X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=src%2Fsnowed-in.inf;h=d13860b8f497af5dae42a2993527355667cc404a;hb=80afd19c71cabec8920d876aa2c5aebe7cf2e455;hp=5f5f70787ab6dc49a241b1982d324219e9e4582f;hpb=351fcad42efbe4b60fee09fe598c6061890f7c8d;p=snowed-in.git diff --git a/src/snowed-in.inf b/src/snowed-in.inf index 5f5f707..d13860b 100644 --- a/src/snowed-in.inf +++ b/src/snowed-in.inf @@ -1,4 +1,4 @@ -! Copyright (C) 2021 Jason Self +! Copyright (C) 2021, 2022 Jason Self ! ! This file is free software: you may copy, redistribute and/or ! modify it under the terms of the GNU Affero General Public License @@ -13,6 +13,10 @@ ! You should have received a copy of the GNU Affero General Public ! License along with this file. If not, see https://gnu.org/licenses/ Global lantern_fuel_left = 20; +Global body_temperature = 20; +Global cabin_has_electricity = 1; +Global forest_location = 1; +Constant NO_SCORE; Constant DEATH_MENTION_UNDO; Constant Story "Snowed In"; Constant Headline @@ -21,7 +25,7 @@ Constant Headline ^Ongoing development: https://jxself.org/git/?p=snowed-in.git ^Send bugs and feedback by email to j@@64jxself.org. ^IFID DE9FA2E5-4EC7-4166-9218-E56EFA1DF40F - ^Copyright (C) 2021 Jason Self + ^Copyright (C) 2021, 2022 Jason Self ^You can change and share this game under the terms of the GNU Affero General Public License as published by the Free Software Foundation (FSF), either version 3 of the License, or (at your @@ -32,8 +36,8 @@ Constant Headline If not, contact the place you got it from.^^"; Include "parser"; Include "verblib"; -Release 0; -Serial "210405"; +Release 1; +Serial "220528"; Object mainroom "Main Room" with description @@ -46,10 +50,45 @@ Object mainroom "Main Room" kitchenette can be found to the west. There's a doorway in the south wall leading outside.", n_to bedroom, + s_to frontdoor, e_to office, w_to kitchenette, has light; +Object frontdoor "front door" mainroom + with name 'door' 'front', + description + "The wooden door is made of thick oak wood with the shape + of a bear claw engraved in it.", + short_name [; + if (location == mainroom) + print "door to the outside"; + else + print "door to the cabin"; + return true; + ], + found_in mainroom southofcabin, + door_dir [; + if (location == mainroom) + return s_to; + else + return n_to; + ], + door_to [; + if (location == mainroom) + return southofcabin; + else + return mainroom; + ], + has scenery door openable; + +Object bearclaw "bear claw" mainroom + with name 'bear' 'claw', + with description + "It's in the shape of a thin, sharp claw with three jagged + points at the top of it.", + has scenery; + Object sofa "sofa" mainroom with name 'sofa' 'couch', with description @@ -64,8 +103,8 @@ Object sofa "sofa" mainroom Object coffeetable "coffee table" mainroom with name 'coffee' 'table', with description - "The old coffee table looks as if it's had quite a bit - of use. There are burn marks covering it and the paint is + "The old coffee table looks as if it's had quite a bit of + use. There are burn marks covering it and the paint is worn off in most places.", before [; Take, Pull, Push, PushDir, Turn: @@ -76,9 +115,11 @@ Object coffeetable "coffee table" mainroom Object lantern "copper lantern" coffeetable with name 'lantern' 'copper' 'lamp', description - "This is an exceptionally beautiful lamp. About eleven + "This is an exceptionally beautiful lantern, made of + fired copper, and polished until it shines. About eleven inches high, with a base of about 5 inches or so in - diameter and a large, brass-closed hook at the top. The + diameter and a large, brass-closed hook at the top. A + rainbow of unique colors run through the copper. The glass in the lamp has a fresnel type of design, which is used to distribute light widely.", time_left, @@ -89,8 +130,9 @@ Object lantern "copper lantern" coffeetable give lantern ~light; StopDaemon(lantern); print_ret - "The lantern has run out of fuel and is now - off."; + "Suddenly, the lantern's flame begins to flicker + violently within its glass prison and then + extinguishes itself."; } ], before [; @@ -101,8 +143,8 @@ Object lantern "copper lantern" coffeetable } else { print_ret - "The lantern is out of fuel and cannot be turned - on."; + "You snap the switch a few times, but nothing + happens."; } SwitchOff: StopTimer(lantern); @@ -119,8 +161,8 @@ Object lantern "copper lantern" coffeetable Object television "flat-screen TV" mainroom with name 'TV' 'television' 'flat' 'screen' 'flat-screen', with description - "The flat-screen TV looks fairly modern but it's - been broken in a fight and the screen is dangling out.", + "The flat-screen TV looks fairly modern but it's been + broken in a fight and the screen is dangling out.", before [; Take, Pull, Push, PushDir, Turn: print_ret (The) self, " is firmly mounted to the wall."; @@ -131,7 +173,7 @@ Object television "flat-screen TV" mainroom comes to life in one last valiant attempt to be useful. Your favorite news program is on: U.S. News And Grue Report. The news anchor is giving a - warning of Grue sightings in the area of the + warning of grue sightings in the area of the forest before the television finally dies.^"; give television visited; } @@ -156,9 +198,9 @@ Object lightsocket "light socket" mainroom print "Put "; print (a) noun; print_ret - " into the light socket? Maybe you should come with a - warning label because you contain more than a trace - amount of nut."; + " into the light socket? Maybe you should come + with a warning label because you contain more than + a trace amount of nut."; } if (noun == lightbulb && light has on) { give mainroom light; @@ -166,6 +208,7 @@ Object lightsocket "light socket" mainroom give kitchenette light; give bedroom light; give eastofcabin light; + give southofcabin light; } ], has scenery container transparent open; @@ -175,11 +218,19 @@ Object lightbulb "light bulb" lightsocket before [; SwitchOn: if (lightbulb in lightsocket) { - give mainroom light; - give office light; - give kitchenette light; - give bedroom light; - give eastofcabin light; + if (cabin_has_electricity == 1) { + give mainroom light; + give office light; + give kitchenette light; + give bedroom light; + give eastofcabin light; + give southofcabin light; + } + else { + print_ret + "You flip the switch a few times, but nothing + happens."; + } } else { print_ret @@ -195,6 +246,7 @@ Object lightbulb "light bulb" lightsocket give kitchenette ~light; give bedroom ~light; give eastofcabin ~light; + give southofcabin ~light; ], has switchable on; @@ -205,6 +257,15 @@ Object office "Office" broken, letting in the cold air from outside. Chunks of drywall and insulation cover the floor. The desk has a bullet hole through the middle.", + before [; + Go: + if (noun == e_obj) { + if (snowshoes has worn) + print_ret + "You can't fit through the window while + wearing the snow shoes."; + } + ], w_to mainroom, e_to window, has light; @@ -389,7 +450,7 @@ Object bed "bed" bedroom has scenery supporter; Object suitcase "suitcase" bedroom - with name 'suitcase', + 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 @@ -400,22 +461,85 @@ 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.", + designs. On the chest are the letters ~CE~ in purple.", before [; Wear: if (snowshoes in player && snowshoes has worn) { print_ret "The snowsuit can't fit over the snowshoes."; } - Remove: + 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 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 @@ -428,34 +552,325 @@ Object snowshoes "snowshoes" bedroom knees."; ], daemon [; - if (location ~= mainroom && location ~= office && location ~= kitchenette - && location ~= bedroom && snowshoes hasnt worn) { + if (location ~= mainroom && location ~= office && location ~= + kitchenette && location ~= bedroom && location ~= thedark && + location ~= eastofcabin && snowshoes hasnt worn) { deadflag = 3; } ], has pluralname clothing; -Object eastofcabin "East Of Cabin" +Object southofcabin "South Of Cabin" with description [; - print "It's dark outside. "; - if (lightbulb has on) { + print + "The wind is howling, and there's snow flying + everywhere. "; + if (snowsuit hasnt worn) 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. "; + "It's really cold and you're not dressed for + this weather. "; + ! if (frontdoor has open) { + check_for_cabin_lighting(); + ! } + if (cabin_has_electricity == 1) { + if (television has visited || computer has visited) { + print "The grue set a trap for you to come outside. "; } - if (snowshoes in player && snowshoes has worn) { print - "The snowshoes are doing their job by making sure - you don't sink into the snow."; + "Your last memory is of a large log attached to ropes on + neighboring trees as it collides with your face."; + deadflag = 1; + } + print "^"; + ], + 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: + forest_location = forest_location++; + PlayerTo(forest, 1); + ]; + +Object truck "blue and white pickup truck" truckspot + with name 'pickup' 'truck' 'door' 'doors', + 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; + +Object backpacklocation "Forest" + with description + "You keep walking and walking. The snowfall is still as + heavy as ever. As you continue trudging through the snow, + you wonder if you're actually moving in the right + direction. You can't see anything through the blizzard. + You wonder if you might be going in circles and end up + wandering around forever, never finding your way out of + this white void. You're unsure of which way to go. The + snowfall is so thick that you can barely see your hand if + you hold it right in front of your face. You have no idea + how far you've come or in what direction.", + before [; + Go: + forest_location = forest_location++; + PlayerTo(forest, 1); + ]; + +Object backpack "backpack" backpacklocation + with name 'backpack' 'back' 'pack' 'blood', + with description + "The backpack is of medium size, black, with three white + stripes running vertically on the back. The middle stripe + is broken up by a red line running down the center of it + toward the bottom of the backpack. On the side are the + letters ~CE~ in purple. The backpack is covered in blood, + as if the owner met with an untimely demise.", + has clothing container openable; + +Object flashlight "flashlight" backpack + with name 'flashlight' 'flash' 'light' 'torch', + description + "It looks like a cheap red plastic model, about eight + inches long.", + before [; + SwitchOn: + give flashlight light; + SwitchOff: + give lantern ~light; + ], + has switchable; + +[ print_forest_description; + if (location ~= thedark) { + switch (forest_location) { + 1: + print_ret + "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 involves a hill to the south. The + other way is continuing through the woods to the + north."; + 2: + print_ret + "The wind is bitterly cold. You plow through the + snowfall, which is still as heavy as ever. You can + barely see where you are going, making it hard to + tell which direction is which. 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 continue + walking. The wind is howling louder than ever. The + endless snowfall makes it difficult to see where + you're going. You can't tell where the white sky and + white ground begin and end."; + 3: + PlayerTo(truckspot); + 4: + print_ret + "You trudge through the snow. The wind is really + strong and howling like a banshee. 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. The whole + world is white. You can barely see five feet ahead of + you. You hope you're going the right way. This place + is so desolate and barren."; + 5: + print_ret + "You think you might can see a large figure stepping + out of the trees and moving in the distance but the + wind is blowing hard and whipping up massive amounts + of snow, making it hard to tell for sure. Your breath + billows out in huge clouds. If it keeps blowing like + this, you're not sure if you'll ever be able to get + back. Snow whirls through the air as a gust of wind + picks up speed. The howling gets louder and more + intense. There's no left, right, backward or forward. + There's nothing but endless, unchanging whiteness."; + 6: + PlayerTo(backpacklocation); + 7: + print_ret + "It feels like you're lost in a maze of snow without + a map. You keep trudging through the heavy snowfall, + not knowing if you're even going in any particular + direction anymore. The wind is really picking up now + and the snowfall is getting heavier. You have to keep + going. You can't let the snowstorm get the best of + you. You can't give up. You must find a way out of + this frozen wasteland. The snowstorm has made it + impossible to see anything more than a few feet in + front of you."; + 8: + print_ret + "The wind is now a shrieking banshee, freezing and + relentless, as it throws the snow into your face, + blinding you. It's hard to walk against the brutal + winds. You can't see anything, but you must keep + going. There is no choice. You continue your way + through the snowy white void, what with the snow + piling up around you. The wind screams in your ears + and you can't see anything. Can't go back. Can't go + forward. You can't even see where you are. You hope + that, as long as you keep moving, you'll eventually + find a way out of this frozen wasteland."; + 9: + print_ret + "The blizzard rages, but you continue to press on. + There's nothing here but you, the snowfall, and the + fierce wind howling through this frozen landscape. + This isn't just a place of cold and ice - it's + other-worldly. You trudge on and try to keep your + spirits up and not let the snowstorm get to you. Every + step is an effort. You wish you had the powers of a + superhero right now. You can barely see where you are + going. The wind knocks you down on your hands and + knees. You get back up, but you're slipping and + sliding all over the place."; + 10: + print_ret + "You wander around in the impenetrable white void. + The wind is howling louder than ever. You try to + persevere. 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. You can't see your hand in front of your face. + You can barely keep moving. Every step you take is + hard-fought. You just want this awful nightmare to + end. You begin to feel sleepy but you're in danger + here. You have to keep moving. Sleep is not an option + when you're in a place like this."; + 11: + print_ret + "You try to remember the survival tips you've read + on the internet, but frankly, you don't remember most + of them right now. As you walk you try to keep your + mind occupied with anything other than the storm. + Nothing makes any sense and you feel like you're + starting to go in circles. The wind starts starts to + pick up as it begins howling louder than ever. You're + determined to live but the blizzard doesn't seem to + care whether you live or die. It just keeps howling + and shrieking. It's not getting any easier to move in + this blizzard."; + 12: + print_ret + "You keep walking. The snow is drifting and piling + up around you, making movement almost impossible. You + look around the barren landscape, but there's nothing + nearby except snow. It's almost as if you're lost in + a white, endless void. You start to get disoriented. + You don't even know if you're walking in a circle or + not. The situation is looking very grim. Your life + feels as if it is slowly ebbing away in the + relentless grip of the snowstorm. It feels like + you've been wandering for hours, but that's probably + just your perception of time slipping away."; + 13: + print_ret + "You can barely see anything, and you stumble + forward. You could be wandering aimlessly in any + direction right now and you wouldn't know the + difference. It's as if you're in a sea of white. + You're not sure that you're going in the right + direction but you can't stop now. There has to be + something here besides endless snow. You know that + staying here is a death sentence. You have to escape. + You're cold, tired, miserable, and desperate to get + out of this mess. You have no idea where you are. You + keep wandering through endless whiteness. You won't + give up."; + 14: + 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. "; + } + if (location == eastofcabin) { + print "^"; + } +]; + +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; [ Initialise; @@ -466,7 +881,7 @@ Object eastofcabin "East Of Cabin" print "You're trapped in a snowstorm while visiting the forest during your vacation to a small rural town. This is the worst - snowstorm in more than 40 years. If only you has listened to + snowstorm in more than 40 years. If only you had listened to the news. Well, it's too late for that. The snow has been falling for the past seven hours and shows no signs of stopping anytime soon. You need to get back to your hotel in @@ -475,15 +890,31 @@ Object eastofcabin "East Of Cabin" not dressed for this weather.^"; StartDaemon(lantern); StartDaemon(snowshoes); + StartDaemon(snowsuit); + StartDaemon(grue); ]; [ DeathMessage; if (deadflag == 3) + print "You sink into the deep snow and are unable to move."; + if (deadflag == 4) print - "You sink into the deep snow and are unable to move. - It's only a matter of time until your light source dies and the grue - comes. Or until you freeze to death. Or both. I wonder if the grue - likes a popsicle."; + "Finally, you succumb to the cold. Your mind goes blank as + you slip away into the endless darkness and the deep sleep + of death."; +]; + +! Don't have 'take all' take the lightbulb in the mainroom of the +! cabin + +[ ChooseObjects obj code; + if (code < 2) { + if (obj has scenery) + return 2; + rfalse; + } + if (obj == lightbulb) + return 0; ]; [ InScope; @@ -497,26 +928,66 @@ Object eastofcabin "East Of Cabin" Object grue "grue" thedark with article "the", name 'grue' 'monster', - each_turn [; - StartDaemon(self); - ], - turns_active, + grue_active_around_cabin, + grue_active_in_the_dark, daemon [; - if (location ~= thedark) { - self.turns_active = 0; - StopDaemon(self); - return true; + if (location == thedark) { + switch (++(self.grue_active_in_the_dark)) { + 1: + "^You hear horrible gurgling sounds in the dark."; + 2: + "^You hear the clink of razor-sharp claws nearby."; + 3: + deadflag = 1; + "^Your last memory is of the slavering fangs of the + horrible Grue as it claims you for a meal."; + } } - switch (++(self.turns_active)) { - 1: - "^You hear horrible gurgling sounds in the dark."; - 2: - "^You hear the clink of razor-sharp claws nearby."; - 3: - deadflag = 1; - "^Your last memory is of the slavering fangs of the - horrible Grue as it claims you for a meal."; + if (location == mainroom || location == office || location == + kitchenette || location == bedroom) { + switch (++(self.grue_active_around_cabin)) { + 1: + "^You hear the wind howling outside, if it is the wind."; + 2: + "^You hear horrible gurgling sounds outside."; + 3: + "^The noise outside gets louder."; + 4: + "^You hear the sound of shuffling feet outside."; + 5: + "^You hear something sniffing around the cabin."; + 6: + "^You hear a deep guttural sound from outside that sends a chill down your spine."; + 7: + "^You hear something scratching on the cabin walls from outside."; + 8: + "^You hear something howl outside. It's a chilling, mournful wail that sends a chill down your spine."; + 9: + "^A thunderous CRACK can be heard coming from outside."; + 10: + "^There's a sudden crashing sound as something is thrown against the cabin walls."; + 11: + "^Something begins to beat against the walls of the cabin, as if trying to to break in. It makes a loud, thunderous noise."; + 12: + "^The wind is howling and the walls are being beaten so hard it feels like the cabin is shaking."; + 13: + "^Suddenly, there's ominous silence from outside the cabin."; + } + } + if (location == mainroom || location == office || location == + kitchenette || location == bedroom && self.grue_active_around_cabin + == 15) { + print "^The lights flicker and suddenly go out.^"; + cabin_has_electricity = 0; + give lightbulb ~on; + give mainroom ~light; + give office ~light; + give kitchenette ~light; + give bedroom ~light; + give eastofcabin ~light; + give southofcabin ~light; } + return true; ], has scenery;