+++ /dev/null
-
-! *******************************************************************
-! ARAGIN.INF
-! -- Add-on for SPIRITWRAK (don't use alone!)
-! for Aragain city, royal grounds, possibly Barsap's Gambit
-! *******************************************************************
-
-
-Object ARAGAIN_GUSStop "Aragain North"
- with description "You are just north of the newly \
-built Aragain City. The general vicinity \
-is busy with important-looking people. \
-A stairway goes down here, \
-while a large walkway heads south into Aragain.",
- name "people" "stairway" "walkway",
- d_to ARAGAIN_GUSStation,
- s_to ARAGAIN_Entrance,
- has light;
-
-Object ARAGAIN_Entrance "Aragain Entrance"
- with description "Before you is a truly astounding sight. \
-A huge metal gate to the south blocks the entrance into the newly \
-built Aragain Royal Grounds. Worse yet, a seemingly \
-endless line of people stands before the gate. \
-They look like dignitaries, diplomats, or \
-just plain politicians. A walkway heads north.",
- name "walkway" "pastries",
- n_to ARAGAIN_GUSStop,
- s_to ARAGAIN_Entrance_gate,
- cant_go "The only interesting place seems to be past \
- that gate.",
- has light;
-
-Nearby line1 "line"
- with name "line" "people" "dignitaries" "diplomats" "politicians",
- description "A god-awful line of well-dressed people. You \
- notice that many of them are holding what appear \
- to be round pastries of some sort.",
- life [;
-default: "No one in the line seems to be paying you any attention.";
- ],
- before [;
- Cast:
- if (the_spell_was == espnis_spell)
-"A few people doze off as you canvass the line. They are \
-quickly replaced by others.";
- ],
- has animate concealed;
-
-Object gate_sign "large sign" ARAGAIN_Entrance
- with initial "There is a large sign bolted to the gate.",
- name "sign" "large",
- description [;
- print "The sign reads:^^\
-~WELCOME TO ARAGAIN!^^\
-As today (and everyday henceforth) has been decreed \
-his royal lordship's birthday, we request that all \
-visitors respect good king Sydney Flathead's wishes \
-and present a cake appropriate for the occasion before \
-entering.";
- if (self hasnt general) {
- give self general;
-"~^^Well, that's odd. If memory and Brother \
-TuffBerry's Quendor History lessons serve, the \
-Flathead family died off more than a hundred years \
-ago.";
- }
- else "~";
- ],
- has static;
-
-
-Object ARAGAIN_Entrance_gate "huge entrance gate" ARAGAIN_Entrance
- with name "gate" "entrance",
- description "A solid steel gate, probably 40 feet tall, \
-complete with spikes at the top and close-set bars.",
- door_dir [;
- if (self in ARAGAIN_Entrance)
- return s_to;
- else return n_to;
- ],
- door_to [;
- if (self in ARAGAIN_Entrance)
- return ARAGAIN_Courtyard;
- else return ARAGAIN_Entrance;
- ],
- found_in ARAGAIN_Entrance ARAGAIN_Courtyard,
- when_open "The massive gate is open.",
- when_closed "The massive gate is closed.",
- before [;
- Open, Push, Pull:
- if (Entrance_guardian hasnt general)
- "The guard shoves you away as you approach the gate. \
- He points at the sign. ~No cake, no castle.~";
- Close:
- "It must weigh a ton, you can't seem to move it.";
- ],
- has static door openable locked;
-
-Object ARAGAIN_Courtyard "Courtyard"
- with description "You're standing in a lovely courtyard with \
-magnificent topiary designs and real marble walkways. A large \
-gate stands to the north. To the east is a red stone building \
-with spires and columns. To the west is a large flat stone \
-building. To the south is a huge entranceway into what must \
-be the new Royal Palace, which appears to be carved out of the \
-face of a massive mountain.",
- name "marble" "walkway" "red" "spires" "columns" "flat"
-"entranceway" "mountain" "Palace",
- n_to ARAGAIN_Entrance_gate,
- e_to ARAGAIN_Museum,
- w_to ARAGAIN_Gambit,
- s_to ARAGAIN_Palace,
-has light;
-
-Nearby topiary "topiary"
- with name "topiary",
- description "Cleverly abused shrubs in the shape of giant \
-crowns.",
- has scenery;
-
-! -- The (rather empty) Royal Museum
-
-Object ARAGAIN_Museum "Royal Museum"
- with description "You're in the entrance to a museum. The \
-lighting is rather dim, throwing light shadows all over the \
-walls. There are exhibit rooms to the north and south, or \
-an exit west.",
- name "lighting" "shadows",
- w_to ARAGAIN_Courtyard,
- n_to Museum_north,
- s_to Museum_south,
- has light;
-
-Object Museum_north "North Exhibit Room"
- with description "You are in a small exhibit room designed with \
-dark wood floors and plaster-on-stucco walls. The room is dimly lit by \
-hidden lamps or torches behind recessed wall niches. \
-The exit is south.",
- name "wood" "plaster" "stucco" "lamps" "torches" "niches",
- s_to ARAGAIN_Museum,
- each_turn [;
- if ((glass_wall in self) && (Thief notin Delbins)) {
- if (random(10) == 2 or 7)
- "^You get the odd feeling that there's someone behind \
-you, but when you turn around, you see no one!";
- }
- ],
- before [;
- Cast:
-if (the_spell_was == huncho_spell or luncho_spell)
-"From nearby, a museum curator walks up and abruptly \
-stops your chant. ~Please don't disturb the other patrons,~ \
-he says and walks off. There doesn't seem to be anyone else \
-around, however.";
- Blow:
- if ((noun == whistle) && (glass_wall in self)) {
- remove glass_wall;
- print "You produce an extremely high-pitched noise. \
-Suddenly, to the north, a near-invisible wall of glass shatters \
-into a million little shards";
- if (Thief notin Delbins) {
- move Painting_REAL to THIEF_Storeroom;
- Painting_REAL.initial = nothing;
- move magic_door to Museum_north;
- "!^^From out of the shadows, a man dressed \
-in black appears! He performs a half-bow in your direction \
-before deftly prying the painting off the wall! ~I'm a great \
-appreciator of the arts, you understand,~ he says, as with a quick \
-twist of his cape, he melds into the shadows and disappears \
-with the painting!^^As you reflect on the thief's actions, \
-you can't help but notice that he apparently dropped something \
-while making his dramatic exit.";
- }
- else "!";
-! -- guards always come and move player to jail room ?
-! -- if thief still in delbins, attempt to get painting is \
-! trapped below, player CANT TAKE IT (as a priest)
- }
- ],
- has light;
-
-Nearby glass_wall "glass wall"
- with name "wall" "glass",
- description "Yes, there's a glass wall covering the \
-north wall, all right. It's exceptionally smooth and transparent.",
- before [;
- Attack:
- "Your blows have no effect, it must be quite thick.";
- ],
- has static concealed;
-
-Object Painting_REAL "priceless painting" Museum_north
- with name "painting",
- short_name "priceless painting",
- plural "priceless paintings",
- initial "There is a priceless painting hanging on the north wall.",
- description "It's a beautiful oil painting of a dark stormy \
-scene. On the horizon, you can see the edges of mountaintops. Near \
-the top of the painting, two winged figures are carrying a lone \
-individual towards a break in the clouds, where a bright white light \
-seems to emanate.",
- size 25,
- before [;
- Take, Pull, Push, Turn, Attack, Rub, Cut, Touch, Search:
- if (self in Museum_north) {
- if (glass_wall in Museum_north)
- "As you get close to the painting, you find yourself stopped by a \
-nearly-invisible glass wall!";
- else {
- if (action == ##Search)
- "You notice a slightly loose part \
-of the canvas in one corner, but the painting is apparently \
-bonded to the wall, which limits your investigation.";
- if (action ~= ##Touch)
- "You can't seem to move the painting at all. \
-It's somehow bonded to the museum wall!";
- }
- }
- else {
- if ((action == ##Take) && (self in THIEF_Storeroom) &&
- (Painting_FAKE in THIEF_Storeroom))
- "They both look so genuine! You can't decide!";
- if (action == ##Search) {
- if ((self in THIEF_Storeroom) &&
- (Painting_FAKE in THIEF_Storeroom))
- "Search which one? Goodness, you can't decide!";
- if (self hasnt general) {
- give self general;
- move white_scroll to player;
- "You notice a slightly loose part \
-of the canvas in one corner. You carefully peel back a part of the \
-canvas from the back and reveal a hidden scroll!";
- }
- }
- }
- Drop:
- if (location == Museum_north) {
- ! player returned painting to museum, give him a reward
- move c4 to player;
- move self to Museum_north;
- "A museum curator appears and graciously takes the \
-painting. ~Thank you for recovering this priceless work.~ He \
-gives you a coin. ~The reward. We've been a little short on funds \
-lately.~ The curator somehow attaches the painting to the north wall, \
-and leaves.";
- }
- ],
-;
-
-Object c4 "coin" class coin_class;
-
-Object Painting_plaque "plaque" Museum_north
- with name "plaque",
- initial [;
-print "A metal plaque is attached to the wall";
-if (Painting_REAL in Museum_north)
- " next to the painting.";
-else ".";
- ],
- description "~ASCENDENCY~ Leonardo Flathead, 777 GUE",
- before [;
- Take, Pull, Push, Turn, Attack, Rub, Cut, Touch:
- if ((self in Museum_north) && (glass_wall in Museum_north))
- "As you get close to the painting, you find yourself stopped by a \
-nearly-invisible glass wall!";
- ],
- has static;
-
-Object Museum_south "South Exhibit Room"
- with description "You are in a square exhibit room with \
-wood flooring and plain plaster walls. In the center of the \
-room is an exhibit platform made from a large slab of marble. \
-The room is lit brightly by hidden torches. The exit is north.",
- name "wood" "plaster" "torches",
- n_to ARAGAIN_Museum
- has light;
-
-Nearby museum_dais "platform"
- with name "platform" "slab" "marble",
- description "It's a large flat slab of marble, polished \
-smooth, in the center of the floor.",
- capacity 20,
- has scenery supporter;
-
-Object TEMPLE_Artifact "flower vase" museum_dais
- with name "artifact" "vase",
- initial "There's an ancient wood vase sitting on the marble platform.",
- description "An extremely narrow short wood vase, possibly for \
-holding long-stemmed flowers. It's clearly of ancient origin, well \
-preserved, with strange carvings and designs \
-of robed figures all over.",
- capacity 1,
- before [;
- Receive:
- if (noun hasnt is_rod)
- "Strangely, it doesn't quite fit.";
- LetGo:
- if (self in TEMPLE_1_Opening)
- "You can't reach the vase, much less the contents of the vase.";
- ],
- size 10,
- has container open;
-
-! -- Okay maze-lovers, you asked for it -- Barsap's Gambit
-
-Object ARAGAIN_Gambit "Warm Room"
- with description "You are in a long stone room, which is strangely \
-warm. In the very center of the room is a hole, with a ladder \
-down. An outdoor courtyard lies to the east.",
- name "hole" "courtyard" "ladder",
- e_to ARAGAIN_Courtyard,
- d_to GAMBIT_11,
- has light;
-
-Nearby Gambit_sign "large sign"
- with initial "There is a large sign posted near the doorway.",
- name "sign",
- description "~Welcome to Barsap's Royal Gambit, a \
-delight to entertain all guests to the Aragain Royal Grounds. \
-Please consult your tourbook for rules and regulations regarding \
-this area. His highness, Sydney Flathead, and those in his \
-employ, cannot be held responsible for any accidents or minor
-spills at this location.~",
- has static;
-
-! (room names -- GAMBIT_XY, where X=level (1,2,3), Y=room #)
-
-
-! -----------------------------------------------------
-! The all-important "CheckGambit" routine. Called by a
-! room when a player attempts to move onto a beam.
-! Various important things need to be passed...
-! RETNS: 0 if cant go, 1 if player fell, 2 if can go
-[ CheckGambit
- i ! niche associated with dir player moving in
- j ! niche directly below (if player falls) [0 if lev 3]
- k ! 'level' currently on (1, 2 or 3)
- m ! (local var)
- ;
- ! ** Step one -- check if there's even a beam there at all
- if (children(i) == 0)
- return 0;
- ! ** Step two -- check if the beam is strong enough
- m = child(i);
- if (m.number == 99) ! (we have the 'wrong half')
- m = child(i.counter_niche);
- if (m.number <= 0) {
- ! -- nope, beam breaks, we're about to fall
- ! -- remove broken beam
- remove child(i); remove child(i.counter_niche);
- print "As you step onto the wood beam, it breaks with a \
-shuddering crack! ";
- if (has_resist_gravity == 0) {
- deadflag = 1;
- print "You plummet quickly through the air, ";
- switch (k) {
- 1: print "pass by two levels of floating cubes and beams, ";
- 2: print "pass by one level of floating cubes and beams, ";
- }
- print "and find the bottom of the chamber is filled with \
- red-hot lava...";
- return 1;
- }
- else {
- ! -- player will float, but see if there's anything to float to...
- print "Amazingly, you float downwards like a \
-feather, instead of falling to your death! ";
- if (k==3) { ! (j==0) { on the bottom level
- deadflag = 1;
- print "Unfortunately, you float slowly down to \
-the bottom of the chamber, which is filled with red-hot lava.";
- return 1;
- }
- print "You float down towards another network of floating \
-cubes and beams. ";
- if (children(j) == 0) { ! no wood beam waiting
- deadflag = 1;
- print "You pass between two giant floating cubes, \
-similar to the ones you just left. Sadly, no wood beam seems \
-to connect these particular cubes, and you float downwards ";
- if (k==1)
- print "past yet another level of floating cubes and beams, ";
- print "to a pit of hot lava.";
- return 1;
- }
- print "You float to another wood beam and your feet \
-land on it, perfectly balanced! ";
- m = child(j);
- if (m.number == 99) ! (we have the 'wrong half')
- m = child(j.counter_niche);
- if (m.number <= 0) {
- ! -- beam breaks (again!), player dies
- ! -- remove broken beam
- remove child(j); remove child(j.counter_niche);
- print "Sadly, this wood beam also breaks! You \
-continue to float downwards ";
- if (k==1)
- print "past yet another level of floating cubes and beams ";
- print "into a pit of hot lava.";
- deadflag = 1;
- return 1;
- }
- else {
- print "^";
- ! -- beam is ok, decrement strength counter
- m.number = m.number - 1;
- ! -- MOVE PLAYER TO NEW BEAM
- ! set-up new WN_TO and ES_TO
- if (j.niche_dir == 3 or 4) {
- WN_TO = parent(j);
- ES_TO = parent(j.counter_niche);
- }
- else {
- ES_TO = parent(j);
- WN_TO = parent(j.counter_niche);
- }
- ! move to appropriate 'on beam' room
- ! TODO update beam description....
- if (j.niche_dir == 2 or 4) {
- if (k==1)
- PlayerTo(GAMBIT_W21);
- else
- PlayerTo(GAMBIT_W31);
- }
- else {
- if (k==1)
- PlayerTo(GAMBIT_W22);
- else
- PlayerTo(GAMBIT_W32);
- }
- return 1;
- }
- }
- }
- else {
- ! -- beam is ok, decrement strength counter
- m.number = m.number - 1;
- print "You step gingerly onto the wood beam...^";
- if (i.niche_dir == 3 or 4) {
- WN_TO = parent(i);
- ES_TO = parent(i.counter_niche);
- }
- else {
- ES_TO = parent(i);
- WN_TO = parent(i.counter_niche);
- }
- return 2;
- }
-];
-! -----------------------------------------------------
-
-
-Class Gambit_Room_Lev1_Class
- with description "You are standing on a large floating white \
-stone cube in a very large underground chamber. The entire place is \
-dimly lit red from somewhere below.",
- name "white" "stone" "cube" "chamber",
- has light;
-
-
-Object GAMBIT_11 "On Giant White Cube"
- with description "As far as you can tell, you are standing on a \
-large white stone cube that somehow floats without visible supports in \
-a terrifyingly large underground chamber. The entire place is \
-dimly lit red from somewhere below. There is a ladder up to a hole \
-high in the ceiling here.",
- name "white" "stone" "cube" "chamber" "ladder" "hole",
- u_to ARAGAIN_Gambit,
- w_to
- [ i ;
- i = CheckGambit(n112,n212,1);
- if (i ~= 2) return i;
- else return GAMBIT_W1;
- ],
- s_to
- [ i ;
- i = CheckGambit(n113,n213,1);
- if (i ~= 2) return i;
- else return GAMBIT_W2;
- ],
- has light;
-
-Object GAMBIT_12 "On Giant White Cube"
- class Gambit_Room_Lev1_Class
- with e_to
- [ i ;
- i = CheckGambit(n124,n224,1);
- if (i ~= 2) return i;
- else return GAMBIT_W1;
- ],
- w_to
- [ i ;
- i = CheckGambit(n122,n222,1);
- if (i ~= 2) return i;
- else return GAMBIT_W1;
- ],
- s_to
- [ i ;
- i = CheckGambit(n123,n223,1);
- if (i ~= 2) return i;
- else return GAMBIT_W2;
- ],
-;
-
-Object GAMBIT_13 "On Giant White Cube"
- class Gambit_Room_Lev1_Class
- with e_to
- [ i ;
- i = CheckGambit(n134,n234,1);
- if (i ~= 2) return i;
- else return GAMBIT_W1;
- ],
- s_to
- [ i ;
- i = CheckGambit(n133,n233,1);
- if (i ~= 2) return i;
- else return GAMBIT_W2;
- ],
-;
-
-Object GAMBIT_14 "On Giant White Cube"
- class Gambit_Room_Lev1_Class
- with w_to
- [ i ;
- i = CheckGambit(n142,n242,1);
- if (i ~= 2) return i;
- else return GAMBIT_W1;
- ],
- n_to
- [ i ;
- i = CheckGambit(n141,n241,1);
- if (i ~= 2) return i;
- else return GAMBIT_W2;
- ],
- s_to
- [ i ;
- i = CheckGambit(n143,n243,1);
- if (i ~= 2) return i;
- else return GAMBIT_W2;
- ],
-;
-
-Object GAMBIT_15 "On Giant White Cube"
- class Gambit_Room_Lev1_Class
- with e_to
- [ i ;
- i = CheckGambit(n154,n254,1);
- if (i ~= 2) return i;
- else return GAMBIT_W1;
- ],
- w_to
- [ i ;
- i = CheckGambit(n152,n252,1);
- if (i ~= 2) return i;
- else return GAMBIT_W1;
- ],
- n_to
- [ i ;
- i = CheckGambit(n151,n251,1);
- if (i ~= 2) return i;
- else return GAMBIT_W2;
- ],
- s_to
- [ i ;
- i = CheckGambit(n153,n253,1);
- if (i ~= 2) return i;
- else return GAMBIT_W2;
- ],
-;
-
-Object GAMBIT_16 "On Giant White Cube"
- class Gambit_Room_Lev1_Class
- with e_to
- [ i ;
- i = CheckGambit(n164,n264,1);
- if (i ~= 2) return i;
- else return GAMBIT_W1;
- ],
- n_to
- [ i ;
- i = CheckGambit(n161,n261,1);
- if (i ~= 2) return i;
- else return GAMBIT_W2;
- ],
- s_to
- [ i ;
- i = CheckGambit(n163,n263,1);
- if (i ~= 2) return i;
- else return GAMBIT_W2;
- ],
-;
-
-Object GAMBIT_17 "On Giant White Cube"
- class Gambit_Room_Lev1_Class
- with w_to
- [ i ;
- i = CheckGambit(n172,n272,1);
- if (i ~= 2) return i;
- else return GAMBIT_W1;
- ],
- n_to
- [ i ;
- i = CheckGambit(n171,n271,1);
- if (i ~= 2) return i;
- else return GAMBIT_W2;
- ],
-;
-
-Object GAMBIT_18 "On Giant White Cube"
- class Gambit_Room_Lev1_Class
- with w_to
- [ i ;
- i = CheckGambit(n182,n282,1);
- if (i ~= 2) return i;
- else return GAMBIT_W1;
- ],
- n_to
- [ i ;
- i = CheckGambit(n181,n281,1);
- if (i ~= 2) return i;
- else return GAMBIT_W2;
- ],
- e_to
- [ i ;
- i = CheckGambit(n184,n284,1);
- if (i ~= 2) return i;
- else return GAMBIT_W1;
- ],
-;
-
-Object GAMBIT_19 "On Giant White Cube"
- class Gambit_Room_Lev1_Class
- with e_to
- [ i ;
- i = CheckGambit(n194,n294,1);
- if (i ~= 2) return i;
- else return GAMBIT_W1;
- ],
- n_to
- [ i ;
- i = CheckGambit(n191,n291,1);
- if (i ~= 2) return i;
- else return GAMBIT_W2;
- ],
-;
-
-
-! (level 1 niches)
-
-Object n112 "western niche" GAMBIT_11
- class niche_class
- with name "western",
- counter_niche n124,
- niche_dir 2, ! 2 = on western edge of floor
- ;
-Object n113 "southern niche" GAMBIT_11
- class niche_class
- with name "southern",
- counter_niche n141,
- niche_dir 3;
-
-Object n124 "eastern niche" GAMBIT_12
- class niche_class
- with name "eastern",
- counter_niche n112,
- niche_dir 4;
-Object n123 "southern niche" GAMBIT_12
- class niche_class
- with name "southern",
- counter_niche n151,
- niche_dir 3;
-Object n122 "western niche" GAMBIT_12
- class niche_class
- with name "western",
- counter_niche n134,
- niche_dir 2;
-
-Object n134 "eastern niche" GAMBIT_13
- class niche_class
- with name "eastern",
- counter_niche n122,
- niche_dir 4;
-Object n133 "southern niche" GAMBIT_13
- class niche_class
- with name "southern",
- counter_niche n161,
- niche_dir 3;
-
-Object n141 "northern niche" GAMBIT_14
- class niche_class
- with name "northern",
- counter_niche n113,
- niche_dir 1;
-Object n142 "western niche" GAMBIT_14
- class niche_class
- with name "western",
- counter_niche n154,
- niche_dir 2;
-Object n143 "southern niche" GAMBIT_14
- class niche_class
- with name "southern",
- counter_niche n171,
- niche_dir 3;
-
-Object n151 "northern niche" GAMBIT_15
- class niche_class
- with name "northern",
- counter_niche n123,
- niche_dir 1;
-Object n154 "eastern niche" GAMBIT_15
- class niche_class
- with name "eastern",
- counter_niche n142,
- niche_dir 4;
-Object n152 "western niche" GAMBIT_15
- class niche_class
- with name "western",
- counter_niche n164,
- niche_dir 2;
-Object n153 "southern niche" GAMBIT_15
- class niche_class
- with name "southern",
- counter_niche n181,
- niche_dir 3;
-
-Object n164 "eastern niche" GAMBIT_16
- class niche_class
- with name "eastern",
- counter_niche n152,
- niche_dir 4;
-Object n161 "northern niche" GAMBIT_16
- class niche_class
- with name "northern",
- counter_niche n133,
- niche_dir 1;
-Object n163 "southern niche" GAMBIT_16
- class niche_class
- with name "southern",
- counter_niche n191,
- niche_dir 3;
-
-Object n171 "northern niche" GAMBIT_17
- class niche_class
- with name "northern",
- counter_niche n143,
- niche_dir 1;
-Object n172 "western niche" GAMBIT_17
- class niche_class
- with name "western",
- counter_niche n184,
- niche_dir 2;
-
-Object n181 "northern niche" GAMBIT_18
- class niche_class
- with name "northern",
- counter_niche n153,
- niche_dir 1;
-Object n182 "western niche" GAMBIT_18
- class niche_class
- with name "western",
- counter_niche n194,
- niche_dir 2;
-Object n184 "eastern niche" GAMBIT_18
- class niche_class
- with name "eastern",
- counter_niche n172,
- niche_dir 4;
-
-Object n191 "northern niche" GAMBIT_19
- class niche_class
- with name "northern",
- counter_niche n163,
- niche_dir 1;
-Object n194 "eastern niche" GAMBIT_19
- class niche_class
- with name "eastern",
- counter_niche n182,
- niche_dir 4;
-
-! (level 1 initial wood beam layout)
-! wood beam, as two 'halves'
-! (the 'trick' here, is to devise a method of testing for the
-! correct '.number', without having to constantly update
-! both halves (which, when separated in niches, is impossible)
-! Thus, one half will always have number=99, which indicates
-! 'wrong half to test'. The other half, which is gained by
-! checking child(self.counter_niche), has the useful .number
-
-! Object e11 "ebony beam" n112 class ebony_beam_class;
-! Object e111 "ebony beam" n124 class ebony_beam_class with number 99;
-Object e12 "ebony beam" n113 class ebony_beam_class;
-Object e121 "ebony beam" n141 class ebony_beam_class with number 99;
-Object e13 "ebony beam" n153 class ebony_beam_class;
-Object e131 "ebony beam" n181 class ebony_beam_class with number 99;
-
-Object p11 "pine beam" n123 class pine_beam_class;
-Object p111 "pine beam" n151 class pine_beam_class with number 99;
-Object p12 "pine beam" n122 class pine_beam_class;
-Object p121 "pine beam" n134 class pine_beam_class with number 99;
-Object p13 "pine beam" n133 class pine_beam_class;
-Object p131 "pine beam" n161 class pine_beam_class with number 99;
-Object p14 "pine beam" n194 class pine_beam_class;
-Object p141 "pine beam" n182 class pine_beam_class with number 99;
-Object p15 "pine beam" n112 class pine_beam_class;
-Object p151 "pine beam" n124 class pine_beam_class with number 99;
-
-! (side note: with balsa beams, 2nd side need not be 99, since
-! it will always break on the first try, and the default number is 0
-Object b11 "balsa beam" n152 class balsa_beam_class;
-Object b111 "balsa beam" n164 class balsa_beam_class;
-Object b12 "balsa beam" n143 class balsa_beam_class;
-Object b121 "balsa beam" n171 class balsa_beam_class;
-Object b13 "balsa beam" n163 class balsa_beam_class;
-Object b131 "balsa beam" n191 class balsa_beam_class;
-Object b14 "balsa beam" n142 class balsa_beam_class;
-Object b141 "balsa beam" n154 class balsa_beam_class;
-Object b15 "balsa beam" n172 class balsa_beam_class;
-Object b151 "balsa beam" n184 class balsa_beam_class;
-
-
-! (remaining 2 levels in sep. files)
-Include "gambit2.inf";
-Include "gambit3.inf";
-
-
-! tricky 'on beam' rooms -- only two for each level
-! change description of fake_beam as appropriate
-Object GAMBIT_W1 "On wood beam"
- with description "You're walking along a very narrow wood beam that runs \
-east to west into darkness. Below, you can see the dark \
-silhouette of a network of beams and floating cubes. Much \
-farther below you can see a dull red glow.",
- name "darkness" "network" "silhouette" "cubes" "glow",
- w_to [; give self ~visited; return WN_TO; ],
- e_to [; give self ~visited; return ES_TO; ],
- before [;
- Jump:
- "There's barely enough room to walk, much less jump.";
- Drop:
- print "Dropping "; DefArt(noun);
- print " will result in your losing both ";
- DefArt(noun);
- " and probably your balance.";
- ],
- has light;
-
-Object GAMBIT_W2 "On wood beam"
- with description "You're walking along a very narrow wood beam that runs \
-north to south into darkness. Below, you can see the dark \
-silhouette of a network of beams and floating cubes. Much \
-farther below you can see a dull red glow.",
- name "darkness" "network" "silhouette" "cubes" "glow",
- n_to [; give self ~visited; return WN_TO; ],
- s_to [; give self ~visited; return ES_TO; ],
- before [;
- Jump:
- "There's barely enough room to walk, much less jump.";
- Drop:
- print "Dropping "; DefArt(noun);
- print " will result in your losing both ";
- DefArt(noun);
- " and probably your balance.";
- ],
- has light;
-
-Object GAMBIT_W21 "On wood beam"
- with description "You're walking along a very narrow wood beam that runs \
-east to west into darkness. Both above and below, you can see the dark \
-silhouette of a network of beams and floating cubes. \
-Farther below you can see a dull red glow.",
- name "darkness" "network" "silhouette" "cubes" "glow",
- w_to [; give self ~visited; return WN_TO; ],
- e_to [; give self ~visited; return ES_TO; ],
- before [;
- Jump:
- "There's barely enough room to walk, much less jump.";
- Drop:
- print "Dropping "; DefArt(noun);
- print " will result in your losing both ";
- DefArt(noun);
- " and probably your balance.";
- ],
- has light;
-
-Object GAMBIT_W22 "On wood beam"
- with description "You're walking along a very narrow wood beam that runs \
-north to south into darkness. Both above and below, you can see the dark \
-silhouette of a network of beams and floating cubes. \
-Farther below you can see a dull red glow.",
- name "darkness" "network" "silhouette" "cubes" "glow",
- n_to [; give self ~visited; return WN_TO; ],
- s_to [; give self ~visited; return ES_TO; ],
- before [;
- Jump:
- "There's barely enough room to walk, much less jump.";
- Drop:
- print "Dropping "; DefArt(noun);
- print " will result in your losing both ";
- DefArt(noun);
- " and probably your balance.";
- ],
- has light;
-
-Object GAMBIT_W31 "On wood beam"
- with description [;
- print "You're walking along a very narrow wood beam that runs \
-east to west into darkness. Above you can see a network of floating beams \
-and cubes. Below you can see a red glow";
- if ((self hasnt general) && (GAMBIT_W32 hasnt general) &&
- (amulet has worn) && (ES_TO == GAMBIT_37)) {
- give self general;
- ".^^Your amulet suddenly gives off a bright flash, then fades!";
- }
- else ".";
-],
- name "darkness" "network" "cubes" "glow",
- w_to [; give self ~visited; return WN_TO; ],
- e_to [; give self ~visited; return ES_TO; ],
- before [;
- Jump:
- "There's barely enough room to walk, much less jump.";
- Drop:
- print "Dropping "; DefArt(noun);
- print " will result in your losing both ";
- DefArt(noun);
- " and probably your balance.";
- ],
- has light;
-
-Object GAMBIT_W32 "On wood beam"
- with description [;
- print "You're walking along a very narrow wood beam that runs \
-north to south into darkness. Above you can see a network of floating beams \
-and cubes. Below you can see a red glow.";
- if ((self hasnt general) && (GAMBIT_W31 hasnt general) &&
- (amulet has worn) && (ES_TO == GAMBIT_37)) {
- give self general;
- ".^^Your amulet suddenly gives off a bright flash, then fades!";
- }
- else ".";
- ],
- name "darkness" "network" "cubes" "glow",
- n_to [; give self ~visited; return WN_TO; ],
- s_to [; give self ~visited; return ES_TO; ],
- before [;
- Jump:
- "There's barely enough room to walk, much less jump.";
- Drop:
- print "Dropping "; DefArt(noun);
- print " will result in your losing both ";
- DefArt(noun);
- " and probably your balance.";
- ],
- has light;
-
-Object fake_beam "wood beam"
- with name "wood" "beam",
- description "A long thin wood beam, barely wide enough for \
- both of your feet.", ! change as appropriate
- before [;
- Turn, Search, Rub, LookUnder, Attack, Take, Push, Pull:
- "You'll have to show me how you intend to do \
-this, since you're standing on the wood beam.";
- ],
- found_in GAMBIT_W1 GAMBIT_W2 GAMBIT_W21 GAMBIT_W22
- GAMBIT_W31 GAMBIT_W32,
- has scenery;
-
-
-
-! -- The Royal Palace, and its strange secret
-
-Object ARAGAIN_Palace "Palace Entrance Hall"
- with description "A vast hall runs north and south \
-in this massive palace. Royal trappings decorate the walls \
-and ceiling, and red carpet lines the floor. \
-A tremendous open archway exits to the north into some \
-courtyard, while two open solid brass doors mark the \
-entrance south into some audience chamber. Two smaller \
-exits head east and west towards stairways up and down \
-respectively.",
- name "trappings" "carpet" "archway" "courtyard"
-"brass" "doors",
- n_to ARAGAIN_Courtyard,
- s_to Palace_Audience,
- e_to Palace_office,
- w_to Palace_Westwing,
- u_to Palace_office,
- d_to Palace_Westwing,
- has light;
-
-Object Palace_Audience "Audience Hall"
- with description "This is a giant audience hall, equivalent to \
-a large auditorium with a throne on the stage. The hall is \
-filled with luxurious decorations -- red carpeting, expensive \
-chandeliers, sweeping gold-edged drapery. The hall is also \
-currently filled with a large number of dignitaries and \
-important-looking people taking up all the seats. Open brass \
-doors lie to the north.",
- name "carpeting" "chandeliers" "drapery" "seats" "brass" "doors",
- n_to ARAGAIN_Palace,
- has light;
-
-Nearby audience_people "people"
- with name "people" "dignitaries" "diplomats",
- description "Just your average throng of official-looking \
-people. Interestingly, many of them seem to be smeared \
-with flour.",
- life [;
- default: "The audience seems to be too busy waiting \
-for something interesting to happen.";
- ],
- before [;
-Cast:
- if (the_spell_was == foblub_spell)
- "You give a marvelous sermon on patience. The audience \
-seems glued to their seats, which changes little.";
- if (the_spell_was == espnis_spell)
- "You give a rather overdone sermon on patience. A few \
-people in the back rows drop off to sleep.";
- ],
- has animate concealed;
-
-Object throne "throne"
- with name "throne",
- description "A large throne.",
- before [;
- Enter: "This is no time to be playing king.";
- ],
- has scenery enterable;
-
-Object Palace_office "Royal Bedroom"
- with description "This might have once been a lavish bedroom \
-for royalty. At the moment, it seems like someone has converted \
-it into a private lounge of some sort. A stairway heads down.",
- name "stairway",
- d_to ARAGAIN_Palace,
- has light;
-
-Object cab_key "shiny key" Gov_desk2
- with name "key" "shiny",
- !weight 5,
- size 5,
- description "A shiny key.",
-;
-
-Object Palace_cabinet "cabinet" Palace_office
- with name "cabinet",
- with_key cab_key,
- description [;
- print "A rather new-looking wooden cabinet";
- if (self has general)
- ", with a bit of waxy build-up all over it.";
- else ".";
- ],
- when_closed "A wooden cabinet stands against one wall, \
-clearly a new addition to the room.",
- when_open [ x;
- print "The wooden cabinet has been opened. ";
- x = children(self);
- if (x == 0) "It seems to be empty.";
- print "It contains:^";
- ! if (x == 1) print "is "; else print "are:^";
- x = FULLINV_BIT + INDENT_BIT + NEWLINE_BIT + RECURSE_BIT;
- WriteListFrom (child(self), x, 1);
- rtrue;
- ],
- before [;
- Cast:
- if (the_spell_was == egdelp_spell) {
- give self general;
- "The cabinet is covered in waxy build-up.";
- }
- Open:
- if ((self hasnt locked) && (self hasnt open)) {
- print "You give the cabinet a good tug";
- if (self hasnt general)
- ", but the \
-cabinet doors barely budge. The new-looking wood seems \
-to be rather tightly fitted.";
- else {
- give self open;
- ". The wax makes the doors open with ease.";
- }
- }
- ],
- size 25,
- capacity 20,
- has static container openable lockable locked;
-
-
-! (warped -- true story of the great battle)
-Object p6 "warped parchment" Palace_cabinet
- class parchment_class,
- with name "warped",
-description "~...truth. In fact, the truth too terrible to \
-believe, but believe it I must, for all the evidence I \
-have found indicates that the Ancient Ones went up against \
-the evil elementals and lost! With the Rod in hand, they \
-were defeated by trickery! The Rod was broken and \
-scattered into the world, but can be regained and rejoined \
-by any whose heart and spirit are pure! Did the \
-Ancient Ones forsake the spheres of...~";
-
-
-Object Palace_Westwing "Palace Dungeons"
- with description "Dark and spooky, the palace dungeons seem \
-empty at the moment. The north portion of the room is sectioned-off \
-by iron bars that form a makeshift cell.",
- n_to [; <<Enter prison_cell>>; ],
- u_to ARAGAIN_Palace,
- has light;
-
-Nearby prison_cell "prison cell"
- with name "cell" "bars" "iron",
- when_open [ x;
- print "The cell stands open.";
- x = children(self);
- if (x == 0) { new_line; rtrue; }
- print " Inside you notice:^";
- x = FULLINV_BIT + INDENT_BIT + NEWLINE_BIT + RECURSE_BIT;
- WriteListFrom (child(self), x, 1);
- rtrue;
- ],
- when_closed [ x;
- print "The cell is closed.";
- x = children(self);
- if (x == 0) { new_line; rtrue; }
- print " Inside you notice:^";
- x = FULLINV_BIT + INDENT_BIT + NEWLINE_BIT + RECURSE_BIT;
- WriteListFrom (child(self), x, 1);
- rtrue;
- ],
- description "A cramped space with a wall of iron bars.",
- before [;
- Cast:
- if (the_spell_was == bekdab_spell) {
- print "The bars seem to rust a bit";
- if (self has locked) {
- give self ~locked;
- ". You hear a lock mechanism in the cell door break!";
- }
- else ".";
- }
- Go:
- if ((noun == s_obj) && (player in prison_cell)) {
- <Exit prison_cell>; return 2; }
- ],
- size 50,
- has static container openable transparent enterable;
-
-
-! *****************
-! Creatures/people
-! *****************
-
-Object Entrance_guardian "Tough-looking Palace guard" ARAGAIN_Entrance
- with name "guardian" "guard",
- initial "A tough-looking palace guard is standing by the gate.",
- description "Typical guard -- big, armed to the teeth, and a \
-sour disposition.",
- before [;
- Cast:
- "The guard stops you in mid-chant by blowing a rather \
-shrill whistle. ~None of that priest mumbo-jumbo on \
-my watch!.~";
- ],
- react_before [;
- Blow:
- if (noun==whistle)
-"The guard stops you as you are about to blow the whistle. \
-~I blow the whistles around here.~";
- ],
- life
- [ i ;
- Attack, ThrowAt:
- "I'd advise against this. He's probably knows 101 \
-ways to dismember an opponent. \
-Also, he's armed and encased in plate mail.";
- Ask:
- if ((noun == 'cake' or 'gate') && (self hasnt general))
- "~It's pretty simple. Give me a cake, and you get in. \
-That's the rules.~";
- Show:
- if ((noun == Baking_Pan) && (cake in Baking_Pan))
- "~Well, hand it over already.~";
- Give:
- ! Now for the fun...
- if ((noun == Baking_Pan) && (cake notin Baking_Pan))
- "The guard looks at the pan, and hands it back. \
-~I don't see any cake. What are you, a wise guy or something?~";
- if ((noun == Baking_Pan) && (cake in Baking_Pan)) {
- move Baking_Pan to Entrance_guardian;
- print "The guard grabs the pan, and, to your \
-annoyance, cuts himself a massive slice of cake with his broadsword. \
-The guard takes a bite";
- ! 1st, check for strange foreign objects
- objectloop (i in dough) {
- if ((i ~= flour) &&
- (i ~= sugar_cube) &&
- (i ~= baking_powder) &&
- (i ~= corbie_egg) &&
- (i ~= dornberries) &&
- (i ~= butter)) {
- if (i hasnt edible) {
- print " and you hear a strange \
-'crunch'. He removes ", (a) i; " from his teeth. ~What's this?~ the \
-guard says, clearly angry. ~I oughta report you to the 'Better \
-Bakers Bureau'.~"; ! hopefully, this will break out of objectloop
- }
- else {
- print ", and chews for a bit. \
-His eyes widen, and he spits the cake out. ~Hey pal, I taste ", (name) i;
-" in this so-called cake of yours! Grues could've done a better job \
-than this!~";
- }
- }
- }
- ! 2nd, check overall quality of cake
- if (cake.number ~= 0) {
- print ", and chews for a bit. \
-He frowns. ~Sorry pal, this doesn't pass inspection. ";
- if (cake.number == 1)
- "It could stand some more cooking.~";
- if (cake.number == 2)
- "Did ya burn it or something?~";
- if (cake.number == 3)
- "It'd make an okay pancake, though.~";
- if (cake.number == 4)
- "It's hard as a rock!~";
- }
- ! finally, check that all proper ingredients are there.
- if ((butter in dough) &&
- (sugar_cube in dough) &&
- (corbie_egg in dough) &&
- (baking_powder in dough) &&
- (dornberries in dough) &&
- (flour in dough)) {
- ! good cake
- give self general;
- give ARAGAIN_Entrance_gate open ~locked;
- Achieved(4);
- ", and smacks \
-his lips. ~Finally, someone who can bake an acceptable cake.~ \
-He unlocks and opens the gate. ~You can pass.~";
- }
- else
- ", and chews for a bit. He seems displeased. \
-~I don't know where you learned to bake, but there's definitely \
-something missing here.~";
- }
- default:
- "The guard is amazingly good at ignoring distractions.";
- ],
- each_turn [ i;
- i = random(25);
- if (i == 1)
- "^A couple of dignitaries from Gurth push their way to the \
-front and present a flat object to the guard. The guard frowns. \
-~A fish cake? I don't think so.~ The dignitaries return to the line.";
- if (i==3)
- "^The guard paces back and forth.";
- if (i==5)
- "^A representative from Borphee steps up and presents \
-a pile of baked dough-bits on a plate to the guard. ~Frobolli cake, eh? \
-Well, this may be popular where you come from, but it ain't popular \
-here.~ The representative walks off.";
- if (i==7)
- "^The guard practices his menacing stares.";
- if (i==8)
- "^The guard blows his whistle at some people in line.";
- if (i==9)
- "^An official presents a nice morgia root pie to the \
-guard. ~A pie?~ the guard says, clearly exasperated. He points at \
-the sign as the official leaves. ~Cakes folks, we're taking C-A-K-E-S.~";
- if (i==11)
- "^The guard polishes a spot on his armor.";
- if (i==13)
- "^Some dignitary presents the guard with a strange \
-green cake with the words ~EAT ME~ written in frosting. The guard smiles, \
-cuts himself a piece, and suddenly stuffs it into the dignitary's mouth! \
-~You boys are going to have to do better than that,~ he says to the
-now tiny dignitary, who stalks off.";
- if (i==15)
- "^The guard hums a military dirge to himself.";
- ],
-has animate;
-
-! -- The evil magistrate
-Object Magistrate "magistrate" Palace_Audience
- with name "magistrate",
- initial "There is a royal magistrate here.",
- description "A rather nasty-looking thin tall fellow with an \
-evil grin.",
- number 1,
- life [;
- Attack, ThrowAt:
- magroutine1(1); rtrue;
- Show:
- if (noun==Gov_ledger && Sydney notin Palace_Audience) {
- move Sydney to Palace_Audience;
- remove Gov_ledger;
- "The Magistrate grabs the ledger and \
-frowns as he reads it. ~Fine, you want a presentation?~ He grabs a \
-young boy who was hiding behind \
-the throne and shoves him forward. ~Presenting his royal \
-Highness, King Sydney Flathead, lost heir to the Flathead monarchy!~ \
-The crowd reaction is somewhat mixed. ~Well, his head does look \
-flat,~ you hear one person say.";
- }
- if (noun==cab_key) {
- move cab_key to self;
- "The magistrate moves with surprising speed and \
-takes the key. ~I was looking for that!~ he says.";
- }
- else "~Oh, very interesting.~ he says with heavy \
-sarcasm.";
- Give:
- if (noun==Gov_ledger && Sydney notin Palace_Audience) {
- <<Show Gov_ledger Magistrate>>;
- }
- if (noun==cab_key) {
- move cab_key to self;
- "The magistrate takes the key. \
-~I was looking for that!~ he says.";
- }
- else "~I have no need for that!~ he says with a sneer.";
- default: "The magistrate pays you absolutely no attention.";
- ],
- react_before [;
- Cast:
- if (the_spell_was ~= ledak_spell) {
- magroutine1(2); rtrue;
- }
- ],
- each_turn [ i ;
- i = random(20);
- if (Sydney in Palace_Audience) {
- if (i==1)
- "^A diplomat approaches the little boy with a \
- document. The Magistrate steps forward and \
- stops him. ~Sydney is much too busy to bother \
- with that.~ the Magistrate says.";
- }
- else {
- if (i==5)
- "^An impatient diplomat shouts out, \
- ~Bring out the King!~ The Magistrate smiles \
- and says, ~Did anyone make a petition for \
- a royal presentation?~ The crowd is silent. \
- ~I didn't think so.~";
- }
- ],
- has animate;
-
-! (a short code-space saving routine)
-[ magroutine1
- w
- ;
-
- ! remove player's possessions
- while (child(player) ~= 0) {
- give child(player) ~worn;
- move child(player) to Palace_office;
- }
- if (w == 1)
- print "You move quickly, but from nowhere, two royal palace \
-guards appear and wrestle you to the ground. ~Lock this \
-fanatic up!~ ";
- if (w == 2)
- print "You start to chant, but the magistrate has sharp \
-ears, and recognizes your magic! With a quick signal, \
-two royal palace guards appear and wrestle you to the ground. \
-~Lock this babbler up!~ ";
-print "the Magistrate says with a sneer. The guards \
-strip you of your possessions and drag you down to the royal \
-dungeons.^";
- PlayerTo(prison_cell);
- give prison_cell ~open locked;
- rtrue;
-];
-
-
-
-Object Sydney "young child"
- with name "child" "boy" "sydney",
- ! describe "There is a young boy here",
- description [;
- print "A little boy dressed in uncomfortable-looking frilly clothes";
- if (flat_hat in self)
- ". He's wearing a small red hat.";
- else ".";
- ],
- before [;
- Cast:
- if (the_spell_was == foblub_spell or espnis_spell)
-"The boy seems to miss the subtle nuances of your sermon. All \
-that happens is that now he seems even more nervous than before.";
- ],
- life
- [;
- Ask, Tell:
- if (self has general)
- "Young Sydney Flathead only tucks his head lower and whimpers.";
- else
- "Young Sydney Flathead only shrugs.";
- Answer:
- if (special_word=='hello' or 'hi') {
- if (self hasnt general)
- "Young Sydney Flathead doesn't respond -- he seems \
-to find you a bit frightening.";
- else
- "~Hello,~ the young lad says, somewhat shyly.";
- }
- "Young Sydney Flathead only stares at you.";
- Attack, ThrowAt:
- give self ~general;
- deadflag = 1;
- "The young boy screams in terror as you move to threaten him \
- (shame on you!). Several guards appear out of nowhere, and club \
- you to death for attempting regicide.";
- Give:
- if (noun==stuffed_toy) {
- give self general;
- move stuffed_toy to self;
- "Tentatively, the boy takes the stuffed toy. You \
-catch the glimpse of a sad smile as he holds it tightly.";
- }
- "Young Sydney cowers and shakes his head.";
- Order:
- if (action==##Give) {
- if (noun==flat_hat) {
- if (self has general) {
- remove Magistrate;
- remove self;
- move flat_hat to player;
- move brown_sphere to player;
- "Little Sydney smiles and removes the hat and \
-hands it to you. You notice his head is actually round, and the hat \
-was cleverly hiding this.^^\
-~He's no Flathead!~ someone in the audience hall yells out. A distinct \
-murmur of discontent rises from the crowd. The Magistrate slowly \
-backs away. ~Wait! I can explain!~ the Magistrate \
-starts, but soon runs screaming out of the hall, with several angry diplomats \
-hot on his heels!^^\
-~Thank you, kind sir,~ someone behind you says. You turn around. \
-Little Sydney is happily in the arms of a kindly-looking couple. The woman \
-continues. ~Our son was kidnaped, a little while ago. We've \
-been waiting here, hoping to get him back. You did a very brave thing.~ \
-The man steps forward holding some small object. \
-~A priest fellow, such as yourself, told me a long time \
-ago that one day, someone would help us in our time of need, and that \
-I should give him this.~ He gives you a strange round object. \
-~It's the least we can do.~ he says. The couple leaves the hall, \
-with the little boy laughing in their arms.";
- }
- else "Little Sydney shrinks back and holds on to his \
-hat. He stares at you fearfully.";
- }
- "Little Sydney shrinks back and stares at you fearfully.";
- }
- "Sydney shakes his head fretfully.";
- ],
- has animate transparent;
-
-
-
-! *****************
-! scrolls/spells
-! *****************
-
-Object crumpled_scroll "crumpled scroll" Palace_cabinet
- class scroll_class,
- with name "crumpled",
-;
-
-Object ledak_spell "detect forgery" crumpled_scroll
- class spell_class,
- with name "ledak",
- magic [;
- if ((location==Palace_Audience) &&
- (Sydney in Palace_Audience) &&
- ((second == 0) || (second == Sydney))) {
-"You notice a soft yellow glow around the young boy. \
-The glow fades.";
- }
- if (second==0)
- "The place appears to be free of forgeries, at the \
-moment.";
- else {
- if (second==player) "You appear to be the geniune thing.";
- CDefArt(second);
- " appears to be the genuine thing.";
- }
- ],
-;
-
-! ****************
-! Misc objects
-! ****************
-
-Object flat_hat "red hat" Sydney
- with name "hat" "red",
- description "A little red hat with no brim. It's unusually \
-flat at the top.",
- before [;
- Wear:
- "It's too small for your head.";
- ],
- size 10,
- has clothing;
-
-Object brown_sphere "brown sphere"
- class sphere_class,
- with name "brown",
- description "A tiny perfect brown sphere, made of some strange \
-unknown metal.",
-;
-
-! THIEF'S magic door
-! Contains an unusual amount of properties...
-Object magic_door "strange door"
- with name "door" "strange",
- !weight 20,
- size 30,
- description [;
- print "A small door labeled ~STAIRS~, of all \
-things";
- if (self hasnt static)
- ". Oddest of all is the fact that it isn't \
-attached to anything!";
- else ".";
- ],
- door_dir [;
- if (self has static) {
- if (location == Skyscraper) return e_to;
- else return w_to;
- }
- ],
- door_to [;
- if (self has static) {
- if (location == Skyscraper) return THIEF_Bottom_of_staircase;
- else return Skyscraper;
- }
- ],
- found_in [;
- if (self has static) {
- if (location == Skyscraper or THIEF_Bottom_of_staircase)
- rtrue;
- else rfalse;
- }
- ! else rtrue????
- ],
- describe [;
- ! we force a describe routine here, rather than use
- ! when_open/closed due to the results that happen
- ! after an obj has been moved (which the door will be).
- if (self hasnt static)
- "^There's an unattached door lying on the ground here.";
- else {
- if (self has open) {
- print "^There's an open door to the";
- if (location == Skyscraper)
- " east.";
- else
- " west.";
- }
- else {
- print "^There's a closed door";
- if (location == Skyscraper)
- " in the eastern wall.";
- else
- " to the west.";
- }
- }
- ],
- time_left 0,
- time_out [;
- ! after timeout -- Thief locks the door
- give self ~open locked;
- if ((location == THIEF_Bottom_of_staircase) ||
- (location == THIEF_Ent) ||
- (location == THIEF_Foyer) ||
- (location == THIEF_Lounge) ||
- (location == THIEF_Storeroom)) {
- print "^Suddenly, out of the shadows springs a \
-gentleman dressed in black! ~How did you get in here!~ he \
-cries. Quicker than lightning, he envelopes you in his dark \
-cape, which seems to fade into shadows, leaving you in...^";
- PlayerTo(Skyscraper);
- rtrue;
- }
- if (location == Skyscraper)
- "^Out of the shadows, a gentleman dressed in \
-black appears! He sees the door to the east and seems \
-somewhat annoyed. ~Much too busy for unexpected guests,~ \
-you hear him say as he slips through the door and closes \
-it behind him. Moments later you hear the sound of a lock \
-closing on the other side.^";
- ],
- before [;
- Enter:
- if (self has static) {
- if (location == Skyscraper) <<Go e_obj>>;
- else <<Go w_obj>>;
- }
- else
- "Since the door doesn't currently lead anywhere, \
-entering it seems pointless.";
- Open:
- if (self hasnt static)
- "The door opens onto...thin air. Without a \
-doorway to attach to, it's not terribly useful, it appears.";
- if ((self has static) && (self hasnt open) &&
- (self hasnt general)) {
- give self general;
- give self open;
- StartTimer(magic_door,15);
- "The door opens. There's a dark chamber \
-on the other side, which seems all but impossible, given \
-that the wall previously appeared solid!";
- }
- Close:
- if (self hasnt static)
- "You close the door, which at this moment \
-means you turn the movable door to a new angle. Without a \
-doorway to attach to, it's not terribly useful, it seems.";
- Drop:
- if (location == Skyscraper) {
- move self to Skyscraper;
- give self static;
- Skyscraper.e_to = magic_door;
- THIEF_Bottom_of_staircase.w_to = magic_door;
- "As you drop the door, it leaps off the ground \
-and flies towards the eastern wall! Amazingly, it seems to \
-attach itself to the eastern wall!";
- }
- ],
- has door openable;
-
-