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943 lines
36 KiB
INI
943 lines
36 KiB
INI
! ----------------------------------------------------------------------------
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! Toyshop 961111 One of the standard Inform 6 example games
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!
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! This is not a real game. The main example game for Inform is "Advent",
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! a port of Colossal Cave. Since that's something of an antique, and most
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! of the objects in it are rather simple, this is a collection of more
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! exotic features and peculiar objects. Note that "Advent" has plenty of
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! interesting doors, a good lantern and bottled oil and water, so those
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! won't be part of the Toyshop.
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!
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! Needs Inform 6 with library 6/1 or later to compile.
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!
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! To win, simply find 6 interesting things to do and leave by the main exit!
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!
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! Object Is an example of...
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!
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! >SA satchel Container into which the game silently puts things
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! >HE helium balloon Something moving under the control of a daemon
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! >CA little red car Vehicle, and pushable from place to place
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! >PF padded floor Scenery present in several rooms at once
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! >GR hand grenade Timed events: a grenade and its pin
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! >MA matchbook Simple fire and matches; changing inventory styles
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! >WC white candles A stock of objects identical to each other
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! >GL white gloves Two independent objects which can behave as a pair
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! >CO green cone Easy before and after rules
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! >HW high window Starting and stopping daemons
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! >BC bolted cupboard A typical locked container (with key)
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! >GB glass box Container light can get through
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! >SB steel box Container light can't get through
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! >BL building blocks A complicated class definition; piles of objects
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! >CH Christopher Someone you can talk to, and persuade to do things
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! >OF Office Rules about moving in a particular direction
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! >TB toothed bag A container with ideas about what it will allow
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! >SL spirit level Something to put on top of things
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! >BB blackboard A blackboard to write messages on
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!
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! (The code is marked with >SA and so on for easy access with a text editor)
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! ----------------------------------------------------------------------------
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Constant DEBUG;
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Constant Story "TOYSHOP";
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Constant Headline "^An Interactive Demonstration^
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Copyright (c) 1994 by Graham Nelson. All rights given away.^";
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Release 4;
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Serial "961111"; ! This sets the serial date to the date of this source
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! file, not to the date of compilation.
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! Now we serve notice to Inform that we do not wish to use the standard
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! routine for the Burn action, and will instead be defining our own:
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Replace BurnSub;
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! Next include the first of the three standard library files:
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Include "Parser";
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! ----------------------------------------------------------------------------
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! >SA Ungenerously, the player can only carry at most 4 things, but there's
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! a satchel to carry other things around in...
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! ----------------------------------------------------------------------------
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Constant MAX_CARRIED = 4;
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Constant SACK_OBJECT = satchel;
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Object satchel "satchel"
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with description "Big and with a smile painted on it.",
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name "satchel", article "your",
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when_closed "Your satchel lies on the floor.",
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when_open "Your satchel lies open on the floor.",
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has container open openable;
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! We're going to use the most elaborate scoring system the
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! library provides (even though we're going to make the six tasks all
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! score only 1 point each), so we define all this...
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Constant TASKS_PROVIDED;
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Constant NUMBER_TASKS = 6;
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Array task_scores -> 1 1 1 1 1 1;
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Constant MAX_SCORE = 6;
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! And include the library of standard verbs and actions.
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Include "VerbLib";
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! ----------------------------------------------------------------------------
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! Off we go into the Toyshop...
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! ----------------------------------------------------------------------------
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Class Toyroom
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has light;
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Toyroom Toyshop "Toyshop"
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with description
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"The centre of a long east-west hall. Shelves are lined
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with toys, painted clowns face you from the walls and
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the floor is lightly padded with colourful mats. A doorway
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leads north, with a red warning triangle above it.",
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name "clowns" "painted" "shelves" "triangle",
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e_to East_End, w_to West_End, n_to Danger_Zone;
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Object -> chair "high chair"
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with name "chair" "high"
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has supporter enterable;
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! ----------------------------------------------------------------------------
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! >HE The balloon is completely self-contained as a piece of code, except
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! that it does not set itself going (though even this could have been
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! arranged): it is set going in the Initialise() routine.
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!
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! Notice that the "after" for Drop takes away the "moved" attribute.
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! This is one way to ensure that the "initial" message will always be
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! the one displayed. (Alternatively, we could have given it a "describe"
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! property.)
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! ----------------------------------------------------------------------------
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Object -> balloon "helium balloon"
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with description "Blue, with a yellow smile.",
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name "helium" "balloon" "blue" "string",
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initial "A balloon nestles on the ceiling, its long string hanging.",
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before
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[; Attack: remove self; StopDaemon(self);
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"Easily, you burst the balloon. Pop!^^
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Shame it was irreplaceable, really.";
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],
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after
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[; Take: "You take the balloon by its string. It's buoyant!";
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Drop: give balloon ~moved;
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"The balloon rises gracefully to the ceiling.";
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],
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daemon
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[ from_room to_room;
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if (random(3)~=1) rfalse;
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from_room=parent(self);
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if (from_room==East_End or West_End) to_room=Toyshop;
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if (from_room==Toyshop)
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{ if (random(2)==1) to_room=East_End;
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else to_room=West_End;
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}
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if (to_room==0) rfalse;
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move self to to_room;
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if (location==from_room)
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"^A breeze blows the balloon away to the ", (name) to_room, ".";
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if (location==to_room)
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"^A breeze blows the balloon in from the ", (name) from_room, ".";
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];
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! ----------------------------------------------------------------------------
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! >CA There are two exceptions to the ordinary before/after rules, for
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! vehicles and things which can be pushed from place to place: this car
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! demonstrates both at once.
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!
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! The "before" for PushDir (push in a named direction) must call
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! AllowPushDir and then return true to signify that the push is legal.
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!
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! The "before" for Go must return true to signify that travelling in
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! the object is legal. (Note that it must also be enterable.)
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! ----------------------------------------------------------------------------
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Object -> car "little red car"
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with name "little" "red" "car" "kar1",
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description "Large enough to sit inside. Among the controls is a
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prominent on/off switch. The numberplate is KAR 1.",
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when_on "The red car sits here, its engine still running.",
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when_off "A little red car is parked here.",
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before
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[; PushDir: AllowPushDir(); rtrue;
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Go: if (car has on) { Achieved(1); "Brmm! Brmm!"; }
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print "(The ignition is off at the moment.)^";
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],
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after
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[; PushDir: "The car rolls very slowly as you push it.";
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],
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has switchable enterable static container open;
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Object -> -> "small note"
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with name "small" "note",
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description
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" !!!! FROBOZZ MAGIC CAR COMPANY !!!!^
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^Hello, Driver!^
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^Instructions for use:^
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^Switch on the ignition and off you go!^
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^Warranty:^
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^This car is guaranteed against all defects for a period of
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76 milliseconds from date of purchase or until used,
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whichever comes first.^
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^Good Luck!";
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! ----------------------------------------------------------------------------
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! >PF An example of an object spread across several (three) rooms:
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! ----------------------------------------------------------------------------
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Object padded_floor "padded floor"
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with name "padded" "floor" "mats" "padding",
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description "To protect little children and adventurers.",
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before
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[; Take: "It is protected from little children and adventurers.";
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],
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found_in East_End Toyshop West_End
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has scenery;
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! ----------------------------------------------------------------------------
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Toyroom Danger_Zone "Danger Zone"
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with description
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"This is the Danger Zone, which you should know better
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than to go into. A single door leads back south.",
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s_to Toyshop;
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! ----------------------------------------------------------------------------
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! >GR A classic example of a timer (or, as some people call them and
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! appropriately so in this case, a fuse). To demonstrate stopping
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! a timer before the alarm (and for fun), there is also a pin:
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! ----------------------------------------------------------------------------
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Object -> grenade "nasty-looking hand grenade"
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with name "hand" "grenade" "nasty" "nasty-looking",
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initial "A nasty-looking hand grenade (there is no other kind)
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rolls about irresponsibly on the floor.",
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description "Not recommended for children under 90.",
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before
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[; Pull: if (self has general) "Too late for that.";
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StartTimer(self, 5); give self general;
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move the_pin to player;
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"You pull the pin out, an irrevocable act.";
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],
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time_left 0,
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time_out
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[; deadflag=1;
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"^An immense explosion suddenly demolishes the toyshop!^^
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Will you never learn?";
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],
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has transparent;
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Object -> -> the_pin "pin"
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with name "pin",
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description "The pin is designed to be easy to pull.",
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before
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[; Take, Pull: if (self in grenade) <<Pull grenade>>;
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Insert:
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if (self notin grenade && second==grenade)
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{ StopTimer(grenade); move self to grenade;
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give grenade ~general;
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"Amazing! You got the pin back into the grenade!";
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}
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];
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! ----------------------------------------------------------------------------
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! >MA This is a matchbook of five matches, which is quite simple in that you
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! can only actually have one match at a time: otherwise, it's quite
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! a full implementation. Note that the inventory lines for the match
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! and the matchbook are coded here. Note also that the "match" object
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! returns to the book even when the book is empty, so that the parser
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! will still understand requests for matches - which the "before" rule,
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! which automatically removes matches when needed, can then turn down.
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!
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! The matchbook has a daemon whose job is to tidy up lost matches. One
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! might expect this rule to be coded with an "after" routine, to trap
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! the player dropping matches. But suppose there were a magpie in the
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! game, and it flew down and stole the match but left the matchbook!
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! As it happens there isn't, but this is better form.
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! ----------------------------------------------------------------------------
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Object -> matchbook "matchbook"
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with name "matchbook" "book" "matches",
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number 5,
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before
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[; Burn: if (match has light)
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{ remove match; remove matchbook;
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"What a waste of matches!";
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}
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],
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invent
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[; if (inventory_stage==2)
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{ switch(self.number)
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{ 0: print " (empty)";
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1: print " (1 match left)";
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default: print " (", self.number, " matches left)";
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}
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}
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],
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description
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[; print "The cover advertisement reads
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~Curses - Adventure of a Lunchtime~. The book ";
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switch(self.number)
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{ 0: "is empty.";
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1: "has a single match left.";
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default:
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print_ret "contains ", self.number, " matches.";
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}
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],
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daemon
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[; if (match notin matchbook && match notin player)
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{ move match to matchbook;
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if (match has light)
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{ give match ~light; StopTimer(match); }
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StopDaemon(self);
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}
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],
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has transparent;
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Object -> -> match "match"
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with parse_name
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[ i j; if (self has light) j='burning'; else j='unlit';
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while (NextWord()=='match' or j) i++;
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return i;
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],
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article "an",
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before
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[ i; if (self in matchbook)
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{ i=matchbook.number;
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if (i==0) "There are no matches left in the book.";
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i--; matchbook.number=i;
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move self to player; StartDaemon(matchbook);
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print "(taking a match from the book, which ";
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if (i==0) print "is now empty)^";
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if (i==1) print "has one more left)^";
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if (i>1) print "has ", i, " left)^";
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self.article = "an";
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}
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Take, Remove: if (self in player) "Done.";
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Burn:
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if (self has light) "The match is already alight.";
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if (matchbook notin player)
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"You need the matchbook to strike the match.";
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give self light; StartTimer(self, 2+random(3));
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self.article = "a";
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"You strike the match.";
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],
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short_name
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[; if (self has light) print "burning match";
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else print "unlit match";
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rtrue;
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],
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time_left,
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time_out
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[; move self to matchbook; give self ~light;
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"^You drop the match as the flame reaches your finger.";
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];
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! ----------------------------------------------------------------------------
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! >WC A box of eight candles.
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!
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! This is a simple way to code up duplicate objects. For one thing,
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! > take candles
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! does not quite behave as we would hope: it'll only pick up one candle
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! (though "> take four candles" will work). See the "Block" class
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! below for a way to make good.
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!
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! If we had needed a much greater number of candles, we could have used
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! object creation and destruction during play. See the "Ticket" class
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! from the "Balances" example game.
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! ----------------------------------------------------------------------------
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Class Candle
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with name "wax" "candle" "candles",
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short_name "wax candle", plural "wax candles",
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description "It looks just like all the other candles.",
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before
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[; Burn: "Disappointingly, the wick refuses to burn."; ];
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Object -> "grey tin box"
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with name "tin" "box" "grey",
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description
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"A grey tin box of ~Major's Candles~.",
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has container openable;
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Candle -> ->;
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Candle -> ->;
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Candle -> ->;
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Candle -> ->;
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Candle -> ->;
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Candle -> ->;
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Candle -> ->;
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Candle -> ->;
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Toyroom East_End "East End"
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with name "dolls" "nurses",
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description
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"The eastern end of the toyshop is pink, and dolls and
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nurses line the shelves right up to the high window.
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A dark doorway leads to a northern side chamber.",
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w_to Toyshop, n_to DarkRoom;
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! ----------------------------------------------------------------------------
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! >GL The following example, suggested to the author by Richard Tucker,
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! demonstrates an apparently tricky case of objects with associated
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! sub-objects. The pair of white gloves behaves just like any other item
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! of clothing - but the player can also use the left and right gloves
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! independently, can take away or wear only one and so on. When they
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! come back together (even in a cupboard, say, or on a mantelpiece)
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! they are called a pair again.
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!
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! We can do this with only three objects, one daemon and one rule.
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!
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! When the gloves are together, and the player refers to an individual
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! glove, the before rule splits up the pair and starts the daemon.
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! Once active, the daemon tries every turn to re-join them into a pair.
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! (If it succeeds, it turns itself off.)
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!
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! Note that the "pair of gloves" object has the "general" attribute exactly
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! when the gloves are apart. Otherwise the pair-object contains both
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! glove objects, and has "transparent" so that the parser knows the player
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! can see and refer to them.
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! ----------------------------------------------------------------------------
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Object -> gloves "white gloves"
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with article "a pair of",
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name "white" "gloves" "pair" "of",
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daemon
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[; if (parent(right_glove) ~= parent(left_glove)) return;
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if ((left_glove has worn && right_glove hasnt worn)
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|| (left_glove hasnt worn && right_glove has worn)) return;
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if (left_glove has worn) give gloves worn; else give gloves ~worn;
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move gloves to parent(right_glove); give gloves ~general;
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move right_glove to gloves; move left_glove to gloves;
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give right_glove ~worn; give left_glove ~worn;
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StopDaemon(self);
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],
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has clothing transparent;
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Class Glove
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with article "the",
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name "white" "glove",
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before
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[; if (self notin gloves) rfalse;
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move left_glove to parent(gloves); move right_glove to parent(gloves);
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if (gloves has worn)
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{ give left_glove worn; give right_glove worn;
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}
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give gloves general; remove gloves;
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StartDaemon(gloves);
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],
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has clothing;
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Glove -> -> left_glove "left glove"
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with description "White silk, monogrammed with a scarlet R.",
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name "left";
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Glove -> -> right_glove "right glove"
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with description "White silk, monogrammed with a scarlet T.",
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name "right";
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! ----------------------------------------------------------------------------
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! ...and that's all: the "gloves" code is self-contained.
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!
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! Exercise for the reader: hide a (sharp) jewel inside the left glove.
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! (Alter the glove class to make them containers open only when not worn.
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! Add two "after" rules to warn the player if there's something sharp
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! to the touch, one for putting on the pair of gloves, one for putting on
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! an individual glove.)
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! ----------------------------------------------------------------------------
|
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! ----------------------------------------------------------------------------
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! >CO A traditional Inform example object:
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! ----------------------------------------------------------------------------
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Object -> cone "green cone"
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with name "green" "cone" "emerald" "marzipan",
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describe
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[; if (cone has moved)
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"^A misshapen cone of green marzipan sits here.";
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"^Nearby is an emerald green cone, one foot high.";
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],
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description "The cone seems to be made of emerald-coloured
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marzipan.",
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before
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[; Eat: if (random(100) <= 30)
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{ deadflag = 1;
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"Unfortunately, you seem to be allergic to almonds.";
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}
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"You nibble at a corner of the cone.";
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],
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after
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[; Take: "Taken. (Your hands are smeared with marzipan.)";
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Drop: cone.description = "The cone is a vague green mess.";
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"The cone drops to the floor and sags a little.";
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],
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has edible;
|
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|
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! ----------------------------------------------------------------------------
|
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! >HW It's the draught from this slightly-concealed window which propels the
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! balloon:
|
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! ----------------------------------------------------------------------------
|
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|
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Object -> "high window"
|
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with name "high" "window",
|
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description
|
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[; print "A narrow, high window ";
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if (self has open) "through which a draught blows.";
|
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"which is closed.";
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],
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after
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[; Open: StartDaemon(balloon);
|
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Close: Achieved(2); StopDaemon(balloon);
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],
|
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has scenery openable open;
|
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|
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! ----------------------------------------------------------------------------
|
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! >BC A typical locked container, containing a rather pathetic prize...
|
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! ----------------------------------------------------------------------------
|
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Object -> "bolted cupboard"
|
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with name "bolted" "cupboard",
|
|
describe
|
|
[; if (self hasnt open) "^A shut cupboard is bolted to one wall.";
|
|
"^Bolted up on one wall is an open cupboard.";
|
|
],
|
|
with_key key
|
|
has locked container openable lockable static;
|
|
|
|
Object -> -> "boiled sweet"
|
|
with name "boiled" "sweet",
|
|
after
|
|
[; Eat: Achieved(0);
|
|
"It takes an irritatingly long time to eat.";
|
|
],
|
|
has edible;
|
|
|
|
! ----------------------------------------------------------------------------
|
|
! >GB This is really to demonstrate "transparent". Shutting up the glowing
|
|
! >SB ball in the glass box does not make the room go dark: shutting it up
|
|
! in the steel box does. Also, you can examine things in the glass box
|
|
! even when the glass box is shut.
|
|
! (Note also that the Dark Room is explicitly told not to have "light",
|
|
! which it would otherwise inherit from the "Toyroom" class.)
|
|
! ----------------------------------------------------------------------------
|
|
|
|
Toyroom DarkRoom "Dark Room"
|
|
with description "A featureless storage room, hardly worth illumination.",
|
|
cant_go "The only exit is back south.",
|
|
s_to East_End
|
|
has ~light;
|
|
|
|
Object -> "glass box with a lid"
|
|
with name "glass" "box" "with" "lid"
|
|
has container transparent openable open;
|
|
|
|
Object -> "steel box with a lid"
|
|
with name "steel" "box" "with" "lid"
|
|
has container openable open;
|
|
|
|
|
|
Toyroom West_End "West End"
|
|
with name "soldiers" "model" "aircraft" "planes",
|
|
description
|
|
"The western end of the toyshop is blue, and soldiers and
|
|
model aircraft line the shelves. A small office lies to
|
|
the south.",
|
|
e_to Toyshop, s_to Office;
|
|
|
|
! ----------------------------------------------------------------------------
|
|
! >BL The class Block provides for stackable building blocks.
|
|
!
|
|
! Note that with the "describe" routine missing, the game would still
|
|
! correctly describe stacks of blocks: just a little less elegantly.
|
|
! ----------------------------------------------------------------------------
|
|
|
|
Class Block
|
|
with description "Just a child's building block, four inches on a side.",
|
|
|
|
! The parse_name routine below ensures that "take blocks"
|
|
! works correctly:
|
|
|
|
parse_name
|
|
[ i j;
|
|
for (::)
|
|
{ j=NextWord();
|
|
if (j=='block' or 'cube' or 'building' or (self.name)) i++;
|
|
else
|
|
{ if (j=='blocks' or 'cubes')
|
|
{ parser_action=##PluralFound; i++; }
|
|
else return i;
|
|
}
|
|
}
|
|
],
|
|
|
|
describe
|
|
[ c d e;
|
|
d = child(self);
|
|
while (d~=0 && d ofclass Block)
|
|
{ c++; e=d; d=child(d); }
|
|
if (c==0) rfalse;
|
|
print "^There is a pile of building blocks here, ";
|
|
while (c>=0)
|
|
{ print (address) e.name; ! Sneaky: print the "name" out
|
|
if (c>0) print " on "; ! using its dictionary address
|
|
c--; e=parent(e);
|
|
}
|
|
".";
|
|
],
|
|
before
|
|
[ c;
|
|
PutOn:
|
|
if (second ofclass Block)
|
|
{ if (child(second)~=0 && child(second) ofclass Block)
|
|
"There's no room on the top of one cube for two more, side
|
|
by side.";
|
|
}
|
|
else
|
|
print "(They're really intended
|
|
to be piled on top of each other.)^";
|
|
c=second; while (c ofclass Block) c=parent(c);
|
|
if (c~=location or mantelpiece) "Too unsteady a base.";
|
|
],
|
|
after
|
|
[ c stack;
|
|
PutOn:
|
|
stack=noun;
|
|
while (parent(stack) ofclass Block) { stack=parent(stack); c++; }
|
|
if (c<2)
|
|
{ if (Chris has general) rtrue;
|
|
rfalse;
|
|
}
|
|
if (c==2) "The pile of three cubes is unsteady, but viable.";
|
|
if (Chris has general)
|
|
{ Achieved(3);
|
|
"^Expertly he keeps the pile of four cubes stable.";
|
|
}
|
|
stack=noun;
|
|
while (parent(stack) ofclass Block)
|
|
{ c=stack; stack=parent(stack); move c to location; }
|
|
"The pile of four cubes wobbles, wobbles, steadies... and suddenly
|
|
collapses!";
|
|
Take:
|
|
stack=child(noun); if (stack==0) rfalse;
|
|
while (stack~=0)
|
|
{ c=stack; stack=child(stack); move c to location; }
|
|
"Your pile of cubes is collapsed as a result.";
|
|
],
|
|
has supporter;
|
|
|
|
Block -> "green cube"
|
|
with name "green";
|
|
Block -> "red cube"
|
|
with name "red";
|
|
Block -> "yellow cube"
|
|
with name "yellow";
|
|
Block -> "blue cube"
|
|
with name "blue";
|
|
|
|
! ----------------------------------------------------------------------------
|
|
! >CH A guest appearance by my cousin Christopher, aged six (*), who plays
|
|
! with one thing at a time (easily forgetting which). Being "transparent"
|
|
! (no reflection on him!) means the parser allows the player to examine
|
|
! whatever he's playing with... but not to take it from him.
|
|
! (* In 1993, when this game was first written.)
|
|
! ----------------------------------------------------------------------------
|
|
|
|
Object -> Chris "Christopher"
|
|
with name "child" "boy" "chris" "christopher",
|
|
describe
|
|
[; print "^A boy called Christopher sits here";
|
|
if (child(Chris) ~= nothing)
|
|
print ", playing with ", (a) child(Chris);
|
|
".";
|
|
],
|
|
life
|
|
[ x;
|
|
Ask:
|
|
switch(second)
|
|
{ 'juggling', 'fluorescent', 'ball': "~That's mine!~";
|
|
'helium', 'balloon': "Christopher yawns.";
|
|
'cube', 'cubes': "~Bet I can make a higher tower than you.~";
|
|
'toys', 'toyshop': "~Isn't it fabulous here?~";
|
|
default: "~Dunno.~";
|
|
}
|
|
Answer:
|
|
switch(noun)
|
|
{ 'hello', 'hallo', 'hi':
|
|
"~Hello,~ says Christopher cheerfully.";
|
|
default: "Christopher seems preoccupied.";
|
|
}
|
|
Attack: remove self;
|
|
"Christopher makes a run for it, effortlessly slipping past you!";
|
|
Kiss: "~That's soppy, that is.~";
|
|
Give:
|
|
if (noun==balloon) "He's too bored by the balloon.";
|
|
x=child(Chris);
|
|
if (x~=0)
|
|
{ move x to location;
|
|
print "He forgets about ", (the) x, " and ";
|
|
}
|
|
else print "He ";
|
|
print "eagerly grabs ", (the) noun; move noun to Chris; ".";
|
|
],
|
|
orders
|
|
[; Drop: if (noun in Chris) "~Won't! It's mine!~";
|
|
Take: "Christopher can't be bothered.";
|
|
Give: if (second==player) "~Get your own!~";
|
|
Go: "~But I like it here!~";
|
|
PutOn: if (noun notin Chris) "He is mightily confused.";
|
|
if (~~(noun ofclass Block && second ofclass Block))
|
|
"He can't see the point of this.";
|
|
print "Christopher leans over with great concentration
|
|
and does so.^";
|
|
move noun to player; give self general;
|
|
<PutOn noun second>;
|
|
give self ~general; rtrue;
|
|
],
|
|
each_turn
|
|
[; if (random(3)~=1) rtrue;
|
|
print "^Christopher ";
|
|
switch(random(4))
|
|
{ 1: "yawns."; 2: "frowns.";
|
|
3: "stretches."; 4: "hums tonelessly.";
|
|
}
|
|
],
|
|
has animate proper transparent;
|
|
|
|
Object "fluorescent juggling ball" Chris
|
|
with initial "On the floor is a fluorescent juggling ball!",
|
|
name "fluorescent" "juggling" "ball",
|
|
description "It glows with soft light."
|
|
has light;
|
|
|
|
! ----------------------------------------------------------------------------
|
|
! >OF A simple movement rule.
|
|
! ----------------------------------------------------------------------------
|
|
|
|
Toyroom Office "Office"
|
|
with description
|
|
"A small, grey office, with a broad stone mantelpiece.
|
|
In the east wall is a doorway marked ~Exit~, and the Toyshop,
|
|
of course, lies north.",
|
|
cant_go "The Toyshop floor lies north.",
|
|
n_to West_End,
|
|
e_to
|
|
[; if (score~=MAX_SCORE)
|
|
"A gong sounds. ~You cannot leave the Toyshop until
|
|
you have done six interesting things!~";
|
|
deadflag=2;
|
|
"A gong sounds. ~Congratulations! You may now leave the Toyshop
|
|
and begin writing your own Inform game!~";
|
|
];
|
|
|
|
! ----------------------------------------------------------------------------
|
|
! >TB A somewhat acquisitive container... but it can be taught to behave.
|
|
! ----------------------------------------------------------------------------
|
|
|
|
Object -> "toothed bag"
|
|
with name "toothed" "bag",
|
|
initial "In one corner is a curious, toothed bag.",
|
|
description "A capacious bag with a toothed mouth.",
|
|
before
|
|
[; LetGo: "The bag defiantly bites itself
|
|
shut on your hand until you desist.";
|
|
],
|
|
after
|
|
[; Receive:
|
|
if (noun==cone)
|
|
{ self.before=0; self.after=0;
|
|
"The bag wriggles interminably as it tries
|
|
to eat the enormous mass of marzipan. That'll
|
|
teach it.";
|
|
}
|
|
"The bag wriggles hideously as it swallows ", (the) noun, ".";
|
|
],
|
|
has container open;
|
|
|
|
! ----------------------------------------------------------------------------
|
|
! >SL Which can be put on the mantelpiece: the first time this is done, the
|
|
! game randomly decides which end is higher, and sticks to this decision.
|
|
! ----------------------------------------------------------------------------
|
|
|
|
Object -> -> spirit_level "spirit level"
|
|
with name "spirit" "level" "wood" "flask",
|
|
number 0,
|
|
description "A length of wood containing a flask of viscous
|
|
green liquid, in which a bubble is trapped.",
|
|
before
|
|
[; Examine:
|
|
if (spirit_level in mantelpiece)
|
|
{ print "The bubble is at the ";
|
|
if (self.number==1) "northeast end.";
|
|
"southeast end.";
|
|
}
|
|
],
|
|
after
|
|
[; PutOn: if (second~=mantelpiece) rfalse;
|
|
if (spirit_level hasnt general) self.number=random(2);
|
|
give spirit_level general; Achieved(4);
|
|
print "You put the spirit level on the mantelpiece,
|
|
and the bubble slowly drifts towards the ";
|
|
if (self.number==1) "northeast.";
|
|
"southwest.";
|
|
];
|
|
|
|
Object -> mantelpiece "mantelpiece"
|
|
with name "mantel" "mantle" "piece" "mantelpiece"
|
|
has scenery supporter;
|
|
|
|
Object -> -> key "iron key"
|
|
with name "iron" "key", article "an";
|
|
|
|
! ----------------------------------------------------------------------------
|
|
! >BB A blackboard which can be written on or wiped clear.
|
|
! ----------------------------------------------------------------------------
|
|
|
|
Object -> -> chalk "stick of chalk"
|
|
with name "stick" "of" "chalk";
|
|
|
|
Array boardtext string 64;
|
|
|
|
Object -> blackboard "blackboard"
|
|
with name "board" "blackboard" "black",
|
|
describe
|
|
[; <<Examine self>>; ],
|
|
before
|
|
[ i f;
|
|
Examine:
|
|
for (i=1:i<=boardtext->0:i++)
|
|
if (boardtext->i~=' ' or 0) f=1;
|
|
if (f==0)
|
|
{ print "^The office blackboard is wiped clean.^";
|
|
if (self hasnt general)
|
|
{ give self general;
|
|
"^[To write on it, try > write ~message...~]";
|
|
}
|
|
rtrue;
|
|
}
|
|
print "^The office blackboard bears the message:^ ";
|
|
for (i=1:i<=boardtext->0:i++)
|
|
{ f=boardtext->i;
|
|
if (f~=0) print (char) f;
|
|
}
|
|
new_line; rtrue;
|
|
Rub: for (i=1:i<=boardtext->0:i++) boardtext->i = ' ';
|
|
"You wipe the blackboard clean.";
|
|
],
|
|
has static;
|
|
|
|
Global from_char; Global to_char;
|
|
[ QuotedText i j f;
|
|
i = WordAddress(wn++); i=i-buffer;
|
|
if (buffer->i=='"')
|
|
{ for (j=i+1:j<=(buffer->1)+1:j++)
|
|
if (buffer->j=='"') f=j;
|
|
if (f==0) return -1;
|
|
from_char = i+1; to_char=f-1;
|
|
if (from_char>to_char) return -1;
|
|
while (buffer+f > WordAddress(wn)) wn++; wn++;
|
|
return 1;
|
|
}
|
|
return -1;
|
|
];
|
|
|
|
[ WriteSub i j;
|
|
if (chalk notin player) "You're holding nothing to write with.";
|
|
if (blackboard notin location) "The blackboard is elsewhere.";
|
|
for (i=from_char,j=1:i<=to_char && j<boardtext->0:i++,j++)
|
|
boardtext->j = buffer->i;
|
|
for (:j<boardtext->0:j++) boardtext->j=0;
|
|
Achieved(5);
|
|
<<Examine blackboard>>;
|
|
];
|
|
|
|
! ----------------------------------------------------------------------------
|
|
! End of object definitions.
|
|
! ----------------------------------------------------------------------------
|
|
!
|
|
! Routines and Entry Points
|
|
!
|
|
! (Fuller examples of which can be found in the "Advent" example game.)
|
|
!
|
|
! Initialise() just sets up the initial state of the game.
|
|
! We are required to set "location" to the start location of the
|
|
! player; the rest is optional.
|
|
!
|
|
! StartDaemon(balloon) starts the process which blows the balloon back
|
|
! and forth.
|
|
! ----------------------------------------------------------------------------
|
|
|
|
[ Initialise;
|
|
location=chair; move satchel to player;
|
|
|
|
print "^^^^^~What's so special about Inform,~ is the last thing you
|
|
remember saying to the mad alchemist. Big mistake...^^";
|
|
|
|
StartDaemon(balloon);
|
|
];
|
|
|
|
! ----------------------------------------------------------------------------
|
|
! Print names of tasks out (when the library asks us to). Note that they
|
|
! are numbered from 0 to NUMBER_TASKS-1.
|
|
! ----------------------------------------------------------------------------
|
|
|
|
[ PrintTaskName achievement;
|
|
switch(achievement)
|
|
{ 0: "eating a sweet";
|
|
1: "driving the car";
|
|
2: "shutting out the draught";
|
|
3: "building a tower of four";
|
|
4: "seeing which way the mantelpiece leans";
|
|
5: "writing on the blackboard";
|
|
}
|
|
];
|
|
|
|
[ PrintRank;
|
|
print ", earning you the rank of ";
|
|
if (score >= 6) "Toyshop manager.";
|
|
if (score >= 5) "management trainee.";
|
|
if (score >= 4) "undergraduate.";
|
|
if (score >= 3) "schoolchild.";
|
|
if (score >= 2) "nursery-school child.";
|
|
if (score >= 1) "toddler.";
|
|
"newborn baby.";
|
|
];
|
|
|
|
! ----------------------------------------------------------------------------
|
|
! Now (as promised earlier) we provide the replacement for BurnSub,
|
|
! specially adapted to the rules of the Toyshop:
|
|
! ----------------------------------------------------------------------------
|
|
|
|
[ BurnSub;
|
|
if (match hasnt light) "You have no source of flame.";
|
|
if (noun has animate) <<Attack noun>>;
|
|
if (noun==padded_floor)
|
|
{ deadflag=1;
|
|
"A gong sounds, but before a sepulchral voice finishes clearing
|
|
its throat, the whole padded floor goes up in an inferno.";
|
|
}
|
|
"A gong sounds, and a sepulchral, rather disappointed voice says:
|
|
~It is forbidden to play with fire in the Toyshop.~";
|
|
];
|
|
|
|
! ----------------------------------------------------------------------------
|
|
! And we provide one new action, "Burst", which in fact just passes over to
|
|
! "Attack", plus one for writing on the board:
|
|
! ----------------------------------------------------------------------------
|
|
|
|
[ BurstSub; <<Attack noun>>; ];
|
|
|
|
Include "Grammar";
|
|
|
|
Verb "burst" "pop" "prick" "stab" "pierce"
|
|
* noun -> Burst;
|
|
|
|
Verb "write" * QuotedText -> Write;
|
|
|
|
! ----------------------------------------------------------------------------
|