+Object drywall "drywall" office
+ with name 'drywall' 'dry' 'wall',
+ before [;
+ Take, Pull, Push, PushDir, Turn:
+ print_ret "Taking that would achieve little.";
+ ],
+ has scenery;
+
+Object insulation "insulation" office
+ with name 'insulation',
+ before [;
+ Take, Pull, Push, PushDir, Turn:
+ print_ret "Taking that would achieve little.";
+ ],
+ has scenery;
+
+Object bullethole "bullet hole" desk
+ with name 'bullet' 'hole' 'holes',
+ with description
+ "Looks to have come from something that's capable of
+ doing a lot of damage.",
+ found_in desk bedroom,
+ has scenery;
+
+Object window "window" office
+ with name 'window' 'windows',
+ description
+ "The window faces the east side of the cabin. It's broken,
+ letting in the cold air from outside.",
+ short_name [;
+ if (location == office)
+ print "window";
+ else
+ print "window into the cabin";
+ return true;
+ ],
+ found_in office eastofcabin,
+ door_dir [;
+ if (location == office)
+ return e_to;
+ else
+ return w_to;
+ ],
+ door_to [;
+ if (location == office)
+ return eastofcabin;
+ else
+ return office;
+ ],
+ before [;
+ Search:
+ print_ret "The window faces the east side of the cabin.";
+ Open, Close:
+ print_ret
+ "The window's broken so it's not clear how
+ you'd do that.";
+ ],
+ has scenery door openable open;
+
+Object kitchenette "Kitchenette"
+ with description
+ "The kitchenette is empty. A sink, you think, though it's
+ hard to tell what's a pipe and what's a faucet. A
+ refrigerator, standing open and empty. The door has been
+ ripped off. There's no indication as to where it
+ went. There's no food anywhere in here.",
+ e_to mainroom,
+ has light;
+
+Object refrigerator "refrigerator" kitchenette
+ with name 'fridge' 'refrigerator',
+ with description
+ "An old rusty refrigerator, standing open and empty. The
+ door has been ripped off. There's no indication as to
+ where it went.",
+ before [;
+ Take, Pull, Push, PushDir, Turn:
+ print_ret (The) self, " is too heavy for that.";
+ Open, Close:
+ print_ret (The) self, " door is missing.";
+ ],
+ has scenery enterable container openable open;
+
+Object sink "sink" kitchenette
+ with name 'sink' 'pipe' 'faucet',
+ with description
+ "A sink, you think, though it's hard to tell what's a
+ pipe and what's a faucet.",
+ after [;
+ SwitchOn:
+ print_ret
+ "Pipes from in the walls make a groaning sound,
+ almost like pain and despair. No water comes out.";
+ ],
+ has scenery container switchable;
+
+Object bedroom "Bedroom"
+ with description
+ "This bedroom is small and cramped, and looks like a
+ major fight happened as the exterior wall has bullet
+ holes. The bed is lying on the floor, torn to shreds. It
+ has no sheets, just a bare mattress.",
+ s_to mainroom,
+ has light;
+
+Object bed "bed" bedroom
+ with name 'bed' 'mattress',
+ with description "The mattress is bare and empty.",
+ before [;
+ Take, Pull, Push, PushDir, Turn:
+ print_ret (The) self, " is too heavy for that.";
+ ],
+ has scenery supporter;
+
+Object suitcase "suitcase" bedroom
+ with name 'suitcase' 'case',
+ with description
+ "The suitcase is made of a light metallic material that
+ you can't quite make out. The color of it is somewhere
+ between silver and grey.",
+ has container open openable;
+
+Object snowsuit "snowsuit" suitcase
+ with name 'snowsuit' 'snow' 'suit',
+ with description
+ "The snowsuit is blue, decorated with white and purple
+ designs. On the chest is a large emblem with the letters
+ ~CE~ in purple.",
+ before [;
+ Wear:
+ if (snowshoes in player && snowshoes has worn) {
+ print_ret "The snowsuit can't fit over the snowshoes.";
+ }
+ Disrobe, Remove:
+ if (snowshoes in player && snowshoes has worn) {
+ print_ret "The snowsuit can't be taken off over the snowshoes.";
+ }
+ ],
+ daemon [;
+ if (location ~= mainroom && location ~= office && location ~=
+ kitchenette && location ~= bedroom && location ~= thedark &&
+ snowsuit hasnt worn) {
+ body_temperature = --body_temperature;
+ }
+ if (location == mainroom || location == office || location ==
+ kitchenette || location == bedroom || snowsuit has worn && body_temperature
+ < 20) {
+ body_temperature = ++body_temperature;
+ }
+ if (body_temperature == 0) {
+ deadflag = 4;
+ }
+ if (body_temperature <= 5)
+ print_ret
+ "You're shivering uncontrollably, and it's hard
+ to move. You feel very exhausted and drowsy. It's
+ all you can do to keep from falling over.";
+ if (body_temperature > 5 && location ~= mainroom && location
+ ~= office && location ~= kitchenette && location ~= bedroom
+ && location ~= thedark && snowsuit hasnt worn) {
+ switch (body_temperature) {
+ 19:
+ "The feeling of cold overwhelms you. Surely the cold will get to
+ you before anything else does. Right?";
+ 18:
+ "You can feel yourself getting colder and colder.";
+ 17:
+ "You can see your own breath freezing in the air, forming little
+ clouds.";
+ 16:
+ "You shiver in the cold.";
+ 15:
+ "You continue to shiver in the cold.";
+ 14:
+ "Your hands grow numb from the cold.";
+ 13:
+ "You continue shivering in order to keep warm.";
+ 12:
+ "Your shivering grows worse as your body becomes colder by the
+ minute.";
+ 11:
+ "Your teeth begin to chatter as you desperately try to warm
+ yourself up.";
+ 10:
+ "Your shivering intensifies as your body begins to freeze over
+ from the cold.";
+ 9:
+ "Your fingers become stiff and you feel sharp pains all over your
+ body.";
+ 8:
+ "The cold has gotten to a point where it is too much for you. You
+ begin to shiver uncontrollably.";
+ 7:
+ "Your eyesight begins to fade and you can't even feel yourself
+ shivering anymore.";
+ 6:
+ "You can feel your body shutting down from the cold as you slowly
+ begin to lose consciousness.";
+ }
+ }
+ ],
+ has clothing;
+
+Object snowshoes "snowshoes" bedroom
+ with name 'snowshoe' 'snowshoes' 'snow' 'boot' 'boots' 'shoe' 'shoes'
+ 'metal' 'frame',
+ with description
+ "They're light blue in color and have a thick, hard
+ rubber bottom that's attached to a metal frame that keeps
+ you from sinking into the snow. They look to be warm and
+ comfortable.",
+ after [;
+ Wear:
+ print_ret (The) self,
+ " fit perfectly and go up to your
+ knees.";
+ ],
+ daemon [;
+ if (location ~= mainroom && location ~= office && location ~=
+ kitchenette && location ~= bedroom && location ~= thedark &&
+ location ~= eastofcabin && snowshoes hasnt worn) {
+ deadflag = 3;
+ }
+ ],
+ has pluralname clothing;
+
+Object southofcabin "South Of Cabin"
+ with description [;
+ print
+ "The wind is howling, and there's snow flying
+ everywhere.^";
+ if (snowsuit hasnt worn)
+ print
+ "^It's really cold and you're not dressed for
+ this weather.^";
+ if (frontdoor has open) {
+ check_for_cabin_lighting();
+ }
+ ],
+ n_to frontdoor,
+ s_to forest,
+ e_to eastofcabin,
+ w_to westofcabin,
+ has light;
+
+Object truckspot "Forest"
+ with description
+ "The blizzard is still going on. You don't think it's
+ letting up anytime soon. There is a blue and white
+ pickup truck here. It looks like it got stuck in the snow
+ and is slowly being covered by it. The windows are iced
+ up and you can't see inside.",
+ before [;
+ Go:
+ PlayerTo(forest);
+ ];
+
+Object truck "blue and white pickup truck" truckspot
+ with name 'pickup' 'truck' 'door',
+ with description
+ "The blue and white pickup truck looks old and battered.
+ The paint has chipped and faded. The windows are iced up
+ and you can't see inside.",
+ before [;
+ Take, Pull, Push, PushDir, Turn:
+ print_ret (The) self, " is too heavy for that.";
+ Search:
+ print_ret
+ "The windows are iced up and you can't see
+ inside.";
+ Enter, Open, GoIn:
+ print_ret (The) self, " is frozen shut.";
+ ],
+ has scenery supporter enterable openable;
+
+[ print_forest_description;
+ if (location ~= thedark) {
+ switch (forest_location) {
+ 1:
+ print_ret
+ "It's not getting any easier to move in this
+ blizzard. You can barely see five feet ahead of you.
+ The wind is really strong. You try to remember the
+ survival tips you've read on the internet, but
+ frankly, you don't remember most of them right now.
+ You just want this awful nightmare to end.";
+ 2:
+ print_ret
+ "You can't see anything through the blizzard. The
+ snow is drifting and piling up around you, making
+ movement almost impossible. You can't see your hand
+ in front of your face. The wind is bitterly cold. The
+ situation is looking very grim. Your life feels as if
+ it is slowly ebbing away in the relentless grip of
+ the snowstorm.";
+ 3:
+ print_ret
+ "You plow through the heavy snowfall. You're cold,
+ tired, miserable, and desperate to get out of this
+ mess. The wind is howling like a banshee. You can
+ barely keep moving. You wish you had the powers of a
+ superhero right now. You try to persevere. You push
+ on despite the bitter cold and the heavy snowfall as
+ you come to a fork. There are two ways to go here,
+ one is going up a hill to the south. The other way is
+ continuing through the woods to the north.";
+ 4:
+ print_ret
+ "You trudge through the snow. The wind is howling
+ louder than ever. It's almost as if you're lost in a
+ white, endless void.";
+ 5:
+ print_ret
+ "You continue your way through the snowy white void,
+ what with the snow piling up around you. This is
+ getting really old, really fast. It's hard to tell
+ which direction is which. You wonder if you might be
+ going in circles and end up wandering around forever,
+ never finding your way out of this white void.";
+ 6:
+ print_ret
+ "You wander around in the impenetrable white void.
+ The snowfall is still as heavy as ever. You're unsure
+ of which way to go. There's no left, right, backward
+ or forward. There's nothing but endless, unchanging
+ whiteness. You could be wandering aimlessly in any
+ direction right now and you wouldn't know the
+ difference.";
+ 7:
+ PlayerTo(truckspot);
+ 8:
+ print_ret
+ "You keep wandering through endless whiteness. It
+ feels like you've been wandering for hours, but
+ that's probably just your perception of time slipping
+ away. You keep trudging through the heavy snowfall,
+ not knowing if you're even going in any particular
+ direction anymore. You hope that, as long as you keep
+ moving, you'll eventually find a way out of this
+ frozen wasteland.";
+ 9:
+ print_ret
+ "You wander around through the white void. There's
+ nothing here but you, the snowfall, and the fierce
+ wind howling through this frozen landscape. You start
+ to get disoriented. You don't know if you're going in
+ circles or what, but you start to feel that this
+ frozen, lifeless landscape is sucking away your very
+ life force.";
+ 10:
+ print_ret
+ "This isn't just a place of cold and ice - it's
+ other-worldly. You're in danger here. You have to
+ keep moving. Sleep is not an option when you're in a
+ place like this. You have to escape. Somehow, you
+ know that staying here is a death sentence.";
+ 11:
+ print_ret
+ "The wind starts starts to pick up as it begins
+ howling louder than ever. You look around the barren
+ landscape, but there's nothing nearby except snow.
+ You don't even see any trees to break the force of
+ this terrible wind. The snowfall is still as heavy as
+ ever. You can barely see where you are going.";
+ 12:
+ print_ret
+ "The snowfall is still as heavy as ever. The wind is
+ howling louder than ever. You can barely see where
+ you are going. This place is so desolate and barren.
+ As you continue trudging through the snow, you wonder
+ if you're actually moving in the right direction.";
+ 13:
+ print_ret
+ "The endless snowfall makes it difficult to see where
+ you're going. It feels like you're lost in a maze of
+ snow without a map. Out of the corner of your eye,
+ you spot a tall, shadowy figure lingering at the edge
+ of your vision. When you turn to look at it directly,
+ however, it disappears. You think you're going mad.";
+ 14:
+ print_ret
+ "You continue walking. You're not sure that you're
+ going in the right direction but you can't stop now.
+ You must find a way out of this frozen wasteland.
+ There has to be something here besides endless snow.
+ You won't give up. You can't give up.";
+ 15:
+ print_ret
+ "You hear a horrible howl in the distance or is it
+ the wind? Looking around you see nothing in this
+ barren landscape but snow. You're not sure what to
+ make of it, but you don't want to stick around to
+ find out. You keep walking. The wind is really
+ picking up now and the snowfall is getting heavier.";
+ 16:
+ print_ret
+ "The wind is now a shrieking banshee, freezing and
+ relentless, as it throws the snow into your face,
+ blinding you. Every step you take is hard-fought. The
+ whole world is white. You can't see anything, but you
+ must keep going. There is no choice. You have no idea
+ where you are.";
+ 17:
+ print_ret
+ "The blizzard rages, but you continue to press on.
+ It's hard to walk against the brutal winds. Every
+ step is an effort. You can barely see anything, and
+ you stumble forward. You're determined to live but
+ the blizzard doesn't seem to care whether you live or
+ die. It just keeps howling and shrieking.";
+ 18:
+ print_ret
+ "The wind screams in your ears and you can't see
+ anything. It's as if you're in a sea of white. You
+ trudge on and try to keep your spirits up and not let
+ the snowstorm get to you. The wind knocks you down on
+ your hands and knees. You get back up, but you're
+ slipping and sliding all over the place.";
+ 19:
+ print_ret
+ "Can't go back. Can't go forward. You can't even see
+ where you are. The snowstorm has made it impossible
+ to see anything more than a few feet in front of you.
+ Nothing makes any sense and you feel like you're
+ starting to go in circles.";
+ 20:
+ print_ret
+ "You hope you're going the right way. You can't let
+ the snowstorm get the best of you. You have to keep
+ going. As you walk you try to keep your mind occupied
+ with anything other than the storm. You really have
+ no idea how far you've come or in what direction.";
+ 21:
+ print_ret
+ "You keep walking and walking. You can't tell where
+ the white sky and white ground begin and end. You
+ don't even know if you're walking in a circle or not.
+ The snowfall is so thick that you can barely see your
+ hand if you hold it right in front of your face.";
+ 22:
+ deadflag = 2;
+ print_ret
+ "You see something in the distance but can't make it
+ out. You walk toward it to find out that it's the
+ hotel. You collapse in the lobby as the hotel staff
+ rush over to you.";
+ }
+ }
+];
+
+Object forest "Forest"
+ with description [;
+ print_forest_description();
+ ],
+ before [;
+ Go:
+ if (location == thedark) {
+ DarkToDark();
+ }
+ if (noun == d_obj || noun == u_obj) {
+ print_ret "You can't go that way.";
+ }
+ forest_location = forest_location++;
+ ],
+ cant_go print_forest_description;
+
+[ check_for_cabin_lighting;
+ if (lightbulb has on) {
+ print
+ "The light from inside the cabin only penetrates a few
+ feet from the building. ";
+ }
+ else
+ if (lantern in player && lantern has on) {
+ print
+ "The lantern provides the only source of
+ light. ";
+ }
+ if (location has light)
+ print
+ "The snow stings your face and you can barely see three feet in
+ front of you. ";
+ if (snowshoes in player && snowshoes has worn) {
+ print
+ "The snowshoes are doing their job by making sure
+ you don't sink into the snow.^";
+ }
+];
+
+Object eastofcabin "East Of Cabin"
+ with description [;
+ print "It's dark outside. ";
+ check_for_cabin_lighting();
+ ],
+ w_to window,
+ s_to southofcabin,
+ has light;
+
+Object westofcabin "West Of Cabin"
+ with description
+ "The snow is falling so fast that you can barely see
+ anything. You can't even be sure you're going in the right
+ direction.",
+ s_to southofcabin,
+ has light;
+