
|
||
'hello', 'hi', 'bye', 'goodbye', 'good-bye', 'cheerio',
|
||
'thanks', 'thank', 'thankyou', 'you', 'cheers', 'ta':
|
||
"Silently, carefully, the priest nods his head.";
|
||
}
|
||
"The priest coughs, and almost falls apart.";
|
||
Ask:
|
||
switch (second) {
|
||
'king', 'tomb', 'shrine', 'temple', 'altar', 'slab':
|
||
"~The King (life! propserity! happiness!) is buried
|
||
deep under this Shrine, where you will never go.~";
|
||
'silver', 'bangle', 'bracelet', 'ring',
|
||
'blood', 'red', 'blood-red', 'ruby', 'stone', 'jewel',
|
||
'pygmy', 'statuette', 'statue', 'mayan', 'snake', 'spirit':
|
||
"~That is one of my people's sacred relics.~";
|
||
'ancient', 'honeycomb', 'old', 'honey', 'comb', 'wax',
|
||
'lump':
|
||
"~That is the most sacred of all my people's relics.~";
|
||
'huge', 'iron', 'key':
|
||
if (parent(Stone_Key) == nothing)
|
||
"~Now my people will be able to visit the Shrine.~";
|
||
"~That has been lost for generations.
|
||
My gratitude to anyone who returns it will be
|
||
overwhelming.~";
|
||
}
|
||
"~You must find your own answer.~";
|
||
Attack, Kiss:
|
||
remove self;
|
||
"The priest desiccates away into dust until nothing remains,
|
||
not a breeze or a bone.";
|
||
Give, Show:
|
||
switch (noun) {
|
||
Bangle, Ruby, Statuette:
|
||
"~I would be grateful if you placed that before me.~";
|
||
Honeycomb:
|
||
"~For returning the key, that is yours to keep.~";
|
||
Stone_Key:
|
||
"~I would be profoundly grateful if you placed that
|
||
before me.~";
|
||
}
|
||
"The priest is indifferent to earthly things.";
|
||
Tell:
|
||
"The priest has no interest in your sordid life.";
|
||
ThrowAt:
|
||
move noun to location;
|
||
<<Attack self>>;
|
||
],
|
||
orders [;
|
||
Go: "~I must not leave the Shrine.~";
|
||
NotUnderstood:
|
||
switch (noun) {
|
||
'hello', 'hi', 'bye', 'goodbye', 'good-bye', 'cheerio',
|
||
'thanks', 'thank', 'thankyou', 'you', 'cheers', 'ta':
|
||
"Silently, carefully, the priest nods his head.";
|
||
}
|
||
"~You speak in riddles~";
|
||
default:
|
||
"~It is not your orders that I serve.~";
|
||
],
|
||
has animate;
|
||
|
||
!==============================================================================!
|
||
! Every game needs to include the Grammar.
|
||
!
|
||
Include "Grammar";
|
||
|
||
!==============================================================================!
|
||
! Added to enable you to "pick" the mushroom (as well as the usual "take",
|
||
! "get", "pick up", etc). See DM <20><>26.
|
||
!
|
||
Extend "pick" * edible -> Take;
|
||
|
||
!==============================================================================!
|
||
|