!\--------------------------------------------------------------------------- COLOSSAL HUGO Based on Graham Nelson's Inform port of Advent, in turn taken from David M. Baggett's 1993 reconstruction of the 1977 original Adventure by Willie Crowther and Don Woods. Hugo adaptation by Kent Tessman 1995 ---------------------------------------------------------------------------\! #set DEBUG ! include HugoFix library and grammar #set VERBSTUBS ! include verb stub routines !#set PRECOMPILED_LIBRARY ! #link HUGOLIB.HLB #set NO_SCRIPTS ! These flags are set to exclude #set NO_AUX_MATH ! unnecessary library routines #set NO_STRING_ARRAYS ! #switches -ls !---------------------------------------------------------------------------- ! NEW GRAMMAR: verb "on" * DoOn verb "off" * DoOff verb "catch", "capture" * DoVague * living DoCatch * living "with" held DoCatch verb "release", "free" * DoVague * living DoRelease verb "let" * living "go" DoRelease * "go" living DoRelease verb "pour", "douse" * DoVague * object DoEmpty verb "water", "irrigate" * DoVague * object DoWater verb "oil", "grease", "lubricate" * DoVague * object DoOil verb "plugh" * Plugh verb "xyzzy" * Xyzzy verb "plover" * Plover verb "say", "chant", "incant", "speak" * DoVague * "plugh" Plugh * "xyzzy" Xyzzy * "plover" Plover verb "sesame", "shazam", "hocus-pocus", "abracadabra", \ "foobar", "open-sesame", "frotz", "presto" * DoOldMagic verb "fee" * DoFee verb "fie" * DoFie verb "foe" * DoFoe verb "foo" * DoFoo verb "help" * DoHelp * "me" DoHelp verb "kick" * DoVague * object DoKick verb "use" * DoUse verb "blast" * DoBlast * object "with" held DoBlastWith verb "fill" * DoVague * object DoFill verb "rub", "polish" * DoVague * object DoRub verb "pry" * DoVague * (giant_bivalve) DoUnlock * "open" (giant_bivalve) DoUnlock * (giant_bivalve) "with" held DoUnlock * "open" (giant_bivalve) "with" held DoUnlock #ifset TEST_VERSION xverb "xdeterm" * Xdeterm xverb "xcheat" * Xcheat #endif #include "verblib.g" ! library grammar #ifset PRECOMPILED_LIBRARY #link "hugolib.hlb" #endif #ifclear PRECOMPILED_LIBRARY #include "hugolib.h" #endif !---------------------------------------------------------------------------- ! NEW SPECIAL WORDS: removal "many" !---------------------------------------------------------------------------- ! NEW GLOBALS, ETC. global caves_closed global canyon_from global treasures_found global deaths attribute scored attribute valuable attribute dwarf_free attribute treasure_found property depositpoints constant MAX_TREASURES 15 !---------------------------------------------------------------------------- ! NEW TREASURE CLASS: class treasure { depositpoints 10 after { object DoGet { if location = inside_building score = score - self.depositpoints score = score + 5 if object is not treasure_found { object is treasure_found treasures_found = treasures_found + 1 score = score + 2 } "Taken!" } object DoDrop { score = score - 5 if location = inside_building { score = score + self.depositpoints "Safely deposited." } else return false } } is valuable } !---------------------------------------------------------------------------- ! GAME LOOP ROUTINES !---------------------------------------------------------------------------- routine init { MAX_SCORE = 350 counter = -1 STATUSTYPE = 1 ! score/turns TEXTCOLOR = DEF_FOREGROUND BGCOLOR = DEF_BACKGROUND SL_TEXTCOLOR = DEF_SL_FOREGROUND SL_BGCOLOR = DEF_SL_BACKGROUND prompt = ">" cls FORMAT = NOINDENT_F DEFAULT_FONT = PROP_ON Font(BOLD_ON | DEFAULT_FONT) "COLOSSAL HUGO" Font(BOLD_OFF) "An Adaptation of Adventure by Willie Crowther and Don Woods (1977)\n\nHugo adaptation by Kent Tessman 1995" "Based on Graham Nelson's Inform port of David M. Baggett's reconstruction" print BANNER Font(BOLD_ON) "(New players should type \"help\".)" Font(BOLD_OFF) player = you location = At_End_Of_Road old_location = location move player to location FindLight(location) DescribePlace(location) location is visited CalculateHolding(player) score = 36 Activate(dwarf_daemon) Activate(pirate_daemon) Activate(cave_closer) } #ifset PRECOMPILED_LIBRARY replace main { #endif #ifclear PRECOMPILED_LIBRARY routine main { #endif counter = counter + 1 PrintStatusLine runevents RunScripts if speaking not in location speaking = 0 } player_character you "you" {} !---------------------------------------------------------------------------- ! THE OUTSIDE WORLD !---------------------------------------------------------------------------- room At_End_Of_Road "At End Of Road" { long_desc "You are standing at the end of a road before a small brick building. Around you is a forest. A small stream flows out of the building and down a gully." w_to At_Hill_In_Road u_to At_Hill_In_Road e_to Inside_Building d_to In_A_Valley s_to In_A_Valley n_to In_Forest_1, in_to Inside_Building, nouns "gully", "road", "street", "path" } scenery well "well house" { nouns "house", "building", "wellhouse" adjectives "well", "brick", "small" article "a" before { object DoGo, DoEnter {MovePlayer(Inside_Building)} } long_desc "It's a small brick building. It seems to be a well house." found_in At_End_Of_Road, At_Hill_In_Road, Inside_Building } scenery stream "stream" { nouns "stream", "water", "brook", "river", "lake", "reservoir" adjectives "small", "tumbling", "splashing", "babbling", "rushing" article "a" found_in At_End_Of_Road, In_A_Valley, At_Slit_In_Streambed, \ In_Pit, In_Cavern_With_Waterfall, At_Reservoir, \ Inside_Building before { object DoDrink { "You have taken a drink from the stream. The water tastes strongly of minerals, but is not unpleasant. It is extremely cold." } object DoGet { if bottle not in player "You have nothing in which to carry the water." else Perform(&DoFill, bottle) } object DoPutIn { if xobject = bottle Perform(&DoFill, bottle) else return false } xobject DoPutIn { if object = bottle Perform(&DoFill, bottle) elseif xobject = ming_vase { remove ming_vase move shards to location score = score - 5 "The sudden change in temperature has delicately shattered the vase." } else { remove object if object is valuable score = score - 5 CThe(object) " washes away with the stream." } } } } scenery Road "road" { nouns "road", "street", "path", "dirt" article "the" long_desc "The road is dirt, not yellow brick." found_in At_End_Of_Road, At_Hill_In_Road, In_Forest_2 } scenery forest "forest" { nouns "forest", "tree", "trees", "grove", "saplings", "bushes", \ "leaves", "berry", "berries", "hardwood" adjectives "oak", "maple", "pine", "spruce", "birch", "ash", \ "saplings" article "a" long_desc {"The trees of the forest are large hardwood oak and maple, with an occasional grove of pine or spruce. "; "There is quite a bit of undergrowth, largely birch and ash saplings plus nondescript bushes of various sorts. "; "This time of year visibility is quite restricted by all the leaves, but travel is quite easy if you detour around the spruce and berry bushes."} found_in At_End_Of_Road, At_Hill_In_Road, In_A_Valley, \ In_Forest_1, In_Forest_2 } room At_Hill_In_Road "At Hill In Road" { long_desc "You have walked up a hill, still in the forest. The road slopes back down the other side of the hill. There is a building in the distance." e_to At_End_Of_Road n_to At_End_Of_Road d_to At_End_Of_Road s_to In_Forest_1 nouns "gully", "road", "street", "path" } scenery Hill "hill" { in At_Hill_In_Road long_desc "It's just a typical hill." nouns "hill", "bump", "incline" article "a" } scenery OtherSideOfHill "other side of hill" { long_desc "Why not explore it yourself?" adjectives "other", "side", "hill" article "the" } room Inside_Building "Inside Building" { long_desc "You are inside a building, a well house for a large spring." cant_go "The stream flows out through a pair of 1 foot diameter sewer pipes. The only exit is to the west." before { location Xyzzy { if In_Debris_Room is visited MovePlayer(In_Debris_Room) else return false } location Plugh { if At_Y2 is visited MovePlayer(At_Y2) else return false } } w_to At_End_Of_Road out_to At_End_Of_Road in_to "The pipes are too small." } scenery Spring "spring" { in Inside_Building nouns "spring", "large" article "a" long_desc "The stream flows out through a pair of 1 foot diameter sewer pipes." } scenery SewerPipes "pair of 1 foot diameter sewer pipes" { nearby nouns "pipes", "pipe" adjectives "one", "foot", "diameter", "sewer" article "a" long_desc "Too small. The only exit is to the west." } object set_of_keys "set of keys" { nearby long_desc "It's just a normal-looking set of keys." initial_desc "There are some keys on the ground here." nouns "keys", "keyring", "ring" adjectives "set", "of", "bunch", "key" article "a" } object tasty_food "tasty food" { nearby long_desc "Sure looks yummy!" nouns "food", "rations", "ration", "tripe" adjectives "yummy", "tasty", "delicious", "scrumptious" initial_desc "There is tasty food here." before { object DoEat {"Delicious!"} } } object brass_lantern "brass lantern" { nearby nouns "lamp", "headlamp", "headlight", "lantern", "light" adjectives "shiny", "brass" article "a" short_desc { if self is not switchedon "There is a shiny brass lamp nearby." else "Your lamp is here, gleaming brightly." } misc 330 before { object DoLook { "It is a shiny brass lamp"; if self is not switchedon ". It is not currently lit." elseif self.misc < 30 ", glowing dimly." else ", glowing brightly." } object DoRub { "Rubbing the electric lamp is not particularly rewarding. Anyway, nothing exciting happens." } object DoBurn {Perform(&DoSwitchOn, self)} object DoSwitchOn { if self.misc <= 0 "Unfortunately, the batteries seem to be dead." else return false } xobject DoPutIn { if object = old_batteries "Those batteries are dead; they won't do any good at all." elseif object = fresh_batteries ReplaceBatts else "The only thing you might successfully put in the lamp is a fresh pair of batteries." } } after { object DoSwitchOn { self is light FindLight(location) Activate(lamp_daemon) "Switched on." if location is not light {DescribePlace(location) location is visited} } object DoSwitchOff {self is not light "Your lamp goes dark. "; if not FindLight(location) "(And so does everything else.)" print newline Deactivate(lamp_daemon)} } is switchable } daemon lamp_daemon {} event lamp_daemon { local t self = brass_lantern self.misc = self.misc - 1 t = self.misc if t <= 0 {self.misc = 0 t = 0 self is not switchedon self is not light} if FindObject(self, location) { if t = 0 { "Your lamp has run out of power."; if fresh_batteries not in player \ and location is not light { " You can't explore the cave without a lamp. So let's just call it a day." endflag = 3 } else ReplaceBatts print newline event_flag = true } elseif t = 30 { "Your lamp is getting dim."; if fresh_batteries is special " You're also out of spare batteries. \ You'd best start wrapping this up." elseif fresh_batteries in VendingMachine \ and Dead_End_14 is visited " You'd best start wrapping this up, unless you can find some fresh batteries. I seem to recall there's a vending machine in the maze. Bring some coins with you." elseif fresh_batteries not in VendingMachine " You'd best go back for those batteries." print newline event_flag = true } } } routine ReplaceBatts { if fresh_batteries in player or fresh_batteries in location { remove fresh_batteries fresh_batteries is special move old_batteries to location brass_lantern.misc = 2500 "I'm taking the liberty of replacing the batteries." } } object bottle "small bottle" { nearby brass_lantern nouns "bottle", "jar", "flask" adjectives "small", "little" article "a" initial_desc "There is an empty bottle here." before { xobject DoPutIn { if object = stream or object = Oil {xobject = object object = self run object.before} else "The bottle is only supposed to hold liquids." } object DoFill { if child(bottle) ~= 0 "The bottle is full already." elseif FindObject(stream, location) \ or FindObject(Spring, location) {move water_in_the_bottle to bottle "The bottle is now full of water."} elseif Oil in location {move oil_in_the_bottle to bottle "The bottle is now full of oil."} else "There is nothing here with which to fill the bottle." } object DoEmpty { if child(bottle) = 0 "The bottle is already empty!" else {remove child(bottle) "Your bottle is now empty and the ground is now wet."} } } is container, open } object water_in_the_bottle "bottled water" { nouns "water" adjective "bottled" article "some" before { object DoDrink { remove water_in_the_bottle Perform(&DoDrink, Stream) } } long_desc "It looks like ordinary water to me." } object oil_in_the_bottle "bottled oil" { nouns "oil", "lubricant", "grease" adjective "bottled" article "some" before { object DoDrink { object = Oil run object.before } } long_desc "It looks like ordinary oil to me." } room In_Forest_1 "In Forest" { long_desc {"You are in open forest, with a deep valley to one side." if random(2) = 1 {move player to In_Forest_2 location = In_Forest_2} } e_to In_A_Valley d_to In_A_Valley n_to In_Forest_1 w_to In_Forest_1 s_to In_Forest_1 } room In_Forest_2 "In Forest" { long_desc "You are in open forest near both a valley and a road." n_to At_End_Of_Road e_to In_A_Valley w_to In_A_Valley d_to In_A_Valley s_to In_Forest_1 } room In_A_Valley "In A Valley" { long_desc "You are in a valley in the forest beside a stream tumbling along a rocky bed." n_to At_End_Of_Road e_to In_Forest_1 w_to In_Forest_1 u_to In_Forest_1 s_to At_Slit_In_Streambed d_to At_Slit_In_Streambed noun "valley" } scenery "streambed" { in In_A_Valley noun "bed", "rock", "streambed" adjectives "small", "rocky", "bare", "dry" article "a" } room At_Slit_In_Streambed "At Slit In Streambed" { long_desc "At your feet all the water of the stream splashes into a 2-inch slit in the rock. Downstream the streambed is bare rock." n_to In_A_Valley e_to In_Forest_1 w_to In_Forest_1 s_to Outside_Grate d_to "You don't fit through a two-inch slit!" in_to "You don't fit through a two-inch slit!" } scenery Slit "2-inch slit" { in At_Slit_In_Streambed long_desc "It's just a 2-inch slit in the rock, through which the stream is flowing." noun "slit" adjectives "two", "inch", "two-inch" article "a" before { object DoGo, DoEnter {"You don't fit through a two-inch slit!"} } is enterable } room Outside_Grate "Outside Grate" { long_desc "You are in a 20-foot depression floored with bare dirt. Set into the dirt is a strong steel grate mounted in concrete. A dry streambed leads into the depression." e_to In_Forest_1 w_to In_Forest_1 s_to In_Forest_1 n_to At_Slit_In_Streambed d_to return Grate.door_to } scenery Depression "20-foot depression" { in Outside_Grate long_desc "You're standing in it." nouns "depression", "dirt" adjectives "twenty", "foot", "bare", "twenty-foot" article "a" } object Grate "steel grate" { nearby nouns "grate", "lock", "gate", "grille", "grating" adjectives "metal", "strong", "steel" article "a" long_desc "It just looks like an ordinary grate mounted in concrete." key_object set_of_keys door_to { if Grate is not locked and Grate is not open {"(First opening the grate)" Grate is open} elseif Grate is not open {"The steel grate is locked." return true} if location = Below_The_Grate return Outside_Grate else return Below_The_Grate } short_desc { if self is open "The grate stands open." elseif self is not locked "The grate is unlocked but shut." } found_in Below_The_Grate, Outside_Grate type door is static, openable, lockable, locked } !---------------------------------------------------------------------------- ! Facilis descensus Averno... !---------------------------------------------------------------------------- room Below_The_Grate "Below the Grate" { long_desc "You are in a small chamber beneath a 3x3 steel grate to the surface. A low crawl over cobbles leads inward to the west." w_to In_Cobble_Crawl u_to return Grate.door_to } scenery Cobbles "cobbles" { long_desc "They're just ordinary cobbles." nouns "cobblestones", "cobblestone", "stones", "stone" adjective "cobble" article "some" is plural found_in In_Cobble_Crawl, In_Debris_Room, Below_The_Grate } room In_Cobble_Crawl "In Cobble Crawl" { long_desc "You are crawling over cobbles in a low passage. \ There is a dim light at the east end of the passage." e_to Below_The_Grate w_to In_Debris_Room } object wicker_cage "wicker cage" { in In_Cobble_Crawl long_desc "It's a small wicker cage." initial_desc "There is a small wicker cage discarded nearby." noun "cage" adjectives "small", "wicker" article "a" after { object DoOpen { if little_bird not in self return false "(Releasing the little bird)" Perform(&DoRelease, little_bird) } } is container, container, open, openable, transparent } room In_Debris_Room "In Debris Room" { is not light long_desc "You are in a debris room filled with stuff washed in from the surface. A low wide passage with cobbles becomes plugged with mud and debris here, but an awkward canyon leads upward and west.\n\n\ A note on the wall says, \"Magic word XYZZY.\"" e_to In_Cobble_Crawl u_to In_Awkward_Sloping_E_W_Canyon w_to In_Awkward_Sloping_E_W_Canyon before { location Xyzzy {MovePlayer(Inside_Building)} } is dwarf_free } scenery Debris "debris" { in In_Debris_Room long_desc "Yuck." nouns "debris", "stuff", "mud" article "some" } scenery XyzzyNote "note" { nearby long_desc "The note says \"Magic word XYZZY\"." noun "note" article "the" } object black_rod "black rod with a rusty star on the end" { nearby long_desc "It's a three foot black rod with a rusty star on an end." initial_desc "A three foot black rod with a rusty star on one end lies nearby." nouns "rod", "star" adjectives "three", "foot", "black", "iron", "rusty" article "a" before { object DoWave { if location = West_Side_Of_Fissure \ or location = On_East_Bank_Of_Fissure { if caves_closed = 1 "Peculiar. Nothing happens." elseif CrystalBridge_daemon is active { Deactivate(CrystalBridge_daemon) CrystalBridge.found_in = 0, 0 West_Side_Of_Fissure.e_to = 0 On_East_Bank_Of_Fissure.w_to = 0 "The crystal bridge has vanished!" } else { Activate(CrystalBridge_daemon) CrystalBridge.found_in = \ West_Side_Of_Fissure, \ On_East_Bank_Of_Fissure West_Side_Of_Fissure.e_to = \ {return CrystalBridge.door_to} On_East_Bank_Of_Fissure.w_to = \ {return CrystalBridge.door_to} "A crystal bridge now spans the fissure!" } } else "Nothing happens." } } } room In_Awkward_Sloping_E_W_Canyon "Sloping E/W Canyon" { long_desc "You are in an awkward sloping east/west canyon." d_to In_Debris_Room e_to In_Debris_Room u_to In_Bird_Chamber w_to In_Bird_Chamber is not light, dwarf_free } !---------------------------------------------------------------------------- ! The little bird in its natural habitat !---------------------------------------------------------------------------- room In_Bird_Chamber "Orange River Chamber" { long_desc "You are in a splendid chamber thirty feet high. \ The walls are frozen rivers of orange stone. An awkward canyon and a good passage exit from east and west sides of the chamber." e_to In_Awkward_Sloping_E_W_Canyon w_to At_Top_Of_Small_Pit is not light, dwarf_free } character little_bird "little bird" { in In_Bird_Chamber noun "bird" adjectives "cheerful", "mournful", "little" article "a" initial_desc "A cheerful little bird is sitting here singing." ignore_response "Cheep! Chirp!" before { object DoLook { if little_bird in wicker_cage "The little bird looks unhappy in the cage." else "The cheerful little bird is sitting here singing." } object DoPutIn { if xobject = wicker_cage Perform(&DoCatch, little_bird) else "Don't put the poor bird in "; print The(xobject); "!" } object DoDrop { if little_bird in wicker_cage {"(The bird is released from the cage)\n" Perform(&DoRelease, little_bird)} else return false } object DoGet, DoCatch { if little_bird in wicker_cage "You already have the little bird. If you take it out of the cage it will likely fly away from you." elseif wicker_cage not in player "You can catch the bird, but you cannot carry it." elseif black_rod in player "The bird was unafraid when you entered, but as you approach it becomes disturbed and you cannot catch it." else {move little_bird to wicker_cage little_bird is moved wicker_cage is not open "You catch the bird in the wicker cage."} } object DoRelease { if little_bird not in wicker_cage {"The bird is not caged now." return true} wicker_cage is open move little_bird to location if Snake in location { remove Snake "The little bird attacks the green snake, and in an astounding flurry drives the snake away." } elseif Dragon in location { remove little_bird "The little bird attacks the green dragon, and in an astounding flurry gets burnt to a cinder. The ashes blow away." } else "The little bird flies free." } xobject DoGive { "It's not hungry. (It's merely pinin' for the fjords). Besides, I suspect it would prefer bird seed." } object DoHit { if little_bird in wicker_cage "Oh, leave the poor unhappy bird alone." else {remove little_bird "The little bird is now dead. Its body disappears."} } } is unfriendly } room At_Top_Of_Small_Pit "At Top of Small Pit" { long_desc "At your feet is a small pit breathing traces of white mist. A west passage ends here except for a small crack leading on.\n\n\ Rough stone steps lead down the pit." e_to In_Bird_Chamber w_to "The crack is far too small for you to follow." d_to { if large_gold_nugget in player { "Thanks to the large gold nugget, you are now at the bottom of the pit with a broken neck." endflag = 2 } else return In_Hall_Of_Mists } is not light, dwarf_free } scenery SmallPit "small pit" { in At_Top_Of_Small_Pit long_desc "The pit is breathing traces of white mist." noun "pit" adjective "small" article "a" } scenery PitCrack "crack" { nearby long_desc "The crack is very small--far too small for you to follow." noun "crack" adjective "small" article "a" before { object DoEnter {"The crack is far too small for you to follow."} } } scenery Mist "mist" { long_desc "Mist is a white vapor, usually water, seen from time to time in caverns. It can be found anywhere but is frequently a sign of a deep pit leading down to water." nouns "mist", "vapor", "wisps" adjective "white" article "the" found_in At_Top_Of_Small_Pit, In_Hall_Of_Mists, \ On_East_Bank_Of_Fissure, At_Window_On_Pit_1, \ At_West_End_Of_Hall_Of_Mists, In_Misty_Cavern, \ In_Mirror_Canyon, At_Reservoir, At_Window_On_Pit_2, \ On_Sw_Side_Of_Chasm } !---------------------------------------------------------------------------- ! The caves open up: The Hall of Mists !---------------------------------------------------------------------------- room In_Hall_Of_Mists "In Hall of Mists" { long_desc {"You are at one end of a vast hall stretching forward out of sight to the west. There are openings to either side. Nearby, a wide stone staircase leads downward. The hall is filled with wisps of white mist swaying to and fro almost as if alive. "; "A cold wind blows up the staircase. There is a passage at the top of a dome behind you.\n\n\ Rough stone steps lead up the dome."} initial_desc {if self is special return score = score + 25 self is special} s_to In_Nugget_Of_Gold_Room w_to On_East_Bank_Of_Fissure d_to In_Hall_Of_Mt_King n_to In_Hall_Of_Mt_King u_to { if large_gold_nugget in player "The dome is unclimbable." else return At_Top_Of_Small_Pit } is not light } scenery Staircase "wide stone staircase" { in In_Hall_Of_Mists long_desc "The staircase leads down." nouns "stair", "stairs", "staircase", "steps" adjectives "wide", "stone" article "a" } scenery DomeSteps "rough stone steps" { nearby long_desc "The rough stone steps lead up the dome." nouns "stair", "stairs", "staircase" adjectives "rough", "stone" article "some" is plural } scenery Dome "dome" { nearby noun "dome" before { object DoLook { if large_gold_nugget in player "I'm not sure you'll be able to get up it with what you're carrying." else "It looks like you might be able to climb up it." } object DoClimb { if location.u_to > 1 ! returns true if message... MovePlayer(At_Top_Of_Small_Pit) } } } room In_Nugget_Of_Gold_Room "Low Room" { is not light long_desc "This is a low room with a crude note on the wall:\n\n\"You won't get it up the steps\"." n_to In_Hall_Of_Mists } scenery NuggetNote "note" { in In_Nugget_Of_Gold_Room long_desc "The note says, \"You won't get it up the steps\"." noun "note" adjective "crude" article "a" } treasure large_gold_nugget "large gold nugget" { nearby long_desc "It's a large sparkling nugget of gold!" initial_desc "There is a large sparkling nugget of gold here!" noun "nugget" adjectives "large", "heavy", "gold" article "a" } room FissureRoom { is not light before { location DoJump { if CrystalBridge_daemon is active "I respectfully suggest you go across the bridge instead of jumping." else {"You didn't make it." endflag = 2} } } d_to {"The fissure is too terrifying!"} } FissureRoom On_East_Bank_Of_Fissure "On East Bank of Fissure" { long_desc { "You are on the east bank of a fissure slicing clear across the hall. The mist is quite thick here, and the fissure is too wide to jump." if CrystalBridge_daemon is active "A crystal bridge now spans the fissure." } e_to In_Hall_Of_Mists w_to "The fissure is too wide." } FissureRoom West_Side_Of_Fissure "West Side of Fissure" { long_desc { "You are on the west side of the fissure in the hall of mists." if CrystalBridge_daemon is active "A crystal bridge now spans the fissure." } w_to At_West_End_Of_Hall_Of_Mists e_to "The fissure is too wide." n_to {"You have crawled through a very low wide passage parallel to and north of the hall of mists.\n" return At_West_End_Of_Hall_Of_Mists} } object CrystalBridge "crystal bridge" { long_desc "It spans the fissure, thereby providing you a way across." door_to { if location = West_Side_Of_Fissure return On_East_Bank_Of_Fissure else return West_Side_Of_Fissure } noun "bridge" adjective "crystal" article "a" found_in 0, 0 type door is static, open } daemon CrystalBridge_daemon {} scenery BridgeFissure "fissure" { noun "fissure" adjective "wide" article "a" long_desc "The fissure looks far too wide to jump." found_in On_East_Bank_Of_Fissure, West_Side_Of_Fissure } treasure several_diamonds "diamonds" { in West_Side_Of_Fissure article "some" is plural long_desc "They look to be of the highest quality!" initial_desc "There are diamonds here!" nouns "diamond", "diamonds" } room At_West_End_Of_Hall_Of_Mists "At West End of Hall of Mists" { is not light long_desc "You are at the west end of the hall of mists. \ A low wide crawl continues west and another goes north. To the south is a little passage 6 feet off the floor." s_to Alike_Maze_1 u_to Alike_Maze_1 e_to West_Side_Of_Fissure w_to At_East_End_Of_Long_Hall n_to {"You have crawled through a very low wide passage parallel to and north of the hall of mists.\n" return West_Side_Of_Fissure} } !---------------------------------------------------------------------------- ! Long Hall to the west of the Hall of Mists !---------------------------------------------------------------------------- room At_East_End_Of_Long_Hall "At East End of Long Hall" { is not light long_desc "You are at the east end of a very long hall apparently without side chambers. To the east a low wide crawl slants up. To the north a round two foot hole slants down." e_to At_West_End_Of_Hall_Of_Mists u_to At_West_End_Of_Hall_Of_Mists w_to At_West_End_Of_Long_Hall n_to Crossover d_to Crossover } room At_West_End_Of_Long_Hall "At West End of Long Hall" { is not light long_desc "You are at the west end of a very long featureless hall. The hall joins up with a narrow north/south passage." e_to At_East_End_Of_Long_Hall s_to Different_Maze_1 n_to Crossover } room Crossover "N/S and E/W Crossover" { is not light long_desc "You are at a crossover of a high N/S passage and a low E/W one." w_to At_East_End_Of_Long_Hall n_to Dead_End_7 e_to In_West_Side_Chamber s_to At_West_End_Of_Long_Hall } scenery TheCrossover "crossover" { nearby long_desc "You know as much as I do at this point." noun "crossover", "over" adjective "cross" article "a" } room DeadEndRoom { is not light long_desc "You have reached a dead end." cant_go "You'll have to go back the way you came." } DeadEndRoom Dead_End_7 "Dead End" { s_to Crossover out_to Crossover } !---------------------------------------------------------------------------- ! The Hall of the Mountain King and side chambers !---------------------------------------------------------------------------- room In_Hall_Of_Mt_King "Hall of the Mountain King" { is not light long_desc "You are in the hall of the mountain king, with passages off in all directions." cant_go "Well, perhaps not quite all directions." u_to In_Hall_Of_Mists e_to In_Hall_Of_Mists n_to Low_N_S_Passage s_to In_South_Side_Chamber w_to In_West_Side_Chamber sw_to In_Secret_E_W_Canyon before { location DoGo { if Snake not in nothing and \ ((object=n_obj or object=s_obj \ or object=w_obj) \ or (object=sw_obj and random(100)<=35)) "You can't get by the snake." else return false } } } character Snake "snake" { in In_Hall_Of_Mt_King long_desc "I wouldn't mess with it if I were you." initial_desc "A huge green fierce snake bars the way!" nouns "snake", "cobra", "asp" adjectives "huge", "fierce", "green", "ferocious", "large", \ "big", "killer" article "a" ignore_response "Hiss!" is unfriendly before { xobject DoGive { if object = little_bird { remove little_bird "The snake has now devoured your bird." } else "There's nothing here it wants to eat (except perhaps you)." } object DoHit { "Attacking the snake both doesn't work and is very dangerous." } object DoGet { "It takes you instead. Glrp!" endflag = 2 } } } room Low_N_S_Passage "Low N/S Passage" { is not light long_desc "You are in a low N/S passage at a hole in the floor. The hole goes down to an E/W passage." s_to In_Hall_Of_Mt_King d_to In_Dirty_Passage n_to At_Y2 } treasure bars_of_silver "bars of silver" { in Low_N_S_Passage long_desc "They're probably worth a fortune!" initial_desc "There are bars of silver here!" article "some" is plural adjectives "bar", "bars", "silver" } room In_South_Side_Chamber "In South Side Chamber" { is not light long_desc "You are in the south side chamber." n_to In_Hall_Of_Mt_King } treasure precious_jewelry "precious jewelry" { in In_South_Side_Chamber long_desc "It's all quite exquisite!" initial_desc "There is some precious jewelry here!" nouns "jewel", "jewels", "jewelry" adjectives "precious", "exquisite" article "some" } room In_West_Side_Chamber "In West Side Chamber" { long_desc "You are in the west side chamber of the hall of the mountain king. A passage continues west and up here." w_to Crossover u_to Crossover e_to In_Hall_Of_Mt_King is not light } treasure rare_coins "rare coins" { in In_West_Side_Chamber long_desc "They're a numismatist's dream!" initial_desc "There are many coins here!" article "many" nouns "coin", "coins" adjectives "rare" is plural } !---------------------------------------------------------------------------- ! The Y2 Rock Room and environs, slightly below !---------------------------------------------------------------------------- room At_Y2 "At \"Y2\"" { is not light long_desc { "You are in a large room, with a passage to the south, a passage to the west, and a wall of broken rock to the east. There is a large \"Y2\" on a rock in the room's center." if random(100)<=25 "\nA hollow voice says, \"Plugh.\"" } before { location Plugh {MovePlayer(Inside_Building)} location Plover { if In_Plover_Room is not visited return false if egg_sized_emerald in player move egg_sized_emerald to In_Plover_Room MovePlayer(In_Plover_Room) } } s_to Low_N_S_Passage e_to Jumble_Of_Rock w_to At_Window_On_Pit_1 } scenery Y2Rock "\"Y2\" rock" { in At_Y2 long_desc "There is a large \"Y2\" painted on the rock." noun "rock", "stone" adjective "y2" article "the" is platform } room Jumble_Of_Rock "Jumble of Rock" { is not light long_desc "You are in a jumble of rock, with cracks everywhere." d_to At_Y2 u_to In_Hall_Of_Mists } room At_Window_On_Pit_1 "At Window on Pit" { long_desc "You're at a low window overlooking a huge pit, which extends up out of sight. A floor is indistinctly visible over 50 feet below. Traces of white mist cover the floor of the pit, becoming thicker to the right. Marks in the dust around the window would seem to indicate that someone has been here recently. Directly across the pit from you and 25 feet away there is a similar window looking into a lighted room. A shadowy figure can be seen there peering back at you." before { location DoWaveHands { "The shadowy figure waves back at you!" } } cant_go "The only passage is back east to Y2." e_to At_Y2 } scenery TheWindow "window" { in At_Window_On_Pit_1 long_desc "It looks like a regular window." noun "window" adjective "low" article "a" found_in At_Window_On_Pit_1, At_Window_On_Pit_2 is openable } scenery WindowPit "huge pit" { long_desc "It's so deep you can barely make out the floor below, and the top isn't visible at all." noun "pit" adjectives "huge", "deep", "large" article "a" found_in At_Window_On_Pit_1, At_Window_On_Pit_2 } scenery MarksInTheDust "marks in the dust" { long_desc "Evidently you're not alone here." noun "dust" adjectives "marks", "in" article "some" is plural found_in At_Window_On_Pit_1, At_Window_On_Pit_2 } scenery ShadowyFigure "shadowy figure" { long_desc "The shadowy figure seems to be trying to attract your attention." found_in At_Window_On_Pit_1, At_Window_On_Pit_2 nouns "figure", "shadow", "person" adjectives "shadowy" article "a" } room In_Dirty_Passage "Dirty Passage" { is not light long_desc "You are in a dirty broken passage. To the east is a crawl. To the west is a large passage. Above you is a hole to another passage." e_to On_Brink_Of_Pit u_to Low_N_S_Passage w_to In_Dusty_Rock_Room } room On_Brink_Of_Pit "Brink of Pit" { long_desc "You are on the brink of a small clean climbable pit. A crawl leads west." w_to In_Dirty_Passage d_to In_Pit in_to In_Pit } scenery CleanPit "small pit" { in On_Brink_Of_Pit long_desc "It looks like you might be able to climb down into it." noun "pit" adjectives "small", "clean", "climbable" article "a" before { object DoClimb, DoEnter { MovePlayer(d_obj) } } } room In_Pit "In Pit" { long_desc "You are in the bottom of a small pit with a little stream, which enters and exits through tiny slits." u_to On_Brink_Of_Pit d_to "You don't fit through the tiny slits!" is not light, dwarf_free } scenery PitSlits "tiny slits" { in In_Pit long_desc "The slits form a complex pattern in the rock." nouns "slit", "slits", "pattern", "rock" adjective "tiny", "complex" article "the" } room In_Dusty_Rock_Room "In Dusty Rock Room" { is not light long_desc "You are in a large room full of dusty rocks. \ There is a big hole in the floor. There are cracks everywhere, and a passage leading east." e_to In_Dirty_Passage d_to At_Complex_Junction } scenery DustyRocks "dusty rocks" { in In_Dusty_Rock_Room long_desc "They're just rocks. (Dusty ones, that is.)" nouns "rocks", "stones", "boulders", "rock", "boulder", "stone" adjectives "dusty", "dirty" article "some" is plural } !---------------------------------------------------------------------------- ! A maze of twisty little passages, all alike... !---------------------------------------------------------------------------- room MazeRoom { is not light long_desc "You are in a maze of twisty little passages, all alike." out_to "Easier said than done." } MazeRoom Alike_Maze_1 "Maze" { u_to At_West_End_Of_Hall_Of_Mists n_to Alike_Maze_1 e_to Alike_Maze_2 s_to Alike_Maze_4 w_to Alike_Maze_11 } MazeRoom Alike_Maze_2 "Maze" { w_to Alike_Maze_1 s_to Alike_Maze_3 e_to Alike_Maze_4 } MazeRoom Alike_Maze_3 "Maze" { e_to Alike_Maze_2 d_to Dead_End_3 s_to Alike_Maze_6 n_to Dead_End_13 } MazeRoom Alike_Maze_4 "Maze" { w_to Alike_Maze_1 n_to Alike_Maze_2 e_to Dead_End_1 s_to Dead_End_2 u_to Alike_Maze_14 d_to Alike_Maze_14 } MazeRoom Alike_Maze_5 "Maze" { e_to Alike_Maze_6 w_to Alike_Maze_7 } MazeRoom Alike_Maze_6 "Maze" { e_to Alike_Maze_3 w_to Alike_Maze_5 d_to Alike_Maze_7 s_to Alike_Maze_8 } DeadEndRoom Dead_End_1 "Dead End" { w_to Alike_Maze_4 out_to Alike_Maze_4 } DeadEndRoom Dead_End_2 "Dead End" { w_to Alike_Maze_4 out_to Alike_Maze_4 } DeadEndRoom Dead_End_3 "Dead End" { u_to Alike_Maze_3 out_to Alike_Maze_3 } MazeRoom Alike_Maze_7 "Maze" { w_to Alike_Maze_5 u_to Alike_Maze_6 e_to Alike_Maze_8 s_to Alike_Maze_9 } MazeRoom Alike_Maze_8 "Maze" { w_to Alike_Maze_6 e_to Alike_Maze_7 s_to Alike_Maze_8 u_to Alike_Maze_9 n_to Alike_Maze_10 d_to Dead_End_12 } MazeRoom Alike_Maze_9 "Maze" { w_to Alike_Maze_7 n_to Alike_Maze_8 s_to Dead_End_4 } DeadEndRoom Dead_End_4 "Dead End" { w_to Alike_Maze_9 out_to Alike_Maze_9 } MazeRoom Alike_Maze_10 "Maze" { w_to Alike_Maze_8 n_to Alike_Maze_10 d_to Dead_End_5 e_to At_Brink_Of_Pit } DeadEndRoom Dead_End_5 "Dead End" { u_to Alike_Maze_10 out_to Alike_Maze_10 } room At_Brink_Of_Pit "At Brink of Pit" { is not light long_desc "You are on the brink of a thirty foot pit with a massive orange column down one wall. You could climb down here but you could not get back up. The maze continues at this level." d_to In_Bird_Chamber w_to Alike_Maze_10 s_to Dead_End_6 n_to Alike_Maze_12 e_to Alike_Maze_13 } scenery OrangeColumn "massive orange column" { in At_Brink_Of_Pit long_desc "It looks like you could climb down it." noun "column" adjectives "massive", "orange", "big", "huge" article "a" before { object DoClimb {MovePlayer(d_obj)} } } scenery ThirtyFootPit "pit" { nearby long_desc "You'll have to climb down to find out anything more..." noun "pit" adjectives "thirty", "foot", "thirty-foot" article "a" before { object DoClimb {MovePlayer(d_obj)} } } DeadEndRoom Dead_End_6 "Dead End" { e_to At_Brink_Of_Pit out_to At_Brink_Of_Pit } !---------------------------------------------------------------------------- ! A line of three vital junctions, east to west !---------------------------------------------------------------------------- room At_Complex_Junction "At Complex Junction" { is not light long_desc "You are at a complex junction. A low hands and knees passage from the north joins a higher crawl from the east to make a walking passage going west. \ There is also a large room above. The air is damp here." u_to In_Dusty_Rock_Room w_to In_Bedquilt n_to In_Shell_Room e_to In_Anteroom } room In_Bedquilt "Bedquilt" { is not light long_desc "You are in bedquilt, a long east/west passage with holes everywhere. To explore at random select north, south, up, or down." e_to At_Complex_Junction w_to In_Swiss_Cheese_Room s_to In_Slab_Room u_to In_Dusty_Rock_Room n_to At_Junction_Of_Three d_to In_Anteroom before { location DoGo { local destiny if object = s_obj or object = d_obj \ and random(100)<=80 destiny = 1 elseif object = u_obj and random(100)<=80 destiny = 1 elseif object = u_obj and random(100)<=50 destiny = In_Secret_N_S_Canyon_1 elseif object = n_obj and random(100)<=60 destiny = 1 elseif object = n_obj and random(100)<=75 destiny = In_Large_Low_Room if destiny = 1 "You have crawled around in some little holes and wound up back in the main passage." elseif destiny = 0 return false else MovePlayer(destiny) } } } room In_Swiss_Cheese_Room "In Swiss Cheese Room" { is not light long_desc "You are in a room whose walls resemble swiss cheese. Obvious passages go west, east, ne, and nw. \ Part of the room is occupied by a large bedrock block." w_to At_East_End_Of_Twopit_Room s_to In_Tall_E_W_Canyon ne_to In_Bedquilt nw_to In_Oriental_Room e_to In_Soft_Room before { location DoGo { if (object = s_obj and random(100)<=80) or \ (object = nw_obj and random(100)<=50) "You have crawled around in some little holes and wound up back in the main passage." else: return false } } } scenery BedrockBlock "bedrock block" { in In_Swiss_Cheese_Room long_desc "It's just a huge block." noun "block" adjectives "bed", "rock", "bedrock", "large", "huge" article "a" before { object DoGet, DoLookUnder {"Surely you're joking."} } } !---------------------------------------------------------------------------- ! The Twopit Room area !---------------------------------------------------------------------------- room At_West_End_Of_Twopit_Room "At West End of Twopit Room" { is not light long_desc "You are at the west end of the twopit room. \ There is a large hole in the wall above the pit at this end of the room." e_to At_East_End_Of_Twopit_Room w_to In_Slab_Room d_to In_West_Pit u_to "It is too far up for you to reach." } object PlantStickingUp "beanstalk" { in At_West_End_Of_Twopit_Room nouns "stalk", "beanstalk", "plant" adjectives "bean", "giant", "tiny", "little", "murmuring", \ "tall", "bellowing" article "a" short_desc { if Plant.misc = 1 "The top of a 12-foot-tall beanstalk is poking out of the west pit." elseif Plant.misc > 1 "There is a huge beanstalk growing out of the west pit up to the hole." } before { object DoLook {run self.short_desc} object DoClimb { if Plant.misc = 2 Perform(&DoClimb, Plant) } } is static } scenery HoleAbovePit_1 "hole above pit" { long_desc "The hole is in the wall above the pit at this end of the room." noun "pit" adjectives "hole", "above" article "a" found_in In_West_Pit, At_West_End_Of_Twopit_Room before { object DoEnter, DoGo {"It is too far up for you to reach."} } } room In_West_Pit "In West Pit" { is not light long_desc "You are at the bottom of the western pit in the twopit room. There is a large hole in the wall about 25 feet above you." before { location DoClimb { if object = Plant return false elseif Plant.misc < 1 or Plant.misc < 2 "There is nothing here to climb. Use \"up\" or \"out\" to leave the pit." else return false } } u_to At_West_End_Of_Twopit_Room is dwarf_free } object Plant "plant" { in In_West_Pit misc 0 nouns "stalk", "beanstalk", "plant" adjectives "bean", "giant", "tiny", "little", "murmuring", \ "tall", "bellowing" article "a" short_desc { select self.misc case 0 "There is a tiny little plant in the pit, murmuring \"Water, water, ...\"" case 1 "There is a 12-foot-tall beanstalk stretching up out of the pit, bellowing \"Water!! Water!!\"" case 2 "There is a gigantic beanstalk stretching all the way up to the hole." } before { object DoClimb { if self.misc = 0 "It's just a little plant!" elseif self.misc = 1 {"You have climbed up the plant and out of the pit.\n" MovePlayer(At_West_End_Of_Twopit_Room)} elseif self.misc = 2 {"You clamber up the plant and scurry through the hole at the top.\n" MovePlayer(In_Narrow_Corridor)} } object DoGet {"The plant has exceptionally deep roots and cannot be pulled free."} object DoWater { if bottle not in player {"You have nothing to water the plant with." return true} local conts conts = child(bottle) if conts = 0 {"The bottle is empty." return true} else remove conts if conts = oil_in_the_bottle {"The plant indignantly shakes the oil off its leaves and asks, \"Water?\"" return true} else self.misc = self.misc + 1 if self.misc = 1 "The plant spurts into furious growth for a few seconds." elseif self.misc = 2 "The plant grows explosively, almost filling the bottom of the pit." elseif self.misc = 3 {"You've over-watered the plant! It's shriveling up! It's, it's..." remove PlantStickingUp self.misc = 0} run self.short_desc } object DoOil {Perform(&DoWater, object)} object DoLook {run self.short_desc} } } room At_East_End_Of_Twopit_Room "At East End of Twopit Room" { is not light long_desc "You are at the east end of the twopit room. \ The floor here is littered with thin rock slabs, which make it easy to descend the pits. There is a path here bypassing the pits to connect passages from east and west. There are holes all over, but the only big one is on the wall directly over the west pit where you can't get to it." e_to In_Swiss_Cheese_Room w_to At_West_End_Of_Twopit_Room d_to In_East_Pit } scenery Slabs "thin rock slabs" { in At_East_End_Of_Twopit_Room long_desc "They almost form natural stairs down into the pit." nouns "slabs", "rocks", "stairs", "slab" adjectives "thin", "rock" article "some" is plural before { object DoLookUnder, DoGet {"Surely you're joking."} } } room In_East_Pit "In East Pit" { long_desc "You are at the bottom of the eastern pit in the twopit room. There is a small pool of oil in one corner of the pit." u_to At_East_End_Of_Twopit_Room is dwarf_free } scenery Oil "pool of oil" { in In_East_Pit noun "pool", "oil" adjective "small" article "a" long_desc "It looks like ordinary oil." before { object DoDrink {"Absolutely not."} object DoGet { if bottle not in player "You have nothing in which to carry the oil." else Perform(&DoFill, bottle) } object DoPutin { if xobject = bottle Perform(&DoFill, bottle) else "You have nothing in which to carry the oil." } } } scenery HoleAbovePit_2 "hole above pit" { nearby Oil long_desc "The hole is in the wall above you." nouns "hole" article "a" found_in In_East_Pit, At_East_End_Of_Twopit_Room } room In_Slab_Room "Slab Room" { is not light long_desc "You are in a large low circular chamber whose floor is an immense slab fallen from the ceiling (slab room). East and west there once were large passages, but they are now filled with boulders. Low small passages go north and south, and the south one quickly bends west around the boulders." s_to At_West_End_Of_Twopit_Room u_to In_Secret_N_S_Canyon_0 n_to In_Bedquilt } scenery Slab "slab" { in In_Slab_Room long_desc "It is now the floor here." noun "slab" adjective "immense" before { object DoLookUnder, DoGet {"Surely you're joking."} } } scenery SlabBoulders "boulders" { nearby long_desc "They're just ordinary boulders." nouns "boulder" "boulders" "rocks" "stones" article "some" is plural } !---------------------------------------------------------------------------- ! A small network of Canyons, mainly Secret !---------------------------------------------------------------------------- room In_Secret_N_S_Canyon_0 "Secret N/S Canyon" { long_desc "You are in a secret N/S canyon above a large room." d_to In_Slab_Room s_to In_Secret_Canyon n_to In_Mirror_Canyon before { location DoGo { if object=d_obj {canyon_from = self} return false } } } room In_Secret_N_S_Canyon_1 "Secret N/S Canyon" { is not light long_desc "You are in a secret N/S canyon above a sizable passage." n_to At_Junction_Of_Three d_to In_Bedquilt s_to Atop_Stalactite } room At_Junction_Of_Three "Junction of Three Secret Canyons" { is not light long_desc "You are in a secret canyon at a junction of three canyons, bearing north, south, and se. The north one is as tall as the other two combined." se_to In_Bedquilt s_to In_Secret_N_S_Canyon_1 n_to At_Window_On_Pit_2 } room In_Large_Low_Room "Large Low Room" { is not light long_desc "You are in a large low room. Crawls lead north, se, and sw." sw_to In_Sloping_Corridor se_to In_Oriental_Room n_to Dead_End_Crawl } room Dead_End_Crawl "Dead End Crawl" { is not light long_desc "This is a dead end crawl." s_to In_Large_Low_Room out_to In_Large_Low_Room } room In_Secret_E_W_Canyon "Secret E/W Canyon Above Tight Canyon" { is not light long_desc "You are in a secret canyon which here runs E/W. \ It crosses over a very tight canyon 15 feet below. \ If you go down you may not be able to get back up." e_to In_Hall_Of_Mt_King w_to {canyon_from = self return In_Secret_Canyon} d_to In_N_S_Canyon } room In_N_S_Canyon "N/S Canyon" { is not light long_desc "You are at a wide place in a very tight N/S canyon." s_to Canyon_Dead_End n_to In_Tall_E_W_Canyon } room Canyon_Dead_End "Canyon Dead End" { is not light long_desc "The canyon here becomes too tight to go further south." n_to In_N_S_Canyon } room In_Tall_E_W_Canyon "In Tall E/W Canyon" { is not light long_desc "You are in a tall E/W canyon. A low tight crawl goes 3 feet north and seems to open up." e_to In_N_S_Canyon w_to Dead_End_8 n_to In_Swiss_Cheese_Room } room Atop_Stalactite "Atop Stalactite" { is not light long_desc "A large stalactite extends from the roof and almost reaches the floor below. You could climb down it, and jump from it to the floor, but having done so you would be unable to reach it to climb back up." n_to In_Secret_N_S_Canyon_1 d_to { if random(100) <= 40 return Alike_Maze_6 if random(100) <= 40 return Alike_Maze_9 return Alike_Maze_4 } before { location DoJump, DoClimb {MovePlayer(d_obj)} } } scenery Stalactite "stalactite" { in Atop_Stalactite long_desc "You could probably climb down it, but you can forget coming back up." nouns "stalactite" adjective "large" article "a" before { object DoLookUnder, DoGet {"Do get a grip on yourself."} } } !---------------------------------------------------------------------------- ! Here be dragons !---------------------------------------------------------------------------- room In_Secret_Canyon "Secret Canyon" { long_desc "You are in a secret canyon which exits to the north and east." e_to { if canyon_from = In_Secret_E_W_Canyon return canyon_from if Dragon in location "The dragon looks rather nasty. You'd best not try to get by." else return In_Secret_E_W_Canyon } n_to { if canyon_from = In_Secret_N_S_Canyon_0 return canyon_from if Dragon in location "The dragon looks rather nasty. You'd best not try to get by." else return In_Secret_N_S_Canyon_0 } out_to return canyon_from before { location DoYes { if Dragon is special { remove Dragon move DragonCorpse to location Dragon is not special "Congratulations! You have just vanquished a dragon with your bare hands! \ (Unbelievable, isn't it?)" } else return false } location DoNo { if Dragon is special {Dragon is not special "I should think not."} else return false } } } character Dragon "dragon" { in In_Secret_Canyon is unfriendly long_desc "I wouldn't mess with it if I were you." nouns "dragon", "monster", "beast", "lizard" adjectives "huge", "green", "fierce", "scaly", "giant", "ferocious" article "a" initial_desc "A huge green fierce dragon bars the way!" before { object DoHit { Dragon is special "With what? Your bare hands?" } xobject DoGive {"The dragon is implacable."} xobject DoThrowAt { if object ~= axe "You'd probably be better off using your bare hands than that thing!" else { move axe to location "The axe bounces harmlessly off the dragon's thick scales." } } } } treasure persian_rug "Persian rug" { nearby nouns "rug" adjectives "persian", "fine", "finest", "dragon's" article "a" depositpoints 14 before { object DoGet { if Dragon in location "You'll need to get the dragon to move first!" else return false } } long_desc { if (Dragon in location) "The dragon is sprawled out on the Persian rug!" else "The Persian rug is spread out on the floor here." } } object DragonCorpse "dragon's body" { initial_desc "The body of a huge green dead dragon is lying off to one side." nouns "corpse", "body" adjectives "dragon", "dragon's", "dead" article "a" before { object DoHit {"You've already done enough damage!"} } } !---------------------------------------------------------------------------- ! And more of the Alike Maze !---------------------------------------------------------------------------- DeadEndRoom Dead_End_8 "Dead End" { long_desc "The canyon runs into a mass of boulders--dead end." s_to In_Tall_E_W_Canyon out_to In_Tall_E_W_Canyon } MazeRoom Alike_Maze_11 "Maze" { n_to Alike_Maze_1 w_to Alike_Maze_11 s_to Alike_Maze_11 e_to Dead_End_9 } DeadEndRoom Dead_End_9 "Dead End" { w_to Alike_Maze_11 out_to Alike_Maze_11 } DeadEndRoom Dead_End_10 "Dead End" { s_to Alike_Maze_3 out_to Alike_Maze_3 } MazeRoom Alike_Maze_12 "Maze" { s_to At_Brink_Of_Pit e_to Alike_Maze_13 w_to Dead_End_11 } MazeRoom Alike_Maze_13 "Maze" { n_to At_Brink_Of_Pit w_to Alike_Maze_12 nw_to Dead_End_13 } DeadEndRoom Dead_End_11 "Dead End" { e_to Alike_Maze_12 out_to Alike_Maze_12 } DeadEndRoom Dead_End_12 "Dead End" { u_to Alike_Maze_8 out_to Alike_Maze_8 } MazeRoom Alike_Maze_14 "Maze" { u_to Alike_Maze_4 d_to Alike_Maze_4 } DeadEndRoom Dead_End_13 "Dead End" { se_to Alike_Maze_13 out_to Alike_Maze_13 long_desc "This is the pirate's dead end." initial_desc { Deactivate(pirate_daemon) if treasure_chest in self and treasure_chest is not moved "You've found the pirate's treasure chest!" } is dwarf_free } treasure treasure_chest "treasure chest" { in Dead_End_13 depositpoints 12 long_desc "It's the pirate's treasure chest, filled with riches of all kinds!" noun "chest", "box", "riches" adjective "pirate", "pirate's", "treasure" article "a" } !---------------------------------------------------------------------------- ! Above the beanstalk: the Giant Room and the Waterfall !---------------------------------------------------------------------------- room In_Narrow_Corridor "In Narrow Corridor" { is not light long_desc "You are in a long, narrow corridor stretching out of sight to the west. At the eastern end is a hole through which you can see a profusion of leaves." d_to In_West_Pit w_to In_Giant_Room e_to In_West_Pit before { location DoJump {"You fall and break your neck!" endflag = 2} } } scenery Leaves "leaves" { in In_Narrow_Corridor long_desc "The leaves appear to be attached to the beanstalk you climbed to get here." article "some" is plural nouns "leaves", "leaf", "plant", "tree", "stalk", "beanstalk" adjective "profusion" } room At_Steep_Incline "Steep Incline Above Large Room" { is not light long_desc "You are at the top of a steep incline above a large room. You could climb down here, but you would not be able to climb up. There is a passage leading back to the north." n_to In_Cavern_With_Waterfall d_to In_Large_Low_Room } room In_Giant_Room "Giant Room" { is not light long_desc "You are in the giant room. The ceiling here is too high up for your lamp to show it. Cavernous passages lead east, north, and south. On the west wall is scrawled the inscription, \"Fee fie foe foo\" [sic]." s_to In_Narrow_Corridor e_to At_Recent_Cave_In n_to In_Immense_N_S_Passage } scenery Inscription "scrawled inscription" { in In_Giant_Room long_desc "It says, \"Fee fie foe foo\" [sic]." nouns "inscription", "writing", "scrawl" adjective "scrawled" article "a" } treasure golden_eggs "nest of golden eggs" { nearby depositpoints 14 long_desc "The nest is filled with beautiful golden eggs!" initial_desc "There is a large nest here, full of golden eggs!" noun "eggs" adjectives "egg", "nest", "beautiful", "golden" article "a" } room At_Recent_Cave_In "Recent Cave-in" { is not light long_desc "The passage here is blocked by a recent cave-in." s_to In_Giant_Room } room In_Immense_N_S_Passage "Immense N/S Passage" { is not light long_desc "You are at one end of an immense north/south passage." s_to In_Giant_Room n_to return RustyDoor.door_to } door RustyDoor "rusty door" { in In_Immense_N_S_Passage long_desc "It's just a big iron door." nouns "door", "hinge", "hinges" adjectives "massive", "big", "iron", "rusty" article "a" when_closed "The way north is barred by a massive, rusty, iron door." when_open "The way north leads through a massive, rusty, iron door." found_in In_Cavern_With_Waterfall, In_Immense_N_S_Passage before { object DoOpen { if RustyDoor is locked "The hinges are quite thoroughly rusted now and won't budge." else return false } object DoClose { if RustyDoor is open "With all the effort it took to get the door open, I wouldn't suggest closing it again." else "No problem there -- it already is." } object DoOil { if bottle in player and oil_in_the_bottle in bottle { remove oil_in_the_bottle RustyDoor is not locked "The oil has freed up the hinges so that the door will now move, although it requires some effort." } else "You have nothing to oil it with." } object DoWater { if bottle in player and water_in_the_bottle in bottle { remove water_in_the_bottle RustyDoor is locked RustyDoor is not open "The hinges are quite thoroughly rusted now and won't budge." } else "You have nothing to water it with." } } after { object DoOpen {"The door heaves open with a shower of rust."} } is locked } room In_Cavern_With_Waterfall "In Cavern With Waterfall" { is not light long_desc "You are in a magnificent cavern with a rushing stream, which cascades over a sparkling waterfall into a roaring whirlpool which disappears through a hole in the floor. Passages exit to the south and west." s_to In_Immense_N_S_Passage w_to At_Steep_Incline } scenery Waterfall "waterfall" { in In_Cavern_With_Waterfall long_desc "Wouldn't want to go down in in a barrel!" nouns "waterfall" "whirlpool" adjectives "sparkling" "whirling" } treasure trident "jeweled trident" { nearby long_desc "The trident is covered with fabulous jewels!" initial_desc "There is a jewel-encrusted trident here!" noun "trident" adjectives "jewel", "encrusted", "jewel-encrusted", "jeweled", \ "fabulous" article "a" depositpoints 14 } !---------------------------------------------------------------------------- ! The caves around Bedquilt !---------------------------------------------------------------------------- room In_Soft_Room "In Soft Room" { is not light long_desc "You are in the soft room. The walls are covered with heavy curtains, the floor with a thick pile carpet. Moss covers the ceiling." w_to In_Swiss_Cheese_Room } scenery Carpet "carpet" { in In_Soft_Room long_desc "The carpet is quite plush." nouns "carpet" adjectives "shag" "pile" "heavy" "thick" article "a" } scenery Curtains "curtains" { nearby long_desc "They seem to absorb sound very well." nouns "curtain" "curtains" adjectives "heavy" "thick" before { object DoGet {"Now don't go ripping up the place!"} object DoLookUnder {"You don't find anything exciting behind the curtains."} } } scenery Moss "moss" { nearby long_desc "It just looks like your typical, everyday moss." noun "moss" adjectives "typical" "everyday" article "some" before { object DoGet {"It crumbles to nothing in your hands."} object DoEat {"Eeeewwwww."} } } object velvet_pillow "velvet pillow" { nearby long_desc "It's just a small velvet pillow." initial_desc "A small velvet pillow lies on the floor." noun "pillow" adjectives "velvet", "small" article "a" } room In_Oriental_Room "Oriental Room" { is not light long_desc "This is the oriental room. Ancient oriental cave drawings cover the walls. A gently sloping passage leads upward to the north, another passage leads se, and a hands and knees crawl leads west." w_to In_Large_Low_Room se_to In_Swiss_Cheese_Room u_to In_Misty_Cavern n_to In_Misty_Cavern } scenery CaveDrawings "ancient oriental drawings" { in In_Oriental_Room long_desc "They seem to depict people and animals." nouns "paintings" "drawings" "art" adjectives "cave" "ancient" "oriental" article "some" is plural } treasure ming_vase "ming vase" { nearby long_desc "It's a delicate, previous, ming vase!" initial_desc "A ming vase is here!" nouns "vase" adjectives "ming", "delicate" article "a" depositpoints 14 after { object DoDrop { if velvet_pillow in location { "(coming to rest, delicately, on the velvet pillow)" return false } remove ming_vase move shards to location "The ming vase drops with a delicate crash." } } } object shards "some worthless shards of pottery" { initial_desc "The floor is littered with worthless shards of pottery." long_desc "They look to be the remains of what was once a beautiful vase. I guess some oaf must have dropped it." nouns "pottery" adjectives "shards", "remains", "vase", "worthless" } room In_Misty_Cavern "Misty Cavern" { is not light long_desc "You are following a wide path around the outer edge of a large cavern. Far below, through a heavy white mist, strange splashing noises can be heard. \ The mist rises up through a fissure in the ceiling. \ The path exits to the south and west." s_to In_Oriental_Room w_to In_Alcove } scenery CeilingFissure "fissure" { in In_Misty_Cavern long_desc "You can't really get close enough to examine it." noun "fissure" article "a" } !---------------------------------------------------------------------------- ! Plovers and pyramids !---------------------------------------------------------------------------- room In_Alcove "Alcove" { long_desc "You are in an alcove. A small northwest path seems to widen after a short distance. An extremely tight tunnel leads east. It looks like a very tight squeeze. An eerie light can be seen at the other end." nw_to In_Misty_Cavern e_to { local j j = children(player) if j = 0 or (j = 1 and egg_sized_emerald in player) return In_Plover_Room "Something you're carrying won't fit through the tunnel with you. You'd best take inventory and drop something." } } room In_Plover_Room "Plover Room" { long_desc "You're in a small chamber lit by an eerie green light. An extremely narrow tunnel exits to the west. \ A dark corridor leads northeast." out_to In_Alcove ne_to In_Dark_Room w_to { local j j = children(player) if j = 0 or (j = 1 and egg_sized_emerald in player) return In_Alcove "Something you're carrying won't fit through the tunnel with you. You'd best take inventory and drop something." } before { location Plover { if egg_sized_emerald in player move egg_sized_emerald to In_Plover_Room MovePlayer(At_Y2) } } } treasure egg_sized_emerald "emerald the size of a plover's egg" { in In_Plover_Room depositpoints 14 article "an" long_desc "Plover's eggs, by the way, are quite large." initial_desc "There is an emerald here the size of a plover's egg!" noun "egg" adjective "emerald", "size", "a", "plover's" } room In_Dark_Room "The Dark Room" { is not light long_desc "You're in the dark-room. A corridor leading south is the only exit." s_to In_Plover_Room is dwarf_free } object StoneTablet "stone tablet" { in In_Dark_Room initial_desc "A massive stone tablet imbedded in the wall reads: \ \"Congratulations on bringing light into the dark-room!\"" noun "tablet" adjectives "massive" "stone" article "a" is static, readable } treasure platinum_pyramid "platinum pyramid" { nearby initial_desc "There is a platinum pyramid here, 8 inches on a side!" depositpoints 14 long_desc "The platinum pyramid is 8 inches on a side!" noun "pyramid" adjectives "platinum" article "a" } !---------------------------------------------------------------------------- ! North of the complex junction: a long up-down corridor !---------------------------------------------------------------------------- room In_Arched_Hall "Arched Hall" { is not light long_desc "You are in an arched hall. A coral passage once continued up and east from here, but is now blocked by debris. The air smells of sea water." d_to In_Shell_Room } room In_Shell_Room "Shell Room" { is not light long_desc "You're in a large room carved out of sedimentary rock. The floor and walls are littered with bits of shells imbedded in the stone. A shallow passage proceeds downward, and a somewhat steeper one leads up. A low hands and knees passage enters from the south." u_to In_Arched_Hall d_to In_Ragged_Corridor s_to { if giant_bivalve in player { if giant_bivalve is open "You can't fit this five-foot oyster through that little passage!" else "You can't fit this five-foot clam through that little passage!" } else return At_Complex_Junction } } object giant_bivalve "giant clam" { in In_Shell_Room nouns "clam", "oyster", "bivalve" adjective "giant" article "a" short_desc { "There is an enormous "; if self is special "oyster"; else "clam"; " here with its shell tightly closed." } before { object DoLook { if location = At_Ne_End or location = At_Sw_End "Interesting. There seems to be something written on the underside of the oyster:\n\n\ \"There is something strange about this place, such that one of the words I've always known now has a new effect.\"" else "A giant bivalve of some kind." } object DoOpen { "You aren't strong enough to open the clam with your bare hands." } object DoUnlock { if not xobject Perform(&DoOpen, self) elseif xobject ~= trident {CThe(xobject) " isn't strong enough to open the clam."} elseif self is special "The oyster creaks open, revealing nothing but oyster inside. It promptly snaps shut again." else { self is special move pearl to In_A_Cul_De_Sac "A glistening pearl falls out of the clam and rolls away. Goodness, this must really be an oyster. (I never was very good at identifying bivalves.) Whatever it is, it has now snapped shut again." } } object DoHit {"The shell is very strong and is impervious to attack."} } is lockable, openable } treasure pearl "glistening pearl" { long_desc "It's incredibly large!" initial_desc "Off to one side lies a glistening pearl!" noun "pearl" adjectives "glistening" "incredible" "incredibly" "large" article "a" depositpoints 14 } room In_Ragged_Corridor "Ragged Corridor" { is not light long_desc "You are in a long sloping corridor with ragged sharp walls." u_to In_Shell_Room d_to In_A_Cul_De_Sac } room In_A_Cul_De_Sac "Cul-de-Sac" { is not light long_desc "You are in a cul-de-sac about eight feet across." u_to In_Ragged_Corridor out_to In_Ragged_Corridor } !---------------------------------------------------------------------------- ! Witt's End: Cave under construction !---------------------------------------------------------------------------- room In_Anteroom "In Anteroom" { is not light long_desc "You are in an anteroom leading to a large passage to the east. Small passages go west and up. \ The remnants of recent digging are evident." u_to At_Complex_Junction w_to In_Bedquilt e_to At_Witts_End } object WittSign "sign" { in In_Anteroom initial_desc "A sign in midair here says \"Cave under construction beyond this point. Proceed at own risk. \ [Witt Construction Company]\"" noun "sign" adjective "witt" "company" "construction" before { object DoGet {"It's hanging way above your head."} } is static } object spelunker_today "recent issues of \"Spelunker Today\"" { nearby nouns "magazines", "magazine" adjectives "issue", "issues", "recent", "spelunker", "today" initial_desc "There are a few recent issues of \"Spelunker Today\" magazine here." long_desc "I'm afraid the magazines are written in Dwarvish." article "a few" is plural after { object DoGet { if location = At_Witts_End score = score - 1 return false } object DoDrop { if location = At_Witts_End {score = score + 1 "You really are at wit's end."} else return false } } } room At_Witts_End "At Witt's End" { is not light long_desc "You are at Witt's End. Passages lead off in *all* directions." w_to {"You have crawled around in some little holes and found your way blocked by a recent cave-in. You are now back in the main passage."} before { location DoGo { if object ~= w_obj and random(100)<=95 "You have crawled around in some little holes and wound up back in the main passage." else MovePlayer(In_Anteroom) } } } !---------------------------------------------------------------------------- ! North of the secret canyons, on the other side of the pit !---------------------------------------------------------------------------- room In_Mirror_Canyon "In Mirror Canyon" { is not light long_desc "You are in a north/south canyon about 25 feet across. The floor is covered by white mist seeping in from the north. The walls extend upward for well over 100 feet. Suspended from some unseen point far above you, an enormous two-sided mirror is hanging parallel to and midway between the canyon walls.\n\n\ A small window can be seen in either wall, some fifty feet up." s_to In_Secret_N_S_Canyon_0 n_to At_Reservoir } object CanyonMirror "suspended mirror" { in In_Mirror_Canyon long_desc "The mirror is obviously provided for the use of the dwarves who, as you know, are extremely vain." noun "mirror" adjectives "massive", "enormous", "suspended", "hanging", \ "two-sided", "two", "sided" initial_desc "The mirror is obviously provided for the use of the dwarves, who as you know, are extremely vain." before { object DoGet {"You can't reach it from here."} } is static } room At_Window_On_Pit_2 "At Window on Pit" { is not light long_desc "You're at a low window overlooking a huge pit, which extends up out of sight. A floor is indistinctly visible over 50 feet below. Traces of white mist cover the floor of the pit, becoming thicker to the left. Marks in the dust around the window would seem to indicate that someone has been here recently. Directly across the pit from you and 25 feet away there is a similar window looking into a lighted room. A shadowy figure can be seen there peering back at you." cant_go "The only passage is back west to the junction." w_to At_Junction_Of_Three before { location DoJump { "You jump and break your neck!" endflag = 2 } location DoWaveHands {"The shadowy figure waves back at you!"} } } room At_Reservoir "At Reservoir" { is not light long_desc "You are at the edge of a large underground reservoir. An opaque cloud of white mist fills the room and rises rapidly upward. The lake is fed by a stream, which tumbles out of a hole in the wall about 10 feet overhead and splashes noisily into the water somewhere within the mist. The only passage goes back toward the south." s_to In_Mirror_Canyon out_to In_Mirror_Canyon before { location DoSwim {"The water is icy cold, and you would soon freeze to death."} } } !---------------------------------------------------------------------------- ! The Chasm and the Troll Bridge !---------------------------------------------------------------------------- room In_Sloping_Corridor "Sloping Corridor" { is not light long_desc "You are in a long winding corridor sloping out of sight in both directions." d_to In_Large_Low_Room u_to On_Sw_Side_Of_Chasm cant_go "The corridor slopes steeply up and down." } room On_Sw_Side_Of_Chasm "On SW Side of Chasm" { is not light long_desc { "You are on one side of a large, deep chasm. A heavy white mist rising up from below obscures all view of the far side. A southwest path leads away from the chasm into a winding corridor." RicketyBridge_desc } ne_to return CrossRicketyBridge sw_to In_Sloping_Corridor d_to In_Sloping_Corridor cant_go "The path winds southwest." before { location DoJump { if RicketyBridge is not special "I respectfully suggest you go across the bridge instead of jumping." else {"You didn't make it." endflag = 2} } } } routine CrossRicketyBridge { if RicketyBridge is special {"What's left of the bridge is lying at the bottom of the chasm!" return true} if Troll is special or Troll in nothing { if Bear is special { remove bear Wreckage.found_in = \ On_Sw_Side_Of_Chasm, On_Ne_Side_Of_Chasm RicketyBridge is special RicketyBridge.found_in = 0, 0 Deactivate(bear_daemon) "Just as you reach the other side, the bridge buckles beneath the weight of the bear, which was still following you around. You scrabble desperately for support, but as the bridge collapses you stumble back and fall into the chasm." endflag = 2 } else return RicketyBridge.door_to } if Troll in location "The troll refuses to let you cross." else {move Troll to location "The troll steps out from beneath the bridge and blocks your way."} return true } routine RicketyBridge_desc { if RicketyBridge is not special { if location = On_Sw_Side_Of_Chasm \ or location = On_Ne_Side_Of_Chasm { "A rickety wooden bridge extends across the chasm, vanishing into the mist.\n\n A sign posted on the bridge reads, \"Stop! Pay troll!\"" if Troll not in location "\nThe troll is nowhere to be seen." } } else "The wreckage of the troll bridge (and a dead bear) can be seen at the bottom of the chasm." } object RicketyBridge "rickety bridge" { found_in On_Sw_Side_Of_Chasm, On_Ne_Side_Of_Chasm long_desc "It just looks like an ordinary, but unstable, bridge." noun "bridge" adjectives "rickety" "unstable" "wobbly" "rope" door_to { if location = On_Sw_Side_Of_Chasm return On_Ne_Side_Of_Chasm else return On_Sw_Side_Of_Chasm } is static, open type door } object Wreckage "wreckage of bridge" { noun "bridge","bear" adjectives "wreckage", "wreck", "dead" found_in 0, 0 is static } character Troll "burly troll" { in RicketyBridge long_desc "Trolls are close relatives with rocks and have skin as tough as that of a rhinoceros." initial_desc "A burly troll stands by the bridge and insists you throw him a treasure before you may cross." noun "troll", "monster", "creature" adjective "burly" article "a" ignore_response "Trolls make poor conversation." before { object DoHit {"The troll laughs aloud at your pitiful attempt to injure him."} xobject DoGive { if object is valuable { remove object remove Troll Troll is special score = score - 5 "The troll catches your treasure and scurries away out of sight." } elseif object = tasty_food "Gluttony is not one of the troll's vices. \ Avarice, however, is." else { "The troll deftly catches "; The(noun) ", examines it carefully, and tosses it back, declaring, \"Good workmanship, but it's not valuable enough.\"" } } } } room On_Ne_Side_Of_Chasm "On NE Side of Chasm" { is not light long_desc { "You are on the far side of the chasm. A northeast path leads away from the chasm on this side." RicketyBridge_desc } sw_to return CrossRicketyBridge ne_to In_Corridor before { location DoJump { if RicketyBridge is not special "I respectfully suggest you go across the bridge instead of jumping." else {"You didn't make it." endflag = 2} } } is dwarf_free } room In_Corridor "In Corridor" { is not light long_desc "You're in a long east/west corridor. A faint rumbling noise can be heard in the distance." w_to On_Ne_Side_Of_Chasm e_to At_Fork_In_Path is dwarf_free } !---------------------------------------------------------------------------- ! The Volcano !---------------------------------------------------------------------------- room At_Fork_In_Path "At Fork in Path" { is not light long_desc "The path forks here. The left fork leads northeast. A dull rumbling seems to get louder in that direction. The right fork leads southeast down a gentle slope. The main corridor enters from the west." w_to In_Corridor ne_to At_Junction_With_Warm_Walls se_to In_Limestone_Passage d_to In_Limestone_Passage is dwarf_free } room At_Junction_With_Warm_Walls "At Junction With Warm Walls" { long_desc "The walls are quite warm here. From the north can be heard a steady roar, so loud that the entire cave seems to be trembling. Another passage leads south, and a low crawl goes east." s_to At_Fork_In_Path n_to At_Breath_Taking_View e_to In_Chamber_Of_Boulders is dwarf_free } room At_Breath_Taking_View "At Breath-Taking View" { long_desc { "You are on the edge of a breath-taking view. Far below you is an active volcano, from which great gouts of molten lava come surging out, cascading back down into the depths. The glowing rock fills the farthest reaches of the cavern with a blood-red glare, giving everything an eerie, macabre appearance. The air is filled with flickering sparks of ash and a heavy smell of brimstone. The walls are hot to the touch, and the thundering of the volcano drowns out all other sounds. "; "Embedded in the jagged roof far overhead are myriad twisted formations composed of pure white alabaster, which scatter the murky light into sinister apparitions upon the walls. \ To one side is a deep gorge, filled with a bizarre chaos of tortured rock which seems to have been crafted by the devil himself. An immense river of fire crashes out from the depths of the volcano, burns its way through the gorge, and plummets into a bottomless pit far off to your left. To the right, an immense geyser of blistering steam erupts continuously from a barren island in the center of a sulfurous lake, which bubbles ominously. "; "The far right wall is aflame with an incandescence of its own, which lends an additional infernal splendor to the already hellish scene. A dark, forboding passage exits to the south." } s_to At_Junction_With_Warm_Walls out_to At_Junction_With_Warm_Walls d_to "Don't be ridiculous!" before { location DoJump {run self.d_to} } } scenery Volcano "active volcano" { in At_Breath_Taking_View long_desc "Great gouts of molten lava come surging out of the volvano and go cascading back down into the depths. \ The glowing rock fills the farthest reaches of the cavern with a blood-red glare, giving everything an eerie, macabre appearance." nouns "volcano", "rock" adjectives "active", "glowing", "blood", "red", "blood-red", \ "eerie", "macabre" article "an" } scenery Sparks "sparks of ash" { nearby long_desc "The sparks too far away for you to get a good look at them." nouns "ash" adjectives "spark", "sparks" article "some" is plural } scenery JaggedRoof "jagged roof" { nearby long_desc "Embedded in the jagged roof far overhead are myriad twisted formations composed of pure white alabaster, which scatter the murky light into sinister apparitions upon the walls." nouns "roof", "formations", "apparitions", "light" adjectives "jagged", "twisted", "murky", "sinister" article "the" } scenery DeepGorge "deep gorge" { nearby long_desc "The gorge is filled with a bizarre chaos of tortured rock which seems to have been crafted by the devil himself." nouns "gorge", "chaos", "rock" adjectives "deep", "bizarre", "tortured" article "a" } scenery RiverOfFire "river of fire" { nearby long_desc "The river of fire crashes out from the depths of the volcano, burns its way through the gorge, and plummets into a bottomless pit far off to your left." nouns "fire", "pit" adjectives "river", "fiery", "bottomless" article "a" } scenery Geyser "immense geyser" { nearby long_desc "The geyser of blistering steam erupts continuously from a barren island in the center of a sulfurous lake, which bubbles ominously." nouns "geyser", "steam", "island", "lake" adjectives "blistering", "barren", "sulfurous" article "an" } room In_Chamber_Of_Boulders "In Chamber of Boulders" { is not light long_desc "You are in a small chamber filled with large boulders. The walls are very warm, causing the air in the room to be almost stifling from the heat. The only exit is a crawl heading west, through which is coming a low rumbling." w_to At_Junction_With_Warm_Walls out_to At_Junction_With_Warm_Walls is dwarf_free } scenery ChamberBoulders "boulders" { in In_Chamber_Of_Boulders long_desc "They're just ordinary boulders. They're warm." nouns "boulder", "boulders", "rocks", "stones" } treasure rare_spices "rare spices" { nearby nouns "spices" "spice" adjectives "selection" "rare" "exotic", depositpoints 14 article "a selection of" initial_desc "There is a selection of rare spices here!" before { object DoSmell, DoLook {"They smell wonderfully exotic!"} } } room In_Limestone_Passage "In Limestone Passage" { is not light long_desc "You are walking along a gently sloping north/south passage lined with oddly shaped limestone formations." n_to At_Fork_In_Path u_to At_Fork_In_Path s_to In_Front_Of_Barren_Room d_to In_Front_Of_Barren_Room is dwarf_free } scenery LimestoneFormations "limestone formations" { long_desc "Every now and then a particularly strange shape catches your eye." nouns "formations", "shape", "shapes", "stone", "stones" adjectives "limestone", "lime", "stone", "strange" article "some" is plural } !---------------------------------------------------------------------------- ! If you go down to the woods today... !---------------------------------------------------------------------------- room In_Front_Of_Barren_Room "In Front of Barren Room" { long_desc "You are standing at the entrance to a large, barren room. A sign posted above the entrance reads: \ \"Caution! Bear in room!\"" w_to In_Limestone_Passage u_to In_Limestone_Passage e_to In_Barren_Room in_to In_Barren_Room is dwarf_free } scenery BarrenSign "caution sign" { in In_Front_Of_Barren_Room long_desc "The sign reads, \"Caution! Bear in room!\"" nouns "sign" adjectives "caution" article "a" } room In_Barren_Room "In Barren Room" { is not light long_desc "You are inside a barren room. The center of the room is completely empty except for some dust. \ Marks in the dust lead away toward the far end of the room. The only exit is the way you came in." w_to In_Front_Of_Barren_Room out_to In_Front_Of_Barren_Room is dwarf_free } scenery Dust "dust" { in In_Barren_Room long_desc "It just looks like ordinary dust." noun "dust" adjective "marks", "in" article "the" } character Bear "large cave bear" { nearby is unfriendly ignore_response "This is a bear of very little brain." short_desc { if Bear is special "You are being followed by a very large, tame bear." elseif Bear is not scored "There is a ferocious cave bear eyeing you from the far end of the room!" elseif location = In_Barren_Room "There is a gentle cave bear sitting placidly in one corner." else "There is a contented-looking bear wandering about nearby." } noun "bear", "animal" adjectives "large", "tame", "ferocious", "cave" article "a" before { object DoHit { if axe in player Perform(&DoThrowAt, axe, Bear) elseif Bear is scored "The bear is confused; he only wants to be your friend." else "With what? Your bare hands? Against *his* bear hands??" } object DoThrowAt { if object ~= axe Perform(&DoGive, object, Bear) elseif Bear is scored "The bear is confused; he only wants to be your friend." else { move axe to location axe is special "The axe misses and lands near the bear where you can't get at it." } } xobject DoGive { if object = tasty_food { axe is not special remove tasty_food Bear is scored "The bear eagerly wolfs down your food, after which he seems to calm down considerably and even becomes rather friendly." } elseif Bear is scored "The bear doesn't seem very interested in your offer." else "Uh-oh -- your offer only makes the bear angrier!" } object DoLook { "The bear is extremely large, "; if Bear is scored {"but appears to be friendly."} else {"and seems quite ferocious!"} } object DoGet, DoCatch { if Bear is not scored "Surely you're joking!" elseif golden_chain is locked "The bear is still chained to the wall." else {Bear is special Activate(bear_daemon) "Ok, the bear's now following you around."} } object DoDrop, DoRelease { if Bear is not scored "What exactly do you mean by that?" else { Bear is not special Deactivate(bear_daemon) if Troll in location { remove troll troll is special "The bear lumbers toward the troll, who lets out a startled shriek and scurries away. The bear soon gives up the pursuit and wanders back." } else "The bear wanders away from you." } } } } daemon bear_daemon {} event bear_daemon { if not light_source return false elseif location = parent(bear) { if location = At_Breath_Taking_View {"\nThe bear roars with delight" event_flag = true} } else { move Bear to location "\nThe bear lumbers along behind you." } } treasure golden_chain "golden chain" { in In_Barren_Room depositpoints 14 short_desc { if self is locked "The bear is held back by a solid gold chain." else "A solid golden chain lies in coils on the ground!" } long_desc "The chain has thick links of solid gold!" nouns "chain", "chains", "links", "shackles" adjectives "gold", "golden", "thick", "solid" article "a" key_object set_of_keys before { object DoGet { if self is locked { if Bear is scored "It's locked to the friendly bear." else "It's locked to the ferocious bear!" } else return false } object DoUnlock { if Bear is not scored "There is no way to get past the bear to unlock the chain, which is probably just as well." else return false } object DoLock {"The mechanism won't lock again."} } after { object DoUnlock {"You unlock the chain, and set the tame bear free."} } is lockable, locked } !---------------------------------------------------------------------------- ! The Different Maze !---------------------------------------------------------------------------- room DiffMaze { is not light long_desc "You are in a maze of twisty little passages, all different." } DiffMaze Different_Maze_1 "Maze" { s_to Different_Maze_3 sw_to Different_Maze_4 ne_to Different_Maze_5 se_to Different_Maze_6 u_to Different_Maze_7 nw_to Different_Maze_8 e_to Different_Maze_9 w_to Different_Maze_10 n_to Different_Maze_11 d_to At_West_End_Of_Long_Hall } DiffMaze Different_Maze_2 "Maze" { sw_to Different_Maze_3 n_to Different_Maze_4 e_to Different_Maze_5 nw_to Different_Maze_6 se_to Different_Maze_7 ne_to Different_Maze_8 w_to Different_Maze_9 d_to Different_Maze_10 u_to Different_Maze_11 s_to Dead_End_14 } DiffMaze Different_Maze_3 "Maze" { w_to Different_Maze_1 se_to Different_Maze_4 nw_to Different_Maze_5 sw_to Different_Maze_6 ne_to Different_Maze_7 u_to Different_Maze_8 d_to Different_Maze_9 n_to Different_Maze_10 s_to Different_Maze_11 e_to Different_Maze_2 } DiffMaze Different_Maze_4 "Maze" { nw_to Different_Maze_1 u_to Different_Maze_3 n_to Different_Maze_5 s_to Different_Maze_6 w_to Different_Maze_7 sw_to Different_Maze_8 ne_to Different_Maze_9 e_to Different_Maze_10 d_to Different_Maze_11 se_to Different_Maze_2 } DiffMaze Different_Maze_5 "Maze" { u_to Different_Maze_1 d_to Different_Maze_3 w_to Different_Maze_4 ne_to Different_Maze_6 sw_to Different_Maze_7 e_to Different_Maze_8 n_to Different_Maze_9 nw_to Different_Maze_10 se_to Different_Maze_11 s_to Different_Maze_2 } DiffMaze Different_Maze_6 "Maze" { ne_to Different_Maze_1 n_to Different_Maze_3 nw_to Different_Maze_4 se_to Different_Maze_5 e_to Different_Maze_7 d_to Different_Maze_8 s_to Different_Maze_9 u_to Different_Maze_10 w_to Different_Maze_11 sw_to Different_Maze_2 } DiffMaze Different_Maze_7 "Maze" { n_to Different_Maze_1 se_to Different_Maze_3 d_to Different_Maze_4 s_to Different_Maze_5 e_to Different_Maze_6 w_to Different_Maze_8 sw_to Different_Maze_9 ne_to Different_Maze_10 nw_to Different_Maze_11 u_to Different_Maze_2 } DiffMaze Different_Maze_8 "Maze" { e_to Different_Maze_1 w_to Different_Maze_3 u_to Different_Maze_4 sw_to Different_Maze_5 d_to Different_Maze_6 s_to Different_Maze_7 nw_to Different_Maze_9 se_to Different_Maze_10 ne_to Different_Maze_11 n_to Different_Maze_2 } DiffMaze Different_Maze_9 "Maze" { se_to Different_Maze_1 ne_to Different_Maze_3 s_to Different_Maze_4 d_to Different_Maze_5 u_to Different_Maze_6 nw_to Different_Maze_7 n_to Different_Maze_8 sw_to Different_Maze_10 e_to Different_Maze_11 w_to Different_Maze_2 } DiffMaze Different_Maze_10 "Maze" { d_to Different_Maze_1 e_to Different_Maze_3 ne_to Different_Maze_4 u_to Different_Maze_5 w_to Different_Maze_6 n_to Different_Maze_7 s_to Different_Maze_8 se_to Different_Maze_9 sw_to Different_Maze_11 nw_to Different_Maze_2 } DiffMaze Different_Maze_11 "Maze" { sw_to Different_Maze_1 nw_to Different_Maze_3 e_to Different_Maze_4 w_to Different_Maze_5 n_to Different_Maze_6 d_to Different_Maze_7 se_to Different_Maze_8 u_to Different_Maze_9 s_to Different_Maze_10 ne_to Different_Maze_2 } DeadEndRoom Dead_End_14 "Dead End, near Vending Machine" { long_desc "You have reached a dead end. There is a massive vending machine here." n_to Different_Maze_2 out_to Different_Maze_2 is dwarf_free } scenery PirateMessage "message in the dust" { in Dead_End_14 long_desc "The message reads, \"This is not the maze where the pirate leaves his treasure chest.\"" noun "dust" adjectives "message", "scrawl", "writing", "script", "scrawled", \ "flowery", "in" initial_desc "Hmmm... There is a message here scrawled in the dust in a flowery script." } scenery VendingMachine "vending machine" { nearby long_desc "The instructions on the vending machine read, \"Insert coins to receive fresh batteries.\"" noun "machine" adjectives "vending" article "a" before { xobject DoPutIn { if object = rare_coins { move fresh_batteries to location remove rare_coins "Soon after you insert the coins in the coin slot, the vending machines makes a grinding sound, and a set of fresh batteries falls at your feet." } else "The machine seems to be designed to take coins." } object DoHit {"The machine is quite sturdy and survives your attack without getting so much as a scratch."} object DoGet {"The vending machine is far too heavy to move."} } is container } object fresh_batteries "fresh batteries" { long_desc "They look like ordinary batteries. (A sepulchral voice says, \"Still going!\")" nouns "batteries", "battery" adjective "fresh" article "some" is plural } object old_batteries "worn-out batteries" { long_desc "They look like ordinary batteries." initial_desc "Some worn-out batteries have been discarded nearby." nouns "batteries", "battery" adjectives "worn", "out", "worn-out" article "some" is plural } !---------------------------------------------------------------------------- ! Dwarves! !---------------------------------------------------------------------------- character dwarf "threatening little dwarf" { is unfriendly noun "dwarf" adjectives "threatening", "little" article "a" long_desc "It's probably not a good idea to get too close. Suffice it to say the little guy's pretty aggressive." initial_desc "A threatening little dwarf hides in the shadows." misc 5 before { object DoKick {"You boot the dwarf across the room. He curses, then gets up and brushes himself off. Now he's madder than ever!"} xobject DoThrowAt { if object = axe { if random(3) ~= 1 { remove self move axe to location self.misc = self.misc - 1 "You killed a little dwarf! The body vanishes in a cloud of greasy black smoke." } else {move axe to location "Missed! The little dwarf dodges out of the way of the axe."} } else Perform(&DoGive, object, xobject) } xobject DoGive { if object = tasty_food "You fool, dwarves eat only coal! \ Now you've made him *really* mad!" else "The dwarf is not at all interested in your offer. (The reason being, perhaps, that if he kills you he gets everything you have anyway.)" } object DoHit {"Not with your bare hands. No way."} } } daemon dwarf_daemon {} event dwarf_daemon { if not light_source {return} if dwarf.misc = 0 Deactivate(dwarf_daemon) if parent(dwarf) = nothing { if location is dwarf_free or location is light return if random(100) <= self.misc { if Bear in location or Troll in location return print newline event_flag = true if Dragon in location { self.misc = self.misc - 1 "A dwarf appears, but with one casual blast the dragon vapourises him!" return } else { move dwarf to location "A threatening little dwarf comes out of the shadows!" return } } else return } elseif parent(dwarf)~=location { if not light_source return if location is dwarf_free or location is light return if random(100)<=96 and parent(dwarf)~=In_Mirror_Canyon { move dwarf to location "\nThe dwarf stalks after you..." } else {remove dwarf return} } if (random(100)<=75) { print newline if dwarf is not special { move axe to location dwarf is special remove dwarf "The dwarf throws a nasty little axe at you, misses, curses, and runs away." } elseif location = In_Mirror_Canyon "The dwarf admires himself in the mirror." else { "The dwarf throws a nasty little knife at you, "; if random(1000)<=95 {"and hits!" endflag = 2} else "but misses!" } event_flag = true return } if random(3) = 1 {remove dwarf "\nTiring of this, the dwarf slips away." event_flag = true} } object axe "dwarvish axe" { noun "axe" adjectives "little", "dwarvish" article "a" initial_desc "There is a little axe here." long_desc "It's just a little axe." before { object DoLook {if axe is not special return false "It's lying beside the bear."} object DoGet {if axe is not special return false "No chance. It's lying beside the ferocious bear, quite within harm's way."} } } !---------------------------------------------------------------------------- ! Piracy, twice over !---------------------------------------------------------------------------- daemon pirate_daemon {} event pirate_daemon { local c, i, j if pirate_daemon is special and pirate_daemon is scored {Deactivate(pirate_daemon) return} if not light_source or location is light or location is dwarf_free \ or random(100)>2 or location = In_Secret_Canyon return if dwarf in location {"\nA bearded pirate appears, catches sight of the dwarf and runs away." event_flag = true return} for (i=child(player); i~=0; i=sibling(i)) { if i is valuable c = c + 1 } for (i=child(location); i~=0; i=sibling(i)) { if i is valuable c = c + 1 } if c = 0 { if pirate_daemon is special return pirate_daemon is special "\nThere are faint rustling noises from the darkness behind you. As you turn toward them, you spot a bearded pirate. He is carrying a large chest.\n\n\ \"Shiver me timbers!\" he cries, \"I've been spotted! I'd best hie meself off to the maze to hide me chest!\"\n\n\ With that, he vanishes into the gloom." event_flag = true } else { if pirate_daemon is scored return pirate_daemon is scored while c > 0 { for (i=child(player); i~=0; i=sibling(i)) { if i is valuable {j=i score = score - 5} } for (i=child(location); i~=0; i=sibling(i)) { if i is valuable j=i } move j to Dead_End_13 c = c - 1 } "\nOut from the shadows behind you pounces a bearded pirate! \"Har, har,\" he chortles. \"I'll just take all this booty and hide it away with me chest deep in the maze!\" He snatches your treasure and vanishes into the gloom." event_flag = true } } !---------------------------------------------------------------------------- ! The cave is closing now... !---------------------------------------------------------------------------- daemon cave_closer {} event cave_closer { if treasures_found < MAX_TREASURES return Deactivate(self) caves_closed = 1 score=score + 25 Deactivate(CrystalBridge_daemon) CrystalBridge.found_in = 0, 0 Grate is locked Grate is not open remove set_of_keys Deactivate(dwarf_daemon) Deactivate(pirate_daemon) remove Troll remove Bear remove Dragon Activate(endgame_timer, 25) "\nA sepulchral voice reverberating through the cave says, \"Cave closing soon. All adventurers exit immediately through main office.\"" event_flag = true } fuse endgame_timer {} event endgame_timer { if self.tick = 0 { score = score + 10 while child(player) ~= 0 remove child(player) move bottle to At_Ne_End if child(bottle) ~= 0: remove child(bottle) move giant_bivalve to At_Ne_End move brass_lantern to At_Ne_End move black_rod to At_Ne_End move little_bird to At_Sw_End move velvet_pillow to At_Sw_End "\nThe sepulchral voice intones, \"The cave is now closed.\" As the echoes fade, there is a blinding flash of light (and a small puff of orange smoke). . .\n\n\ As your eyes refocus, you look around...\n" MovePlayer(At_Ne_End) event_flag = true } } !---------------------------------------------------------------------------- ! The End Game !---------------------------------------------------------------------------- room At_Ne_End "NE End of Repository" { long_desc "You are at the northeast end of an immense room, even larger than the giant room. It appears to be a repository for the \"Adventure\" program. \ Massive torches far overhead bathe the room with smoky yellow light. Scattered about you can be seen a pile of bottles (all of them empty), a nursery of young beanstalks murmuring quietly, a bed of oysters, a bundle of black rods with rusty stars on their ends, and a collection of brass lanterns. Off to one side a great many dwarves are sleeping on the floor, snoring loudly. A sign nearby reads: \"Do not disturb the dwarves!\"" sw_to At_Sw_End } object Mirror_2 "enormous mirror" { in At_Ne_End long_desc "It looks like an ordinary, albeit enormous, mirror." noun "mirror" adjectives "immense", "ordinary", "hanging" article "an" initial_desc "An immense mirror is hanging against one wall, and stretches to the other end of the room, where various other sundry objects can be glimpsed dimly in the distance." found_in At_Ne_End, At_Sw_End before { object DoHit { "You strike the mirror a resounding blow, whereupon it shatters into a myriad tiny fragments.\n\n" DwarvesWake() } } is static } scenery RepositoryStuff_1 "collection of adventure game materials" { in At_Ne_End found_in At_Ne_End long_desc "You've seen everything in here already, albeit in somewhat different contexts." nouns "materials", "loot", "objects", "bottles", "beanstalks", \ "oysters", "rods", "lanterns" adjectives "collection", "adventure", "game", "repository", "pile", \ "nursery", "young", "bed", "bundle", "black", "brass" article "a" before { object DoGet { "Realizing that by removing the loot here you'd be ruining the game for future players, you leave the \"Adventure\" materials where they are." } } } character RepositoryDwarves "sleeping dwarves" { type scenery is unfriendly long_desc "I wouldn't bother the dwarves if I were you." noun "dwarf", "dwarves" adjectives "sleeping", "dozing", "snoozing", "sleeping" article "hundreds of angry" is plural before { object DoGet {"What, all of them?"} object DoWakeCharacter { "You prod the nearest dwarf, who wakes up grumpily, takes one look at you, curses, and grabs for his axe.\n\n" DwarvesWake() } object DoHit {DwarvesWake()} object DoAsk, DoTell, DoTalk {"You're probably best off not waking the dwarves."} xobject DoShow, DoGive {"You're probably best off not waking the dwarves."} } } room At_Sw_End "SW End of Repository" { long_desc "You are at the southwest end of the repository. \ To one side is a pit full of fierce green snakes. On the other side is a row of small wicker cages, each of which contains a little sulking bird. In one corner is a bundle of black rods with rusty marks on their ends. A large number of velvet pillows are scattered about on the floor. A vast mirror stretches off to the northeast. At your feet is a large steel grate, next to which is a sign which reads, \"TREASURE VAULT. Keys in main office.\"" d_to return RepositoryGrate.door_to ne_to At_Ne_End } scenery RepositoryStuff_2 "collection of adventure game materials" { in At_Ne_End found_in At_Sw_End long_desc "You've seen everything in here already, albeit in somewhat different contexts." nouns "materials", "loot", "objects", "snakes", "cages", "bird", \ "rods", "pillows" adjectives "collection", "adventure", "game", "repository", \ "wicker", "little", "sulking", "black", "velvet" article "a" before { object DoGet { "Realizing that by removing the loot here you'd be ruining the game for future players, you leave the \"Adventure\" materials where they are." } } } object RepositoryGrate "steel grate" { in At_Sw_End adjectives "steel", "ordinary" nouns "grate", "grating" article "a" long_desc "It just looks like an ordinary steel grate." when_open "The grate is open." when_closed "The grate is closed." door_to { if self is not open run self.when_closed else return Outside_Grate } key_object 0 is static, locked, openable } object black_mark_rod "black rod with a rusty mark on the end" { in At_Sw_End long_desc "It's a three foot black rod with a rusty mark on an end." initial_desc "A three foot black rod with a rusty mark on one end lies nearby." noun "mark" adjectives "black", "rod", "rusty", "iron" article "a" before { object DoWave {"Nothing happens."} } } routine DwarvesWake { "The resulting ruckus has awakened the dwarves. There are now dozens of threatening little dwarves in the room with you! Most of them throw knives at you! All of them get you!" endflag = 2 } !---------------------------------------------------------------------------- ! Some replacement routines !---------------------------------------------------------------------------- replace PrintScore(end_of_game) { print "You "; if not end_of_game print "have "; print "scored a total of "; print number score; " out of "; number MAX_SCORE; print ", giving you the rank of "; if score >= 348 "Grandmaster Adventurer!" elseif score >= 330 "Master, first class." elseif score >= 300 "Master, second class." elseif score >= 200 "Junior Master." elseif score >= 130 "Seasoned Adventurer." elseif score >= 100 "Experienced Adventurer." elseif score >= 35 "Adventurer." elseif score >=10 "Novice." else "Amateur." } global dark_warning replace DarkWarning { if (dark_warning = 0) { dark_warning = 1 "It is now pitch dark. \ If you proceed you will likely fall into a pit." } elseif random(4) = 1 { "You fell into a pit and broke every bone in your body!" endflag = 2 } } !---------------------------------------------------------------------------- ! Menu-driven help !---------------------------------------------------------------------------- routine HelpInfo(menu_item) { cls select menu_item case 1 { "I know of places, actions, and things. You can guide me using commands that are complete sentences. To move, try commands like \"enter,\" \"east,\" \"west,\" \"north,\" \"south,\" \"up,\" \"down,\" \"enter building,\" \"get lamp,\" etc.\n" "I know about a few special objects, like a black rod hidden in the cave. These objects can be manipulated using some of the action words that I know. Usually you will need to give a verb followed by an object (along with descriptive adjectives when desired), but sometimes I can infer the object from the verb alone. Some objects also imply verbs; in particular, \"inventory\" implies \"take inventory\", which causes me to give you a list of what you're carrying. \ The objects have side effects; for instance, the rod scares the bird.\n" "Many commands have abbreviations. For example, you can type \"i\" in place of \"inventory,\" \"x object\" instead of \"examine object,\" \"w\" instead of \"west\" or \"go west,\" etc.\n" "Usually people having trouble moving just need to try a few more words. Usually people trying unsuccessfully to manipulate an object are attempting something beyond their (or my!) capabilities and should try a completely different tack.\n" "Note that cave passages turn a lot, and that leaving a room to the north does not guarantee entering the next from the south.\n" "If you want to end your adventure early, type \"quit\". \ To suspend your adventure such that you can continue later, type \"save,\" and to resume a saved game, type \"restore.\" \ To see how well you're doing, type \"score\". To get full credit for a treasure, you must have left it safely in the building, though you get partial credit just for locating it. You lose points for getting killed, or for quitting, though the former costs you more. There are also points based on how much (if any) of the cave you've managed to explore; in particular, there is a large bonus just for getting in (to distinguish the beginners from the rest of the pack), and there are other ways to determine whether you've been through some of the more harrowing sections.\n" "If you think you've found all the treasures, just keep exploring for a while. If nothing interesting happens, you haven't found them all yet. If something interesting *does* happen, it means you're getting a bonus and have an opportunity to garner many more points in the master's section.\n" "Good luck!" } case 2 { "This was the first adventure game ever written, based on a FORTRAN simulation of the Mammoth and Flint Ridge cave system by Willie Crowther. Crowther was one of its explorers: some of the game's locations are real, Bedquilt for instance. (And \"Y2\" is a reference to the cave-map notation for \"alternative entrance to caves\".)\n" "Adventure (sometimes called \"Colossal Cave\", another real place) was an extension largely by Don Woods, a colleague of Crowther's at a Massachusetts computing firm. \ Inspired by (a variant of) the role-playing game \"Dungeons and Dragons\", they added puzzles and magic to the caves.\n" "The game was spread from machine to machine, and (among others) DECUS, the Digital user group, issued tapes of it. \ Ever since, the game has been modified, ported, improved, extended and generally corrupted. The original is hard to find. Most of the extras tacked on are clearly inferior, and lose the spirit of the (certainly imperfect, but atmospheric and well-designed) original.\n" "[NOTE: The following refers specifically to the Inform version by Graham Nelson, upon which this adaptation is based.]\n" "This is a copy at third hand. It is a slight simplification of David M. Baggett's excellent 1993 version for Adventions, written in TADS: which in turn derived from Donald Ekman's PC port of the original FORTRAN source code.\n" "And, even by modern standards, it is still a good game!" } case 3 { "[NOTE: The following refers to the Inform version by Graham Nelson, upon which this adaptation is based.]\n" "This port is fairly close to the original. The puzzles, items and places of the 1977 version are exactly those here.\n" "I have added a few helpful messages, such as \"This is a dead end.\", here and there: and restored some \"initial position\" messages from objects, such as the (rather lame)\n\n\_ There is tasty food here.\n\n\from source files which are certainly early but of doubtful provenance. \ They seem to sit well with the rest of the text.\n" "The scoring system is the original, except that you no longer lose 4 points for quitting (since you don't get the score if you quit an Inform game, this makes no difference) and, controversially, I award 5 points for currently carrying a treasure, as some early 1980s ports did. The rank names are tidied up a little. The only significant rule change is that one cannot use magic words until their destinations have been visited.\n" "The dwarves are simpler in their movements, but on the other hand I have added a very few messages to make them interact better with the rest of the game. The probabilities are as in the original game.\n" "In the original one could type the name of a room to visit it: for the sake of keeping the code small, I have omitted this feature, but with some regrets.\n" "The text itself is almost everywhere preserved intact, but I've corrected some spelling and grammatical mistakes (and altered a couple of utterly misleading and gnomic remarks). The instructions have been slightly altered (for obvious reasons) but are basically as written.\n" "A good source for details is David Baggett's source code, which is circulated on the Internet." } case 4 { "[NOTE: The bulk of the help text is taken from Graham Nelson's Inform port of Adventure, with the exception of the following.]\n" "Graham Nelson refers to his port of Adventure (upon which this Hugo adaptation is based) as a copy at third hand; I guess that makes the Hugo version a copy at fourth.\n" "The behaviors of objects in this game are almost identical to those in the Inform version. Any differences are due mainly to technical differences between the two languages. \ An effort has been made in this game to adhere as closely as possible to Inform's complement of verbs and actions in order to make the porting to Hugo as direct and as faithful as possible.\n" "Why does the world need another port of Adventure? Mainly for comparison reasons. Hugo was designed to make certain aspects of interactive fiction design easier and more accessible. Of course, in that realm, there already exist two well-designed systems: Inform by Graham Nelson, and TADS by Michael Roberts. Since Adventure has been ported to both of these, it is an ideal means for comparison of the advantages and disadvantages of either. \ Now the same ruler can be applied to Hugo.\n" "Finally, I would like to avoid the blame for any errors in the program, since it is based on such a long line of predecessors. Unfortunately for me, however, that's probably not possible. Porting Adventure to Hugo involved editing and rewriting some 5000+ lines of code, and it would be awfully presumptuous of me to think that my work was anywhere near flawless. That said, assume that any given error is the result of a problem in the Hugo source code. \ If the interest is there, dig into the code to see what might be causing the bug; if no explanation readily presents itself, the next step might be to back up one generation to the Inform source, then to the TADS source, and finally to the (somewhat) original FORTRAN code.\n" "Or on the other hand, just enjoy the game." "\n\_ --Kent Tessman\ \n\_ May 10, 1995" } case 5 { "Did you know that...\n" "The five dwarves have a 96% chance of following you, except into light, down pits or when admiring themselves: \ and the nasty little knives are 9.5% accurate.\n" "Dragons burn up dwarves (perhaps because dwarves eat only coal).\n" "The bear (who likes the volcano) is too heavy for the bridge... and you can go back to the scene after being resurrected.\n" "You can slip past the snake into the secret E/W canyon, 35% of the time at any rate. And walking about in the dark is not all that gruesome: it carries only a 25% risk of falling down a pit.\n" "The vase does not like being immersed.\n" "Shadowy figures can wave to each other.\n" "Watering the hinges of the door rusts them up again.\n" "When the cave closes, the grate is locked and the keys are thrown away, creatures run off and the crystal bridge vanishes...\n" "...and a completely useless hint is written on the giant oyster's shell in the end game.\n" "The last lousy point can be won by... but no. That would be telling." } } !---------------------------------------------------------------------------- ! New verbs (to add or replace the library stock) !---------------------------------------------------------------------------- replace DoHelp { local m menuitem[0] = "COLOSSAL HELP FOR COLOSSAL HUGO" menuitem[1] = "Instructions for playing" menuitem[2] = "The history of this game" menuitem[3] = "How authentic is this edition?" menuitem[4] = "About this Hugo adaptation" menuitem[5] = "Did you know..." do { m = Menu(5) if m >= 1 and m <= 5 {HelpInfo(m) pause} } while m window 0 cls PrintStatusline DescribePlace(location, true) } routine DoCatch { print "You can't catch "; The(object); "." return true } routine DoRelease { print "You can't release "; The(object); "." return true } routine DoWater { if bottle in player return Perform(&DoEmpty, bottle) "Water? What water?" return true } routine DoOil { if bottle in player return Perform(&DoEmpty, bottle) "Oil? What oil?" return true } routine DoOn { if brass_lantern in player return Perform(&DoSwitchOn, brass_lantern) "You have no lamp." return true } routine DoOff { if brass_lantern in player return Perform(&DoSwitchOff, brass_lantern) "You have no lamp." return true } routine Xyzzy {"Nothing happens." return true} routine Plugh {"Nothing happens." return true} routine Plover {"Nothing happens." return true} routine DoFee {Fthing(0) return true} routine DoFie {Fthing(1) return true} routine DoFoe {Fthing(2) return true} routine DoFoo {Fthing(3) return true} global fcount routine Fthing(i) { if fcount ~= i {fcount = 0 "Get it right, dummy!" return} fcount = fcount + 1 if fcount = 4 { fcount = 0 if golden_eggs in In_Giant_Room "Nothing happens." if (golden_eggs in player) or (golden_eggs in location) "The nest of golden eggs has vanished!" else "Done!" if golden_eggs in player score = score - 5 if golden_eggs in Inside_Building score = score - golden_eggs.depositpoints move golden_eggs to In_Giant_Room if location = In_Giant_Room "\n\nA large nest full of golden eggs suddenly appears out of nowhere!" } else "Ok." } routine DoBlastWith { if xobject ~= black_mark_rod "Blasting requires dynamite." else "Been eating those funny brownies again?" } routine DoOldMagic {"Good try, but that is an old worn-out magic word."} routine DoKick { Perform(&DoHit, object) ! for dwarf-kicking } routine DoBlast { if location ~= At_Sw_End and location ~= At_Ne_End "Frustrating, isn't it?" elseif location = At_Sw_End and black_mark_rod in At_Ne_End { score=score+35 "There is a loud explosion, and a twenty-foot hole appears in the far wall, burying the dwarves in the rubble. You march through the hole and find yourself in the main office, where a cheering band of friendly elves carry the conquering adventurer off into the sunset." endflag = 1 } elseif location = At_Ne_End and black_mark_rod in At_Sw_End { score=score+20 "There is a loud explosion, and a twenty-foot hold appears in the far wall, burying the snakes in the rubble. A river of molten lava pours in through the hole, destroying everything in its path, including you!" endflag = 2 } else { "There is a loud explosion, and you are suddenly splashed across the walls of the room." endflag = 2 } } routine DoFill {"There's nothing to fill "; The(object) " with."} routine DoRub {"Once again, you accomplish nothing."} !---------------------------------------------------------------------------- ! Resurrection !---------------------------------------------------------------------------- routine AfterLife { if caves_closed = 1 {"\nIt looks as though you're dead. Well, seeing as how it's so close to closing time anyway, I think we'll just call it a day." return false} if deaths = 0 "\nOh dear, you seem to have gotten yourself killed. I might be able to help you out, but I've never really done this before. Do you want me to try to reincarnate you?"; if deaths = 1 "\nYou clumsy oaf, you've done it again! I don't know how long I can keep this up. Do you want me to try reincarnating you again?"; if deaths = 2 "\nNow you've really done it! I'm out of orange smoke! \ You don't expect me to do a decent reincarnation without any orange smoke, do you?"; GetInput if YesorNo = 0 { if deaths = 0 "Very well." elseif deaths = 1 "Probably a wise choice." else "I thought not!" return false } if deaths = 0 { "All right. But don't blame me if something goes wr......\n\n\n\n\ --- POOF!! ---\n\n\ You are engulfed in a cloud of orange smoke. \ Coughing and gasping, you emerge from the smoke and find that you're...." } if deaths = 1 { "Okay, now where did I put my orange smoke?.... >POOF!< \n\nEverything disappears in a dense cloud of orange smoke." } if deaths = 2 { "Okay, if you're so smart, do it yourself! I'm leaving!" return false } deaths = deaths + 1 score = score - 10 while child(player) { if child(player) is valuable score = score - 5 move child(player) to location } move brass_lantern to At_End_Of_Road brass_lantern is not switchedon brass_lantern is not light remove dwarf MovePlayer(Inside_Building) } !---------------------------------------------------------------------------- ! How to cheat in the test version: no dwarves or pirates, and magic words ! working from the beginning (as well as no troll and an extra-special ! set of lantern batteries, if desired) ! ! (A little more cheaty than Mr. Nelson's version. Hope that isn't ! saying something about my latent shifty side. --K.T.) !---------------------------------------------------------------------------- #ifset TEST_VERSION routine Xdeterm { Deactivate(dwarf_daemon) Deactivate(pirate_daemon) In_Debris_Room is visited At_Y2 is visited In_Plover_Room is visited } routine Xcheat { troll is special brass_lantern.misc = 2000 } #endif