#Ifdef UUID_ARRAY;
#Endif;
Global lantern_fuel_left = 20;
+Global flashlight_battery_power_left = 50;
Global body_temperature = 20;
Global cabin_has_electricity = 1;
Global forest_location = 1;
If not, contact the place you got it from.^^";
Include "parser";
Include "verblib";
-Release 3;
-Serial "220611";
+Release 4;
+Serial "221129";
+
+Include "src/hotel.inf";
Object mainroom "Main Room"
with description
print_ret
"You can't fit through the window while
wearing the snow shoes.";
- }
- if (eastofcabin hasnt visited) {
- score = score + 1;
- give office visited;
+ if (eastofcabin hasnt visited) {
+ score = score + 1;
+ give office visited;
+ }
}
],
w_to mainroom,
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. The main room is to
- the south.",
+ holes. There's a bare mattress, torn to shreds. The main
+ room is to the south.",
s_to mainroom,
has light;
}
],
daemon [;
- if (location ~= mainroom && location ~= office && location ~=
- kitchenette && location ~= bedroom && location ~= thedark &&
- snowsuit hasnt worn) {
+ if (location == northofcabin || location == southofcabin ||
+ location == westofcabin || location == truckspot || location
+ == backpacklocation || location == forest && snowsuit hasnt
+ worn) {
body_temperature = --body_temperature;
}
if (location == mainroom || location == office || location ==
knees.";
],
daemon [;
- if (location ~= mainroom && location ~= office && location ~=
- kitchenette && location ~= bedroom && location ~= thedark &&
- location ~= eastofcabin && snowshoes hasnt worn) {
+ if (location == northofcabin || location == southofcabin ||
+ location == westofcabin || location == truckspot || location
+ == backpacklocation || location == forest && snowshoes hasnt
+ worn) {
deadflag = 3;
}
],
}
give flashlight light;
SwitchOff:
- give lantern ~light;
+ give flashlight ~light;
],
has switchable;
yourself at a console. The hallucination quickly
fades.";
15:
- deadflag = 2;
- print_ret
+ print
"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.";
+ rush over to you.^";
+ PlayerTo(lobby1);
}
}
];
return false;
];
+Object cabin "cabin" mainroom
+ with name 'cabin',
+ found_in mainroom bedroom office kitchenette southofcabin eastofcabin
+ northofcabin westofcabin,
+ before [;
+ Enter, Exit:
+ print_ret
+ "You'll have to say which compass direction to go
+ in.";
+ ],
+ has scenery;
+
Object snowmobile "snowmobile" thedark
with name 'snowmobile',
daemon [;
snowmobile_location = random(14);
if (location == forest && forest_location == snowmobile_location)
{
- deadflag = 2;
- print_ret
+ print
"A snowmobile approaches. The person says they
- saw your light and came to rescue you.";
+ saw your light and came to rescue you.^";
+ PlayerTo(lobby1);
}
return true;
],
* 'through' / 'out' / 'via' noun -> Climb;
Extend 'go'
- * 'through' / 'out' / 'via' noun -> Enter;
\ No newline at end of file
+ * 'through' / 'out' / 'via' noun -> Enter;
+
+Extend 'go' first
+ * 'out' / 'outside' -> VagueGo;
+
+Extend 'go' first
+ * 'out' / 'outside' / 'outside' 'of' noun -> VagueGo;
+
+Extend 'go' first
+ * 'in' / 'into' / 'inside' -> VagueGo;
+
+Extend 'go' first
+ * 'in' / 'into' / 'inside' / 'inside' 'of' noun -> VagueGo;
+
+Extend 'exit' first
+ * noun -> VagueGo;
+
+Extend 'leave' first
+ * noun -> VagueGo;
\ No newline at end of file