+
+! *******************************************************************
+! ARAGIN.INF
+! -- Add-on for SPIRITWRAK (don't use alone!)
+! for Aragain city, royal grounds, possibly Barsap's Gambit
+! *******************************************************************
+
+
+Object ARAGAIN_GUSStop "Aragain North"
+ with description "You are just north of the newly \
+built Aragain City. The general vicinity \
+is busy with important-looking people. \
+A stairway goes down here, \
+while a large walkway heads south into Aragain.",
+ name "people" "stairway" "walkway",
+ d_to ARAGAIN_GUSStation,
+ s_to ARAGAIN_Entrance,
+ has light;
+
+Object ARAGAIN_Entrance "Aragain Entrance"
+ with description "Before you is a truly astounding sight. \
+A huge metal gate to the south blocks the entrance into the newly \
+built Aragain Royal Grounds. Worse yet, a seemingly \
+endless line of people stands before the gate. \
+They look like dignitaries, diplomats, or \
+just plain politicians. A walkway heads north.",
+ name "walkway" "pastries",
+ n_to ARAGAIN_GUSStop,
+ s_to ARAGAIN_Entrance_gate,
+ cant_go "The only interesting place seems to be past \
+ that gate.",
+ has light;
+
+Nearby line1 "line"
+ with name "line" "people" "dignitaries" "diplomats" "politicians",
+ description "A god-awful line of well-dressed people. You \
+ notice that many of them are holding what appear \
+ to be round pastries of some sort.",
+ life [;
+default: "No one in the line seems to be paying you any attention.";
+ ],
+ before [;
+ Cast:
+ if (the_spell_was == espnis_spell)
+"A few people doze off as you canvass the line. They are \
+quickly replaced by others.";
+ ],
+ has animate concealed;
+
+Object gate_sign "large sign" ARAGAIN_Entrance
+ with initial "There is a large sign bolted to the gate.",
+ name "sign" "large",
+ description [;
+ print "The sign reads:^^\
+~WELCOME TO ARAGAIN!^^\
+As today (and everyday henceforth) has been decreed \
+his royal lordship's birthday, we request that all \
+visitors respect good king Sydney Flathead's wishes \
+and present a cake appropriate for the occasion before \
+entering.";
+ if (self hasnt general) {
+ give self general;
+"~^^Well, that's odd. If memory and Brother \
+TuffBerry's Quendor History lessons serve, the \
+Flathead family died off more than a hundred years \
+ago.";
+ }
+ else "~";
+ ],
+ has static;
+
+
+Object ARAGAIN_Entrance_gate "huge entrance gate" ARAGAIN_Entrance
+ with name "gate" "entrance",
+ description "A solid steel gate, probably 40 feet tall, \
+complete with spikes at the top and close-set bars.",
+ door_dir [;
+ if (self in ARAGAIN_Entrance)
+ return s_to;
+ else return n_to;
+ ],
+ door_to [;
+ if (self in ARAGAIN_Entrance)
+ return ARAGAIN_Courtyard;
+ else return ARAGAIN_Entrance;
+ ],
+ found_in ARAGAIN_Entrance ARAGAIN_Courtyard,
+ when_open "The massive gate is open.",
+ when_closed "The massive gate is closed.",
+ before [;
+ Open, Push, Pull:
+ if (Entrance_guardian hasnt general)
+ "The guard shoves you away as you approach the gate. \
+ He points at the sign. ~No cake, no castle.~";
+ Close:
+ "It must weigh a ton, you can't seem to move it.";
+ ],
+ has static door openable locked;
+
+Object ARAGAIN_Courtyard "Courtyard"
+ with description "You're standing in a lovely courtyard with \
+magnificent topiary designs and real marble walkways. A large \
+gate stands to the north. To the east is a red stone building \
+with spires and columns. To the west is a large flat stone \
+building. To the south is a huge entranceway into what must \
+be the new Royal Palace, which appears to be carved out of the \
+face of a massive mountain.",
+ name "marble" "walkway" "red" "spires" "columns" "flat"
+"entranceway" "mountain" "Palace",
+ n_to ARAGAIN_Entrance_gate,
+ e_to ARAGAIN_Museum,
+ w_to ARAGAIN_Gambit,
+ s_to ARAGAIN_Palace,
+has light;
+
+Nearby topiary "topiary"
+ with name "topiary",
+ description "Cleverly abused shrubs in the shape of giant \
+crowns.",
+ has scenery;
+
+! -- The (rather empty) Royal Museum
+
+Object ARAGAIN_Museum "Royal Museum"
+ with description "You're in the entrance to a museum. The \
+lighting is rather dim, throwing light shadows all over the \
+walls. There are exhibit rooms to the north and south, or \
+an exit west.",
+ name "lighting" "shadows",
+ w_to ARAGAIN_Courtyard,
+ n_to Museum_north,
+ s_to Museum_south,
+ has light;
+
+Object Museum_north "North Exhibit Room"
+ with description "You are in a small exhibit room designed with \
+dark wood floors and plaster-on-stucco walls. The room is dimly lit by \
+hidden lamps or torches behind recessed wall niches. \
+The exit is south.",
+ name "wood" "plaster" "stucco" "lamps" "torches" "niches",
+ s_to ARAGAIN_Museum,
+ each_turn [;
+ if ((glass_wall in self) && (Thief notin Delbins)) {
+ if (random(10) == 2 or 7)
+ "^You get the odd feeling that there's someone behind \
+you, but when you turn around, you see no one!";
+ }
+ ],
+ before [;
+ Cast:
+if (the_spell_was == huncho_spell or luncho_spell)
+"From nearby, a museum curator walks up and abruptly \
+stops your chant. ~Please don't disturb the other patrons,~ \
+he says and walks off. There doesn't seem to be anyone else \
+around, however.";
+ Blow:
+ if ((noun == whistle) && (glass_wall in self)) {
+ remove glass_wall;
+ print "You produce an extremely high-pitched noise. \
+Suddenly, to the north, a near-invisible wall of glass shatters \
+into a million little shards";
+ if (Thief notin Delbins) {
+ move Painting_REAL to THIEF_Storeroom;
+ Painting_REAL.initial = nothing;
+ move magic_door to Museum_north;
+ "!^^From out of the shadows, a man dressed \
+in black appears! He performs a half-bow in your direction \
+before deftly prying the painting off the wall! ~I'm a great \
+appreciator of the arts, you understand,~ he says, as with a quick \
+twist of his cape, he melds into the shadows and disappears \
+with the painting!^^As you reflect on the thief's actions, \
+you can't help but notice that he apparently dropped something \
+while making his dramatic exit.";
+ }
+ else "!";
+! -- guards always come and move player to jail room ?
+! -- if thief still in delbins, attempt to get painting is \
+! trapped below, player CANT TAKE IT (as a priest)
+ }
+ ],
+ has light;
+
+Nearby glass_wall "glass wall"
+ with name "wall" "glass",
+ description "Yes, there's a glass wall covering the \
+north wall, all right. It's exceptionally smooth and transparent.",
+ before [;
+ Attack:
+ "Your blows have no effect, it must be quite thick.";
+ ],
+ has static concealed;
+
+Object Painting_REAL "priceless painting" Museum_north
+ with name "painting",
+ short_name "priceless painting",
+ plural "priceless paintings",
+ initial "There is a priceless painting hanging on the north wall.",
+ description "It's a beautiful oil painting of a dark stormy \
+scene. On the horizon, you can see the edges of mountaintops. Near \
+the top of the painting, two winged figures are carrying a lone \
+individual towards a break in the clouds, where a bright white light \
+seems to emanate.",
+ size 25,
+ before [;
+ Take, Pull, Push, Turn, Attack, Rub, Cut, Touch, Search:
+ if (self in Museum_north) {
+ if (glass_wall in Museum_north)
+ "As you get close to the painting, you find yourself stopped by a \
+nearly-invisible glass wall!";
+ else {
+ if (action == ##Search)
+ "You notice a slightly loose part \
+of the canvas in one corner, but the painting is apparently \
+bonded to the wall, which limits your investigation.";
+ if (action ~= ##Touch)
+ "You can't seem to move the painting at all. \
+It's somehow bonded to the museum wall!";
+ }
+ }
+ else {
+ if ((action == ##Take) && (self in THIEF_Storeroom) &&
+ (Painting_FAKE in THIEF_Storeroom))
+ "They both look so genuine! You can't decide!";
+ if (action == ##Search) {
+ if ((self in THIEF_Storeroom) &&
+ (Painting_FAKE in THIEF_Storeroom))
+ "Search which one? Goodness, you can't decide!";
+ if (self hasnt general) {
+ give self general;
+ move white_scroll to player;
+ "You notice a slightly loose part \
+of the canvas in one corner. You carefully peel back a part of the \
+canvas from the back and reveal a hidden scroll!";
+ }
+ }
+ }
+ Drop:
+ if (location == Museum_north) {
+ ! player returned painting to museum, give him a reward
+ move c4 to player;
+ move self to Museum_north;
+ "A museum curator appears and graciously takes the \
+painting. ~Thank you for recovering this priceless work.~ He \
+gives you a coin. ~The reward. We've been a little short on funds \
+lately.~ The curator somehow attaches the painting to the north wall, \
+and leaves.";
+ }
+ ],
+;
+
+Object c4 "coin" class coin_class;
+
+Object Painting_plaque "plaque" Museum_north
+ with name "plaque",
+ initial [;
+print "A metal plaque is attached to the wall";
+if (Painting_REAL in Museum_north)
+ " next to the painting.";
+else ".";
+ ],
+ description "~ASCENDENCY~ Leonardo Flathead, 777 GUE",
+ before [;
+ Take, Pull, Push, Turn, Attack, Rub, Cut, Touch:
+ if ((self in Museum_north) && (glass_wall in Museum_north))
+ "As you get close to the painting, you find yourself stopped by a \
+nearly-invisible glass wall!";
+ ],
+ has static;
+
+Object Museum_south "South Exhibit Room"
+ with description "You are in a square exhibit room with \
+wood flooring and plain plaster walls. In the center of the \
+room is an exhibit platform made from a large slab of marble. \
+The room is lit brightly by hidden torches. The exit is north.",
+ name "wood" "plaster" "torches",
+ n_to ARAGAIN_Museum
+ has light;
+
+Nearby museum_dais "platform"
+ with name "platform" "slab" "marble",
+ description "It's a large flat slab of marble, polished \
+smooth, in the center of the floor.",
+ capacity 20,
+ has scenery supporter;
+
+Object TEMPLE_Artifact "flower vase" museum_dais
+ with name "artifact" "vase",
+ initial "There's an ancient wood vase sitting on the marble platform.",
+ description "An extremely narrow short wood vase, possibly for \
+holding long-stemmed flowers. It's clearly of ancient origin, well \
+preserved, with strange carvings and designs \
+of robed figures all over.",
+ capacity 1,
+ before [;
+ Receive:
+ if (noun hasnt is_rod)
+ "Strangely, it doesn't quite fit.";
+ LetGo:
+ if (self in TEMPLE_1_Opening)
+ "You can't reach the vase, much less the contents of the vase.";
+ ],
+ size 10,
+ has container open;
+
+! -- Okay maze-lovers, you asked for it -- Barsap's Gambit
+
+Object ARAGAIN_Gambit "Warm Room"
+ with description "You are in a long stone room, which is strangely \
+warm. In the very center of the room is a hole, with a ladder \
+down. An outdoor courtyard lies to the east.",
+ name "hole" "courtyard" "ladder",
+ e_to ARAGAIN_Courtyard,
+ d_to GAMBIT_11,
+ has light;
+
+Nearby Gambit_sign "large sign"
+ with initial "There is a large sign posted near the doorway.",
+ name "sign",
+ description "~Welcome to Barsap's Royal Gambit, a \
+delight to entertain all guests to the Aragain Royal Grounds. \
+Please consult your tourbook for rules and regulations regarding \
+this area. His highness, Sydney Flathead, and those in his \
+employ, cannot be held responsible for any accidents or minor
+spills at this location.~",
+ has static;
+
+! (room names -- GAMBIT_XY, where X=level (1,2,3), Y=room #)
+
+
+! -----------------------------------------------------
+! The all-important "CheckGambit" routine. Called by a
+! room when a player attempts to move onto a beam.
+! Various important things need to be passed...
+! RETNS: 0 if cant go, 1 if player fell, 2 if can go
+[ CheckGambit
+ i ! niche associated with dir player moving in
+ j ! niche directly below (if player falls) [0 if lev 3]
+ k ! 'level' currently on (1, 2 or 3)
+ m ! (local var)
+ ;
+ ! ** Step one -- check if there's even a beam there at all
+ if (children(i) == 0)
+ return 0;
+ ! ** Step two -- check if the beam is strong enough
+ m = child(i);
+ if (m.number == 99) ! (we have the 'wrong half')
+ m = child(i.counter_niche);
+ if (m.number <= 0) {
+ ! -- nope, beam breaks, we're about to fall
+ ! -- remove broken beam
+ remove child(i); remove child(i.counter_niche);
+ print "As you step onto the wood beam, it breaks with a \
+shuddering crack! ";
+ if (has_resist_gravity == 0) {
+ deadflag = 1;
+ print "You plummet quickly through the air, ";
+ switch (k) {
+ 1: print "pass by two levels of floating cubes and beams, ";
+ 2: print "pass by one level of floating cubes and beams, ";
+ }
+ print "and find the bottom of the chamber is filled with \
+ red-hot lava...";
+ return 1;
+ }
+ else {
+ ! -- player will float, but see if there's anything to float to...
+ print "Amazingly, you float downwards like a \
+feather, instead of falling to your death! ";
+ if (k==3) { ! (j==0) { on the bottom level
+ deadflag = 1;
+ print "Unfortunately, you float slowly down to \
+the bottom of the chamber, which is filled with red-hot lava.";
+ return 1;
+ }
+ print "You float down towards another network of floating \
+cubes and beams. ";
+ if (children(j) == 0) { ! no wood beam waiting
+ deadflag = 1;
+ print "You pass between two giant floating cubes, \
+similar to the ones you just left. Sadly, no wood beam seems \
+to connect these particular cubes, and you float downwards ";
+ if (k==1)
+ print "past yet another level of floating cubes and beams, ";
+ print "to a pit of hot lava.";
+ return 1;
+ }
+ print "You float to another wood beam and your feet \
+land on it, perfectly balanced! ";
+ m = child(j);
+ if (m.number == 99) ! (we have the 'wrong half')
+ m = child(j.counter_niche);
+ if (m.number <= 0) {
+ ! -- beam breaks (again!), player dies
+ ! -- remove broken beam
+ remove child(j); remove child(j.counter_niche);
+ print "Sadly, this wood beam also breaks! You \
+continue to float downwards ";
+ if (k==1)
+ print "past yet another level of floating cubes and beams ";
+ print "into a pit of hot lava.";
+ deadflag = 1;
+ return 1;
+ }
+ else {
+ print "^";
+ ! -- beam is ok, decrement strength counter
+ m.number = m.number - 1;
+ ! -- MOVE PLAYER TO NEW BEAM
+ ! set-up new WN_TO and ES_TO
+ if (j.niche_dir == 3 or 4) {
+ WN_TO = parent(j);
+ ES_TO = parent(j.counter_niche);
+ }
+ else {
+ ES_TO = parent(j);
+ WN_TO = parent(j.counter_niche);
+ }
+ ! move to appropriate 'on beam' room
+ ! TODO update beam description....
+ if (j.niche_dir == 2 or 4) {
+ if (k==1)
+ PlayerTo(GAMBIT_W21);
+ else
+ PlayerTo(GAMBIT_W31);
+ }
+ else {
+ if (k==1)
+ PlayerTo(GAMBIT_W22);
+ else
+ PlayerTo(GAMBIT_W32);
+ }
+ return 1;
+ }
+ }
+ }
+ else {
+ ! -- beam is ok, decrement strength counter
+ m.number = m.number - 1;
+ print "You step gingerly onto the wood beam...^";
+ if (i.niche_dir == 3 or 4) {
+ WN_TO = parent(i);
+ ES_TO = parent(i.counter_niche);
+ }
+ else {
+ ES_TO = parent(i);
+ WN_TO = parent(i.counter_niche);
+ }
+ return 2;
+ }
+];
+! -----------------------------------------------------
+
+
+Class Gambit_Room_Lev1_Class
+ with description "You are standing on a large floating white \
+stone cube in a very large underground chamber. The entire place is \
+dimly lit red from somewhere below.",
+ name "white" "stone" "cube" "chamber",
+ has light;
+
+
+Object GAMBIT_11 "On Giant White Cube"
+ with description "As far as you can tell, you are standing on a \
+large white stone cube that somehow floats without visible supports in \
+a terrifyingly large underground chamber. The entire place is \
+dimly lit red from somewhere below. There is a ladder up to a hole \
+high in the ceiling here.",
+ name "white" "stone" "cube" "chamber" "ladder" "hole",
+ u_to ARAGAIN_Gambit,
+ w_to
+ [ i ;
+ i = CheckGambit(n112,n212,1);
+ if (i ~= 2) return i;
+ else return GAMBIT_W1;
+ ],
+ s_to
+ [ i ;
+ i = CheckGambit(n113,n213,1);
+ if (i ~= 2) return i;
+ else return GAMBIT_W2;
+ ],
+ has light;
+
+Object GAMBIT_12 "On Giant White Cube"
+ class Gambit_Room_Lev1_Class
+ with e_to
+ [ i ;
+ i = CheckGambit(n124,n224,1);
+ if (i ~= 2) return i;
+ else return GAMBIT_W1;
+ ],
+ w_to
+ [ i ;
+ i = CheckGambit(n122,n222,1);
+ if (i ~= 2) return i;
+ else return GAMBIT_W1;
+ ],
+ s_to
+ [ i ;
+ i = CheckGambit(n123,n223,1);
+ if (i ~= 2) return i;
+ else return GAMBIT_W2;
+ ],
+;
+
+Object GAMBIT_13 "On Giant White Cube"
+ class Gambit_Room_Lev1_Class
+ with e_to
+ [ i ;
+ i = CheckGambit(n134,n234,1);
+ if (i ~= 2) return i;
+ else return GAMBIT_W1;
+ ],
+ s_to
+ [ i ;
+ i = CheckGambit(n133,n233,1);
+ if (i ~= 2) return i;
+ else return GAMBIT_W2;
+ ],
+;
+
+Object GAMBIT_14 "On Giant White Cube"
+ class Gambit_Room_Lev1_Class
+ with w_to
+ [ i ;
+ i = CheckGambit(n142,n242,1);
+ if (i ~= 2) return i;
+ else return GAMBIT_W1;
+ ],
+ n_to
+ [ i ;
+ i = CheckGambit(n141,n241,1);
+ if (i ~= 2) return i;
+ else return GAMBIT_W2;
+ ],
+ s_to
+ [ i ;
+ i = CheckGambit(n143,n243,1);
+ if (i ~= 2) return i;
+ else return GAMBIT_W2;
+ ],
+;
+
+Object GAMBIT_15 "On Giant White Cube"
+ class Gambit_Room_Lev1_Class
+ with e_to
+ [ i ;
+ i = CheckGambit(n154,n254,1);
+ if (i ~= 2) return i;
+ else return GAMBIT_W1;
+ ],
+ w_to
+ [ i ;
+ i = CheckGambit(n152,n252,1);
+ if (i ~= 2) return i;
+ else return GAMBIT_W1;
+ ],
+ n_to
+ [ i ;
+ i = CheckGambit(n151,n251,1);
+ if (i ~= 2) return i;
+ else return GAMBIT_W2;
+ ],
+ s_to
+ [ i ;
+ i = CheckGambit(n153,n253,1);
+ if (i ~= 2) return i;
+ else return GAMBIT_W2;
+ ],
+;
+
+Object GAMBIT_16 "On Giant White Cube"
+ class Gambit_Room_Lev1_Class
+ with e_to
+ [ i ;
+ i = CheckGambit(n164,n264,1);
+ if (i ~= 2) return i;
+ else return GAMBIT_W1;
+ ],
+ n_to
+ [ i ;
+ i = CheckGambit(n161,n261,1);
+ if (i ~= 2) return i;
+ else return GAMBIT_W2;
+ ],
+ s_to
+ [ i ;
+ i = CheckGambit(n163,n263,1);
+ if (i ~= 2) return i;
+ else return GAMBIT_W2;
+ ],
+;
+
+Object GAMBIT_17 "On Giant White Cube"
+ class Gambit_Room_Lev1_Class
+ with w_to
+ [ i ;
+ i = CheckGambit(n172,n272,1);
+ if (i ~= 2) return i;
+ else return GAMBIT_W1;
+ ],
+ n_to
+ [ i ;
+ i = CheckGambit(n171,n271,1);
+ if (i ~= 2) return i;
+ else return GAMBIT_W2;
+ ],
+;
+
+Object GAMBIT_18 "On Giant White Cube"
+ class Gambit_Room_Lev1_Class
+ with w_to
+ [ i ;
+ i = CheckGambit(n182,n282,1);
+ if (i ~= 2) return i;
+ else return GAMBIT_W1;
+ ],
+ n_to
+ [ i ;
+ i = CheckGambit(n181,n281,1);
+ if (i ~= 2) return i;
+ else return GAMBIT_W2;
+ ],
+ e_to
+ [ i ;
+ i = CheckGambit(n184,n284,1);
+ if (i ~= 2) return i;
+ else return GAMBIT_W1;
+ ],
+;
+
+Object GAMBIT_19 "On Giant White Cube"
+ class Gambit_Room_Lev1_Class
+ with e_to
+ [ i ;
+ i = CheckGambit(n194,n294,1);
+ if (i ~= 2) return i;
+ else return GAMBIT_W1;
+ ],
+ n_to
+ [ i ;
+ i = CheckGambit(n191,n291,1);
+ if (i ~= 2) return i;
+ else return GAMBIT_W2;
+ ],
+;
+
+
+! (level 1 niches)
+
+Object n112 "western niche" GAMBIT_11
+ class niche_class
+ with name "western",
+ counter_niche n124,
+ niche_dir 2, ! 2 = on western edge of floor
+ ;
+Object n113 "southern niche" GAMBIT_11
+ class niche_class
+ with name "southern",
+ counter_niche n141,
+ niche_dir 3;
+
+Object n124 "eastern niche" GAMBIT_12
+ class niche_class
+ with name "eastern",
+ counter_niche n112,
+ niche_dir 4;
+Object n123 "southern niche" GAMBIT_12
+ class niche_class
+ with name "southern",
+ counter_niche n151,
+ niche_dir 3;
+Object n122 "western niche" GAMBIT_12
+ class niche_class
+ with name "western",
+ counter_niche n134,
+ niche_dir 2;
+
+Object n134 "eastern niche" GAMBIT_13
+ class niche_class
+ with name "eastern",
+ counter_niche n122,
+ niche_dir 4;
+Object n133 "southern niche" GAMBIT_13
+ class niche_class
+ with name "southern",
+ counter_niche n161,
+ niche_dir 3;
+
+Object n141 "northern niche" GAMBIT_14
+ class niche_class
+ with name "northern",
+ counter_niche n113,
+ niche_dir 1;
+Object n142 "western niche" GAMBIT_14
+ class niche_class
+ with name "western",
+ counter_niche n154,
+ niche_dir 2;
+Object n143 "southern niche" GAMBIT_14
+ class niche_class
+ with name "southern",
+ counter_niche n171,
+ niche_dir 3;
+
+Object n151 "northern niche" GAMBIT_15
+ class niche_class
+ with name "northern",
+ counter_niche n123,
+ niche_dir 1;
+Object n154 "eastern niche" GAMBIT_15
+ class niche_class
+ with name "eastern",
+ counter_niche n142,
+ niche_dir 4;
+Object n152 "western niche" GAMBIT_15
+ class niche_class
+ with name "western",
+ counter_niche n164,
+ niche_dir 2;
+Object n153 "southern niche" GAMBIT_15
+ class niche_class
+ with name "southern",
+ counter_niche n181,
+ niche_dir 3;
+
+Object n164 "eastern niche" GAMBIT_16
+ class niche_class
+ with name "eastern",
+ counter_niche n152,
+ niche_dir 4;
+Object n161 "northern niche" GAMBIT_16
+ class niche_class
+ with name "northern",
+ counter_niche n133,
+ niche_dir 1;
+Object n163 "southern niche" GAMBIT_16
+ class niche_class
+ with name "southern",
+ counter_niche n191,
+ niche_dir 3;
+
+Object n171 "northern niche" GAMBIT_17
+ class niche_class
+ with name "northern",
+ counter_niche n143,
+ niche_dir 1;
+Object n172 "western niche" GAMBIT_17
+ class niche_class
+ with name "western",
+ counter_niche n184,
+ niche_dir 2;
+
+Object n181 "northern niche" GAMBIT_18
+ class niche_class
+ with name "northern",
+ counter_niche n153,
+ niche_dir 1;
+Object n182 "western niche" GAMBIT_18
+ class niche_class
+ with name "western",
+ counter_niche n194,
+ niche_dir 2;
+Object n184 "eastern niche" GAMBIT_18
+ class niche_class
+ with name "eastern",
+ counter_niche n172,
+ niche_dir 4;
+
+Object n191 "northern niche" GAMBIT_19
+ class niche_class
+ with name "northern",
+ counter_niche n163,
+ niche_dir 1;
+Object n194 "eastern niche" GAMBIT_19
+ class niche_class
+ with name "eastern",
+ counter_niche n182,
+ niche_dir 4;
+
+! (level 1 initial wood beam layout)
+! wood beam, as two 'halves'
+! (the 'trick' here, is to devise a method of testing for the
+! correct '.number', without having to constantly update
+! both halves (which, when separated in niches, is impossible)
+! Thus, one half will always have number=99, which indicates
+! 'wrong half to test'. The other half, which is gained by
+! checking child(self.counter_niche), has the useful .number
+
+! Object e11 "ebony beam" n112 class ebony_beam_class;
+! Object e111 "ebony beam" n124 class ebony_beam_class with number 99;
+Object e12 "ebony beam" n113 class ebony_beam_class;
+Object e121 "ebony beam" n141 class ebony_beam_class with number 99;
+Object e13 "ebony beam" n153 class ebony_beam_class;
+Object e131 "ebony beam" n181 class ebony_beam_class with number 99;
+
+Object p11 "pine beam" n123 class pine_beam_class;
+Object p111 "pine beam" n151 class pine_beam_class with number 99;
+Object p12 "pine beam" n122 class pine_beam_class;
+Object p121 "pine beam" n134 class pine_beam_class with number 99;
+Object p13 "pine beam" n133 class pine_beam_class;
+Object p131 "pine beam" n161 class pine_beam_class with number 99;
+Object p14 "pine beam" n194 class pine_beam_class;
+Object p141 "pine beam" n182 class pine_beam_class with number 99;
+Object p15 "pine beam" n112 class pine_beam_class;
+Object p151 "pine beam" n124 class pine_beam_class with number 99;
+
+! (side note: with balsa beams, 2nd side need not be 99, since
+! it will always break on the first try, and the default number is 0
+Object b11 "balsa beam" n152 class balsa_beam_class;
+Object b111 "balsa beam" n164 class balsa_beam_class;
+Object b12 "balsa beam" n143 class balsa_beam_class;
+Object b121 "balsa beam" n171 class balsa_beam_class;
+Object b13 "balsa beam" n163 class balsa_beam_class;
+Object b131 "balsa beam" n191 class balsa_beam_class;
+Object b14 "balsa beam" n142 class balsa_beam_class;
+Object b141 "balsa beam" n154 class balsa_beam_class;
+Object b15 "balsa beam" n172 class balsa_beam_class;
+Object b151 "balsa beam" n184 class balsa_beam_class;
+
+
+! (remaining 2 levels in sep. files)
+Include "gambit2.inf";
+Include "gambit3.inf";
+
+
+! tricky 'on beam' rooms -- only two for each level
+! change description of fake_beam as appropriate
+Object GAMBIT_W1 "On wood beam"
+ with description "You're walking along a very narrow wood beam that runs \
+east to west into darkness. Below, you can see the dark \
+silhouette of a network of beams and floating cubes. Much \
+farther below you can see a dull red glow.",
+ name "darkness" "network" "silhouette" "cubes" "glow",
+ w_to [; give self ~visited; return WN_TO; ],
+ e_to [; give self ~visited; return ES_TO; ],
+ before [;
+ Jump:
+ "There's barely enough room to walk, much less jump.";
+ Drop:
+ print "Dropping "; DefArt(noun);
+ print " will result in your losing both ";
+ DefArt(noun);
+ " and probably your balance.";
+ ],
+ has light;
+
+Object GAMBIT_W2 "On wood beam"
+ with description "You're walking along a very narrow wood beam that runs \
+north to south into darkness. Below, you can see the dark \
+silhouette of a network of beams and floating cubes. Much \
+farther below you can see a dull red glow.",
+ name "darkness" "network" "silhouette" "cubes" "glow",
+ n_to [; give self ~visited; return WN_TO; ],
+ s_to [; give self ~visited; return ES_TO; ],
+ before [;
+ Jump:
+ "There's barely enough room to walk, much less jump.";
+ Drop:
+ print "Dropping "; DefArt(noun);
+ print " will result in your losing both ";
+ DefArt(noun);
+ " and probably your balance.";
+ ],
+ has light;
+
+Object GAMBIT_W21 "On wood beam"
+ with description "You're walking along a very narrow wood beam that runs \
+east to west into darkness. Both above and below, you can see the dark \
+silhouette of a network of beams and floating cubes. \
+Farther below you can see a dull red glow.",
+ name "darkness" "network" "silhouette" "cubes" "glow",
+ w_to [; give self ~visited; return WN_TO; ],
+ e_to [; give self ~visited; return ES_TO; ],
+ before [;
+ Jump:
+ "There's barely enough room to walk, much less jump.";
+ Drop:
+ print "Dropping "; DefArt(noun);
+ print " will result in your losing both ";
+ DefArt(noun);
+ " and probably your balance.";
+ ],
+ has light;
+
+Object GAMBIT_W22 "On wood beam"
+ with description "You're walking along a very narrow wood beam that runs \
+north to south into darkness. Both above and below, you can see the dark \
+silhouette of a network of beams and floating cubes. \
+Farther below you can see a dull red glow.",
+ name "darkness" "network" "silhouette" "cubes" "glow",
+ n_to [; give self ~visited; return WN_TO; ],
+ s_to [; give self ~visited; return ES_TO; ],
+ before [;
+ Jump:
+ "There's barely enough room to walk, much less jump.";
+ Drop:
+ print "Dropping "; DefArt(noun);
+ print " will result in your losing both ";
+ DefArt(noun);
+ " and probably your balance.";
+ ],
+ has light;
+
+Object GAMBIT_W31 "On wood beam"
+ with description [;
+ print "You're walking along a very narrow wood beam that runs \
+east to west into darkness. Above you can see a network of floating beams \
+and cubes. Below you can see a red glow";
+ if ((self hasnt general) && (GAMBIT_W32 hasnt general) &&
+ (amulet has worn) && (ES_TO == GAMBIT_37)) {
+ give self general;
+ ".^^Your amulet suddenly gives off a bright flash, then fades!";
+ }
+ else ".";
+],
+ name "darkness" "network" "cubes" "glow",
+ w_to [; give self ~visited; return WN_TO; ],
+ e_to [; give self ~visited; return ES_TO; ],
+ before [;
+ Jump:
+ "There's barely enough room to walk, much less jump.";
+ Drop:
+ print "Dropping "; DefArt(noun);
+ print " will result in your losing both ";
+ DefArt(noun);
+ " and probably your balance.";
+ ],
+ has light;
+
+Object GAMBIT_W32 "On wood beam"
+ with description [;
+ print "You're walking along a very narrow wood beam that runs \
+north to south into darkness. Above you can see a network of floating beams \
+and cubes. Below you can see a red glow.";
+ if ((self hasnt general) && (GAMBIT_W31 hasnt general) &&
+ (amulet has worn) && (ES_TO == GAMBIT_37)) {
+ give self general;
+ ".^^Your amulet suddenly gives off a bright flash, then fades!";
+ }
+ else ".";
+ ],
+ name "darkness" "network" "cubes" "glow",
+ n_to [; give self ~visited; return WN_TO; ],
+ s_to [; give self ~visited; return ES_TO; ],
+ before [;
+ Jump:
+ "There's barely enough room to walk, much less jump.";
+ Drop:
+ print "Dropping "; DefArt(noun);
+ print " will result in your losing both ";
+ DefArt(noun);
+ " and probably your balance.";
+ ],
+ has light;
+
+Object fake_beam "wood beam"
+ with name "wood" "beam",
+ description "A long thin wood beam, barely wide enough for \
+ both of your feet.", ! change as appropriate
+ before [;
+ Turn, Search, Rub, LookUnder, Attack, Take, Push, Pull:
+ "You'll have to show me how you intend to do \
+this, since you're standing on the wood beam.";
+ ],
+ found_in GAMBIT_W1 GAMBIT_W2 GAMBIT_W21 GAMBIT_W22
+ GAMBIT_W31 GAMBIT_W32,
+ has scenery;
+
+
+
+! -- The Royal Palace, and its strange secret
+
+Object ARAGAIN_Palace "Palace Entrance Hall"
+ with description "A vast hall runs north and south \
+in this massive palace. Royal trappings decorate the walls \
+and ceiling, and red carpet lines the floor. \
+A tremendous open archway exits to the north into some \
+courtyard, while two open solid brass doors mark the \
+entrance south into some audience chamber. Two smaller \
+exits head east and west towards stairways up and down \
+respectively.",
+ name "trappings" "carpet" "archway" "courtyard"
+"brass" "doors",
+ n_to ARAGAIN_Courtyard,
+ s_to Palace_Audience,
+ e_to Palace_office,
+ w_to Palace_Westwing,
+ u_to Palace_office,
+ d_to Palace_Westwing,
+ has light;
+
+Object Palace_Audience "Audience Hall"
+ with description "This is a giant audience hall, equivalent to \
+a large auditorium with a throne on the stage. The hall is \
+filled with luxurious decorations -- red carpeting, expensive \
+chandeliers, sweeping gold-edged drapery. The hall is also \
+currently filled with a large number of dignitaries and \
+important-looking people taking up all the seats. Open brass \
+doors lie to the north.",
+ name "carpeting" "chandeliers" "drapery" "seats" "brass" "doors",
+ n_to ARAGAIN_Palace,
+ has light;
+
+Nearby audience_people "people"
+ with name "people" "dignitaries" "diplomats",
+ description "Just your average throng of official-looking \
+people. Interestingly, many of them seem to be smeared \
+with flour.",
+ life [;
+ default: "The audience seems to be too busy waiting \
+for something interesting to happen.";
+ ],
+ before [;
+Cast:
+ if (the_spell_was == foblub_spell)
+ "You give a marvelous sermon on patience. The audience \
+seems glued to their seats, which changes little.";
+ if (the_spell_was == espnis_spell)
+ "You give a rather overdone sermon on patience. A few \
+people in the back rows drop off to sleep.";
+ ],
+ has animate concealed;
+
+Object throne "throne"
+ with name "throne",
+ description "A large throne.",
+ before [;
+ Enter: "This is no time to be playing king.";
+ ],
+ has scenery enterable;
+
+Object Palace_office "Royal Bedroom"
+ with description "This might have once been a lavish bedroom \
+for royalty. At the moment, it seems like someone has converted \
+it into a private lounge of some sort. A stairway heads down.",
+ name "stairway",
+ d_to ARAGAIN_Palace,
+ has light;
+
+Object cab_key "shiny key" Gov_desk2
+ with name "key" "shiny",
+ !weight 5,
+ size 5,
+ description "A shiny key.",
+;
+
+Object Palace_cabinet "cabinet" Palace_office
+ with name "cabinet",
+ with_key cab_key,
+ description [;
+ print "A rather new-looking wooden cabinet";
+ if (self has general)
+ ", with a bit of waxy build-up all over it.";
+ else ".";
+ ],
+ when_closed "A wooden cabinet stands against one wall, \
+clearly a new addition to the room.",
+ when_open [ x;
+ print "The wooden cabinet has been opened. ";
+ x = children(self);
+ if (x == 0) "It seems to be empty.";
+ print "It contains:^";
+ ! if (x == 1) print "is "; else print "are:^";
+ x = FULLINV_BIT + INDENT_BIT + NEWLINE_BIT + RECURSE_BIT;
+ WriteListFrom (child(self), x, 1);
+ rtrue;
+ ],
+ before [;
+ Cast:
+ if (the_spell_was == egdelp_spell) {
+ give self general;
+ "The cabinet is covered in waxy build-up.";
+ }
+ Open:
+ if ((self hasnt locked) && (self hasnt open)) {
+ print "You give the cabinet a good tug";
+ if (self hasnt general)
+ ", but the \
+cabinet doors barely budge. The new-looking wood seems \
+to be rather tightly fitted.";
+ else {
+ give self open;
+ ". The wax makes the doors open with ease.";
+ }
+ }
+ ],
+ size 25,
+ capacity 20,
+ has static container openable lockable locked;
+
+
+! (warped -- true story of the great battle)
+Object p6 "warped parchment" Palace_cabinet
+ class parchment_class,
+ with name "warped",
+description "~...truth. In fact, the truth too terrible to \
+believe, but believe it I must, for all the evidence I \
+have found indicates that the Ancient Ones went up against \
+the evil elementals and lost! With the Rod in hand, they \
+were defeated by trickery! The Rod was broken and \
+scattered into the world, but can be regained and rejoined \
+by any whose heart and spirit are pure! Did the \
+Ancient Ones forsake the spheres of...~";
+
+
+Object Palace_Westwing "Palace Dungeons"
+ with description "Dark and spooky, the palace dungeons seem \
+empty at the moment. The north portion of the room is sectioned-off \
+by iron bars that form a makeshift cell.",
+ n_to [; <<Enter prison_cell>>; ],
+ u_to ARAGAIN_Palace,
+ has light;
+
+Nearby prison_cell "prison cell"
+ with name "cell" "bars" "iron",
+ when_open [ x;
+ print "The cell stands open.";
+ x = children(self);
+ if (x == 0) { new_line; rtrue; }
+ print " Inside you notice:^";
+ x = FULLINV_BIT + INDENT_BIT + NEWLINE_BIT + RECURSE_BIT;
+ WriteListFrom (child(self), x, 1);
+ rtrue;
+ ],
+ when_closed [ x;
+ print "The cell is closed.";
+ x = children(self);
+ if (x == 0) { new_line; rtrue; }
+ print " Inside you notice:^";
+ x = FULLINV_BIT + INDENT_BIT + NEWLINE_BIT + RECURSE_BIT;
+ WriteListFrom (child(self), x, 1);
+ rtrue;
+ ],
+ description "A cramped space with a wall of iron bars.",
+ before [;
+ Cast:
+ if (the_spell_was == bekdab_spell) {
+ print "The bars seem to rust a bit";
+ if (self has locked) {
+ give self ~locked;
+ ". You hear a lock mechanism in the cell door break!";
+ }
+ else ".";
+ }
+ Go:
+ if ((noun == s_obj) && (player in prison_cell)) {
+ <Exit prison_cell>; return 2; }
+ ],
+ size 50,
+ has static container openable transparent enterable;
+
+
+! *****************
+! Creatures/people
+! *****************
+
+Object Entrance_guardian "Tough-looking Palace guard" ARAGAIN_Entrance
+ with name "guardian" "guard",
+ initial "A tough-looking palace guard is standing by the gate.",
+ description "Typical guard -- big, armed to the teeth, and a \
+sour disposition.",
+ before [;
+ Cast:
+ "The guard stops you in mid-chant by blowing a rather \
+shrill whistle. ~None of that priest mumbo-jumbo on \
+my watch!.~";
+ ],
+ react_before [;
+ Blow:
+ if (noun==whistle)
+"The guard stops you as you are about to blow the whistle. \
+~I blow the whistles around here.~";
+ ],
+ life
+ [ i ;
+ Attack, ThrowAt:
+ "I'd advise against this. He's probably knows 101 \
+ways to dismember an opponent. \
+Also, he's armed and encased in plate mail.";
+ Ask:
+ if ((noun == 'cake' or 'gate') && (self hasnt general))
+ "~It's pretty simple. Give me a cake, and you get in. \
+That's the rules.~";
+ Show:
+ if ((noun == Baking_Pan) && (cake in Baking_Pan))
+ "~Well, hand it over already.~";
+ Give:
+ ! Now for the fun...
+ if ((noun == Baking_Pan) && (cake notin Baking_Pan))
+ "The guard looks at the pan, and hands it back. \
+~I don't see any cake. What are you, a wise guy or something?~";
+ if ((noun == Baking_Pan) && (cake in Baking_Pan)) {
+ move Baking_Pan to Entrance_guardian;
+ print "The guard grabs the pan, and, to your \
+annoyance, cuts himself a massive slice of cake with his broadsword. \
+The guard takes a bite";
+ ! 1st, check for strange foreign objects
+ objectloop (i in dough) {
+ if ((i ~= flour) &&
+ (i ~= sugar_cube) &&
+ (i ~= baking_powder) &&
+ (i ~= corbie_egg) &&
+ (i ~= dornberries) &&
+ (i ~= butter)) {
+ if (i hasnt edible) {
+ print " and you hear a strange \
+'crunch'. He removes ", (a) i; " from his teeth. ~What's this?~ the \
+guard says, clearly angry. ~I oughta report you to the 'Better \
+Bakers Bureau'.~"; ! hopefully, this will break out of objectloop
+ }
+ else {
+ print ", and chews for a bit. \
+His eyes widen, and he spits the cake out. ~Hey pal, I taste ", (name) i;
+" in this so-called cake of yours! Grues could've done a better job \
+than this!~";
+ }
+ }
+ }
+ ! 2nd, check overall quality of cake
+ if (cake.number ~= 0) {
+ print ", and chews for a bit. \
+He frowns. ~Sorry pal, this doesn't pass inspection. ";
+ if (cake.number == 1)
+ "It could stand some more cooking.~";
+ if (cake.number == 2)
+ "Did ya burn it or something?~";
+ if (cake.number == 3)
+ "It'd make an okay pancake, though.~";
+ if (cake.number == 4)
+ "It's hard as a rock!~";
+ }
+ ! finally, check that all proper ingredients are there.
+ if ((butter in dough) &&
+ (sugar_cube in dough) &&
+ (corbie_egg in dough) &&
+ (baking_powder in dough) &&
+ (dornberries in dough) &&
+ (flour in dough)) {
+ ! good cake
+ give self general;
+ give ARAGAIN_Entrance_gate open ~locked;
+ Achieved(4);
+ ", and smacks \
+his lips. ~Finally, someone who can bake an acceptable cake.~ \
+He unlocks and opens the gate. ~You can pass.~";
+ }
+ else
+ ", and chews for a bit. He seems displeased. \
+~I don't know where you learned to bake, but there's definitely \
+something missing here.~";
+ }
+ default:
+ "The guard is amazingly good at ignoring distractions.";
+ ],
+ each_turn [ i;
+ i = random(25);
+ if (i == 1)
+ "^A couple of dignitaries from Gurth push their way to the \
+front and present a flat object to the guard. The guard frowns. \
+~A fish cake? I don't think so.~ The dignitaries return to the line.";
+ if (i==3)
+ "^The guard paces back and forth.";
+ if (i==5)
+ "^A representative from Borphee steps up and presents \
+a pile of baked dough-bits on a plate to the guard. ~Frobolli cake, eh? \
+Well, this may be popular where you come from, but it ain't popular \
+here.~ The representative walks off.";
+ if (i==7)
+ "^The guard practices his menacing stares.";
+ if (i==8)
+ "^The guard blows his whistle at some people in line.";
+ if (i==9)
+ "^An official presents a nice morgia root pie to the \
+guard. ~A pie?~ the guard says, clearly exasperated. He points at \
+the sign as the official leaves. ~Cakes folks, we're taking C-A-K-E-S.~";
+ if (i==11)
+ "^The guard polishes a spot on his armor.";
+ if (i==13)
+ "^Some dignitary presents the guard with a strange \
+green cake with the words ~EAT ME~ written in frosting. The guard smiles, \
+cuts himself a piece, and suddenly stuffs it into the dignitary's mouth! \
+~You boys are going to have to do better than that,~ he says to the
+now tiny dignitary, who stalks off.";
+ if (i==15)
+ "^The guard hums a military dirge to himself.";
+ ],
+has animate;
+
+! -- The evil magistrate
+Object Magistrate "magistrate" Palace_Audience
+ with name "magistrate",
+ initial "There is a royal magistrate here.",
+ description "A rather nasty-looking thin tall fellow with an \
+evil grin.",
+ number 1,
+ life [;
+ Attack, ThrowAt:
+ magroutine1(1); rtrue;
+ Show:
+ if (noun==Gov_ledger && Sydney notin Palace_Audience) {
+ move Sydney to Palace_Audience;
+ remove Gov_ledger;
+ "The Magistrate grabs the ledger and \
+frowns as he reads it. ~Fine, you want a presentation?~ He grabs a \
+young boy who was hiding behind \
+the throne and shoves him forward. ~Presenting his royal \
+Highness, King Sydney Flathead, lost heir to the Flathead monarchy!~ \
+The crowd reaction is somewhat mixed. ~Well, his head does look \
+flat,~ you hear one person say.";
+ }
+ if (noun==cab_key) {
+ move cab_key to self;
+ "The magistrate moves with surprising speed and \
+takes the key. ~I was looking for that!~ he says.";
+ }
+ else "~Oh, very interesting.~ he says with heavy \
+sarcasm.";
+ Give:
+ if (noun==Gov_ledger && Sydney notin Palace_Audience) {
+ <<Show Gov_ledger Magistrate>>;
+ }
+ if (noun==cab_key) {
+ move cab_key to self;
+ "The magistrate takes the key. \
+~I was looking for that!~ he says.";
+ }
+ else "~I have no need for that!~ he says with a sneer.";
+ default: "The magistrate pays you absolutely no attention.";
+ ],
+ react_before [;
+ Cast:
+ if (the_spell_was ~= ledak_spell) {
+ magroutine1(2); rtrue;
+ }
+ ],
+ each_turn [ i ;
+ i = random(20);
+ if (Sydney in Palace_Audience) {
+ if (i==1)
+ "^A diplomat approaches the little boy with a \
+ document. The Magistrate steps forward and \
+ stops him. ~Sydney is much too busy to bother \
+ with that.~ the Magistrate says.";
+ }
+ else {
+ if (i==5)
+ "^An impatient diplomat shouts out, \
+ ~Bring out the King!~ The Magistrate smiles \
+ and says, ~Did anyone make a petition for \
+ a royal presentation?~ The crowd is silent. \
+ ~I didn't think so.~";
+ }
+ ],
+ has animate;
+
+! (a short code-space saving routine)
+[ magroutine1
+ w
+ ;
+
+ ! remove player's possessions
+ while (child(player) ~= 0) {
+ give child(player) ~worn;
+ move child(player) to Palace_office;
+ }
+ if (w == 1)
+ print "You move quickly, but from nowhere, two royal palace \
+guards appear and wrestle you to the ground. ~Lock this \
+fanatic up!~ ";
+ if (w == 2)
+ print "You start to chant, but the magistrate has sharp \
+ears, and recognizes your magic! With a quick signal, \
+two royal palace guards appear and wrestle you to the ground. \
+~Lock this babbler up!~ ";
+print "the Magistrate says with a sneer. The guards \
+strip you of your possessions and drag you down to the royal \
+dungeons.^";
+ PlayerTo(prison_cell);
+ give prison_cell ~open locked;
+ rtrue;
+];
+
+
+
+Object Sydney "young child"
+ with name "child" "boy" "sydney",
+ ! describe "There is a young boy here",
+ description [;
+ print "A little boy dressed in uncomfortable-looking frilly clothes";
+ if (flat_hat in self)
+ ". He's wearing a small red hat.";
+ else ".";
+ ],
+ before [;
+ Cast:
+ if (the_spell_was == foblub_spell or espnis_spell)
+"The boy seems to miss the subtle nuances of your sermon. All \
+that happens is that now he seems even more nervous than before.";
+ ],
+ life
+ [;
+ Ask, Tell:
+ if (self has general)
+ "Young Sydney Flathead only tucks his head lower and whimpers.";
+ else
+ "Young Sydney Flathead only shrugs.";
+ Answer:
+ if (special_word=='hello' or 'hi') {
+ if (self hasnt general)
+ "Young Sydney Flathead doesn't respond -- he seems \
+to find you a bit frightening.";
+ else
+ "~Hello,~ the young lad says, somewhat shyly.";
+ }
+ "Young Sydney Flathead only stares at you.";
+ Attack, ThrowAt:
+ give self ~general;
+ deadflag = 1;
+ "The young boy screams in terror as you move to threaten him \
+ (shame on you!). Several guards appear out of nowhere, and club \
+ you to death for attempting regicide.";
+ Give:
+ if (noun==stuffed_toy) {
+ give self general;
+ move stuffed_toy to self;
+ "Tentatively, the boy takes the stuffed toy. You \
+catch the glimpse of a sad smile as he holds it tightly.";
+ }
+ "Young Sydney cowers and shakes his head.";
+ Order:
+ if (action==##Give) {
+ if (noun==flat_hat) {
+ if (self has general) {
+ remove Magistrate;
+ remove self;
+ move flat_hat to player;
+ move brown_sphere to player;
+ "Little Sydney smiles and removes the hat and \
+hands it to you. You notice his head is actually round, and the hat \
+was cleverly hiding this.^^\
+~He's no Flathead!~ someone in the audience hall yells out. A distinct \
+murmur of discontent rises from the crowd. The Magistrate slowly \
+backs away. ~Wait! I can explain!~ the Magistrate \
+starts, but soon runs screaming out of the hall, with several angry diplomats \
+hot on his heels!^^\
+~Thank you, kind sir,~ someone behind you says. You turn around. \
+Little Sydney is happily in the arms of a kindly-looking couple. The woman \
+continues. ~Our son was kidnaped, a little while ago. We've \
+been waiting here, hoping to get him back. You did a very brave thing.~ \
+The man steps forward holding some small object. \
+~A priest fellow, such as yourself, told me a long time \
+ago that one day, someone would help us in our time of need, and that \
+I should give him this.~ He gives you a strange round object. \
+~It's the least we can do.~ he says. The couple leaves the hall, \
+with the little boy laughing in their arms.";
+ }
+ else "Little Sydney shrinks back and holds on to his \
+hat. He stares at you fearfully.";
+ }
+ "Little Sydney shrinks back and stares at you fearfully.";
+ }
+ "Sydney shakes his head fretfully.";
+ ],
+ has animate transparent;
+
+
+
+! *****************
+! scrolls/spells
+! *****************
+
+Object crumpled_scroll "crumpled scroll" Palace_cabinet
+ class scroll_class,
+ with name "crumpled",
+;
+
+Object ledak_spell "detect forgery" crumpled_scroll
+ class spell_class,
+ with name "ledak",
+ magic [;
+ if ((location==Palace_Audience) &&
+ (Sydney in Palace_Audience) &&
+ ((second == 0) || (second == Sydney))) {
+"You notice a soft yellow glow around the young boy. \
+The glow fades.";
+ }
+ if (second==0)
+ "The place appears to be free of forgeries, at the \
+moment.";
+ else {
+ if (second==player) "You appear to be the geniune thing.";
+ CDefArt(second);
+ " appears to be the genuine thing.";
+ }
+ ],
+;
+
+! ****************
+! Misc objects
+! ****************
+
+Object flat_hat "red hat" Sydney
+ with name "hat" "red",
+ description "A little red hat with no brim. It's unusually \
+flat at the top.",
+ before [;
+ Wear:
+ "It's too small for your head.";
+ ],
+ size 10,
+ has clothing;
+
+Object brown_sphere "brown sphere"
+ class sphere_class,
+ with name "brown",
+ description "A tiny perfect brown sphere, made of some strange \
+unknown metal.",
+;
+
+! THIEF'S magic door
+! Contains an unusual amount of properties...
+Object magic_door "strange door"
+ with name "door" "strange",
+ !weight 20,
+ size 30,
+ description [;
+ print "A small door labeled ~STAIRS~, of all \
+things";
+ if (self hasnt static)
+ ". Oddest of all is the fact that it isn't \
+attached to anything!";
+ else ".";
+ ],
+ door_dir [;
+ if (self has static) {
+ if (location == Skyscraper) return e_to;
+ else return w_to;
+ }
+ ],
+ door_to [;
+ if (self has static) {
+ if (location == Skyscraper) return THIEF_Bottom_of_staircase;
+ else return Skyscraper;
+ }
+ ],
+ found_in [;
+ if (self has static) {
+ if (location == Skyscraper or THIEF_Bottom_of_staircase)
+ rtrue;
+ else rfalse;
+ }
+ ! else rtrue????
+ ],
+ describe [;
+ ! we force a describe routine here, rather than use
+ ! when_open/closed due to the results that happen
+ ! after an obj has been moved (which the door will be).
+ if (self hasnt static)
+ "^There's an unattached door lying on the ground here.";
+ else {
+ if (self has open) {
+ print "^There's an open door to the";
+ if (location == Skyscraper)
+ " east.";
+ else
+ " west.";
+ }
+ else {
+ print "^There's a closed door";
+ if (location == Skyscraper)
+ " in the eastern wall.";
+ else
+ " to the west.";
+ }
+ }
+ ],
+ time_left 0,
+ time_out [;
+ ! after timeout -- Thief locks the door
+ give self ~open locked;
+ if ((location == THIEF_Bottom_of_staircase) ||
+ (location == THIEF_Ent) ||
+ (location == THIEF_Foyer) ||
+ (location == THIEF_Lounge) ||
+ (location == THIEF_Storeroom)) {
+ print "^Suddenly, out of the shadows springs a \
+gentleman dressed in black! ~How did you get in here!~ he \
+cries. Quicker than lightning, he envelopes you in his dark \
+cape, which seems to fade into shadows, leaving you in...^";
+ PlayerTo(Skyscraper);
+ rtrue;
+ }
+ if (location == Skyscraper)
+ "^Out of the shadows, a gentleman dressed in \
+black appears! He sees the door to the east and seems \
+somewhat annoyed. ~Much too busy for unexpected guests,~ \
+you hear him say as he slips through the door and closes \
+it behind him. Moments later you hear the sound of a lock \
+closing on the other side.^";
+ ],
+ before [;
+ Enter:
+ if (self has static) {
+ if (location == Skyscraper) <<Go e_obj>>;
+ else <<Go w_obj>>;
+ }
+ else
+ "Since the door doesn't currently lead anywhere, \
+entering it seems pointless.";
+ Open:
+ if (self hasnt static)
+ "The door opens onto...thin air. Without a \
+doorway to attach to, it's not terribly useful, it appears.";
+ if ((self has static) && (self hasnt open) &&
+ (self hasnt general)) {
+ give self general;
+ give self open;
+ StartTimer(magic_door,15);
+ "The door opens. There's a dark chamber \
+on the other side, which seems all but impossible, given \
+that the wall previously appeared solid!";
+ }
+ Close:
+ if (self hasnt static)
+ "You close the door, which at this moment \
+means you turn the movable door to a new angle. Without a \
+doorway to attach to, it's not terribly useful, it seems.";
+ Drop:
+ if (location == Skyscraper) {
+ move self to Skyscraper;
+ give self static;
+ Skyscraper.e_to = magic_door;
+ THIEF_Bottom_of_staircase.w_to = magic_door;
+ "As you drop the door, it leaps off the ground \
+and flies towards the eastern wall! Amazingly, it seems to \
+attach itself to the eastern wall!";
+ }
+ ],
+ has door openable;
+
+