1 ! Copyright (C) 2021, 2022 Jason Self <j@jxself.org>
3 ! This file is free software: you may copy, redistribute and/or
4 ! modify it under the terms of the GNU Affero General Public License
5 ! as published by the Free Software Foundation, either version 3 of
6 ! the License, or (at your option) any later version.
8 ! This file is distributed in the hope that it will be useful, but
9 ! WITHOUT ANY WARRANTY; without even the implied warranty of
10 ! MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
11 ! Affero General Public License for more details.
13 ! You should have received a copy of the GNU Affero General Public
14 ! License along with this file. If not, see https://gnu.org/licenses/
15 Global lantern_fuel_left = 20;
16 Global body_temperature = 20;
17 Global cabin_has_electricity = 1;
18 Global forest_location = 1;
19 Global snowmobile_location = 0;
21 Constant DEATH_MENTION_UNDO;
22 Constant Story "Snowed In";
24 "^A work of interactive fiction.
25 ^If you get stuck try typing HELP.
26 ^Ongoing development: https://jxself.org/git/?p=snowed-in.git
27 ^Send bugs and feedback by email to j@@64jxself.org.
28 ^IFID DE9FA2E5-4EC7-4166-9218-E56EFA1DF40F
29 ^Copyright (C) 2021, 2022 Jason Self <j@@64jxself.org>
30 ^You can change and share this game under the terms of the GNU
31 Affero General Public License as published by the Free Software
32 Foundation (FSF), either version 3 of the License, or (at your
33 option) any later version published by the FSF. See the GNU Affero
34 General Public License for more details.^^You should have received
35 a copy of this game's source code along with a copy of the GNU
36 Affero General Public License so that you can know your rights.
37 If not, contact the place you got it from.^^";
43 Object mainroom "Main Room"
45 "This room is a total wreck - it looks like a major fight
46 happened in here. There's a ripped up sofa and a broken
47 old coffee table in the middle of the room. A flat-screen
48 TV is mounted against the wall, with the screen dangling
49 out. This cabin has three other rooms. There's an office
50 area to the east, and a bedroom to the north. A
51 kitchenette can be found to the west. There's a doorway
52 in the south wall leading outside.",
59 Object frontdoor "front door" mainroom
60 with name 'door' 'front',
62 "The wooden door is made of thick oak wood with the shape
63 of a bear claw engraved in it.",
65 if (location == mainroom)
66 print "door to the outside";
68 print "door to the cabin";
71 found_in mainroom southofcabin,
73 if (location == mainroom)
79 if (location == mainroom)
84 has scenery door openable;
86 Object bearclaw "bear claw" mainroom
87 with name 'bear' 'claw',
89 "It's in the shape of a thin, sharp claw with three jagged
90 points at the top of it.",
93 Object sofa "sofa" mainroom
94 with name 'sofa' 'couch',
96 "The sofa is in poor shape. The upholstery is ripped and
97 there are several holes in it.",
99 Take, Pull, Push, PushDir, Turn:
100 print_ret (The) self, " is too heavy for that.";
102 has scenery supporter enterable;
104 Object coffeetable "coffee table" mainroom
105 with name 'coffee' 'table',
107 "The old coffee table looks as if it's had quite a bit of
108 use. There are burn marks covering it and the paint is
109 worn off in most places.",
111 Take, Pull, Push, PushDir, Turn:
112 print_ret (The) self, " is too heavy for that.";
114 has scenery supporter enterable;
116 Object lantern "copper lantern" coffeetable
117 with name 'lantern' 'copper' 'lamp',
119 "This is an exceptionally beautiful lantern, made of
120 fired copper, and polished until it shines. About eleven
121 inches high, with a base of about 5 inches or so in
122 diameter and a large, brass-closed hook at the top. A
123 rainbow of unique colors run through the copper. The
124 glass in the lamp has a fresnel type of design, which is
125 used to distribute light widely.",
128 if (lantern has on) {
129 lantern_fuel_left = 0;
134 "Suddenly, the lantern's flame begins to flicker
135 violently within its glass prison and then
136 extinguishes itself.";
141 if (lantern_fuel_left > 0) {
143 StartTimer(lantern, lantern_fuel_left);
147 "You snap the switch a few times, but nothing
156 lantern_fuel_left = lantern.time_left;
157 if (lantern has on && lantern_fuel_left <= 5)
158 print_ret "The lantern's fuel runs low.";
162 Object television "flat-screen TV" mainroom
163 with name 'TV' 'television' 'flat' 'screen' 'flat-screen',
165 "The flat-screen TV looks fairly modern but it's been
166 broken in a fight and the screen is dangling out.",
168 Take, Pull, Push, PushDir, Turn:
169 print_ret (The) self, " is firmly mounted to the wall.";
171 if (television hasnt visited) {
173 "Despite the significant damage, the television
174 comes to life in one last valiant attempt to be
175 useful. Your favorite news program is on: U.S.
176 News And Grue Report. The news anchor is giving a
177 warning of grue sightings in the area of the
178 forest before the television finally dies.^";
179 give television visited;
183 "The flat-screen TV is broken and can't be
188 has scenery switchable;
190 Object lightsocket "light socket" mainroom
191 with name 'socket' 'lightsocket',
193 Take, Pull, Push, PushDir, Turn:
195 "You don't have the tools to remove a light
198 if (noun ~= lightbulb) {
202 " into the light socket? Maybe you should come
203 with a warning label because you contain more than
204 a trace amount of nut.";
206 if (noun == lightbulb && lightbulb has on) {
209 give kitchenette light;
211 give eastofcabin light;
212 give southofcabin light;
215 has scenery container transparent open;
217 Object lightbulb "light bulb" lightsocket
218 with name 'light' 'bulb' 'lightbulb',
221 if (lightbulb in lightsocket) {
222 if (cabin_has_electricity == 1) {
225 give kitchenette light;
227 give eastofcabin light;
228 give southofcabin light;
232 "You flip the switch a few times, but nothing
238 "Turn on a lightbulb when it's not in the
239 socket? What a strange idea.";
243 Take, Pull, Push, PushDir, Turn, SwitchOff:
245 give mainroom ~light;
247 give kitchenette ~light;
249 give eastofcabin ~light;
250 give southofcabin ~light;
254 Object office "Office"
256 "There seems to have been quite a fight in here. The room
257 is a wreck. Holes are in the walls and the window is
258 broken, letting in the cold air from outside. Chunks of
259 drywall and insulation cover the floor. The desk has a
260 bullet hole through the middle.",
264 if (snowshoes has worn)
266 "You can't fit through the window while
267 wearing the snow shoes.";
274 Object desk "solid oak desk" office
275 with name 'solid' 'oak' 'desk',
277 "The desk is old and made of solid oak. The right side of
278 it has been smashed and all of the drawers have been
279 removed. A bullet hole goes straight through the middle of
282 Take, Pull, Push, PushDir, Turn:
283 print_ret (The) self, " is too heavy for that.";
285 has scenery supporter enterable;
287 Object businesscard "business card" desk
288 with name 'business' 'card',
290 "The business card is white and has blacked edges. It
291 bears the name ~Lasting Solutions~, a local data recovery
292 company, in bold letters on the top. The company's
293 website URL is printed in blue at the bottom.";
295 Object salesreceipt "sales receipt" desk
296 with name 'sales' 'receipt',
298 "The sales receipt is for $200, dated three years ago.
299 It's printed on old tractor feed printer paper and bears
300 the name ~Lasting Solutions~, a local data recovery
301 company. A handwritten note is scrawled on the bottom:
302 ~Start working on these hard drives soon.~";
304 Object computer "computer" desk
305 with name 'computer' 'PC',
307 "It's a heavy older model that appears to have been
308 seriously damaged in a fight. It's clearly on its last
309 legs but is perhaps still useful.",
311 Take, Pull, Push, PushDir, Turn:
312 print_ret (The) self, " is too heavy for that.";
314 if (computer hasnt visited) {
316 "The computer makes some concerning noises while
317 lights on the front also illuminate. The last
318 file is quickly displayed. ~If anyone else reads
319 this, you're in serious danger. I've been fighting
320 a ferocious grue for the last three days. I'm
321 almost out of supplies and can't last much
322 longer. I'm going to take the last of the supplies
323 and escape through the office window in a
324 last-ditch effort to get away and get back into
325 town. I hope I can make it.~ The computer then
326 makes a sickly sound and finally dies as some
327 smoke comes out of it.^";
328 give computer visited;
332 "The display briefly flickers but nothing
339 Object drywall "drywall" office
340 with name 'drywall' 'dry' 'wall',
342 Take, Pull, Push, PushDir, Turn:
343 print_ret "Taking that would achieve little.";
347 Object insulation "insulation" office
348 with name 'insulation',
350 Take, Pull, Push, PushDir, Turn:
351 print_ret "Taking that would achieve little.";
355 Object bullethole "bullet hole" desk
356 with name 'bullet' 'hole' 'holes',
358 "Looks to have come from something that's capable of
359 doing a lot of damage.",
360 found_in desk bedroom,
363 Object window "window" office
364 with name 'window' 'windows',
366 "The window faces the east side of the cabin. It's broken,
367 letting in the cold air from outside.",
369 if (location == office)
372 print "window into the cabin";
375 found_in office eastofcabin,
377 if (location == office)
383 if (location == office)
390 print_ret "The window faces the east side of the cabin.";
393 "The window's broken so it's not clear how
396 has scenery door openable open;
398 Object kitchenette "Kitchenette"
400 "The kitchenette is empty. A sink, you think, though it's
401 hard to tell what's a pipe and what's a faucet. A
402 refrigerator, standing open and empty. The door has been
403 ripped off. There's no indication as to where it
404 went. There's no food anywhere in here.",
408 Object refrigerator "refrigerator" kitchenette
409 with name 'fridge' 'refrigerator',
411 "An old rusty refrigerator, standing open and empty. The
412 door has been ripped off. There's no indication as to
415 Take, Pull, Push, PushDir, Turn:
416 print_ret (The) self, " is too heavy for that.";
418 print_ret (The) self, " door is missing.";
420 has scenery enterable container openable open;
422 Object sink "sink" kitchenette
423 with name 'sink' 'pipe' 'faucet',
425 "A sink, you think, though it's hard to tell what's a
426 pipe and what's a faucet.",
430 "Pipes from in the walls make a groaning sound,
431 almost like pain and despair. No water comes out.";
433 has scenery container switchable;
435 Object bedroom "Bedroom"
437 "This bedroom is small and cramped, and looks like a
438 major fight happened as the exterior wall has bullet
439 holes. The bed is lying on the floor, torn to shreds. It
440 has no sheets, just a bare mattress.",
444 Object bed "bed" bedroom
445 with name 'bed' 'mattress',
446 with description "The mattress is bare and empty.",
448 Take, Pull, Push, PushDir, Turn:
449 print_ret (The) self, " is too heavy for that.";
451 has scenery supporter;
453 Object suitcase "suitcase" bedroom
454 with name 'suitcase' 'case',
456 "The suitcase is made of a light metallic material that
457 you can't quite make out. The color of it is somewhere
458 between silver and grey.",
459 has container open openable;
461 Object snowsuit "snowsuit" suitcase
462 with name 'snowsuit' 'snow' 'suit',
464 "The snowsuit is blue, decorated with white and purple
465 designs. On the chest are the letters ~CE~ in purple.",
468 if (snowshoes in player && snowshoes has worn) {
469 print_ret "The snowsuit can't fit over the snowshoes.";
472 if (snowshoes in player && snowshoes has worn) {
473 print_ret "The snowsuit can't be taken off over the snowshoes.";
477 if (location ~= mainroom && location ~= office && location ~=
478 kitchenette && location ~= bedroom && location ~= thedark &&
479 snowsuit hasnt worn) {
480 body_temperature = --body_temperature;
482 if (location == mainroom || location == office || location ==
483 kitchenette || location == bedroom || snowsuit has worn && body_temperature
485 body_temperature = ++body_temperature;
487 if (body_temperature == 0) {
490 if (body_temperature <= 5)
492 "You're shivering uncontrollably, and it's hard
493 to move. You feel very exhausted and drowsy. It's
494 all you can do to keep from falling over.";
495 if (body_temperature > 5 && location ~= mainroom && location
496 ~= office && location ~= kitchenette && location ~= bedroom
497 && location ~= thedark && snowsuit hasnt worn) {
498 switch (body_temperature) {
500 "The feeling of cold overwhelms you. Surely the cold will get to
501 you before anything else does. Right?";
503 "You can feel yourself getting colder and colder.";
505 "You can see your own breath freezing in the air, forming little
508 "You shiver in the cold.";
510 "You continue to shiver in the cold.";
512 "Your hands grow numb from the cold.";
514 "You continue shivering in order to keep warm.";
516 "Your shivering grows worse as your body becomes colder by the
519 "Your teeth begin to chatter as you desperately try to warm
522 "Your shivering intensifies as your body begins to freeze over
525 "Your fingers become stiff and you feel sharp pains all over your
528 "The cold has gotten to a point where it is too much for you. You
529 begin to shiver uncontrollably.";
531 "Your eyesight begins to fade and you can't even feel yourself
534 "You can feel your body shutting down from the cold as you slowly
535 begin to lose consciousness.";
541 Object snowshoes "snowshoes" bedroom
542 with name 'snowshoe' 'snowshoes' 'snow' 'boot' 'boots' 'shoe' 'shoes'
545 "They're light blue in color and have a thick, hard
546 rubber bottom that's attached to a metal frame that keeps
547 you from sinking into the snow. They look to be warm and
551 print_ret (The) self,
552 " fit perfectly and go up to your
556 if (location ~= mainroom && location ~= office && location ~=
557 kitchenette && location ~= bedroom && location ~= thedark &&
558 location ~= eastofcabin && snowshoes hasnt worn) {
562 has pluralname clothing;
564 Object southofcabin "South Of Cabin"
567 "The wind is howling, and there's snow flying
568 everywhere. The snow buildup seems to get higher to
570 if (snowsuit hasnt worn)
572 "It's really cold and you're not dressed for
574 if (frontdoor has open) {
575 check_for_cabin_lighting();
577 if (snowshoes has worn && lantern in player && eastofcabin hasnt
578 visited && lantern_fuel_left > 0) {
589 Object truckspot "Forest"
591 "The blizzard is still going on. You don't think it's
592 letting up any time soon. There is a blue and white
593 pickup truck here. It looks like it got stuck in the snow
594 and is slowly being covered by it. The windows are iced
595 up and you can't see inside.",
598 forest_location = forest_location++;
602 Object truck "blue and white pickup truck" truckspot
603 with name 'pickup' 'truck' 'door' 'doors',
605 "The blue and white pickup truck looks old and battered.
606 The paint has chipped and faded. The windows are iced up
607 and you can't see inside.",
609 Take, Pull, Push, PushDir, Turn:
610 print_ret (The) self, " is too heavy for that.";
613 "The windows are iced up and you can't see
616 print_ret (The) self, " is frozen shut.";
618 has scenery supporter enterable openable;
620 Object backpacklocation "Forest"
622 "You keep walking and walking. The snowfall is still as
623 heavy as ever. As you continue trudging through the snow,
624 you wonder if you're actually moving in the right
625 direction. You can't see anything through the blizzard.
626 You wonder if you might be going in circles and end up
627 wandering around forever, never finding your way out of
628 this white void. You're unsure of which way to go. The
629 snowfall is so thick that you can barely see your hand if
630 you hold it right in front of your face. You have no idea
631 how far you've come or in what direction.",
634 forest_location = forest_location++;
638 Object backpack "backpack" backpacklocation
639 with name 'backpack' 'back' 'pack' 'blood',
641 "The backpack is of medium size, black, with three white
642 stripes running vertically on the back. The middle stripe
643 is broken up by a red line running down the center of it
644 toward the bottom of the backpack. On the side are the
645 letters ~CE~ in purple. The backpack is covered in blood,
646 as if the owner met with an untimely demise.",
647 has clothing container openable;
649 Object flashlight "flashlight" backpack
650 with name 'flashlight' 'flash' 'light' 'torch',
652 "It looks like a cheap red plastic model, about eight
656 give flashlight light;
662 [ print_forest_description;
663 if (location ~= thedark) {
664 switch (forest_location) {
667 "You push on despite the bitter cold and the heavy
668 snowfall as you come to a fork. There are two ways to
669 go here, one involves a hill to the south. The
670 other way is continuing through the woods to the
674 "The wind is bitterly cold. You plow through the
675 snowfall, which is still as heavy as ever. You can
676 barely see where you are going, making it hard to
677 tell which direction is which. Out of the corner of
678 your eye, you spot a tall, shadowy figure lingering
679 at the edge of your vision. When you turn to look at
680 it directly, however, it disappears. You continue
681 walking. The wind is howling louder than ever. The
682 endless snowfall makes it difficult to see where
683 you're going. You can't tell where the white sky and
684 white ground begin and end.";
689 "You trudge through the snow. The wind is really
690 strong and howling like a banshee. You hear a horrible
691 howl in the distance or is it the wind? Looking
692 around you see nothing in this barren landscape but
693 snow. You're not sure what to make of it, but you
694 don't want to stick around to find out. The whole
695 world is white. You can barely see five feet ahead of
696 you. You hope you're going the right way. This place
697 is so desolate and barren.";
700 "You think you might can see a large figure stepping
701 out of the trees and moving in the distance but the
702 wind is blowing hard and whipping up massive amounts
703 of snow, making it hard to tell for sure. Your breath
704 billows out in huge clouds. If it keeps blowing like
705 this, you're not sure if you'll ever be able to get
706 back. Snow whirls through the air as a gust of wind
707 picks up speed. The howling gets louder and more
708 intense. There's no left, right, backward or forward.
709 There's nothing but endless, unchanging whiteness.";
711 PlayerTo(backpacklocation);
714 "It feels like you're lost in a maze of snow without
715 a map. You keep trudging through the heavy snowfall,
716 not knowing if you're even going in any particular
717 direction anymore. The wind is really picking up now
718 and the snowfall is getting heavier. You have to keep
719 going. You can't let the snowstorm get the best of
720 you. You can't give up. You must find a way out of
721 this frozen wasteland. The snowstorm has made it
722 impossible to see anything more than a few feet in
726 "The wind is now a shrieking banshee, freezing and
727 relentless, as it throws the snow into your face,
728 blinding you. It's hard to walk against the brutal
729 winds. You can't see anything, but you must keep
730 going. There is no choice. You continue your way
731 through the snowy white void, what with the snow
732 piling up around you. The wind screams in your ears
733 and you can't see anything. Can't go back. Can't go
734 forward. You can't even see where you are. You hope
735 that, as long as you keep moving, you'll eventually
736 find a way out of this frozen wasteland.";
739 "The blizzard rages, but you continue to press on.
740 There's nothing here but you, the snowfall, and the
741 fierce wind howling through this frozen landscape.
742 This isn't just a place of cold and ice - it's
743 other-worldly. You trudge on and try to keep your
744 spirits up and not let the snowstorm get to you. Every
745 step is an effort. You wish you had the powers of a
746 superhero right now. You can barely see where you are
747 going. The wind knocks you down on your hands and
748 knees. You get back up, but you're slipping and
749 sliding all over the place.";
752 "You wander around in the impenetrable white void.
753 The wind is howling louder than ever. You try to
754 persevere. You don't know if you're going in circles
755 or what, but you start to feel that this frozen,
756 lifeless landscape is sucking away your very life
757 force. You can't see your hand in front of your face.
758 You can barely keep moving. Every step you take is
759 hard-fought. You just want this awful nightmare to
760 end. You begin to feel sleepy but you're in danger
761 here. You have to keep moving. Sleep is not an option
762 when you're in a place like this.";
765 "You try to remember the survival tips you've read
766 on the internet, but frankly, you don't remember most
767 of them right now. As you walk you try to keep your
768 mind occupied with anything other than the storm.
769 Nothing makes any sense and you feel like you're
770 starting to go in circles. The wind starts starts to
771 pick up as it begins howling louder than ever. You're
772 determined to live but the blizzard doesn't seem to
773 care whether you live or die. It just keeps howling
774 and shrieking. It's not getting any easier to move in
778 "You keep walking. The snow is drifting and piling
779 up around you, making movement almost impossible. You
780 look around the barren landscape, but there's nothing
781 nearby except snow. It's almost as if you're lost in
782 a white, endless void. You start to get disoriented.
783 You don't even know if you're walking in a circle or
784 not. The situation is looking very grim. Your life
785 feels as if it is slowly ebbing away in the
786 relentless grip of the snowstorm. It feels like
787 you've been wandering for hours, but that's probably
788 just your perception of time slipping away.";
791 "You can barely see anything, and you stumble
792 forward. You could be wandering aimlessly in any
793 direction right now and you wouldn't know the
794 difference. It's as if you're in a sea of white.
795 You're not sure that you're going in the right
796 direction but you can't stop now. There has to be
797 something here besides endless snow. You know that
798 staying here is a death sentence. You have to escape.
799 You're cold, tired, miserable, and desperate to get
800 out of this mess. You have no idea where you are. You
801 keep wandering through endless whiteness. You won't
806 "You see something in the distance but can't make it
807 out. You walk toward it to find out that it's the
808 hotel. You collapse in the lobby as the hotel staff
814 Object forest "Forest"
816 print_forest_description();
820 if (location == thedark) {
823 if (noun == d_obj || noun == u_obj) {
824 print_ret "You can't go that way.";
826 forest_location = forest_location++;
828 cant_go print_forest_description;
831 if (television has visited || computer has visited) {
833 "The grue is waiting behind a snowbank in
834 the distance, away from the light. ";
837 "From somewhere off in the dark distance, far away from the
838 light, a rock is hurled in your direction. It hits the
839 lantern, breaking it, and putting it out of commission. ";
842 lantern_fuel_left = 0;
846 [ check_for_cabin_lighting;
847 if (lightbulb has on) {
849 "The light from inside the cabin only penetrates a few
850 feet from the building. ";
853 if (lantern in player && lantern has on) {
855 "The lantern provides the only source of
858 if (location has light)
860 "The snow stings your face and you can barely see three feet in
862 if (snowshoes in player && snowshoes has worn) {
864 "The snowshoes are doing their job by making sure
865 you don't sink into the snow. ";
869 Object eastofcabin "East Of Cabin"
871 print "It's dark outside. ";
872 check_for_cabin_lighting();
873 if (cabin_has_electricity == 1 && lantern in player && lantern_fuel_left
882 "The snow buildup is is too great to continue in that
889 "You're on the roof of the cabin, although it's hard
890 to tell where the snow buildup ends and the roof
891 begins. You can make out the trees around the cabin,
892 but you can't see very far out into the snowfield
894 if (roof hasnt visited)
896 " You hear a snowmobile approaching in the
897 distance. Is it your salvation? The snowmobile
898 quickly zooms by in front of the cabin and
899 disappears into the forest.";
900 StartDaemon(snowmobile);
901 if (roof has visited)
903 " There seems to be no movement, no sound, no
908 cant_go "Walking off the edge of a roof seems unwise.";
910 Object northofcabin "North Of Cabin"
912 "You're on the north side of the cabin. The wind is
913 howling and the snow is coming down; falling too fast to
914 see well. The snow buildup here is so great that it's
915 almost level with the cabin's roof, which is to the
920 cant_go "It's too steep to go in that direction safely.";
922 Object westofcabin "West Of Cabin"
924 "The snow is falling so fast that you can barely see
925 anything. You can't even be sure you're going in the right
926 direction. The snow buildup gets taller to the north.",
930 "The snow buildup is is too great to continue in that
935 thedark.description =
936 "It is pitch black. You are likely to be eaten
939 "You're trapped in a snowstorm while visiting the forest
940 during your vacation to a small rural town. This is the worst
941 snowstorm in more than 40 years. If only you had listened to
942 the news. Well, it's too late for that. The snow has been
943 falling for the past seven hours and shows no signs of
944 stopping any time soon. You need to get back to your hotel in
945 the town. You finally manage to find an old cabin in the
946 woods and get inside but have no idea where you are. You're
947 not dressed for this weather, and it's getting dark outside.^";
948 StartDaemon(lantern);
949 StartDaemon(snowshoes);
950 StartDaemon(snowsuit);
956 print "You sink into the deep snow and are unable to move.";
959 "Finally, you succumb to the cold. Your mind goes blank as
960 you slip away into the endless darkness and the deep sleep
964 ! Don't have 'take all' take the lightbulb in the mainroom of the
967 [ ChooseObjects obj code;
973 if (obj == lightbulb)
978 if (location == thedark && real_location == mainroom) {
979 PlaceInScope(lightsocket);
980 PlaceInScope(lightbulb);
985 Object snowmobile "snowmobile" thedark
986 with name 'snowmobile',
988 snowmobile_location = random(13);
989 if (location == forest && forest_location == snowmobile_location)
993 "You hear a snowmobile approaching in the
994 distance. The person says they saw your light and
995 came to rescue you.";
1001 Object grue "grue" thedark
1003 name 'grue' 'monster',
1004 grue_active_around_cabin,
1005 grue_active_in_the_dark,
1007 if (location == thedark) {
1008 switch (++(self.grue_active_in_the_dark)) {
1010 "^You hear horrible gurgling sounds in the dark.";
1012 "^You hear the clink of razor-sharp claws nearby.";
1015 "^Your last memory is of the slavering fangs of the
1016 horrible Grue as it claims you for a meal.";
1019 if (location == mainroom || location == office || location ==
1020 kitchenette || location == bedroom) {
1021 switch (++(self.grue_active_around_cabin)) {
1023 "^You hear the wind howling outside, if it is the wind.";
1025 "^You hear horrible gurgling sounds outside.";
1027 "^The noise outside gets louder.";
1029 "^You hear the sound of shuffling feet outside.";
1031 "^You hear something sniffing around the cabin.";
1033 "^You hear a deep guttural sound from outside that sends a chill down your spine.";
1035 "^You hear something scratching on the cabin walls from outside.";
1037 "^You hear something howl outside. It's a chilling, mournful wail that sends a chill down your spine.";
1039 "^A thunderous CRACK can be heard coming from outside.";
1041 "^There's a sudden crashing sound as something is thrown against the cabin walls.";
1043 "^Something begins to beat against the walls of the cabin, as if trying to to break in. It makes a loud, thunderous noise.";
1045 "^The wind is howling and the walls are being beaten so hard it feels like the cabin is shaking.";
1047 "^Suddenly, there's ominous silence from outside the cabin.";
1050 if (location == mainroom || location == office || location ==
1051 kitchenette || location == bedroom && self.grue_active_around_cabin
1053 print "^The lights flicker and suddenly go out.^";
1054 cabin_has_electricity = 0;
1056 give mainroom ~light;
1058 give kitchenette ~light;
1059 give bedroom ~light;
1060 give eastofcabin ~light;
1061 give southofcabin ~light;
1069 "Oh, no! You have walked into the slavering fangs of a lurking
1075 "^If you need help try some of the commands from:
1076 ^http://pr-if.org/doc/play-if-card/^";
1080 print "Nothing obvious happens.^";
1110 * 'through' / 'out' / 'via' noun -> Go;
1113 * 'through' / 'out' / 'via' noun -> Go;
1116 * 'through' / 'out' / 'via' noun -> Go;
1119 * 'through' / 'out' / 'via' noun -> Go;
1122 * 'through' / 'out' / 'via' noun -> Go;