1 ! Copyright (C) 2021 Jason Self <j@jxself.org>
3 ! This file is free software: you may copy, redistribute and/or
4 ! modify it under the terms of the GNU Affero General Public License
5 ! as published by the Free Software Foundation, either version 3 of
6 ! the License, or (at your option) any later version.
8 ! This file is distributed in the hope that it will be useful, but
9 ! WITHOUT ANY WARRANTY; without even the implied warranty of
10 ! MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
11 ! Affero General Public License for more details.
13 ! You should have received a copy of the GNU Affero General Public
14 ! License along with this file. If not, see https://gnu.org/licenses/
15 Global lantern_fuel_left = 20;
16 Global body_temperature = 20;
17 Global cabin_has_electricity = 1;
18 Global forest_location = 1;
20 Constant DEATH_MENTION_UNDO;
21 Constant Story "Snowed In";
23 "^A work of interactive fiction.
24 ^If you get stuck try typing HELP.
25 ^Ongoing development: https://jxself.org/git/?p=snowed-in.git
26 ^Send bugs and feedback by email to j@@64jxself.org.
27 ^IFID DE9FA2E5-4EC7-4166-9218-E56EFA1DF40F
28 ^Copyright (C) 2021 Jason Self <j@@64jxself.org>
29 ^You can change and share this game under the terms of the GNU
30 Affero General Public License as published by the Free Software
31 Foundation (FSF), either version 3 of the License, or (at your
32 option) any later version published by the FSF. See the GNU Affero
33 General Public License for more details.^^You should have received
34 a copy of this game's source code along with a copy of the GNU
35 Affero General Public License so that you can know your rights.
36 If not, contact the place you got it from.^^";
42 Object mainroom "Main Room"
44 "This room is a total wreck - it looks like a major fight
45 happened in here. There's a ripped up sofa and a broken
46 old coffee table in the middle of the room. A flat-screen
47 TV is mounted against the wall, with the screen dangling
48 out. This cabin has three other rooms. There's an office
49 area to the east, and a bedroom to the north. A
50 kitchenette can be found to the west. There's a doorway
51 in the south wall leading outside.",
58 Object frontdoor "front door" mainroom
59 with name 'door' 'front',
61 "The wooden door is made of thick oak wood with the shape
62 of a bear claw engraved in it.",
64 if (location == mainroom)
65 print "door to the outside";
67 print "door to the cabin";
70 found_in mainroom southofcabin,
72 if (location == mainroom)
78 if (location == mainroom)
83 has scenery door openable;
85 Object bearclaw "bear claw" mainroom
86 with name 'bear' 'claw',
88 "It's in the shape of a thin, sharp claw with three jagged
89 points at the top of it.",
92 Object sofa "sofa" mainroom
93 with name 'sofa' 'couch',
95 "The sofa is in poor shape. The upholstery is ripped and
96 there are several holes in it.",
98 Take, Pull, Push, PushDir, Turn:
99 print_ret (The) self, " is too heavy for that.";
101 has scenery supporter enterable;
103 Object coffeetable "coffee table" mainroom
104 with name 'coffee' 'table',
106 "The old coffee table looks as if it's had quite a bit of
107 use. There are burn marks covering it and the paint is
108 worn off in most places.",
110 Take, Pull, Push, PushDir, Turn:
111 print_ret (The) self, " is too heavy for that.";
113 has scenery supporter enterable;
115 Object lantern "copper lantern" coffeetable
116 with name 'lantern' 'copper' 'lamp',
118 "This is an exceptionally beautiful lantern, made of
119 fired copper, and polished until it shines. About eleven
120 inches high, with a base of about 5 inches or so in
121 diameter and a large, brass-closed hook at the top. A
122 rainbow of unique colors run through the copper. The
123 glass in the lamp has a fresnel type of design, which is
124 used to distribute light widely.",
127 if (lantern has on) {
128 lantern_fuel_left = 0;
133 "Suddenly, the lantern's flame begins to flicker
134 violently within its glass prison and then
135 extinguishes itself.";
140 if (lantern_fuel_left > 0) {
142 StartTimer(lantern, lantern_fuel_left);
146 "You snap the switch a few times, but nothing
155 lantern_fuel_left = lantern.time_left;
156 if (lantern has on && lantern_fuel_left <= 5)
157 print_ret "The lantern's fuel runs low.";
161 Object television "flat-screen TV" mainroom
162 with name 'TV' 'television' 'flat' 'screen' 'flat-screen',
164 "The flat-screen TV looks fairly modern but it's been
165 broken in a fight and the screen is dangling out.",
167 Take, Pull, Push, PushDir, Turn:
168 print_ret (The) self, " is firmly mounted to the wall.";
170 if (television hasnt visited) {
172 "Despite the significant damage, the television
173 comes to life in one last valiant attempt to be
174 useful. Your favorite news program is on: U.S.
175 News And Grue Report. The news anchor is giving a
176 warning of Grue sightings in the area of the
177 forest before the television finally dies.^";
178 give television visited;
182 "The flat-screen TV is broken and can't be
187 has scenery switchable;
189 Object lightsocket "light socket" mainroom
190 with name 'socket' 'lightsocket',
192 Take, Pull, Push, PushDir, Turn:
194 "You don't have the tools to remove a light
197 if (noun ~= lightbulb) {
201 " into the light socket? Maybe you should come
202 with a warning label because you contain more than
203 a trace amount of nut.";
205 if (noun == lightbulb && light has on) {
208 give kitchenette light;
210 give eastofcabin light;
211 give southofcabin light;
214 has scenery container transparent open;
216 Object lightbulb "light bulb" lightsocket
217 with name 'light' 'bulb' 'lightbulb',
220 if (lightbulb in lightsocket) {
221 if (cabin_has_electricity == 1) {
224 give kitchenette light;
226 give eastofcabin light;
227 give southofcabin light;
231 "You flip the switch a few times, but nothing
237 "Turn on a lightbulb when it's not in the
238 socket? What a strange idea.";
242 Take, Pull, Push, PushDir, Turn, SwitchOff:
244 give mainroom ~light;
246 give kitchenette ~light;
248 give eastofcabin ~light;
249 give southofcabin ~light;
253 Object office "Office"
255 "There seems to have been quite a fight in here. The room
256 is a wreck. Holes are in the walls and the windows are
257 broken, letting in the cold air from outside. Chunks of
258 drywall and insulation cover the floor. The desk has a
259 bullet hole through the middle.",
263 if (snowshoes has worn)
265 "You can't fit through the window while wearing the snow
273 Object desk "solid oak desk" office
274 with name 'solid' 'oak' 'desk',
276 "The desk is old and made of solid oak. The right side of
277 it has been smashed and all of the drawers have been
278 removed. A bullet hole goes straight through the middle of
281 Take, Pull, Push, PushDir, Turn:
282 print_ret (The) self, " is too heavy for that.";
284 has scenery supporter enterable;
286 Object businesscard "business card" desk
287 with name 'business' 'card',
289 "The business card is white and has blacked edges. It
290 bears the name ~Lasting Solutions~, a local data recovery
291 company, in bold letters on the top. The company's
292 website URL is printed in blue at the bottom.";
294 Object salesreceipt "sales receipt" desk
295 with name 'sales' 'receipt',
297 "The sales receipt is for $200, dated three years ago.
298 It's printed on old tractor feed printer paper and bears
299 the name ~Lasting Solutions~, a local data recovery
300 company. A handwritten note is scrawled on the bottom:
301 ~Start working on these hard drives soon.~";
303 Object computer "computer" desk
304 with name 'computer' 'PC',
306 "It's a heavy older model that appears to have been
307 seriously damaged in a fight. It's clearly on its last
308 legs but is perhaps still useful.",
310 Take, Pull, Push, PushDir, Turn:
311 print_ret (The) self, " is too heavy for that.";
313 if (computer hasnt visited) {
315 "The computer makes some concerning noises while
316 lights on the front also illuminate. The last
317 file is quickly displayed. ~If anyone else reads
318 this, you're in serious danger. I've been fighting
319 a ferocious grue for the last three days. I'm
320 almost out of supplies and can't last much
321 longer. I'm going to take the last of the supplies
322 and escape through the office window in a
323 last-ditch effort to get away and get back into
324 town. I hope I can make it.~ The computer then
325 makes a sickly sound and finally dies as some
326 smoke comes out of it.^";
327 give computer visited;
331 "The display briefly flickers but nothing
338 Object drywall "drywall" office
339 with name 'drywall' 'dry' 'wall',
341 Take, Pull, Push, PushDir, Turn:
342 print_ret "Taking that would achieve little.";
346 Object insulation "insulation" office
347 with name 'insulation',
349 Take, Pull, Push, PushDir, Turn:
350 print_ret "Taking that would achieve little.";
354 Object bullethole "bullet hole" desk
355 with name 'bullet' 'hole' 'holes',
357 "Looks to have come from something that's capable of
358 doing a lot of damage.",
359 found_in desk bedroom,
362 Object window "window" office
363 with name 'window' 'windows',
365 "The window faces the east side of the cabin. It's broken,
366 letting in the cold air from outside.",
368 if (location == office)
371 print "window into the cabin";
374 found_in office eastofcabin,
376 if (location == office)
382 if (location == office)
389 print_ret "The window faces the east side of the cabin.";
392 "The window's broken so it's not clear how
395 has scenery door openable open;
397 Object kitchenette "Kitchenette"
399 "The kitchenette is empty. A sink, you think, though it's
400 hard to tell what's a pipe and what's a faucet. A
401 refrigerator, standing open and empty. The door has been
402 ripped off. There's no indication as to where it
403 went. There's no food anywhere in here.",
407 Object refrigerator "refrigerator" kitchenette
408 with name 'fridge' 'refrigerator',
410 "An old rusty refrigerator, standing open and empty. The
411 door has been ripped off. There's no indication as to
414 Take, Pull, Push, PushDir, Turn:
415 print_ret (The) self, " is too heavy for that.";
417 print_ret (The) self, " door is missing.";
419 has scenery enterable container openable open;
421 Object sink "sink" kitchenette
422 with name 'sink' 'pipe' 'faucet',
424 "A sink, you think, though it's hard to tell what's a
425 pipe and what's a faucet.",
429 "Pipes from in the walls make a groaning sound,
430 almost like pain and despair. No water comes out.";
432 has scenery container switchable;
434 Object bedroom "Bedroom"
436 "This bedroom is small and cramped, and looks like a
437 major fight happened as the exterior wall has bullet
438 holes. The bed is lying on the floor, torn to shreds. It
439 has no sheets, just a bare mattress.",
443 Object bed "bed" bedroom
444 with name 'bed' 'mattress',
445 with description "The mattress is bare and empty.",
447 Take, Pull, Push, PushDir, Turn:
448 print_ret (The) self, " is too heavy for that.";
450 has scenery supporter;
452 Object suitcase "suitcase" bedroom
453 with name 'suitcase' 'case',
455 "The suitcase is made of a light metallic material that
456 you can't quite make out. The color of it is somewhere
457 between silver and grey.",
458 has container open openable;
460 Object snowsuit "snowsuit" suitcase
461 with name 'snowsuit' 'snow' 'suit',
463 "The snowsuit is blue, decorated with white and purple
464 designs. On the chest is a large emblem with the letters
468 if (snowshoes in player && snowshoes has worn) {
469 print_ret "The snowsuit can't fit over the snowshoes.";
472 if (snowshoes in player && snowshoes has worn) {
473 print_ret "The snowsuit can't be taken off over the snowshoes.";
477 if (location ~= mainroom && location ~= office && location ~=
478 kitchenette && location ~= bedroom && location ~= thedark &&
479 snowsuit hasnt worn) {
480 body_temperature = --body_temperature;
482 if (location == mainroom || location == office || location ==
483 kitchenette || location == bedroom || snowsuit has worn && body_temperature
485 body_temperature = ++body_temperature;
487 if (body_temperature == 0) {
490 if (body_temperature <= 5)
492 "You're shivering uncontrollably, and it's hard
493 to move. You feel very exhausted and drowsy. It's
494 all you can do to keep from falling over.";
495 if (body_temperature > 5 && location ~= mainroom && location
496 ~= office && location ~= kitchenette && location ~= bedroom
497 && location ~= thedark && snowsuit hasnt worn) {
498 switch (body_temperature) {
500 "The feeling of cold overwhelms you. Surely the cold will get to
501 you before anything else does. Right?";
503 "You can feel yourself getting colder and colder.";
505 "You can see your own breath freezing in the air, forming little
508 "You shiver in the cold.";
510 "You continue to shiver in the cold.";
512 "Your hands grow numb from the cold.";
514 "You continue shivering in order to keep warm.";
516 "Your shivering grows worse as your body becomes colder by the
519 "Your teeth begin to chatter as you desperately try to warm
522 "Your shivering intensifies as your body begins to freeze over
525 "Your fingers become stiff and you feel sharp pains all over your
528 "The cold has gotten to a point where it is too much for you. You
529 begin to shiver uncontrollably.";
531 "Your eyesight begins to fade and you can't even feel yourself
534 "You can feel your body shutting down from the cold as you slowly
535 begin to lose consciousness.";
541 Object snowshoes "snowshoes" bedroom
542 with name 'snowshoe' 'snowshoes' 'snow' 'boot' 'boots' 'shoe' 'shoes'
545 "They're light blue in color and have a thick, hard
546 rubber bottom that's attached to a metal frame that keeps
547 you from sinking into the snow. They look to be warm and
551 print_ret (The) self,
552 " fit perfectly and go up to your
556 if (location ~= mainroom && location ~= office && location ~=
557 kitchenette && location ~= bedroom && location ~= thedark &&
558 location ~= eastofcabin && snowshoes hasnt worn) {
562 has pluralname clothing;
564 Object southofcabin "South Of Cabin"
567 "The wind is howling, and there's snow flying
569 if (snowsuit hasnt worn)
571 "^It's really cold and you're not dressed for
573 if (frontdoor has open) {
574 check_for_cabin_lighting();
583 Object truckspot "Forest"
585 "The blizzard is still going on. You don't think it's
586 letting up anytime soon. There is a blue and white
587 pickup truck here. It looks like it got stuck in the snow
588 and is slowly being covered by it. The windows are iced
589 up and you can't see inside.",
592 forest_location = forest_location++;
596 Object truck "blue and white pickup truck" truckspot
597 with name 'pickup' 'truck' 'door' 'doors',
599 "The blue and white pickup truck looks old and battered.
600 The paint has chipped and faded. The windows are iced up
601 and you can't see inside.",
603 Take, Pull, Push, PushDir, Turn:
604 print_ret (The) self, " is too heavy for that.";
607 "The windows are iced up and you can't see
610 print_ret (The) self, " is frozen shut.";
612 has scenery supporter enterable openable;
614 [ print_forest_description;
615 if (location ~= thedark) {
616 switch (forest_location) {
619 "It's not getting any easier to move in this
620 blizzard. You can barely see five feet ahead of you.
621 The wind is really strong. You try to remember the
622 survival tips you've read on the internet, but
623 frankly, you don't remember most of them right now.
624 You just want this awful nightmare to end.";
627 "You can't see anything through the blizzard. The
628 snow is drifting and piling up around you, making
629 movement almost impossible. You can't see your hand
630 in front of your face. The wind is bitterly cold. The
631 situation is looking very grim. Your life feels as if
632 it is slowly ebbing away in the relentless grip of
636 "You plow through the heavy snowfall. You're cold,
637 tired, miserable, and desperate to get out of this
638 mess. The wind is howling like a banshee. You can
639 barely keep moving. You wish you had the powers of a
640 superhero right now. You try to persevere. You push
641 on despite the bitter cold and the heavy snowfall as
642 you come to a fork. There are two ways to go here,
643 one is going up a hill to the south. The other way is
644 continuing through the woods to the north.";
647 "You trudge through the snow. The wind is howling
648 louder than ever. It's almost as if you're lost in a
649 white, endless void.";
652 "You continue your way through the snowy white void,
653 what with the snow piling up around you. This is
654 getting really old, really fast. It's hard to tell
655 which direction is which. You wonder if you might be
656 going in circles and end up wandering around forever,
657 never finding your way out of this white void.";
660 "You wander around in the impenetrable white void.
661 The snowfall is still as heavy as ever. You're unsure
662 of which way to go. There's no left, right, backward
663 or forward. There's nothing but endless, unchanging
664 whiteness. You could be wandering aimlessly in any
665 direction right now and you wouldn't know the
671 "You keep wandering through endless whiteness. It
672 feels like you've been wandering for hours, but
673 that's probably just your perception of time slipping
674 away. You keep trudging through the heavy snowfall,
675 not knowing if you're even going in any particular
676 direction anymore. You hope that, as long as you keep
677 moving, you'll eventually find a way out of this
681 "You wander around through the white void. There's
682 nothing here but you, the snowfall, and the fierce
683 wind howling through this frozen landscape. You start
684 to get disoriented. You don't know if you're going in
685 circles or what, but you start to feel that this
686 frozen, lifeless landscape is sucking away your very
690 "This isn't just a place of cold and ice - it's
691 other-worldly. You're in danger here. You have to
692 keep moving. Sleep is not an option when you're in a
693 place like this. You have to escape. Somehow, you
694 know that staying here is a death sentence.";
697 "The wind starts starts to pick up as it begins
698 howling louder than ever. You look around the barren
699 landscape, but there's nothing nearby except snow.
700 You don't even see any trees to break the force of
701 this terrible wind. The snowfall is still as heavy as
702 ever. You can barely see where you are going.";
705 "The snowfall is still as heavy as ever. The wind is
706 howling louder than ever. You can barely see where
707 you are going. This place is so desolate and barren.
708 As you continue trudging through the snow, you wonder
709 if you're actually moving in the right direction.";
712 "The endless snowfall makes it difficult to see where
713 you're going. It feels like you're lost in a maze of
714 snow without a map. Out of the corner of your eye,
715 you spot a tall, shadowy figure lingering at the edge
716 of your vision. When you turn to look at it directly,
717 however, it disappears. You think you're going mad.";
720 "You continue walking. You're not sure that you're
721 going in the right direction but you can't stop now.
722 You must find a way out of this frozen wasteland.
723 There has to be something here besides endless snow.
724 You won't give up. You can't give up.";
727 "You hear a horrible howl in the distance or is it
728 the wind? Looking around you see nothing in this
729 barren landscape but snow. You're not sure what to
730 make of it, but you don't want to stick around to
731 find out. You keep walking. The wind is really
732 picking up now and the snowfall is getting heavier.";
735 "The wind is now a shrieking banshee, freezing and
736 relentless, as it throws the snow into your face,
737 blinding you. Every step you take is hard-fought. The
738 whole world is white. You can't see anything, but you
739 must keep going. There is no choice. You have no idea
743 "The blizzard rages, but you continue to press on.
744 It's hard to walk against the brutal winds. Every
745 step is an effort. You can barely see anything, and
746 you stumble forward. You're determined to live but
747 the blizzard doesn't seem to care whether you live or
748 die. It just keeps howling and shrieking.";
751 "The wind screams in your ears and you can't see
752 anything. It's as if you're in a sea of white. You
753 trudge on and try to keep your spirits up and not let
754 the snowstorm get to you. The wind knocks you down on
755 your hands and knees. You get back up, but you're
756 slipping and sliding all over the place.";
759 "Can't go back. Can't go forward. You can't even see
760 where you are. The snowstorm has made it impossible
761 to see anything more than a few feet in front of you.
762 Nothing makes any sense and you feel like you're
763 starting to go in circles.";
766 "You hope you're going the right way. You can't let
767 the snowstorm get the best of you. You have to keep
768 going. As you walk you try to keep your mind occupied
769 with anything other than the storm. You really have
770 no idea how far you've come or in what direction.";
773 "You keep walking and walking. You can't tell where
774 the white sky and white ground begin and end. You
775 don't even know if you're walking in a circle or not.
776 The snowfall is so thick that you can barely see your
777 hand if you hold it right in front of your face.";
781 "You see something in the distance but can't make it
782 out. You walk toward it to find out that it's the
783 hotel. You collapse in the lobby as the hotel staff
789 Object forest "Forest"
791 print_forest_description();
795 if (location == thedark) {
798 if (noun == d_obj || noun == u_obj) {
799 print_ret "You can't go that way.";
801 forest_location = forest_location++;
803 cant_go print_forest_description;
805 [ check_for_cabin_lighting;
806 if (lightbulb has on) {
808 "The light from inside the cabin only penetrates a few
809 feet from the building. ";
812 if (lantern in player && lantern has on) {
814 "The lantern provides the only source of
817 if (location has light)
819 "The snow stings your face and you can barely see three feet in
821 if (snowshoes in player && snowshoes has worn) {
823 "The snowshoes are doing their job by making sure
824 you don't sink into the snow.^";
828 Object eastofcabin "East Of Cabin"
830 print "It's dark outside. ";
831 check_for_cabin_lighting();
837 Object westofcabin "West Of Cabin"
839 "The snow is falling so fast that you can barely see
840 anything. You can't even be sure you're going in the right
847 thedark.description =
848 "It is pitch black. You are likely to be eaten
851 "You're trapped in a snowstorm while visiting the forest
852 during your vacation to a small rural town. This is the worst
853 snowstorm in more than 40 years. If only you has listened to
854 the news. Well, it's too late for that. The snow has been
855 falling for the past seven hours and shows no signs of
856 stopping anytime soon. You need to get back to your hotel in
857 the town. You finally manage to find an old cabin in the
858 woods and get inside but have no idea where you are. You're
859 not dressed for this weather.^";
860 StartDaemon(lantern);
861 StartDaemon(snowshoes);
862 StartDaemon(snowsuit);
868 print "You sink into the deep snow and are unable to move.";
871 "Finally, you succumb to the cold. Your mind goes blank as
872 you slip away into the endless darkness and the deep sleep
876 ! Don't have 'take all' take the lightbulb in the mainroom of the
879 [ ChooseObjects obj code;
885 if (obj == lightbulb)
890 if (location == thedark && real_location == mainroom) {
891 PlaceInScope(lightsocket);
892 PlaceInScope(lightbulb);
897 Object grue "grue" thedark
899 name 'grue' 'monster',
900 grue_active_around_cabin,
901 grue_active_in_the_dark,
903 if (location == thedark) {
904 switch (++(self.grue_active_in_the_dark)) {
906 "^You hear horrible gurgling sounds in the dark.";
908 "^You hear the clink of razor-sharp claws nearby.";
911 "^Your last memory is of the slavering fangs of the
912 horrible Grue as it claims you for a meal.";
915 if (location == mainroom || location == office || location ==
916 kitchenette || location == bedroom) {
917 switch (++(self.grue_active_around_cabin)) {
919 "^You hear the wind howling outside, if it is the wind.";
921 "^You hear horrible gurgling sounds outside.";
923 "^The noise outside gets louder.";
925 "^You hear the sound of shuffling feet outside.";
927 "^You hear something sniffing around the cabin.";
929 "^You hear a deep guttural sound from outside that sends a chill down your spine.";
931 "^You hear something scratching on the cabin walls from outside.";
933 "^You hear something howl outside. It's a chilling, mournful wail that sends a chill down your spine.";
935 "^A thunderous CRACK can be heard coming from outside.";
937 "^There's a sudden crashing sound as something is thrown against the cabin walls.";
939 "^Something begins to beat against the walls of the cabin, as if trying to to break in. It makes a loud, thunderous noise.";
941 "^The wind is howling and the walls are being beaten so hard it feels like the cabin is shaking.";
943 "^Suddenly, there's ominous silence from outside the cabin.";
946 if (location == mainroom || location == office || location ==
947 kitchenette || location == bedroom && self.grue_active_around_cabin
949 print "^The lights flicker and suddenly go out.^";
950 cabin_has_electricity = 0;
952 give mainroom ~light;
954 give kitchenette ~light;
956 give eastofcabin ~light;
957 give southofcabin ~light;
965 "Oh, no! You have walked into the slavering fangs of a lurking
971 "^If you need help try some of the commands from:
972 ^http://pr-if.org/doc/play-if-card/^";
976 print "Nothing obvious happens.^";
1006 * 'through' / 'out' / 'via' noun -> Go;
1009 * 'through' / 'out' / 'via' noun -> Go;
1012 * 'through' / 'out' / 'via' noun -> Go;
1015 * 'through' / 'out' / 'via' noun -> Go;
1018 * 'through' / 'out' / 'via' noun -> Go;