From: Jason Self Date: Sun, 2 May 2021 06:05:20 +0000 (-0700) Subject: Update to serial 210501 X-Git-Tag: r1~10 X-Git-Url: https://jxself.org/git/?p=snowed-in.git;a=commitdiff_plain;h=c6a10247806e5f57c32b85eed58fe80c0e0c4a1d Update to serial 210501 --- diff --git a/src/snowed-in.inf b/src/snowed-in.inf index 5f5f707..30b8043 100644 --- a/src/snowed-in.inf +++ b/src/snowed-in.inf @@ -13,6 +13,8 @@ ! 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; Constant DEATH_MENTION_UNDO; Constant Story "Snowed In"; Constant Headline @@ -33,7 +35,7 @@ Constant Headline Include "parser"; Include "verblib"; Release 0; -Serial "210405"; +Serial "210501"; Object mainroom "Main Room" with description @@ -46,10 +48,45 @@ 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 +101,8 @@ 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 +113,10 @@ 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. 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 +127,9 @@ 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 +140,8 @@ 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 +158,8 @@ 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."; @@ -156,9 +195,9 @@ 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; @@ -175,11 +214,18 @@ 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; + } + else { + print_ret + "You flip the switch a few times, but nothing + happens."; + } } else { print_ret @@ -407,15 +453,80 @@ Object snowsuit "snowsuit" suitcase 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; + print body_temperature; + } + if (location == mainroom || location == office || location == + kitchenette || location == bedroom || location ~= thedark || + 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 @@ -428,13 +539,29 @@ 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 && + 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."; + print + " The snow stings your face and you + can barely see three feet in front of you.^"; + ], + n_to frontdoor, + e_to eastofcabin, + has light; + Object eastofcabin "East Of Cabin" with description [; print "It's dark outside. "; @@ -452,10 +579,11 @@ Object eastofcabin "East Of Cabin" if (snowshoes in player && snowshoes has worn) { print "The snowshoes are doing their job by making sure - you don't sink into the snow."; + you don't sink into the snow.^"; } ], w_to window, + s_to southofcabin, has light; [ Initialise; @@ -475,15 +603,31 @@ 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 +641,65 @@ 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 a deep guttural sound from outside that sends a chill down your spine."; + 6: + "^You hear something sniffing around the cabin."; + 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; + } + return true; ], has scenery;