2 ! *******************************************************************
4 ! -- Add-on for SPIRITWRAK (don't use alone!)
5 ! for Aragain city, royal grounds, possibly Barsap's Gambit
7 ! SPIRITWRAK is free software; you can redistribute it and/or modify
8 ! it under the terms of the GNU General Public License as published by
9 ! the Free Software Foundation; either version 3 of the License, or
10 ! (at your option) any later version.
12 ! SPIRITWRAK is distributed in the hope that it will be useful, but
13 ! WITHOUT ANY WARRANTY; without even the implied warranty of
14 ! MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 ! General Public License for more details.
17 ! You should have received a copy of the GNU General Public License
18 ! along with SPIRITWRAK. If not, see <https://www.gnu.org/licenses/>.
19 ! *******************************************************************
22 Object ARAGAIN_GUSStop "Aragain North"
23 with description "You are just north of the newly \
24 built Aragain City. The general vicinity \
25 is busy with important-looking people. \
26 A stairway goes down here, \
27 while a large walkway heads south into Aragain.",
28 name "people" "stairway" "walkway",
29 d_to ARAGAIN_GUSStation,
30 s_to ARAGAIN_Entrance,
33 Object ARAGAIN_Entrance "Aragain Entrance"
34 with description "Before you is a truly astounding sight. \
35 A huge metal gate to the south blocks the entrance into the newly \
36 built Aragain Royal Grounds. Worse yet, a seemingly \
37 endless line of people stands before the gate. \
38 They look like dignitaries, diplomats, or \
39 just plain politicians. A walkway heads north.",
40 name "walkway" "pastries",
42 s_to ARAGAIN_Entrance_gate,
43 cant_go "The only interesting place seems to be past \
48 with name "line" "people" "dignitaries" "diplomats" "politicians",
49 description "A god-awful line of well-dressed people. You \
50 notice that many of them are holding what appear \
51 to be round pastries of some sort.",
53 default: "No one in the line seems to be paying you any attention.";
57 if (the_spell_was == espnis_spell)
58 "A few people doze off as you canvass the line. They are \
59 quickly replaced by others.";
61 has animate concealed;
63 Object gate_sign "large sign" ARAGAIN_Entrance
64 with initial "There is a large sign bolted to the gate.",
67 print "The sign reads:^^\
68 ~WELCOME TO ARAGAIN!^^\
69 As today (and everyday henceforth) has been decreed \
70 his royal lordship's birthday, we request that all \
71 visitors respect good king Sydney Flathead's wishes \
72 and present a cake appropriate for the occasion before \
74 if (self hasnt general) {
76 "~^^Well, that's odd. If memory and Brother \
77 TuffBerry's Quendor History lessons serve, the \
78 Flathead family died off more than a hundred years \
86 Object ARAGAIN_Entrance_gate "huge entrance gate" ARAGAIN_Entrance
87 with name "gate" "entrance",
88 description "A solid steel gate, probably 40 feet tall, \
89 complete with spikes at the top and close-set bars.",
91 if (self in ARAGAIN_Entrance)
96 if (self in ARAGAIN_Entrance)
97 return ARAGAIN_Courtyard;
98 else return ARAGAIN_Entrance;
100 found_in ARAGAIN_Entrance ARAGAIN_Courtyard,
101 when_open "The massive gate is open.",
102 when_closed "The massive gate is closed.",
105 if (Entrance_guardian hasnt general)
106 "The guard shoves you away as you approach the gate. \
107 He points at the sign. ~No cake, no castle.~";
109 "It must weigh a ton, you can't seem to move it.";
111 has static door openable locked;
113 Object ARAGAIN_Courtyard "Courtyard"
114 with description "You're standing in a lovely courtyard with \
115 magnificent topiary designs and real marble walkways. A large \
116 gate stands to the north. To the east is a red stone building \
117 with spires and columns. To the west is a large flat stone \
118 building. To the south is a huge entranceway into what must \
119 be the new Royal Palace, which appears to be carved out of the \
120 face of a massive mountain.",
121 name "marble" "walkway" "red" "spires" "columns" "flat"
122 "entranceway" "mountain" "Palace",
123 n_to ARAGAIN_Entrance_gate,
129 Nearby topiary "topiary"
131 description "Cleverly abused shrubs in the shape of giant \
135 ! -- The (rather empty) Royal Museum
137 Object ARAGAIN_Museum "Royal Museum"
138 with description "You're in the entrance to a museum. The \
139 lighting is rather dim, throwing light shadows all over the \
140 walls. There are exhibit rooms to the north and south, or \
142 name "lighting" "shadows",
143 w_to ARAGAIN_Courtyard,
148 Object Museum_north "North Exhibit Room"
149 with description "You are in a small exhibit room designed with \
150 dark wood floors and plaster-on-stucco walls. The room is dimly lit by \
151 hidden lamps or torches behind recessed wall niches. \
153 name "wood" "plaster" "stucco" "lamps" "torches" "niches",
156 if ((glass_wall in self) && (Thief notin Delbins)) {
157 if (random(10) == 2 or 7)
158 "^You get the odd feeling that there's someone behind \
159 you, but when you turn around, you see no one!";
164 if (the_spell_was == huncho_spell or luncho_spell)
165 "From nearby, a museum curator walks up and abruptly \
166 stops your chant. ~Please don't disturb the other patrons,~ \
167 he says and walks off. There doesn't seem to be anyone else \
170 if ((noun == whistle) && (glass_wall in self)) {
172 print "You produce an extremely high-pitched noise. \
173 Suddenly, to the north, a near-invisible wall of glass shatters \
174 into a million little shards";
175 if (Thief notin Delbins) {
176 move Painting_REAL to THIEF_Storeroom;
177 Painting_REAL.initial = nothing;
178 move magic_door to Museum_north;
179 "!^^From out of the shadows, a man dressed \
180 in black appears! He performs a half-bow in your direction \
181 before deftly prying the painting off the wall! ~I'm a great \
182 appreciator of the arts, you understand,~ he says, as with a quick \
183 twist of his cape, he melds into the shadows and disappears \
184 with the painting!^^As you reflect on the thief's actions, \
185 you can't help but notice that he apparently dropped something \
186 while making his dramatic exit.";
189 ! -- guards always come and move player to jail room ?
190 ! -- if thief still in delbins, attempt to get painting is \
191 ! trapped below, player CANT TAKE IT (as a priest)
196 Nearby glass_wall "glass wall"
197 with name "wall" "glass",
198 description "Yes, there's a glass wall covering the \
199 north wall, all right. It's exceptionally smooth and transparent.",
202 "Your blows have no effect, it must be quite thick.";
204 has static concealed;
206 Object Painting_REAL "priceless painting" Museum_north
207 with name "painting",
208 short_name "priceless painting",
209 plural "priceless paintings",
210 initial "There is a priceless painting hanging on the north wall.",
211 description "It's a beautiful oil painting of a dark stormy \
212 scene. On the horizon, you can see the edges of mountaintops. Near \
213 the top of the painting, two winged figures are carrying a lone \
214 individual towards a break in the clouds, where a bright white light \
218 Take, Pull, Push, Turn, Attack, Rub, Cut, Touch, Search:
219 if (self in Museum_north) {
220 if (glass_wall in Museum_north)
221 "As you get close to the painting, you find yourself stopped by a \
222 nearly-invisible glass wall!";
224 if (action == ##Search)
225 "You notice a slightly loose part \
226 of the canvas in one corner, but the painting is apparently \
227 bonded to the wall, which limits your investigation.";
228 if (action ~= ##Touch)
229 "You can't seem to move the painting at all. \
230 It's somehow bonded to the museum wall!";
234 if ((action == ##Take) && (self in THIEF_Storeroom) &&
235 (Painting_FAKE in THIEF_Storeroom))
236 "They both look so genuine! You can't decide!";
237 if (action == ##Search) {
238 if ((self in THIEF_Storeroom) &&
239 (Painting_FAKE in THIEF_Storeroom))
240 "Search which one? Goodness, you can't decide!";
241 if (self hasnt general) {
243 move white_scroll to player;
244 "You notice a slightly loose part \
245 of the canvas in one corner. You carefully peel back a part of the \
246 canvas from the back and reveal a hidden scroll!";
251 if (location == Museum_north) {
252 ! player returned painting to museum, give him a reward
254 move self to Museum_north;
255 "A museum curator appears and graciously takes the \
256 painting. ~Thank you for recovering this priceless work.~ He \
257 gives you a coin. ~The reward. We've been a little short on funds \
258 lately.~ The curator somehow attaches the painting to the north wall, \
264 Object c4 "coin" class coin_class;
266 Object Painting_plaque "plaque" Museum_north
269 print "A metal plaque is attached to the wall";
270 if (Painting_REAL in Museum_north)
271 " next to the painting.";
274 description "~ASCENDENCY~ Leonardo Flathead, 777 GUE",
276 Take, Pull, Push, Turn, Attack, Rub, Cut, Touch:
277 if ((self in Museum_north) && (glass_wall in Museum_north))
278 "As you get close to the painting, you find yourself stopped by a \
279 nearly-invisible glass wall!";
283 Object Museum_south "South Exhibit Room"
284 with description "You are in a square exhibit room with \
285 wood flooring and plain plaster walls. In the center of the \
286 room is an exhibit platform made from a large slab of marble. \
287 The room is lit brightly by hidden torches. The exit is north.",
288 name "wood" "plaster" "torches",
292 Nearby museum_dais "platform"
293 with name "platform" "slab" "marble",
294 description "It's a large flat slab of marble, polished \
295 smooth, in the center of the floor.",
297 has scenery supporter;
299 Object TEMPLE_Artifact "flower vase" museum_dais
300 with name "artifact" "vase",
301 initial "There's an ancient wood vase sitting on the marble platform.",
302 description "An extremely narrow short wood vase, possibly for \
303 holding long-stemmed flowers. It's clearly of ancient origin, well \
304 preserved, with strange carvings and designs \
305 of robed figures all over.",
309 if (noun hasnt is_rod)
310 "Strangely, it doesn't quite fit.";
312 if (self in TEMPLE_1_Opening)
313 "You can't reach the vase, much less the contents of the vase.";
318 ! -- Okay maze-lovers, you asked for it -- Barsap's Gambit
320 Object ARAGAIN_Gambit "Warm Room"
321 with description "You are in a long stone room, which is strangely \
322 warm. In the very center of the room is a hole, with a ladder \
323 down. An outdoor courtyard lies to the east.",
324 name "hole" "courtyard" "ladder",
325 e_to ARAGAIN_Courtyard,
329 Nearby Gambit_sign "large sign"
330 with initial "There is a large sign posted near the doorway.",
332 description "~Welcome to Barsap's Royal Gambit, a \
333 delight to entertain all guests to the Aragain Royal Grounds. \
334 Please consult your tourbook for rules and regulations regarding \
335 this area. His highness, Sydney Flathead, and those in his \
336 employ, cannot be held responsible for any accidents or minor
337 spills at this location.~",
340 ! (room names -- GAMBIT_XY, where X=level (1,2,3), Y=room #)
343 ! -----------------------------------------------------
344 ! The all-important "CheckGambit" routine. Called by a
345 ! room when a player attempts to move onto a beam.
346 ! Various important things need to be passed...
347 ! RETNS: 0 if cant go, 1 if player fell, 2 if can go
349 i ! niche associated with dir player moving in
350 j ! niche directly below (if player falls) [0 if lev 3]
351 k ! 'level' currently on (1, 2 or 3)
354 ! ** Step one -- check if there's even a beam there at all
355 if (children(i) == 0)
357 ! ** Step two -- check if the beam is strong enough
359 if (m.number == 99) ! (we have the 'wrong half')
360 m = child(i.counter_niche);
362 ! -- nope, beam breaks, we're about to fall
363 ! -- remove broken beam
364 remove child(i); remove child(i.counter_niche);
365 print "As you step onto the wood beam, it breaks with a \
367 if (has_resist_gravity == 0) {
369 print "You plummet quickly through the air, ";
371 1: print "pass by two levels of floating cubes and beams, ";
372 2: print "pass by one level of floating cubes and beams, ";
374 print "and find the bottom of the chamber is filled with \
379 ! -- player will float, but see if there's anything to float to...
380 print "Amazingly, you float downwards like a \
381 feather, instead of falling to your death! ";
382 if (k==3) { ! (j==0) { on the bottom level
384 print "Unfortunately, you float slowly down to \
385 the bottom of the chamber, which is filled with red-hot lava.";
388 print "You float down towards another network of floating \
390 if (children(j) == 0) { ! no wood beam waiting
392 print "You pass between two giant floating cubes, \
393 similar to the ones you just left. Sadly, no wood beam seems \
394 to connect these particular cubes, and you float downwards ";
396 print "past yet another level of floating cubes and beams, ";
397 print "to a pit of hot lava.";
400 print "You float to another wood beam and your feet \
401 land on it, perfectly balanced! ";
403 if (m.number == 99) ! (we have the 'wrong half')
404 m = child(j.counter_niche);
406 ! -- beam breaks (again!), player dies
407 ! -- remove broken beam
408 remove child(j); remove child(j.counter_niche);
409 print "Sadly, this wood beam also breaks! You \
410 continue to float downwards ";
412 print "past yet another level of floating cubes and beams ";
413 print "into a pit of hot lava.";
419 ! -- beam is ok, decrement strength counter
420 m.number = m.number - 1;
421 ! -- MOVE PLAYER TO NEW BEAM
422 ! set-up new WN_TO and ES_TO
423 if (j.niche_dir == 3 or 4) {
425 ES_TO = parent(j.counter_niche);
429 WN_TO = parent(j.counter_niche);
431 ! move to appropriate 'on beam' room
432 ! TODO update beam description....
433 if (j.niche_dir == 2 or 4) {
435 PlayerTo(GAMBIT_W21);
437 PlayerTo(GAMBIT_W31);
441 PlayerTo(GAMBIT_W22);
443 PlayerTo(GAMBIT_W32);
450 ! -- beam is ok, decrement strength counter
451 m.number = m.number - 1;
452 print "You step gingerly onto the wood beam...^";
453 if (i.niche_dir == 3 or 4) {
455 ES_TO = parent(i.counter_niche);
459 WN_TO = parent(i.counter_niche);
464 ! -----------------------------------------------------
467 Class Gambit_Room_Lev1_Class
468 with description "You are standing on a large floating white \
469 stone cube in a very large underground chamber. The entire place is \
470 dimly lit red from somewhere below.",
471 name "white" "stone" "cube" "chamber",
475 Object GAMBIT_11 "On Giant White Cube"
476 with description "As far as you can tell, you are standing on a \
477 large white stone cube that somehow floats without visible supports in \
478 a terrifyingly large underground chamber. The entire place is \
479 dimly lit red from somewhere below. There is a ladder up to a hole \
480 high in the ceiling here.",
481 name "white" "stone" "cube" "chamber" "ladder" "hole",
485 i = CheckGambit(n112,n212,1);
486 if (i ~= 2) return i;
487 else return GAMBIT_W1;
491 i = CheckGambit(n113,n213,1);
492 if (i ~= 2) return i;
493 else return GAMBIT_W2;
497 Object GAMBIT_12 "On Giant White Cube"
498 class Gambit_Room_Lev1_Class
501 i = CheckGambit(n124,n224,1);
502 if (i ~= 2) return i;
503 else return GAMBIT_W1;
507 i = CheckGambit(n122,n222,1);
508 if (i ~= 2) return i;
509 else return GAMBIT_W1;
513 i = CheckGambit(n123,n223,1);
514 if (i ~= 2) return i;
515 else return GAMBIT_W2;
519 Object GAMBIT_13 "On Giant White Cube"
520 class Gambit_Room_Lev1_Class
523 i = CheckGambit(n134,n234,1);
524 if (i ~= 2) return i;
525 else return GAMBIT_W1;
529 i = CheckGambit(n133,n233,1);
530 if (i ~= 2) return i;
531 else return GAMBIT_W2;
535 Object GAMBIT_14 "On Giant White Cube"
536 class Gambit_Room_Lev1_Class
539 i = CheckGambit(n142,n242,1);
540 if (i ~= 2) return i;
541 else return GAMBIT_W1;
545 i = CheckGambit(n141,n241,1);
546 if (i ~= 2) return i;
547 else return GAMBIT_W2;
551 i = CheckGambit(n143,n243,1);
552 if (i ~= 2) return i;
553 else return GAMBIT_W2;
557 Object GAMBIT_15 "On Giant White Cube"
558 class Gambit_Room_Lev1_Class
561 i = CheckGambit(n154,n254,1);
562 if (i ~= 2) return i;
563 else return GAMBIT_W1;
567 i = CheckGambit(n152,n252,1);
568 if (i ~= 2) return i;
569 else return GAMBIT_W1;
573 i = CheckGambit(n151,n251,1);
574 if (i ~= 2) return i;
575 else return GAMBIT_W2;
579 i = CheckGambit(n153,n253,1);
580 if (i ~= 2) return i;
581 else return GAMBIT_W2;
585 Object GAMBIT_16 "On Giant White Cube"
586 class Gambit_Room_Lev1_Class
589 i = CheckGambit(n164,n264,1);
590 if (i ~= 2) return i;
591 else return GAMBIT_W1;
595 i = CheckGambit(n161,n261,1);
596 if (i ~= 2) return i;
597 else return GAMBIT_W2;
601 i = CheckGambit(n163,n263,1);
602 if (i ~= 2) return i;
603 else return GAMBIT_W2;
607 Object GAMBIT_17 "On Giant White Cube"
608 class Gambit_Room_Lev1_Class
611 i = CheckGambit(n172,n272,1);
612 if (i ~= 2) return i;
613 else return GAMBIT_W1;
617 i = CheckGambit(n171,n271,1);
618 if (i ~= 2) return i;
619 else return GAMBIT_W2;
623 Object GAMBIT_18 "On Giant White Cube"
624 class Gambit_Room_Lev1_Class
627 i = CheckGambit(n182,n282,1);
628 if (i ~= 2) return i;
629 else return GAMBIT_W1;
633 i = CheckGambit(n181,n281,1);
634 if (i ~= 2) return i;
635 else return GAMBIT_W2;
639 i = CheckGambit(n184,n284,1);
640 if (i ~= 2) return i;
641 else return GAMBIT_W1;
645 Object GAMBIT_19 "On Giant White Cube"
646 class Gambit_Room_Lev1_Class
649 i = CheckGambit(n194,n294,1);
650 if (i ~= 2) return i;
651 else return GAMBIT_W1;
655 i = CheckGambit(n191,n291,1);
656 if (i ~= 2) return i;
657 else return GAMBIT_W2;
664 Object n112 "western niche" GAMBIT_11
668 niche_dir 2, ! 2 = on western edge of floor
670 Object n113 "southern niche" GAMBIT_11
672 with name "southern",
676 Object n124 "eastern niche" GAMBIT_12
681 Object n123 "southern niche" GAMBIT_12
683 with name "southern",
686 Object n122 "western niche" GAMBIT_12
692 Object n134 "eastern niche" GAMBIT_13
697 Object n133 "southern niche" GAMBIT_13
699 with name "southern",
703 Object n141 "northern niche" GAMBIT_14
705 with name "northern",
708 Object n142 "western niche" GAMBIT_14
713 Object n143 "southern niche" GAMBIT_14
715 with name "southern",
719 Object n151 "northern niche" GAMBIT_15
721 with name "northern",
724 Object n154 "eastern niche" GAMBIT_15
729 Object n152 "western niche" GAMBIT_15
734 Object n153 "southern niche" GAMBIT_15
736 with name "southern",
740 Object n164 "eastern niche" GAMBIT_16
745 Object n161 "northern niche" GAMBIT_16
747 with name "northern",
750 Object n163 "southern niche" GAMBIT_16
752 with name "southern",
756 Object n171 "northern niche" GAMBIT_17
758 with name "northern",
761 Object n172 "western niche" GAMBIT_17
767 Object n181 "northern niche" GAMBIT_18
769 with name "northern",
772 Object n182 "western niche" GAMBIT_18
777 Object n184 "eastern niche" GAMBIT_18
783 Object n191 "northern niche" GAMBIT_19
785 with name "northern",
788 Object n194 "eastern niche" GAMBIT_19
794 ! (level 1 initial wood beam layout)
795 ! wood beam, as two 'halves'
796 ! (the 'trick' here, is to devise a method of testing for the
797 ! correct '.number', without having to constantly update
798 ! both halves (which, when separated in niches, is impossible)
799 ! Thus, one half will always have number=99, which indicates
800 ! 'wrong half to test'. The other half, which is gained by
801 ! checking child(self.counter_niche), has the useful .number
803 ! Object e11 "ebony beam" n112 class ebony_beam_class;
804 ! Object e111 "ebony beam" n124 class ebony_beam_class with number 99;
805 Object e12 "ebony beam" n113 class ebony_beam_class;
806 Object e121 "ebony beam" n141 class ebony_beam_class with number 99;
807 Object e13 "ebony beam" n153 class ebony_beam_class;
808 Object e131 "ebony beam" n181 class ebony_beam_class with number 99;
810 Object p11 "pine beam" n123 class pine_beam_class;
811 Object p111 "pine beam" n151 class pine_beam_class with number 99;
812 Object p12 "pine beam" n122 class pine_beam_class;
813 Object p121 "pine beam" n134 class pine_beam_class with number 99;
814 Object p13 "pine beam" n133 class pine_beam_class;
815 Object p131 "pine beam" n161 class pine_beam_class with number 99;
816 Object p14 "pine beam" n194 class pine_beam_class;
817 Object p141 "pine beam" n182 class pine_beam_class with number 99;
818 Object p15 "pine beam" n112 class pine_beam_class;
819 Object p151 "pine beam" n124 class pine_beam_class with number 99;
821 ! (side note: with balsa beams, 2nd side need not be 99, since
822 ! it will always break on the first try, and the default number is 0
823 Object b11 "balsa beam" n152 class balsa_beam_class;
824 Object b111 "balsa beam" n164 class balsa_beam_class;
825 Object b12 "balsa beam" n143 class balsa_beam_class;
826 Object b121 "balsa beam" n171 class balsa_beam_class;
827 Object b13 "balsa beam" n163 class balsa_beam_class;
828 Object b131 "balsa beam" n191 class balsa_beam_class;
829 Object b14 "balsa beam" n142 class balsa_beam_class;
830 Object b141 "balsa beam" n154 class balsa_beam_class;
831 Object b15 "balsa beam" n172 class balsa_beam_class;
832 Object b151 "balsa beam" n184 class balsa_beam_class;
835 ! (remaining 2 levels in sep. files)
836 Include "gambit2.inf";
837 Include "gambit3.inf";
840 ! tricky 'on beam' rooms -- only two for each level
841 ! change description of fake_beam as appropriate
842 Object GAMBIT_W1 "On wood beam"
843 with description "You're walking along a very narrow wood beam that runs \
844 east to west into darkness. Below, you can see the dark \
845 silhouette of a network of beams and floating cubes. Much \
846 farther below you can see a dull red glow.",
847 name "darkness" "network" "silhouette" "cubes" "glow",
848 w_to [; give self ~visited; return WN_TO; ],
849 e_to [; give self ~visited; return ES_TO; ],
852 "There's barely enough room to walk, much less jump.";
854 print "Dropping "; DefArt(noun);
855 print " will result in your losing both ";
857 " and probably your balance.";
861 Object GAMBIT_W2 "On wood beam"
862 with description "You're walking along a very narrow wood beam that runs \
863 north to south into darkness. Below, you can see the dark \
864 silhouette of a network of beams and floating cubes. Much \
865 farther below you can see a dull red glow.",
866 name "darkness" "network" "silhouette" "cubes" "glow",
867 n_to [; give self ~visited; return WN_TO; ],
868 s_to [; give self ~visited; return ES_TO; ],
871 "There's barely enough room to walk, much less jump.";
873 print "Dropping "; DefArt(noun);
874 print " will result in your losing both ";
876 " and probably your balance.";
880 Object GAMBIT_W21 "On wood beam"
881 with description "You're walking along a very narrow wood beam that runs \
882 east to west into darkness. Both above and below, you can see the dark \
883 silhouette of a network of beams and floating cubes. \
884 Farther below you can see a dull red glow.",
885 name "darkness" "network" "silhouette" "cubes" "glow",
886 w_to [; give self ~visited; return WN_TO; ],
887 e_to [; give self ~visited; return ES_TO; ],
890 "There's barely enough room to walk, much less jump.";
892 print "Dropping "; DefArt(noun);
893 print " will result in your losing both ";
895 " and probably your balance.";
899 Object GAMBIT_W22 "On wood beam"
900 with description "You're walking along a very narrow wood beam that runs \
901 north to south into darkness. Both above and below, you can see the dark \
902 silhouette of a network of beams and floating cubes. \
903 Farther below you can see a dull red glow.",
904 name "darkness" "network" "silhouette" "cubes" "glow",
905 n_to [; give self ~visited; return WN_TO; ],
906 s_to [; give self ~visited; return ES_TO; ],
909 "There's barely enough room to walk, much less jump.";
911 print "Dropping "; DefArt(noun);
912 print " will result in your losing both ";
914 " and probably your balance.";
918 Object GAMBIT_W31 "On wood beam"
920 print "You're walking along a very narrow wood beam that runs \
921 east to west into darkness. Above you can see a network of floating beams \
922 and cubes. Below you can see a red glow";
923 if ((self hasnt general) && (GAMBIT_W32 hasnt general) &&
924 (amulet has worn) && (ES_TO == GAMBIT_37)) {
926 ".^^Your amulet suddenly gives off a bright flash, then fades!";
930 name "darkness" "network" "cubes" "glow",
931 w_to [; give self ~visited; return WN_TO; ],
932 e_to [; give self ~visited; return ES_TO; ],
935 "There's barely enough room to walk, much less jump.";
937 print "Dropping "; DefArt(noun);
938 print " will result in your losing both ";
940 " and probably your balance.";
944 Object GAMBIT_W32 "On wood beam"
946 print "You're walking along a very narrow wood beam that runs \
947 north to south into darkness. Above you can see a network of floating beams \
948 and cubes. Below you can see a red glow.";
949 if ((self hasnt general) && (GAMBIT_W31 hasnt general) &&
950 (amulet has worn) && (ES_TO == GAMBIT_37)) {
952 ".^^Your amulet suddenly gives off a bright flash, then fades!";
956 name "darkness" "network" "cubes" "glow",
957 n_to [; give self ~visited; return WN_TO; ],
958 s_to [; give self ~visited; return ES_TO; ],
961 "There's barely enough room to walk, much less jump.";
963 print "Dropping "; DefArt(noun);
964 print " will result in your losing both ";
966 " and probably your balance.";
970 Object fake_beam "wood beam"
971 with name "wood" "beam",
972 description "A long thin wood beam, barely wide enough for \
973 both of your feet.", ! change as appropriate
975 Turn, Search, Rub, LookUnder, Attack, Take, Push, Pull:
976 "You'll have to show me how you intend to do \
977 this, since you're standing on the wood beam.";
979 found_in GAMBIT_W1 GAMBIT_W2 GAMBIT_W21 GAMBIT_W22
980 GAMBIT_W31 GAMBIT_W32,
985 ! -- The Royal Palace, and its strange secret
987 Object ARAGAIN_Palace "Palace Entrance Hall"
988 with description "A vast hall runs north and south \
989 in this massive palace. Royal trappings decorate the walls \
990 and ceiling, and red carpet lines the floor. \
991 A tremendous open archway exits to the north into some \
992 courtyard, while two open solid brass doors mark the \
993 entrance south into some audience chamber. Two smaller \
994 exits head east and west towards stairways up and down \
996 name "trappings" "carpet" "archway" "courtyard"
998 n_to ARAGAIN_Courtyard,
999 s_to Palace_Audience,
1001 w_to Palace_Westwing,
1003 d_to Palace_Westwing,
1006 Object Palace_Audience "Audience Hall"
1007 with description "This is a giant audience hall, equivalent to \
1008 a large auditorium with a throne on the stage. The hall is \
1009 filled with luxurious decorations -- red carpeting, expensive \
1010 chandeliers, sweeping gold-edged drapery. The hall is also \
1011 currently filled with a large number of dignitaries and \
1012 important-looking people taking up all the seats. Open brass \
1013 doors lie to the north.",
1014 name "carpeting" "chandeliers" "drapery" "seats" "brass" "doors",
1015 n_to ARAGAIN_Palace,
1018 Nearby audience_people "people"
1019 with name "people" "dignitaries" "diplomats",
1020 description "Just your average throng of official-looking \
1021 people. Interestingly, many of them seem to be smeared \
1024 default: "The audience seems to be too busy waiting \
1025 for something interesting to happen.";
1029 if (the_spell_was == foblub_spell)
1030 "You give a marvelous sermon on patience. The audience \
1031 seems glued to their seats, which changes little.";
1032 if (the_spell_was == espnis_spell)
1033 "You give a rather overdone sermon on patience. A few \
1034 people in the back rows drop off to sleep.";
1036 has animate concealed;
1038 Object throne "throne"
1040 description "A large throne.",
1042 Enter: "This is no time to be playing king.";
1044 has scenery enterable;
1046 Object Palace_office "Royal Bedroom"
1047 with description "This might have once been a lavish bedroom \
1048 for royalty. At the moment, it seems like someone has converted \
1049 it into a private lounge of some sort. A stairway heads down.",
1051 d_to ARAGAIN_Palace,
1054 Object cab_key "shiny key" Gov_desk2
1055 with name "key" "shiny",
1058 description "A shiny key.",
1061 Object Palace_cabinet "cabinet" Palace_office
1062 with name "cabinet",
1065 print "A rather new-looking wooden cabinet";
1066 if (self has general)
1067 ", with a bit of waxy build-up all over it.";
1070 when_closed "A wooden cabinet stands against one wall, \
1071 clearly a new addition to the room.",
1073 print "The wooden cabinet has been opened. ";
1075 if (x == 0) "It seems to be empty.";
1076 print "It contains:^";
1077 ! if (x == 1) print "is "; else print "are:^";
1078 x = FULLINV_BIT + INDENT_BIT + NEWLINE_BIT + RECURSE_BIT;
1079 WriteListFrom (child(self), x, 1);
1084 if (the_spell_was == egdelp_spell) {
1086 "The cabinet is covered in waxy build-up.";
1089 if ((self hasnt locked) && (self hasnt open)) {
1090 print "You give the cabinet a good tug";
1091 if (self hasnt general)
1093 cabinet doors barely budge. The new-looking wood seems \
1094 to be rather tightly fitted.";
1097 ". The wax makes the doors open with ease.";
1103 has static container openable lockable locked;
1106 ! (warped -- true story of the great battle)
1107 Object p6 "warped parchment" Palace_cabinet
1108 class parchment_class,
1110 description "~...truth. In fact, the truth too terrible to \
1111 believe, but believe it I must, for all the evidence I \
1112 have found indicates that the Ancient Ones went up against \
1113 the evil elementals and lost! With the Rod in hand, they \
1114 were defeated by trickery! The Rod was broken and \
1115 scattered into the world, but can be regained and rejoined \
1116 by any whose heart and spirit are pure! Did the \
1117 Ancient Ones forsake the spheres of...~";
1120 Object Palace_Westwing "Palace Dungeons"
1121 with description "Dark and spooky, the palace dungeons seem \
1122 empty at the moment. The north portion of the room is sectioned-off \
1123 by iron bars that form a makeshift cell.",
1124 n_to [; <<Enter prison_cell>>; ],
1125 u_to ARAGAIN_Palace,
1128 Nearby prison_cell "prison cell"
1129 with name "cell" "bars" "iron",
1131 print "The cell stands open.";
1133 if (x == 0) { new_line; rtrue; }
1134 print " Inside you notice:^";
1135 x = FULLINV_BIT + INDENT_BIT + NEWLINE_BIT + RECURSE_BIT;
1136 WriteListFrom (child(self), x, 1);
1140 print "The cell is closed.";
1142 if (x == 0) { new_line; rtrue; }
1143 print " Inside you notice:^";
1144 x = FULLINV_BIT + INDENT_BIT + NEWLINE_BIT + RECURSE_BIT;
1145 WriteListFrom (child(self), x, 1);
1148 description "A cramped space with a wall of iron bars.",
1151 if (the_spell_was == bekdab_spell) {
1152 print "The bars seem to rust a bit";
1153 if (self has locked) {
1155 ". You hear a lock mechanism in the cell door break!";
1160 if ((noun == s_obj) && (player in prison_cell)) {
1161 <Exit prison_cell>; return 2; }
1164 has static container openable transparent enterable;
1171 Object Entrance_guardian "Tough-looking Palace guard" ARAGAIN_Entrance
1172 with name "guardian" "guard",
1173 initial "A tough-looking palace guard is standing by the gate.",
1174 description "Typical guard -- big, armed to the teeth, and a \
1178 "The guard stops you in mid-chant by blowing a rather \
1179 shrill whistle. ~None of that priest mumbo-jumbo on \
1185 "The guard stops you as you are about to blow the whistle. \
1186 ~I blow the whistles around here.~";
1191 "I'd advise against this. He's probably knows 101 \
1192 ways to dismember an opponent. \
1193 Also, he's armed and encased in plate mail.";
1195 if ((noun == 'cake' or 'gate') && (self hasnt general))
1196 "~It's pretty simple. Give me a cake, and you get in. \
1197 That's the rules.~";
1199 if ((noun == Baking_Pan) && (cake in Baking_Pan))
1200 "~Well, hand it over already.~";
1202 ! Now for the fun...
1203 if ((noun == Baking_Pan) && (cake notin Baking_Pan))
1204 "The guard looks at the pan, and hands it back. \
1205 ~I don't see any cake. What are you, a wise guy or something?~";
1206 if ((noun == Baking_Pan) && (cake in Baking_Pan)) {
1207 move Baking_Pan to Entrance_guardian;
1208 print "The guard grabs the pan, and, to your \
1209 annoyance, cuts himself a massive slice of cake with his broadsword. \
1210 The guard takes a bite";
1211 ! 1st, check for strange foreign objects
1212 objectloop (i in dough) {
1214 (i ~= sugar_cube) &&
1215 (i ~= baking_powder) &&
1216 (i ~= corbie_egg) &&
1217 (i ~= dornberries) &&
1219 if (i hasnt edible) {
1220 print " and you hear a strange \
1221 'crunch'. He removes ", (a) i; " from his teeth. ~What's this?~ the \
1222 guard says, clearly angry. ~I oughta report you to the 'Better \
1223 Bakers Bureau'.~"; ! hopefully, this will break out of objectloop
1226 print ", and chews for a bit. \
1227 His eyes widen, and he spits the cake out. ~Hey pal, I taste ", (name) i;
1228 " in this so-called cake of yours! Grues could've done a better job \
1233 ! 2nd, check overall quality of cake
1234 if (cake.number ~= 0) {
1235 print ", and chews for a bit. \
1236 He frowns. ~Sorry pal, this doesn't pass inspection. ";
1237 if (cake.number == 1)
1238 "It could stand some more cooking.~";
1239 if (cake.number == 2)
1240 "Did ya burn it or something?~";
1241 if (cake.number == 3)
1242 "It'd make an okay pancake, though.~";
1243 if (cake.number == 4)
1244 "It's hard as a rock!~";
1246 ! finally, check that all proper ingredients are there.
1247 if ((butter in dough) &&
1248 (sugar_cube in dough) &&
1249 (corbie_egg in dough) &&
1250 (baking_powder in dough) &&
1251 (dornberries in dough) &&
1255 give ARAGAIN_Entrance_gate open ~locked;
1258 his lips. ~Finally, someone who can bake an acceptable cake.~ \
1259 He unlocks and opens the gate. ~You can pass.~";
1262 ", and chews for a bit. He seems displeased. \
1263 ~I don't know where you learned to bake, but there's definitely \
1264 something missing here.~";
1267 "The guard is amazingly good at ignoring distractions.";
1272 "^A couple of dignitaries from Gurth push their way to the \
1273 front and present a flat object to the guard. The guard frowns. \
1274 ~A fish cake? I don't think so.~ The dignitaries return to the line.";
1276 "^The guard paces back and forth.";
1278 "^A representative from Borphee steps up and presents \
1279 a pile of baked dough-bits on a plate to the guard. ~Frobolli cake, eh? \
1280 Well, this may be popular where you come from, but it ain't popular \
1281 here.~ The representative walks off.";
1283 "^The guard practices his menacing stares.";
1285 "^The guard blows his whistle at some people in line.";
1287 "^An official presents a nice morgia root pie to the \
1288 guard. ~A pie?~ the guard says, clearly exasperated. He points at \
1289 the sign as the official leaves. ~Cakes folks, we're taking C-A-K-E-S.~";
1291 "^The guard polishes a spot on his armor.";
1293 "^Some dignitary presents the guard with a strange \
1294 green cake with the words ~EAT ME~ written in frosting. The guard smiles, \
1295 cuts himself a piece, and suddenly stuffs it into the dignitary's mouth! \
1296 ~You boys are going to have to do better than that,~ he says to the
1297 now tiny dignitary, who stalks off.";
1299 "^The guard hums a military dirge to himself.";
1303 ! -- The evil magistrate
1304 Object Magistrate "magistrate" Palace_Audience
1305 with name "magistrate",
1306 initial "There is a royal magistrate here.",
1307 description "A rather nasty-looking thin tall fellow with an \
1312 magroutine1(1); rtrue;
1314 if (noun==Gov_ledger && Sydney notin Palace_Audience) {
1315 move Sydney to Palace_Audience;
1317 "The Magistrate grabs the ledger and \
1318 frowns as he reads it. ~Fine, you want a presentation?~ He grabs a \
1319 young boy who was hiding behind \
1320 the throne and shoves him forward. ~Presenting his royal \
1321 Highness, King Sydney Flathead, lost heir to the Flathead monarchy!~ \
1322 The crowd reaction is somewhat mixed. ~Well, his head does look \
1323 flat,~ you hear one person say.";
1325 if (noun==cab_key) {
1326 move cab_key to self;
1327 "The magistrate moves with surprising speed and \
1328 takes the key. ~I was looking for that!~ he says.";
1330 else "~Oh, very interesting.~ he says with heavy \
1333 if (noun==Gov_ledger && Sydney notin Palace_Audience) {
1334 <<Show Gov_ledger Magistrate>>;
1336 if (noun==cab_key) {
1337 move cab_key to self;
1338 "The magistrate takes the key. \
1339 ~I was looking for that!~ he says.";
1341 else "~I have no need for that!~ he says with a sneer.";
1342 default: "The magistrate pays you absolutely no attention.";
1346 if (the_spell_was ~= ledak_spell) {
1347 magroutine1(2); rtrue;
1352 if (Sydney in Palace_Audience) {
1354 "^A diplomat approaches the little boy with a \
1355 document. The Magistrate steps forward and \
1356 stops him. ~Sydney is much too busy to bother \
1357 with that.~ the Magistrate says.";
1361 "^An impatient diplomat shouts out, \
1362 ~Bring out the King!~ The Magistrate smiles \
1363 and says, ~Did anyone make a petition for \
1364 a royal presentation?~ The crowd is silent. \
1365 ~I didn't think so.~";
1370 ! (a short code-space saving routine)
1375 ! remove player's possessions
1376 while (child(player) ~= 0) {
1377 give child(player) ~worn;
1378 move child(player) to Palace_office;
1381 print "You move quickly, but from nowhere, two royal palace \
1382 guards appear and wrestle you to the ground. ~Lock this \
1385 print "You start to chant, but the magistrate has sharp \
1386 ears, and recognizes your magic! With a quick signal, \
1387 two royal palace guards appear and wrestle you to the ground. \
1388 ~Lock this babbler up!~ ";
1389 print "the Magistrate says with a sneer. The guards \
1390 strip you of your possessions and drag you down to the royal \
1392 PlayerTo(prison_cell);
1393 give prison_cell ~open locked;
1399 Object Sydney "young child"
1400 with name "child" "boy" "sydney",
1401 ! describe "There is a young boy here",
1403 print "A little boy dressed in uncomfortable-looking frilly clothes";
1404 if (flat_hat in self)
1405 ". He's wearing a small red hat.";
1410 if (the_spell_was == foblub_spell or espnis_spell)
1411 "The boy seems to miss the subtle nuances of your sermon. All \
1412 that happens is that now he seems even more nervous than before.";
1417 if (self has general)
1418 "Young Sydney Flathead only tucks his head lower and whimpers.";
1420 "Young Sydney Flathead only shrugs.";
1422 if (special_word=='hello' or 'hi') {
1423 if (self hasnt general)
1424 "Young Sydney Flathead doesn't respond -- he seems \
1425 to find you a bit frightening.";
1427 "~Hello,~ the young lad says, somewhat shyly.";
1429 "Young Sydney Flathead only stares at you.";
1433 "The young boy screams in terror as you move to threaten him \
1434 (shame on you!). Several guards appear out of nowhere, and club \
1435 you to death for attempting regicide.";
1437 if (noun==stuffed_toy) {
1439 move stuffed_toy to self;
1440 "Tentatively, the boy takes the stuffed toy. You \
1441 catch the glimpse of a sad smile as he holds it tightly.";
1443 "Young Sydney cowers and shakes his head.";
1445 if (action==##Give) {
1446 if (noun==flat_hat) {
1447 if (self has general) {
1450 move flat_hat to player;
1451 move brown_sphere to player;
1452 "Little Sydney smiles and removes the hat and \
1453 hands it to you. You notice his head is actually round, and the hat \
1454 was cleverly hiding this.^^\
1455 ~He's no Flathead!~ someone in the audience hall yells out. A distinct \
1456 murmur of discontent rises from the crowd. The Magistrate slowly \
1457 backs away. ~Wait! I can explain!~ the Magistrate \
1458 starts, but soon runs screaming out of the hall, with several angry diplomats \
1459 hot on his heels!^^\
1460 ~Thank you, kind sir,~ someone behind you says. You turn around. \
1461 Little Sydney is happily in the arms of a kindly-looking couple. The woman \
1462 continues. ~Our son was kidnaped, a little while ago. We've \
1463 been waiting here, hoping to get him back. You did a very brave thing.~ \
1464 The man steps forward holding some small object. \
1465 ~A priest fellow, such as yourself, told me a long time \
1466 ago that one day, someone would help us in our time of need, and that \
1467 I should give him this.~ He gives you a strange round object. \
1468 ~It's the least we can do.~ he says. The couple leaves the hall, \
1469 with the little boy laughing in their arms.";
1471 else "Little Sydney shrinks back and holds on to his \
1472 hat. He stares at you fearfully.";
1474 "Little Sydney shrinks back and stares at you fearfully.";
1476 "Sydney shakes his head fretfully.";
1478 has animate transparent;
1486 Object crumpled_scroll "crumpled scroll" Palace_cabinet
1488 with name "crumpled",
1491 Object ledak_spell "detect forgery" crumpled_scroll
1495 if ((location==Palace_Audience) &&
1496 (Sydney in Palace_Audience) &&
1497 ((second == 0) || (second == Sydney))) {
1498 "You notice a soft yellow glow around the young boy. \
1502 "The place appears to be free of forgeries, at the \
1505 if (second==player) "You appear to be the geniune thing.";
1507 " appears to be the genuine thing.";
1516 Object flat_hat "red hat" Sydney
1517 with name "hat" "red",
1518 description "A little red hat with no brim. It's unusually \
1522 "It's too small for your head.";
1527 Object brown_sphere "brown sphere"
1530 description "A tiny perfect brown sphere, made of some strange \
1534 ! THIEF'S magic door
1535 ! Contains an unusual amount of properties...
1536 Object magic_door "strange door"
1537 with name "door" "strange",
1541 print "A small door labeled ~STAIRS~, of all \
1543 if (self hasnt static)
1544 ". Oddest of all is the fact that it isn't \
1545 attached to anything!";
1549 if (self has static) {
1550 if (location == Skyscraper) return e_to;
1555 if (self has static) {
1556 if (location == Skyscraper) return THIEF_Bottom_of_staircase;
1557 else return Skyscraper;
1561 if (self has static) {
1562 if (location == Skyscraper or THIEF_Bottom_of_staircase)
1569 ! we force a describe routine here, rather than use
1570 ! when_open/closed due to the results that happen
1571 ! after an obj has been moved (which the door will be).
1572 if (self hasnt static)
1573 "^There's an unattached door lying on the ground here.";
1575 if (self has open) {
1576 print "^There's an open door to the";
1577 if (location == Skyscraper)
1583 print "^There's a closed door";
1584 if (location == Skyscraper)
1585 " in the eastern wall.";
1593 ! after timeout -- Thief locks the door
1594 give self ~open locked;
1595 if ((location == THIEF_Bottom_of_staircase) ||
1596 (location == THIEF_Ent) ||
1597 (location == THIEF_Foyer) ||
1598 (location == THIEF_Lounge) ||
1599 (location == THIEF_Storeroom)) {
1600 print "^Suddenly, out of the shadows springs a \
1601 gentleman dressed in black! ~How did you get in here!~ he \
1602 cries. Quicker than lightning, he envelopes you in his dark \
1603 cape, which seems to fade into shadows, leaving you in...^";
1604 PlayerTo(Skyscraper);
1607 if (location == Skyscraper)
1608 "^Out of the shadows, a gentleman dressed in \
1609 black appears! He sees the door to the east and seems \
1610 somewhat annoyed. ~Much too busy for unexpected guests,~ \
1611 you hear him say as he slips through the door and closes \
1612 it behind him. Moments later you hear the sound of a lock \
1613 closing on the other side.^";
1617 if (self has static) {
1618 if (location == Skyscraper) <<Go e_obj>>;
1622 "Since the door doesn't currently lead anywhere, \
1623 entering it seems pointless.";
1625 if (self hasnt static)
1626 "The door opens onto...thin air. Without a \
1627 doorway to attach to, it's not terribly useful, it appears.";
1628 if ((self has static) && (self hasnt open) &&
1629 (self hasnt general)) {
1632 StartTimer(magic_door,15);
1633 "The door opens. There's a dark chamber \
1634 on the other side, which seems all but impossible, given \
1635 that the wall previously appeared solid!";
1638 if (self hasnt static)
1639 "You close the door, which at this moment \
1640 means you turn the movable door to a new angle. Without a \
1641 doorway to attach to, it's not terribly useful, it seems.";
1643 if (location == Skyscraper) {
1644 move self to Skyscraper;
1646 Skyscraper.e_to = magic_door;
1647 THIEF_Bottom_of_staircase.w_to = magic_door;
1648 "As you drop the door, it leaps off the ground \
1649 and flies towards the eastern wall! Amazingly, it seems to \
1650 attach itself to the eastern wall!";