From 4735684fda26f5e4d299156be206484104b85b80 Mon Sep 17 00:00:00 2001 From: Jason Self Date: Sun, 14 Jul 2019 15:19:52 -0700 Subject: [PATCH] Restyle the source code --- the-mall.inf | 476 +++++++++++++++++++++++++++++---------------------- 1 file changed, 270 insertions(+), 206 deletions(-) diff --git a/the-mall.inf b/the-mall.inf index d90dcdb..2584eb0 100644 --- a/the-mall.inf +++ b/the-mall.inf @@ -12,223 +12,287 @@ ! ! You should have received a copy of the GNU Affero General Public ! License along with this file. If not, see https://gnu.org/licenses/ - Constant NO_SCORE; Constant Story "The Mall"; -Constant Headline "^By Jason Self^ -If you get stuck try typing HELP.^ -This game gives you freedom; you can change and share it under the -terms of the GNU Affero General Public License as published by the -Free Software Foundation, either version 3 of the License, or (at your -option) any later version. See the GNU Affero General Public License -for details.^ -IFID 1AB626D5-E03F-4F03-836C-50F65B643B9B^"; +Constant Headline + "^By Jason Self^ + If you get stuck try typing HELP.^ + ^Send bugs and feedback by email to j@@64jxself.org. + ^Copyright (C) 2019 Jason Self + This game gives you freedom; you can change and share it under + the terms of the GNU Affero General Public License as published by + the Free Software Foundation, either version 3 of the License, or + (at your option) any later version. See the GNU Affero General + Public License for details.^ + IFID 1AB626D5-E03F-4F03-836C-50F65B643B9B^"; Include "parser"; Include "verblib"; Release 0; -Serial "190323"; - -Object bank "Bank of Zork" -with description "The local branch of the Bank of Zork, the - largest banking institution of the Great Underground Empire. - The walls are redpainted and there is a distinct wash of pine - and sandalwood that hovers in the air. Beyond the lobby of the - bank, to the north, lies the vault. The air there is dark-- - almost heavy-- and thick with the scents of fresh paper and - silver and copper. A darkened office sits to the south. As - with all branches of the Bank of Zork, a portrait of J. - Pierpont Flathead hangs on the wall.", -n_to vaultdoor, -s_to securityoffice, -w_to mall, -has light; - -Object closet "Closet" -with description "In the closet of the workshop, it is mostly - dark. Here lie the new supplies waiting to be taken out to - customers to make new teddy bears. Their beady eyes glisten as - they reflect the light from the workshop, their bodies - deflated in some places, bulging unnaturally in others.", -e_to workshop, -has light; - -object bears "teddy bears" closet -with name 'bear' 'bears' 'teddy' 'teddies' 'ted', -before [; Take,Pull,Push,PushDir: - print_ret "Shoplifting isn't the answer."; ], -has scenery; - -Object cookhouse "Cookhouse" -with description "The glowing letters atop indicate that this - restaurant is called ~The Cookhouse.~ There's a light - smokiness in the air, and the tables are covered in - soft-looking linen tablecloths. Although, since the mall - closed, all of the patrons have left.", -n_to mall, -has light; - -Object table2 "table" cookhouse -with name 'table', -has scenery supporter; - -Object tablecloth "tablecloth" table2 -with name 'tablecloth' 'linen' 'cloth', - description "It's made of soft-looking linen.", -before [; Take,Pull,Push,PushDir: - print_ret "Shoplifting isn't the answer."; ], -has scenery; - -Object securityoffice "Security Office" -with description "A small office belonging to the bank's security - officer. You scan the room, seeing a table and a large bulky - television.", -n_to bank, -has light; - -Object television "television" securityoffice -with name 'television' 'tv' 'screen' 'monitor', - description "It's big, gray, and one of those old-fashioned - CRT models.", -watch_count 0, -before [; Listen,Examine: - if (television has on) { - self.watch_count = self.watch_count + 1; - switch (self.watch_count) { - default: print "It's big, gray, and one of those old-fashioned - CRT models. It looks very heavy.^The TV is currently switched - on. It's showing grainy footage at odd angles from the vault's - security cameras.^"; return true; - } - }; - Take,Pull,Push,PushDir: - print_ret "The television is firmly attached to the wall."; - ], - after [; SwitchOn: - print "The television comes to life, showing grainy - footage at odd angles from the vault's security - cameras.^"; return true; - ], -has scenery switchable; - -Object table "table" securityoffice -with name 'table', - description "Made from metal, it looks to be a solid and - hefty table.", -has scenery supporter; - -Object coppercoin "copper coin" table -with name 'copper' 'coin' 'zorkmid', - description "The coin seems to be very old, in very poor - condition, and somewhat irregular in shape. The only things - clearly visible are what appears to be a name on one side: - Belwit The Flat and a date on the other: 699 GUE."; - -Object keycard "keycard" table -with name 'keycard' 'key' 'card', - description "The keycard is used to open things."; - -Object mall "Mall" -with description "You're in the main walkway. It's bright and clean - with stores all around. Pale light glimmers off the polished - tile like sunlight on water. The quietness of the closed mall - floats by as if on the wind. The mall's exit is to the - southwest.", -n_to workshop, -s_to cookhouse, -sw_to mallexit, -e_to bank, -w_to salon, -has light; - -Object mallexit "door" mall -with name 'door' 'exit', - description "A revolving door to the outside world, with the - word ~Exit~ written above. Sunlight streams crisply in - through the glass.", -with_key keycard, -before [; unlock: deadflag = 2; return true; - ], -has scenery openable locked; - -Object portrait "portrait" bank -with name 'portrait' 'picture' 'photo', - description "It's a portrait of J. Pierpont Flathead. His - portrait adorns every branch of the Bank of Zork.", -before [; Take,Pull,Push,PushDir: - print_ret (The) self, " is firmly attached to the wall."; ], -has scenery; - -Object salon "Salon" -with description [; print "You've just sauntered into a salon."; - if (salon hasnt visited) print " Suddenly you bump your head - on the ceiling, but it's not such a bad bump that it's going - to prevent you from looking at things."; - if (salon has visited) print " Remembering the low ceiling, - you take care not to bump your head."; print " Behind the - reception desk is a small display made up of backlit shampoos - and conditioners in various shades of translucent blue. - Continuing to the west is another room."; - new_line; ], -e_to mall, -w_to salon2, -has light; - -object desk "reception desk" salon -with name 'desk' 'reception', -has scenery; - -object shampoo "shampoos" salon -with name 'shampoo' 'shampoos' 'display', -before [; Take,Pull,Push,PushDir: - print_ret "Shoplifting isn't the answer."; ], -has scenery; - -object conditioner "conditioners" salon -with name 'conditioner' 'conditioners', -before [; Take,Pull,Push,PushDir: - print_ret "Shoplifting isn't the answer."; ], -has scenery; - -Object salon2 "Salon" -with description "This is a tranquil glasslit room where the - stylists would work on peoples' hair. You can imagine the - sounds of clipping shears and buzzing razors resounding - through the air with the clarity of a ringing bell when this - place is open.", -e_to salon, -has light; - -Object vaultdoor "vault door" bank - with name 'vault' 'safe', - description "A large, circular, and hefty door. The words - ~Manufactured By The Frobozz Magic Vault Company~ are engraved - around the edge.", - has scenery door openable locked; - -Object workshop "Bear Workshop" -with description "A workshop for making stuffed bears although by - now everything is put away. The workshop retains a pleasant - atmosphere. You should try going west.", -w_to closet, -s_to mall, -has light; +Serial "190714"; -[ Initialise; +Object bank "Bank of Zork" + with description + "The local branch of the Bank of Zork, the largest banking + institution of the Great Underground Empire. The walls are + redpainted and there is a distinct wash of pine and + sandalwood that hovers in the air. Beyond the lobby of the + bank, to the north, lies the vault. The air there is + dark-- almost heavy-- and thick with the scents of fresh + paper and silver and copper. A darkened office sits to the + south. As with all branches of the Bank of Zork, a + portrait of J. Pierpont Flathead hangs on the wall.", + n_to vaultdoor, + s_to securityoffice, + w_to mall, + has light; + +Object closet "Closet" + with description + "In the closet of the workshop, it is mostly dark. Here + lie the new supplies waiting to be taken out to customers + to make new teddy bears. Their beady eyes glisten as they + reflect the light from the workshop, their bodies deflated + in some places, bulging unnaturally in others.", + e_to workshop, + has light; + +Object bears "teddy bears" closet + with name 'bear' 'bears' 'teddy' 'teddies' 'ted', + before [; + Take, Pull, Push, PushDir: + print_ret "Shoplifting isn't the answer."; + ], + has scenery; + +Object cookhouse "Cookhouse" + with description + "The glowing letters atop indicate that this restaurant is + called ~The Cookhouse.~ There's a light smokiness in the + air, and the tables are covered in soft-looking linen + tablecloths. Although, since the mall closed, all of the + patrons have left.", + n_to mall, + has light; + +Object table2 "table" cookhouse + with name 'table', + has scenery supporter; + +Object tablecloth "tablecloth" table2 + with name 'tablecloth' 'linen' 'cloth', + description "It's made of soft-looking linen.", + before [; + Take, Pull, Push, PushDir: + print_ret "Shoplifting isn't the answer."; + ], + has scenery; + +Object securityoffice "Security Office" + with description + "A small office belonging to the bank's security officer. + You scan the room, seeing a table and a large bulky + television.", + n_to bank, + has light; + +Object television "television" securityoffice + with name 'television' 'tv' 'screen' 'monitor', + description + "It's big, gray, and one of those old-fashioned CRT + models.", + watch_count 0, + before [; + Listen, Examine: + if (television has on) { + self.watch_count = self.watch_count + 1; + switch (self.watch_count) { + default: + print + "It's big, gray, and one of those + old-fashioned CRT models. It looks very + heavy.^The TV is currently switched on. It's + showing grainy footage at odd angles from the + vault's security cameras.^"; + return true; + } + } + ; + Take, Pull, Push, PushDir: + print_ret "The television is firmly attached to the wall."; + ], + after [; + SwitchOn: + print + "The television comes to life, showing grainy footage + at odd angles from the vault's security cameras.^"; + return true; + ], + has scenery switchable; + +Object table "table" securityoffice + with name 'table', + description + "Made from metal, it looks to be a solid and hefty table.", + has scenery supporter; + +Object coppercoin "copper coin" table + with name 'copper' 'coin' 'zorkmid', + description + "The coin seems to be very old, in very poor condition, + and somewhat irregular in shape. The only things clearly + visible are what appears to be a name on one side: Belwit + The Flat and a date on the other: 699 GUE."; + +Object keycard "keycard" table + with name 'keycard' 'key' 'card', + description "The keycard is used to open things."; + +Object mall "Mall" + with description + "You're in the main walkway. It's bright and clean with + stores all around. Pale light glimmers off the polished + tile like sunlight on water. The quietness of the closed + mall floats by as if on the wind. The mall's exit is to + the southwest.", + n_to workshop, + s_to cookhouse, + sw_to mallexit, + e_to bank, + w_to salon, + has light; + +Object tile "tile" mall + with name 'tile' 'tiles', + has scenery; + +Object walkway "walkway" mall + with name 'walkway' 'hallway', + has scenery; - Location = mall; +Object stores "stores" mall + with name 'store' 'stores' 'shop' 'shops', + has scenery; - "^You fell asleep in the mall. Now it's closed, and the - exit's locked. Can you get out?"; +Object mallexit "door" mall + with name 'door' 'exit' 'glass', + description + "A revolving door to the outside world, with the word + ~Exit~ written above. Sunlight streams crisply in through + the glass.", + with_key keycard, + before [; + unlock: + deadflag = 2; + return true; + ], + has scenery openable locked; + +Object portrait "portrait" bank + with name 'portrait' 'picture' 'photo', + description + "It's a portrait of J. Pierpont Flathead. His portrait + adorns every branch of the Bank of Zork.", + before [; + Take, Pull, Push, PushDir: + print_ret (The) self, " is firmly attached to the wall."; + ], + has scenery; + +Object salon "Salon" + with description [; + print "You've just sauntered into a salon."; + if (salon hasnt visited) + print + " Suddenly you bump your head + on the ceiling, but it's not such a bad bump that it's going + to prevent you from looking at things."; + if (salon has visited) + print + " Remembering the low ceiling, + you take care not to bump your head."; + print + " Behind the reception desk is a small display made up + of backlit shampoos and conditioners in various shades + of translucent blue. Continuing to the west is another + room."; + new_line; + ], + e_to mall, + w_to salon2, + has light; + +Object desk "reception desk" salon + with name 'desk' 'reception', + has scenery; + +Object shampoo "shampoos" salon + with name 'shampoo' 'shampoos' 'display', + before [; + Take, Pull, Push, PushDir: + print_ret "Shoplifting isn't the answer."; + ], + has scenery; + +Object conditioner "conditioners" salon + with name 'conditioner' 'conditioners', + before [; + Take, Pull, Push, PushDir: + print_ret "Shoplifting isn't the answer."; + ], + has scenery; + +Object salon2 "Salon" + with description + "This is a tranquil glasslit room where the stylists + would work on peoples' hair. You can imagine the sounds of + clipping shears and buzzing razors resounding through the + air with the clarity of a ringing bell when this place is + open.", + e_to salon, + has light; + +Object vaultdoor "vault door" bank + with name 'vault' 'safe', + description + "A large, circular, and hefty door. The words + ~Manufactured By The Frobozz Magic Vault Company~ are + engraved around the edge.", + has scenery door openable locked; + +Object workshop "Bear Workshop" + with description + "A workshop for making stuffed bears although by now + everything is put away. The workshop retains a pleasant + atmosphere. You should try going west.", + w_to closet, + s_to mall, + has light; + +[ Initialise; + Location = mall; + "^You fell asleep in the mall. Now it's closed, and the exit's + locked. Can you get out?"; ]; -[ XyzzySub; "Nothing obvious happens."; ]; +[ XyzzySub; + "Nothing obvious happens."; +]; -[ HelpSub; "If you need help try some of the commands from: -^http://pr-if.org/doc/play-if-card/"; ]; +[ HelpSub; + "If you need help try some of the commands from: + ^http://pr-if.org/doc/play-if-card/"; +]; Include "grammar"; -Verb 'About' * -> Version; -Verb 'Info' * -> Version; -Verb 'Help' * -> Help; -Verb 'xyzzy' * -> Xyzzy; \ No newline at end of file +Verb 'About' + * -> Version; + +Verb 'Info' + * -> Version; + +Verb 'Help' + * -> Help; + +Verb 'xyzzy' + * -> Xyzzy; \ No newline at end of file -- 2.31.1