mirror of
https://github.com/sehugg/8bitworkshop.git
synced 2024-11-22 14:33:51 +00:00
382 lines
13 KiB
INI
382 lines
13 KiB
INI
! ------------------------------------------------------------------------------
|
|
! Inform for New Writers
|
|
!
|
|
! The House - Version 7
|
|
!
|
|
! Last Modified: David Cornelson - 01-Feb-1998
|
|
!
|
|
! This work is freely offered to the Public Domain. - DAC 12-12-2015
|
|
!
|
|
! ------------------------------------------------------------------------------
|
|
|
|
Constant Story "The House";
|
|
|
|
Constant Headline
|
|
"^Inform for New Writers^
|
|
The House - Version 7^
|
|
By New Writer (1998) - Last Compiled: 01-Feb-1998^";
|
|
|
|
Constant MAX_SCORE 100;
|
|
Serial "980201";
|
|
|
|
Release 1;
|
|
|
|
Include "Parser";
|
|
Include "VerbLib";
|
|
|
|
!-------------------------------------------------------------------------------
|
|
! Initialise
|
|
!
|
|
!-------------------------------------------------------------------------------
|
|
|
|
[ Initialise;
|
|
|
|
location = Sidewalk;
|
|
|
|
];
|
|
|
|
[ PrintRank;
|
|
print ", earning you the rank of ";
|
|
if (score >= 100) "the greatest.";
|
|
if (score >= 80) "above average.";
|
|
if (score >= 60) "average.";
|
|
if (score >= 40) "below average.";
|
|
if (score >= 20) "the barely living.";
|
|
"the living dead.";
|
|
];
|
|
|
|
! ----------------------------------------------------------------------------
|
|
! Locations
|
|
!
|
|
! In this section we will define our locations. These are "Objects" to Inform.
|
|
!
|
|
! ----------------------------------------------------------------------------
|
|
|
|
Object Sidewalk "Sidewalk"
|
|
with description
|
|
"You are standing on the sidewalk in front of a house to the west.",
|
|
w_to Front_Porch,
|
|
has light;
|
|
|
|
Object -> Mailbox "mailbox"
|
|
with name "mailbox" "box",
|
|
|
|
before [; Open: if (Snark in Mailbox) {
|
|
|
|
StartDaemon(Snark);
|
|
move Snark to player;
|
|
give Mailbox open;
|
|
|
|
print "~Hey! It's about time! Why are you piddling
|
|
around out there? Don't you know I need air? Who
|
|
do you think you are anyway, some big adventurer
|
|
or something? Pullllease!~, exclaims a small pink
|
|
thing from the mailbox.^^~Hi. I'm Snark, the
|
|
Jarbigruen!~, he cries in a high-pitched voice
|
|
and then leaps from the mailbox into your
|
|
arms.^";
|
|
rtrue;
|
|
}
|
|
],
|
|
when_open "There is an open mailbox here.",
|
|
when_closed "There is a closed mailbox here.",
|
|
has static container openable;
|
|
|
|
Object -> -> Snark "small pink Jarbigruen"
|
|
with name "snark" "jarbigruen" "alien" "monster" "thing",
|
|
description
|
|
"Snark, a little pink Jarbigruen, stands approximately ten
|
|
centimeters tall, has two legs, two arms with tiny little hands,
|
|
a wide-eyed face, and a tuft of yellowish hair on his head.",
|
|
|
|
before [; Drop,Insert: if (second == Evil_Couch) {
|
|
print "You drop Snark onto the couch and the
|
|
cushions begin to smother him slowly,
|
|
until he completely disappears. After
|
|
a few seconds you hear strange noises
|
|
and, ** POP **, a pink ball is spit out
|
|
of the couch back into your arms!^^
|
|
Snark looks up at you and winks,
|
|
~Jarbigruen's don't go down very easy,
|
|
I guess.~^";
|
|
rtrue;
|
|
}
|
|
print "~Hey! I'm not going anywhere without you!~,
|
|
Snark says.^";
|
|
rtrue;
|
|
],
|
|
daemon [; switch (random(10)) {
|
|
1: "Snark says, ~Isn't it great to be here!~";
|
|
3: "Snark looks up at you with a glint in his eye and
|
|
tickles you.";
|
|
5: "Snark says, ~You are an excellent adventurer!~";
|
|
7: "Snark cries, ~Stop it! Your holding me too tight!~";
|
|
9: "Snark rifles through your pockets and sighs,
|
|
~Got any candy?~";
|
|
}
|
|
],
|
|
has animate;
|
|
|
|
Attribute legible;
|
|
|
|
Object -> -> Letter "letter"
|
|
with name "letter" "paper",
|
|
description
|
|
"The letter is a simple page of notebook paper.",
|
|
before [; Consult,Read: "The letter contains a vague story about an evil couch,
|
|
but you can't make out anymore detail. Interesting
|
|
little tidbit though.";
|
|
Tear: remove Letter;
|
|
"You rip the letter into tiny pieces that blow away in the wind.";
|
|
]
|
|
has legible;
|
|
|
|
Object Front_Porch "Front Porch"
|
|
with description
|
|
"This is the front porch of the house. There are two doors
|
|
leading inside. The door on the left leads west and the
|
|
door on the right leads northwest.",
|
|
e_to Sidewalk,
|
|
w_to Left_Front_Door,
|
|
in_to Left_Front_Door,
|
|
nw_to Right_Front_Door,
|
|
has light;
|
|
|
|
!
|
|
! VERSION 7 - Using a Class statement to create a group of common objects
|
|
!
|
|
! There are times when building your game that you begin building the same
|
|
! types of objects over and over. You end up copying code all over the place
|
|
! and maintaining this code becomes a search and replace chase scene.
|
|
!
|
|
! Well, in some instances, there is a better way. We have to discuss a little
|
|
! bit of methodology first though.
|
|
!
|
|
! Most games hsouldn't be written like 'The House'. You should write out as much
|
|
! of your story and physical world as possible. When you have a fairly complete
|
|
! view of this world, you break down all of aspects into objects.
|
|
!
|
|
! If we designed the current version of 'The House' this way, it would look
|
|
! something like this...
|
|
!
|
|
! ----------------------------
|
|
!
|
|
! Sidewalk -> Mailbox -> Snark
|
|
! -> Letter
|
|
!
|
|
! Front Porch -> Left Door
|
|
! -> Right Door
|
|
!
|
|
! Foyer
|
|
!
|
|
! Den -> Rock
|
|
!
|
|
! Living Room -> Evil Couch
|
|
!
|
|
! Hallway
|
|
!
|
|
! Upper Hallway
|
|
!
|
|
! North Bedroom -> Key
|
|
!
|
|
! South Bedroom
|
|
!
|
|
! Kitchen
|
|
!
|
|
! Backyard -> Pond
|
|
!
|
|
! ----------------------------
|
|
!
|
|
! You will likely want to do this BEFORE you begin programming your game. The reason
|
|
! is that you may be able to reduce some of your coding by locating similar objects.
|
|
!
|
|
! Q: What two objects in 'The House' are alike?
|
|
!
|
|
! A: The doors
|
|
!
|
|
! Correct. We are going to rewrite the two door objects, but first we're going to create
|
|
! a class for the foundation of their definition.
|
|
!
|
|
|
|
Class Front_Door
|
|
with name "front" "door",
|
|
has static door openable open;
|
|
|
|
!
|
|
! And now we'll change the each door object to become a subset of this class.
|
|
! Notice that we can leave out the names and attributes in the class. These
|
|
! are 'inherited' by the newly defined objects.
|
|
!
|
|
! In this example, we didn't reduce our code all that much. But in many cases
|
|
! you will reduce your code. A good use of this is when you have an NPC or
|
|
! non-playing character that you want to be seen as learning. You can create
|
|
! a base class object with rudimentary actions and change to other objects
|
|
! when the NPC is supposed to be 'smarter'.
|
|
!
|
|
! Class Base_Snark ...
|
|
!
|
|
! Base_Snark Snark_1 ...
|
|
! Base_Snark Snark_2 ...
|
|
! Base_Snark Snark_3 ...
|
|
!
|
|
! Anything you define in the class object, is inherited by the continuing
|
|
! objects. If you redefine something, such as an attribute or property,
|
|
! then the new definition supercedes the class definition.
|
|
!
|
|
|
|
Front_Door -> Left_Front_Door "left front door"
|
|
with name "left",
|
|
description
|
|
"The left front door is made of brass.",
|
|
when_open "The left front door is open.",
|
|
when_closed "The left front door is closed.",
|
|
door_to Foyer,
|
|
door_dir w_to;
|
|
|
|
Front_Door -> Right_Front_Door "right front door"
|
|
with name "right",
|
|
description
|
|
"The right front door is made of wood.",
|
|
when_open "The right front door is open.",
|
|
when_closed "The right front door is closed.",
|
|
door_to [; if (location==Front_Porch) return Den; return Front_Porch; ],
|
|
door_dir [; if (location==Front_Porch) return nw_to; return se_to; ],
|
|
found_in Front_Porch Den,
|
|
with_key right_key,
|
|
has lockable locked;
|
|
|
|
Object Den "Den"
|
|
with description
|
|
"You are in the den of the house. The living room is west of hear
|
|
and the front porch is to the southeast.",
|
|
se_to Right_Front_Door,
|
|
out_to Right_Front_Door,
|
|
w_to Living_Room,
|
|
has light;
|
|
|
|
Object -> Rock "rock"
|
|
with name "rock",
|
|
description
|
|
"It's smooth and flat, perfect for skipping in a pond.",
|
|
before [; Insert,PutOn,ThrowAt:
|
|
if (second==Evil_Couch) rfalse; ! Allow the rock to be eaten by couch
|
|
if (second==Pond) {
|
|
print "The rock skips across the water several times and sinks.
|
|
Amazingly, after a few moments, the rock washes up at
|
|
your feet. Wow, what an undertow!^";
|
|
move Rock to Backyard;
|
|
rtrue;
|
|
} else {
|
|
print "You can't throw the rock at ",(the) second, ".^";
|
|
rtrue;
|
|
}
|
|
];
|
|
|
|
Object Living_Room "Living Room"
|
|
with name "living" "room",
|
|
description
|
|
"This is the living room of the house. The den is to the east.",
|
|
e_to Den,
|
|
has light;
|
|
|
|
Object -> Evil_Couch "couch"
|
|
with name "couch" "sofa",
|
|
when_open "There is a filthy, worn down couch here.",
|
|
before [; Enter: deadflag=1;
|
|
"You are eaten by the couch. As you flail for your last few
|
|
seconds, you see Snark beating on the couch trying to save
|
|
you, to no avail.";
|
|
Receive: remove noun;
|
|
"The couch eats ", (the) noun, " and belches.";
|
|
],
|
|
has static container open enterable;
|
|
|
|
Object Foyer "Foyer"
|
|
with description
|
|
"You are standing in the foyer of the house. It seems as though
|
|
you can go up a staircase, northwest, or back out the front
|
|
door to the east.",
|
|
out_to Front_Porch,
|
|
e_to Front_Porch,
|
|
nw_to Hallway,
|
|
u_to Upper_Hallway,
|
|
has light;
|
|
|
|
Object Hallway "Hallway"
|
|
with description
|
|
"You are in the hallway on the first floor of the house. The
|
|
foyer is southeast and the kitchen is west of here.",
|
|
se_to Foyer,
|
|
w_to Kitchen,
|
|
has light;
|
|
|
|
Object Kitchen "Kitchen"
|
|
with description
|
|
"This is the kitchen of the house. A hallway can be seen to the
|
|
east and an open doorway to the west leads out to the backyard.",
|
|
e_to Hallway,
|
|
w_to Backyard,
|
|
out_to Backyard,
|
|
has light;
|
|
|
|
Object Backyard "Backyard"
|
|
with name "yard",
|
|
description
|
|
"This is the backyard behind the house. There is a pond here.",
|
|
e_to Kitchen,
|
|
in_to Kitchen,
|
|
has light;
|
|
|
|
Object -> Pond "pond"
|
|
with name "pond" "water",
|
|
description
|
|
"It's a small pond, but wide enough to skip rocks.",
|
|
has static concealed container open;
|
|
|
|
Object Upper_Hallway "Upper Hallway"
|
|
with description
|
|
"This is the second floor hallway. Rooms can be seen north and
|
|
south and a staircase leads down.",
|
|
n_to North_Bedroom,
|
|
s_to South_Bedroom,
|
|
d_to Foyer,
|
|
has light;
|
|
|
|
Object North_Bedroom "North Bedroom"
|
|
with description
|
|
"This is a bedroom on the north side of the house.",
|
|
s_to Upper_Hallway,
|
|
has light;
|
|
|
|
Object -> right_key "right key" with name "right" "key", article "the";
|
|
|
|
Object South_Bedroom "South Bedroom"
|
|
with description
|
|
"This is a bedroom on the south side of the house.",
|
|
n_to Upper_Hallway,
|
|
has light;
|
|
|
|
! ----------------------------------------------------------------------------
|
|
!
|
|
! Functions
|
|
!
|
|
! ----------------------------------------------------------------------------
|
|
|
|
[ ReadSub; <<Examine noun>>; ];
|
|
|
|
[ TearSub; "You can't tear that"; ];
|
|
|
|
! ----------------------------------------------------------------------------
|
|
! Grammar
|
|
!
|
|
! The grammar section includes the file "Grammar" and will later include
|
|
! extensions to the standard grammar library.
|
|
!
|
|
! ----------------------------------------------------------------------------
|
|
|
|
Include "Grammar";
|
|
|
|
Extend "read" first * legible -> Read;
|
|
|
|
Verb "tear" * noun -> Tear;
|