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