+++ /dev/null
-
-! *************************************************************
-! BORPHEE.INF -- add-on for SPIRITWRAK
-! *************************************************************
-
-! (Single global variable to store progress of 'Trophy room puzzle'
-global trophy_stage = 0; ! equals 'stage' completed, up to 4(th)
-
-Object BORPHEE_GUSStop "Downtown New Borphee"
- with description "You're right in the middle of downtown \
-New Borphee -- perhaps the busiest, most crowded \
-city you've ever seen. Huge brand-new buildings \
-and throngs of fast-moving people make the whole \
-scene somewhat surreal. The streets head north to \
-a business district, while a set of stairs here leads \
-down.",
- name "buildings" "throngs" "crowd" "people" "streets" "district"
-"stairs",
- n_to BORPHEE_BD,
- d_to BORPHEE_GUSStation,
- cant_go "You walk around downtown a bit, are appalled by the \
- sights, and hastily return here.",
- ! w_to "You walk around downtown a bit, are disturbed by the \
- ! sights, and hastily return here.",
- has light;
-
-Object BORPHEE_BD "Business District"
- with description "You're in a crowded business district filled \
-with busy people. The city thins out a bit to the north, \
-while city streets head west and south. Directly to the east is a \
-building so tall it makes you dizzy just looking at it.",
- name "building" "crowd" "streets" "people",
- s_to BORPHEE_GUSStop,
- n_to BORPHEE_burbs,
- w_to BORPHEE_CS,
- e_to Skyscraper,
- each_turn [;
- if (self hasnt general) {
- give self general;
- move flour_scroll to BORPHEE_BD;
- "^A number of people rudely brush past you and \
-accidentally knock you down. A kindly old lady helps you \
-to your feet. ~I think you dropped that,~ she says, pointing \
-to a paper object nearby that doesn't seem familiar. She \
-walks off, and is soon lost in the crowd.";
- }
- ],
- has light;
-
-Object BORPHEE_CS "City Streets"
- with description "You're on some busy side street in New Borphee. \
-There's a crowded walk back east. To the north is the \
-entrance to some sort of open area, with a large open arch.",
- name "street" "walk" "area",
- e_to BORPHEE_BD,
- n_to GUE_Gate,
- has light;
-
-Nearby fake_arch "arch"
- with name "open" "arch",
- description "A large metal and stone arch. You'll have \
-to get closer to see anything more.",
- has scenery;
-
-Object Skyscraper "Inside Skyscraper"
- with description "You're inside a gigantic \
-skyscraper. The marble and brass fixtures and trim \
-exude professionalism. There's a small open chamber \
-to the north. City streets are to the west.",
- name "marble" "brass" "fixtures" "trim" "skyscraper"
-"streets" "chamber",
- w_to BORPHEE_BD,
- e_to "You can't go that way.", ! but later...
- n_to Elevator,
- before [;
- Go:
- if (noun == n_obj)
- print "As you enter the small chamber, metal \
- doors suddenly spring forward and close \
- behind you!^";
- ],
- has light;
-
-Object ss_sign "sign" Skyscraper
- with initial "There is a large sign posted near the small chamber.",
- name "sign",
- description [;
- print "The sign reads:^^\
-~ELEVATOR UNDER CONSTRUCTION^PLEASE USE STAIRS.";
- if ((self hasnt general) && (magic_door notin Skyscraper)) {
- give self general;
- "~^^Oddly, there don't seem to be any stairs.";
- }
- else "~";
- ],
- has static;
-
-Object Elevator "Inside Elevator"
- with description "You are inside a cramped metal room, with \
-featureless walls. There are no obvious exits.",
- s_to "The doors seem to be closed tight.",
- each_turn [;
- if (random(20) == 1) {
- print "^Suddenly, the doors spring open! You \
-dive out.";
- PlayerTo(SkyScraper);
- rtrue;
- }
- ],
-;
-
-Object elevator_sign "sign" Elevator
- with name "sign",
- initial "There's a small paper sign attached to a wall.",
- description "~Shep:^^Put the elevator buttons _here_.^^-T~",
- has static;
-
-! (Not real doors, of course)
-!Object elevator_doors "doors" Elevator
-! with name "doors" "door",
-! description "Solid-looking metal sliding doors.",
-! before [;
-! Push, Pull, Open:
-! "Try as you might, the doors are shut fast.";
-! Close:
-! "They appear to already be closed.";
-! ],
-! has scenery;
-
-Object BORPHEE_burbs "Suburbs"
- with description "A suburb starts here, in contrast to the start \
-of a big downtown to the south. For a residential area, \
-it's surprisingly crowded. A main street runs \
-north-south here.",
- name "suburb" "downtown" "street",
- n_to BORPHEE_Outskirts,
- s_to BORPHEE_BD,
- has light;
-
-Object BORPHEE_Outskirts "Outskirts"
- with description "New Borphee stops here, although it probably \
-won't for long. A rough trail leads off into some \
-woods to the northwest, or you can enter the city to \
-the south.",
- name "trail" "woods" "city",
- s_to BORPHEE_burbs,
- nw_to BORPHEE_forest,
- ne_to "Accardi-By-The-Sea is closed to visitors these days.",
- has light;
-
-Object BORPHEE_forest "Forest"
- with description "Deep forest surrounds you. A rough trail runs \
-north and southeast.",
- name "forest" "trail",
- se_to BORPHEE_Outskirts,
- n_to Over_river,
- has light;
-
-Object Over_river "Over River"
- with description "You're on a nice new bridge crossing some \
-large river below. Trails lead north and south into \
-woods.",
- name "bridge" "trails" "woods",
- n_to Forest_trail,
- s_to BORPHEE_forest,
- before [;
- Jump: "Bridge-jumping carries a stiff fine around here.";
- ],
- has light;
-
-Object c5 "coin" Over_river class coin_class;
-
-Object Phee_river "river" Over_river
- with name "river" "Phee",
- description "Just a large east-west river.",
- before [;
- Receive:
- remove noun;
- print "You drop "; DefArt(noun); " into the river and \
- watch it disappear.";
- Search, LetGo, Rub, Take, Push, Pull, Touch, Squeeze, Turn, Shake:
-"The river is far below the bridge.";
- ],
- has scenery container;
-
-Object Forest_trail "Forest Trail"
- with description "A beaten trail cuts through some very dense \
-forest running north and south.",
- name "trail" "forest",
- s_to Over_river,
- n_to Ravine_pass,
- has light;
-
-Object Ravine_pass "Ravine Pass"
- with description "A forest ravine opens into some sort of clearing \
-to the north here, or a trail heads south.",
- name "ravine" "forest" "clearing" "trail",
- s_to Forest_trail,
- n_to [;
- if (army in self)
- "The group of soldiers won't let you pass.";
- else return Forest_clearing;
- ],
- has light;
-
-Nearby army "group of soldiers"
- with name "group" "soldiers" "army",
- description "A group of well-armed soldiers, who look a little \
- haggard.",
- life [;
- Attack: "Forget it.";
- default: "The soldiers are a little too weary to pay you any \
-direct attention at the moment.";
- ],
- has animate;
-
-! (A rather mangled version of the Byzantine Generals Problem)
-! (actually, completely different -- i.e., the BGP is unsolvable
-! with three armies...)
-
-Object wicker_cage "wicker cage" Ravine_pass
- with name "cage" "wicker",
- description "A wicker cage, with two compartments, and a lever \
-attached to the front.",
- capacity 3,
- size 20,
- before [;
- Open:
- "You can't seem to pry open the cage door by hand.";
- ],
- add_to_scope cage_lever,
- has static container transparent;
-
-Object cage_lever "lever"
- with name "lever",
- description "A wooden lever attached to the cage.",
- before [;
- Pull:
- if (Morgan in Delbins)
- "A soldier slaps your hand away. ~That windcat \
- messenger box belongs to our Captain, \
- Morgan Grueslayer, so don't mess with it!~";
- if (Morgan notin Ravine_pass)
- "You pull the lever and watch the cage door \
- momentarily open, then shut.";
- if ((children(E_windcat) == 0) || (children(W_windcat) == 0))
- "Morgan stops you and points at the windcats. ~An \
-instruction must be sent with both of the cats, using the signal flags!~";
- print "Morgan stops your hand, just as you are about to \
-pull the lever. She looks at the cats. \
-~Are you quite sure, Priest?~^^\
-Now, that seems like a reasonable question. So, are you? ";
- if (YesOrNo() == 0) "You pause, to reconsider.";
- else {
- remove E_windcat;
- remove W_windcat;
- remove army;
- remove Morgan;
- print "You nod and yank the lever. The cage door \
- latch is loosened enough for both windcats to break free! The \
- spotted windcat tears off to the west, and the speckled cat \
- zips off to the east!^^There is a somewhat stressful pause.^^";
- ! simply put, the flags must both be red
- if (((rf1 in E_windcat) && (rf2 in W_windcat)) ||
- ((rf2 in E_windcat) && (rf1 in W_windcat))) {
- Achieved(13);
- "Simultaneously, from the east and west, a three horn signal sounds! \
- Morgan smiles triumphantly. ~A truce has been declared! The \
- war has ended!~ The army soldiers yell a round of ~Three cheers!~ \
- before heading off. Morgan shakes your hand \
- with almost enough force to break it. ~Well done indeed, Priest. \
- Your wisdom only compliments your tranquil nature.~ She walks off, \
- seeking the next challenge.";
- }
- else {
- move battle to Forest_clearing;
- "Suddenly, from somewhere, a single horn note sounds! The sounds \
- of a fight to the north are soon heard. Morgan \
- gives you a sad, tired look. ~Perhaps it was meant to be,~ she \
- says, as she and the army quickly march north to join their \
- comrades.";
- }
- }
- ],
- has static;
-
-
-Object rf1 "red flag" Ravine_pass
- class flag_class,
- with name "red",
- plural "red flags",
- description "A red square of cloth.";
-Object rf2 "red flag" Ravine_pass
- class flag_class,
- with name "red",
- plural "red flags",
- description "A red square of cloth.";
-Object bf1 "blue flag" Ravine_pass
- class flag_class,
- with name "blue",
- plural "blue flags",
- description "A blue square of cloth.";
-Object bf2 "blue flag" Ravine_pass
- class flag_class,
- with name "blue",
- plural "blue flags",
- description "A blue square of cloth.";
-
-Object E_windcat "speckled windcat" wicker_cage
- with name "windcat" "cat" "speckled",
- description "A sleek, speckled salt-and-pepper windcat, with \
-large paws.",
- capacity 1,
- before [;
- Take:
- "The windcat hisses and struggles until you desist.";
- Receive:
- if (noun hasnt is_flag)
- "I don't think the windcat would appreciate that.";
- Push, Pull, Attack, Squeeze, Turn:
- "I don't think the windcat would appreciate that.";
- Rub, Touch: "The windcat purrs.";
- ],
- has supporter;
-
-Object W_windcat "spotted windcat" wicker_cage
- with name "windcat" "cat" "spotted",
- description "A sleek, spotted black-and-white windcat, with \
-large paws.",
- capacity 1,
- before [;
- Take:
- "The windcat hisses and struggles until you desist.";
- Receive:
- if (noun hasnt is_flag)
- "I don't think the windcat would appreciate that.";
- Push, Pull, Attack, Squeeze, Turn:
- "I don't think the windcat would appreciate that.";
- Rub, Touch: "The windcat purrs.";
- ],
- has supporter;
-
-Object Forest_clearing "Forest Clearing"
- with description "A open clearing is surrounded by forest trees here. \
-A ravine pass is to the south, and a short trail heads northwest. \
-You can just see a small cave opening to the northeast.",
- name "clearing" "forest" "trees" "ravine" "pass" "trail" "cave",
- s_to Ravine_pass,
- nw_to [;
- if (battle in self)
- "You're not getting past that bloody battle (intact).";
- else return Forest_brambles;
- ],
- ne_to [;
- if (battle in self)
- "You're not getting past that bloody battle (intact).";
- else return Forest_cave;
- ],
- has light;
-
-Object battle "bloody battle"
- with name "battle" "war" "warriors",
- initial "There's a violent battle taking place in the middle \
-of the field.",
- description "It's a fierce battle. Kobolds and soldiers are locked \
-in mortal combat. Getting too close would be certain death.",
- life [;
- Attack:
- deadflag = 1;
- "You give a yell and plunge into the battle, and get \
-skewered by a kobold arrow moments later.";
-default: "At the moment, everyone seems rather occupied.";
- ],
- has animate;
-
-Object Forest_brambles "Forest Brambles"
- with description "There's a small area of forest surrounded by \
-brambles and shrubs here. A trail leads southeast.",
- name "forest" "brambles" "shrubs" "trail",
- se_to Forest_clearing,
- has light;
-
-Object Forest_cave "In front of cave"
- with description "A small cave mouth enters into darkness to the \
-north here. A clearing lies to the southwest.",
- name "cave" "mouth" "darkness" "clearing",
- sw_to Forest_clearing,
- n_to CAVE_NSTUNNEL,
- has light;
-
-Object CAVE_NSTUNNEL "North-South Tunnel"
- with description "You're in a natural cave tunnel running north and \
-south. To the south you can see a glimmer of daylight.",
- name "glimmer" "daylight" "tunnel",
- s_to Forest_cave,
- n_to CAVE_INTER,
- ;
-
-Object CAVE_INTER "Tunnel Intersection"
- with description "Several natural cave tunnels intersect here, \
-running north, south, and east.",
- name "tunnel" "tunnels",
- s_to CAVE_NSTUNNEL,
- n_to CAVE_CURVE,
- e_to CAVE_NCREVASSE,
- ;
-
-!Object CAVE_BARE "Bare Cavern",
-! with description "A bare cavern. The exit is east.",
-! e_to CAVE_INTER,
-! ;
-
-Object CAVE_CURVE "Twisting Tunnel",
- with description "A natural cave tunnel makes short twists and \
-turns here, running south and east.",
- name "tunnel" "twists" "turns",
- s_to CAVE_INTER,
- e_to CAVE_DAMP,
- ;
-
-Object CAVE_DAMP "Damp Cave"
- with description "You're in a small cave with noticeably damp walls. \
-Exits lie to the west and south.",
- name "cave" "damp",
- w_to CAVE_CURVE,
- s_to CAVE_NCREVASSE,
- ;
-
-Object CAVE_NCREVASSE "Sloping Tunnel"
- with description "You're in a windy tunnel that gradually slopes up to the \
-east, or down to the west. A cold breeze blows from a tunnel to the north.",
- name "tunnel" "breeze",
- w_to CAVE_INTER,
- n_to CAVE_DAMP,
- e_to CAVE_WINDY,
- d_to CAVE_INTER,
- u_to CAVE_WINDY,
- ;
-
-Object CAVE_WINDY "Windy Tunnel"
- with description "A strange wind seems to howl through this \
-winding tunnel heading east and west. A crack in the tunnel \
-wall exposes an exit north.",
- name "wind" "tunnel" "crack",
- w_to CAVE_NCREVASSE,
- e_to CAVE_BARE2,
- n_to Ancient_Tunnel,
- before [;
- Listen: "A light wind howls through this tunnel.";
- ],
- ;
-
-Object CAVE_BARE2 "Bare Cavern",
- with description "A bare cavern. The exit is west.",
- w_to CAVE_WINDY,
- ;
-
-! (torn -- planes are reachable)
-Object p4 "torn parchment" CAVE_BARE2
- class parchment_class,
- with name "torn",
-description "~...places no mortal man should go, \
-There are planes of existence far beyond our own, that \
-connect and interlace, so that even mortal man may \
-tread upon the featureless gray of <smudge>. But, \
-I believe that there may be other planes, perhaps \
-where the Implementors are said to live. Are these \
-places just parts of existing planes or planes unto \
-themselves? I do not...~";
-
-Object Ancient_Tunnel "Ancient Hallway"
- with description "You're in a stone hallway, clearly man-made. \
-The dust and musty smell indicate the place hasn't \
-been used in quite some time. The corridor runs north, while the \
-south wall has a large crack, creating a dark opening.",
- name "dust" "hallway" "crack" "opening",
- s_to CAVE_WINDY,
- n_to End_of_hall,
- before [;
- Smell: "The air smells a bit musty and stale.";
- ],
- ;
-
-Object End_of_hall "End of Hallway"
- with description "You're at the north end of a long stone hallway. \
-You can follow the hallway back south, or you can take a set of \
-cracked stone stairs up.",
- name "hallway" "stairs",
- s_to Ancient_Tunnel,
- u_to Domed_chamber,
- ;
-
-Object Domed_chamber "Domed Chamber"
- with description [;
- print "You are in a large man-made underground chamber, with a \
-perfectly domed high ceiling. Smooth stone archways lead to rooms to the \
-north, south, east and west. Stone cut steps lead down. In the very \
-center of the ceiling you notice a strange circular depression in \
-the stone";
- if ((self hasnt general) && (amulet has worn)) {
- give self general;
- ".^^Your amulet suddenly gives off a flash of purple light, then fades!";
- }
- else ".";
- ],
- name "dome" "archways" "steps" "ceiling",
- d_to End_of_hall,
- n_to TROPHY_N,
- e_to TROPHY_E,
- s_to TROPHY_S,
- w_to TROPHY_W,
- u_to "The ceiling is too far above you.";
-
-Nearby fake_depression "depression"
- with name "depression" "circle" "hole",
- description "It looks like a slightly recessed circular depression \
-in the ceiling. It's hard to tell from here if it was something cut out of \
-the stone, or perhaps it's a separate piece.",
- has scenery;
-
-! (Player can only get here in end game, and probably doesn't want to be here either)
-Object TROPHY_SECRET "Secret Trophy Room"
- with description "You're in a small domed stone room. The only exit, \
-unfortunately, is a hole in the stone floor to a floor of another chamber \
-far below. Engraved in the wall is: ~LORD DUNCANTHRAX'S PRIVATE TROPHY \
-ROOM~.",
- number 0,
- name "hole",
- each_turn [;
- if (TROPHY_SECRET.number == 0) {
- TROPHY_SECRET.number = 1;
- TROPHY_SECRET.description = "You're in a small domed stone room. \
-There appear to be no exits -- the hole in the floor appears to have been \
-sealed with stone. Engraved in \
-the wall is: ~LORD DUNCANTHRAX'S PRIVATE TROPHY ROOM~.";
- give self ~light ~visited;
- "^Lord Duncanthrax and some of his soldiers are here.^^\
-Duncanthrax looks up and sees you. ~Who is that?~ he asks. ~Looks like a \
-priest,~ a soldier says. ~Wonderful. First, the black paint, and now, \
-a priest breaks into my trophy room.~ He sighs. ~Will no one rid me of \
-this meddlesome priest?~ One of the soldiers takes the hint and knocks \
-you out cold.^^You awake a short time later.";
- }
- else {
- deadflag = 1;
- "^You soon run out of air in the sealed stone room.";
- }
- ],
-has light;
-
-Object TROPHY_N "North Trophy Room"
- with description "This is a bare cubical stone chamber. Some worn black \
-lettering on the wall reads: ~THE EAST CHAMBER IS NOT THE FIRST TROPHY \
-ROOM~. An archway exits south.",
- name "archway" "stone",
- s_to Domed_chamber,
-;
-
-Object TROPHY_E "East Trophy Room"
- with description "This is a bare cubical stone chamber. Some worn black \
-lettering on the wall reads: ~THE NORTH CHAMBER HAS SILVER LETTERING~. \
-An archway exits west.",
- name "archway" "stone",
- w_to Domed_chamber,
-;
-! sigh: logic bug in rel 1. Try the following stmt below instead. Note
-! that two solutions are possible in this case...
-! on the wall reads: ~THE NORTH CHAMBER HAS GOLD LETTERING AND THE SOUTH \
-! CHAMBER IS THE SECOND TROPHY ROOM~. \
-
-Object TROPHY_S "South Trophy Room"
- with description "This is a bare cubical stone chamber. Some worn black \
-lettering on the wall reads: ~THE EAST CHAMBER HAS SILVER LETTERING AND \
-I HAVE GOLD LETTERING~. An archway exits north.",
- name "archway" "stone",
- n_to Domed_chamber,
-;
-
-Object TROPHY_W "West Trophy Room"
- with description "This is a bare cubical stone chamber. Some worn black \
-lettering on the wall reads: ~EITHER I AM THE SECOND TROPHY ROOM AND THE \
-NORTH CHAMBER IS THE LAST TROPHY ROOM, OR I HAVE GOLD LETTERING~. \
-An archway exits east.",
- name "archway" "stone",
- e_to Domed_chamber,
-;
-
-Object lettering "lettering"
- with name "lettering" "black" "writing",
- description [; <Look>; ],
- found_in TROPHY_N TROPHY_E TROPHY_S TROPHY_W,
- has scenery;
-
-! (Now, the special key depressions
-! AUTHOR NOTE: Originally, I represented all 4 by one object. I
-! switched to four identical but separate objects to simplify the
-! ease of have the trophy still sitting in the given depression
-! (potentially increasing the likelihood that the player might
-! drop the trophy in more than once, thereby fouling the puzzle)
-Object Nkey_depression "circular depression" TROPHY_N
- class trophy_dep_class,
- with before [;
- Receive:
- if (noun ~= trophy)
- "That doesn't quite fit.";
- else {
- if (trophy_stage == 3) {
- ! got it --- drop rod if in chamber
- trophy_stage = 0; ! could get 'reset'
- print "You hear a click";
- move trophy to self;
- if (white_rod_piece in TROPHY_SECRET) {
- Achieved(14);
- move white_rod_piece to Domed_chamber;
- move air_spirit to Domed_chamber;
- Domed_chamber.description = "You are in a large man-made underground chamber, with a \
-perfectly domed high ceiling. Smooth stone archways lead to rooms to the \
-north, south, east and west. Stone cut steps lead down. In the very \
-center of the ceiling you notice a circular hole.";
- fake_depression.description = "It's a small circular hole shrouded in darkness.";
- ", followed by a dull thump \
- from the south.";
- }
- else ".";
- }
- else {
- trophy_stage = 0; ! reset
- move trophy to self;
- "You hear a click.";
- }
- }
- ],
-;
-
-Object Ekey_depression "circular depression" TROPHY_E
- class trophy_dep_class,
- with before [;
- Receive:
- if (noun ~= trophy)
- "That doesn't quite fit.";
- else {
- move trophy to self;
- if (trophy_stage == 0) trophy_stage = 1;
- else trophy_stage = 0; ! reset
- "You hear a click.";
- }
- ],
-;
-
-Object Skey_depression "circular depression" TROPHY_S
- class trophy_dep_class,
- with before [;
- Receive:
- if (noun ~= trophy)
- "That doesn't quite fit.";
- else {
- move trophy to self;
- if (trophy_stage == 2) trophy_stage = 3;
- else trophy_stage = 0; ! reset
- "You hear a click.";
- }
- ],
-;
-
-Object Wkey_depression "circular depression" TROPHY_W
- class trophy_dep_class,
- with before [;
- Receive:
- if (noun ~= trophy)
- "That doesn't quite fit.";
- else {
- move trophy to self;
- if (trophy_stage == 1) trophy_stage = 2;
- else trophy_stage = 0; ! reset
- "You hear a click.";
- }
- ],
-;
-
-! (GUE Tech -- with new curriculum...)
-Object GUE_Gate "GUE Entrance"
- with description "You're standing under an open archway that has \
-the letters ~GUE TECH~ prominently displayed in \
-twisted brass and copper. A busy street lies to the \
-south, and the campus quad opens up to the north.",
- name "letters" "street" "quad",
- s_to BORPHEE_CS,
- n_to GUE_QuadS,
- has light;
-
-Nearby GUE_arch "archway"
- with name "arch" "archway",
- description "It's an elaborate metal and stone affair that \
-probably cost a fortune. On one side, an inscription reads \
-~Forburn Gate~.",
- has scenery;
-
-Object GUE_QuadS "South Quad"
- with description "You're walking across a grassy field. More \
-lawn lies to the north, while an archway exits the area to the \
-south. To the west is a low stone building with the word \
-~GYMNASIUM~ etched in stone across the entrance. To the east \
-is a old brick building covered in ivy.",
- name "grass" "field" "lawn" "archway" "building"
-"ivy",
- s_to GUE_Gate,
- n_to GUE_Quad,
- w_to GUE_Gym,
- e_to GUE_Hum,
- has light;
-
-Object GUE_Quad "Center of Quad"
- with description "The center of the campus is a nicely tended \
-green lawn with a bronze statue in the center. \
-Paths lead north and south across grassy fields. \
-To the west is a small brick building. To the east \
-is a large stone building with a lintel roof and the \
-words ~WOOMAX LIBRARY~ enscribed across the entrance.",
- name "lawn" "grass" "fields" "building" "lintel",
- s_to GUE_QuadS,
- n_to GUE_QuadN,
- w_to GUE_Cafe,
- e_to GUE_Library,
- each_turn [ i ;
- i = random(20);
- if (i==8 or 17)
- "^Some students walk by. They must be upperclassmen, \
-as they don't even look in your direction.";
- if (i==9 or 14)
- "^Some students walk by. They must be underclassmen, \
-as some of them look at you with puzzled expressions.";
- ],
- has light;
-
-Nearby belboz_statue "statue"
- with name "statue" "bronze",
- description "An old bronze statue of a wise-looking \
-man in wizard's clothes with a stern, disapproving look. An inscription \
-at the base reads ~BELBOZ AT MITHICUS~.",
- has scenery;
-
-Object GUE_QuadN "North Quad"
- with description "You're walking across a grassy field. More \
-lawn lies to the south, while a large building that resembles a \
-auditorium of some sort is north. An inscription near the entrance \
-reads ~ENCHANTER HALL~. To the west you see a small house-like \
-building. To the east you see a low stone building, clearly new \
-and rather modern looking in contrast to its surroundings.",
- name "grass" "field" "lawn" "building" "auditorium",
- s_to GUE_Quad,
- n_to GUE_Enchanter_hall,
- w_to GUE_Dorms,
- e_to GUE_Labs,
- has light;
-
-Object GUE_Gym "Gymnasium"
- with description "There's a large field house here, filled with \
-gym equipment and helpful rubber mats. The exit is east.",
- e_to GUE_QuadS,
- before [;
- Jump: "You do a bit of exercise.";
- ],
- has light;
-
-Nearby gym_stuff "equipment"
- with description "Various things useful to those who exercise.",
- name "equipment" "mats",
- before [;
- Pull, Push: "You do a bit of exercise.";
- ],
- has scenery;
-
-Object dorm_key "flat key" GUE_Gym
- with name "key" "flat" "dorm",
- initial "Someone left a key here.",
- description "A flat metal key with ~102~ marked on one side.",
- !weight 5,
- size 5,
-;
-
-Object GUE_Hum "Humanities Building"
- with description "You're in the humanities building, which is \
-vacant and closed for the summer. The exit is west.",
- w_to GUE_QuadS,
- has light;
-
-Object History_book "history book" GUE_Hum
- with name "book" "history",
- initial "Someone left a history book here.",
- description "It's a biography on the life and times of \
- Duncanthrax the Bellicose. Most of it chronicles fairly \
- dry stuff about his much publicized conquests of the \
- Eastlands and his famous battles. There is an interesting \
- bit about some secret trophy chamber that Duncanthrax \
- had constructed near the end of his reign, but for more \
- details, I'd suggest ~look up (word) in book~ specifically.",
- before
- [ w1; Consult:
- if (consult_words > 1)
- "The index is rather terse, try limiting your lookup \
- to one word.";
- wn = consult_from; w1 = NextWord();
- switch (w1) {
- 'trophy', 'secret':
- "Apparently, in 680 GUE, Duncanthrax grew increasingly \
- withdrawn. At this time, of foremost importance to him was his collection of \
- various battle trophys and awards he had bestowed to \
- himself (for unusual valor on the field of battle) \
- over the years. He decided to construct a hidden \
- underground chamber south of Egreth to sequester this \
- collection, which would be locked in a most clever means. \
- He decided to order the construction of \
- a ~four-room key~ which, when a miniature trophy \
- was inserted and removed (once) in a special keyhole in each \
- of the four rooms (in a specific order), would unlock a holding chamber \
- in a center room containing his prized trophies. \
- Priding himself on his logic skills, he requested that \
- two captured foreigners produce a logic puzzle plainly \
- inscribed in the four key rooms themselves that would \
- detail the exact order that the key rooms were to be \
- ~applied~. A Prevaricon, \
- who could not help but write untruths, was given a can of \
- gold paint, while a Veritassi, who could only write the \
- truth, was given a can of silver paint. Imagine \
- Duncanthrax's rage when he discovered that the two \
- prisoners had secretly painted over their gold and \
- silver key phrases with _black_ paint! \
- The prisoners were \
- summarily executed, of course, but Duncanthrax sealed \
- off the chamber and researchers can only guess at \
- the final fate of the trophy collection of Duncanthrax.";
- 'Zilbo':
- "Zilbo the third was overthrown in the great revolt lead \
- by Duncanthrax in 659 GUE. The biographers suggest \
- reading their companion text ~How Zilbo Came to Mithicus~.";
- 'Griffspotter', 'Antharia':
- "In 665 GUE, Duncanthrax humiliated the Antharian naval \
- Armada in the famous battle at Fort Griffspotter. \
- (Well, okay, there's quite a bit more in the book about \
- this battle, but remember, you're a priest, not a \
- navy sailor.)";
- 'Diablo', 'Massacre':
- "In 666 GUE, Duncanthrax invaded Zorbel Pass in the \
- Eastlands and severely trounced a local militia of \
- trolls armed with clubs and garlic. The key \
- significance of this victory on Duncanthrax's \
- conquest of the Eastlands, as well as the immediate \
- recall of all vampiric soldiers in Duncanthrax's \
- military force, cannot be understated.";
- 'Ogre', 'battle', 'duel':
- "In late 666 GUE, Duncanthrax was engaged in a fierce \
- battle with forces near Globby Hills. In a brilliant \
- tactical move, Duncanthrax goaded the opposing force \
- into decided the fate of the battle on a single duel -- \
- himself versus their champion. Unfortunately for \
- Duncanthrax, the Globby Hill champion turned out to \
- be an Ogre of immense size. In an attempted diversion, \
- Duncanthrax was quoted as saying to the Ogre, \
- ~It's all right, we're with Silvermane.~ The Ogre \
- was quoted as responding with ~Huh?~. Duncanthrax then, \
- perhaps in a moment of sheer bravado, was heard to \
- say ~Your shoes are untied.~ As the Ogre bent down \
- to examine his unshod feet, Duncanthrax gave the \
- signal, and the Ogre was buried under a massive \
- pile of granola.";
- 'Silvermane':
- "Silvermane, the book notes, was the name of \
- Duncanthrax's pet Dire Wolf.";
- 'Index', 'index':
- "There appear to be notable entries on ~trophy~, \
- ~Zilbo~, ~Griffspotter~, ~Diablo~, ~Ogre~, and \
- ~Silvermane~.";
- default:
- "You can't find anything interesting about that.";
- }
- ],
- !weight 20,
- size 15,
-;
-
-Object GUE_Cafe "Cafeteria"
- with description "A small cramped area with lots of tables and \
-chairs and food stains. The exit is east.",
- name "table" "tables" "chair" "chairs" "food" "stains",
- e_to GUE_Quad,
- has light;
-
-Nearby cafe_mess "mess"
- with name "mess" "cups" "napkins" "junk",
- initial "Someone must've had a late night recently, as \
-there is quite a mess of coffee cups, napkins, and other junk \
-on one table.",
- before [;
- Search:
- if (self hasnt general) {
- give self general;
- move sugar_cube to GUE_Cafe;
- move decaf_coffee_can to GUE_Cafe;
- "You dig through the mess and find an \
-unopened can of coffee and a sugar-cube.";
- }
- Take:
- "There's too much to carry.";
- Rub, Push, Pull, Turn, Touch, Shake:
-"You mess with the mess. Nothing happens.";
- ],
- has static;
-
-Object sugar_cube "sugar cube"
- with name "sugar" "cube",
- short_name "sugar cube",
- description "A perfect featureless white cube (of sugar).",
- !weight 5,
- size 5,
- has edible;
-
-Object GUE_Library "Library"
- with description "A student library is here, filled with \
-various texts. The exit is west.",
- w_to [ x y z ;
- objectloop (x in player) {
- if ((x == marked_scroll) && (librarian hasnt general))
-"Some strange invisible force stops you as you try \
-to leave. The librarian doesn't look up, but merely says, \
-~If you want to check something out, I'll \
-need to see some ID first.~";
-! (now, instead of doing recursive tree traverse, I do two levels
-! of checking, to save code space, since there aren't that many
-! workable containers in this game)
- if (children(x) > 0) {
- objectloop (y in x) {
- if ((y == marked_scroll) && (librarian hasnt general))
-"Some strange invisible force stops you as you try \
-to leave. The librarian doesn't look up, but merely says, \
-~If you want to check something out, I'll \
-need to see some ID first.~";
- if (children(y) > 0) {
- objectloop (z in y) {
- if ((z == marked_scroll) && (librarian hasnt general))
-"Some strange invisible force stops you as you try \
-to leave. The librarian doesn't look up, but merely says, \
-~If you want to check something out, I'll \
-need to see some ID first.~";
- }
- }
- }
- }
- }
- return GUE_Quad;
-! if ((marked_scroll notin GUE_Library) && (librarian hasnt general))
- ],
- has light;
-
-
-Object magazine_lib "wrinkled magazine" GUE_Library
- with name "magazine" "wrinkled" "report",
- initial "There's a wrinkled magazine (~US News and Dungeon Report~) here.",
- description "SPIRITWRAK Author notes:^\
-3/96 -- Initial (beta) release. Functionally complete, some \
-nagging bugs and typos may still be present.^\
-4/96 -- Second release. Reported bugs fixed. A few puzzles \
-added, some removed.^\
-6/96 -- Third release. Bug fix release.",
- size 15;
-
-
-
-Object GUE_Dorms "Dorms"
- with description "You're in a short hallway inside some student \
-dormitories. The exit is east.",
- e_to GUE_QuadN,
- n_to dorm_doorN,
- s_to dorm_doorS,
- w_to "You wander the halls a bit and return here.",
- has light;
-
-Object dorm_doorN "northern door" GUE_Dorms
- with name "door" "northern",
- when_closed "There's a closed door to the north.",
- when_open "There's an open door to the north.",
- description "A wooden door with a keylock. A note \
-attached to it says ~DOING WORK ABROAD~.",
- with_key dorm_key,
- door_dir n_to,
- door_to GUE_dormroom,
- after [;
- Open:
- give dorm_doorN2 open;
- Close:
- give dorm_doorN2 ~open;
- ],
- has static door openable lockable locked;
-
-
-Object dorm_doorS "southern door" GUE_Dorms
- with name "door" "southern",
- when_closed "There's a closed door to the south.",
- description "A wooden door with a keylock. A note \
-attached to it says ~BEWARE OF DOG~.",
- door_dir n_to,
- door_to GUE_Dorms, ! doesn't really go anywhere
- before [;
- Open:
- deadflag = 1;
- "As you open the door, an enormous hellhound jumps \
-out! The unusual watchdog creeps back into the room and closes the \
-door -- after having mauled you to pieces, of course.";
- ],
- has static door openable lockable;
-
-Object GUE_ID1 "dirty ID card" GUE_Dorms
- with name "ID" "card" "dirty",
- description "A slightly dirty ID card. There's a picture \
-of some woman with short dark hair and glasses, and the name \
-~Stephanie~ on the front.",
- size 5,
-;
-
-Object GUE_ID2 "clean ID card"
- with name "ID" "card" "clean",
- description "An ID card with a picture \
-of some young student and the name \
-~Harold~ written on the front.",
- size 5,
-;
-
-Object GUE_dormroom "Dorm room"
- with description "A cramped room, mostly empty, with some \
-bare furnishings.",
- name "furnishings" "desk" "chair" "bed",
- s_to dorm_doorN2,
- has light;
-
-! (due to short name confusion ("northern door"), 2nd half
-! of this door done separately)
-Object dorm_doorN2 "door" GUE_dormroom
- with name "door",
- when_closed "There's a closed door to the south.",
- when_open "There's an open door to the south.",
- description "An unremarkable wooden door.",
-! with_key dorm_key,
- door_dir s_to,
- door_to GUE_Dorms,
- after [;
- Open:
- give dorm_doorN open ~locked;
- Close:
- give dorm_doorN ~open;
- ],
- before [;
- Lock:
- "You can't lock the door from this side.";
- Unlock:
- "You can't unlock the door from this side.";
- ],
- has static door openable lockable;
-
-!Nearby dormroom_furnishings "furnishings"
-! with name "furnishings" "desk" "chair" "bed",
-! description "Minimal furnishings -- a desk and chair, \
-!a small bed. Almost reminds you of the Monastery.",
-! has scenery;
-
-Object textbook "textbook" GUE_dormroom
- with name "book" "textbook" "text",
- initial "A forgotten textbook is lying in one corner of \
-the room.",
- description [;
- if (self hasnt open)
- "The cover reads ~Ancient Mythology~.";
- else
- "~A colorful myth among ancient races has been \
-called 'The myth of the Four Brothers' by Elder Kroonwatz \
-(the famous Royal Chronicler). The story states that at the dawn of time, four \
-evil gods, who were brothers, sought dominance over that \
-which would become our world. Great battles were fought \
-between forces of light and darkness, and these \
-brothers were often victorious. \
-Fortunately for us, they \
-could not cooperate with each other, and \
-fought amongst themselves in petty power \
-struggles, driven individually by power and greed.
-Indeed, legends state that on occassions, the brothers \
-would seek ways to actually destroy their own siblings, \
-along with the forces of good. \
-One brother constructed a strange artifact that would \
-have given him great power, but was discovered by agents of good. \
-He was imprisoned within the very object he built. The remaining \
-three, facing certain defeat without the combined strength of their \
-trapped brother, fled into planes unknown, but made a pact \
-that if the brother were ever freed, and the artifact of \
-power returned to him, the four would \
-agree to make their final attack against the forces of good. \
-Kroonwatz points out the obvious parallels with various other \
-mythologies that foretell the end of the known world.~";
- ],
- !weight 20,
- size 15,
- before [;
- Open:
- if (self hasnt general) {
- give self general;
- give self open;
- move GUE_ID2 to parent(player);
- "As you open the book, a small card flies out and lands \
-at your feet.";
- }
- ],
- has openable;
-
-Object GUE_Enchanter_hall "Enchanter Hall (top)"
- with description "You're at the top of a large auditorium which \
-is empty. You can walk down a long aisle to the \
-front of the hall, or out to the south.",
- name "aisle" "seats",
- s_to GUE_QuadN,
- d_to GUE_Enchanter_hall_front,
- n_to GUE_Enchanter_hall_front,
- has light;
-
-Object GUE_Enchanter_hall_front "Enchanter Hall (bottom)"
- with description [;
- print "You're at the very front of a large \
-auditorium. From here you can look south and sees rows upon \
-rows of empty seats focused on the stage-like area where you now \
-stand. You can walk back into the seats to the south";
- if (hall_switch has on)
- ". A soft dim glow highlights your current area.";
- else ".";
- ],
- name "rows" "seats" "glow",
- s_to GUE_Enchanter_hall,
- u_to GUE_Enchanter_hall,
- has light;
-
-Nearby hall_switch "switch"
- with name "switch",
- initial "There's a curious switch in the wall here.",
- description "A small switch in the far wall.",
- before [;
- SwitchOn:
- if (self hasnt on) {
- give self on;
- print "You hear a click. A dim light now makes the \
-nearby area less gloomy.^";
- }
- else "It seems to be on already.";
- if (self hasnt general) {
- give self general;
- move notebook to hall_desk;
- "^A student creeps out of the shadows. He looks \
-at you sheepishly. ~Sorry I haven't been to class all semester, \
-Professor,~ he begins. ~Anyway, here's my final paper.~ He puts \
-a notebook on the desk. ~All this stuff about the new 'science' \
--- I don't know what all the fuss \
-is about. Magic was okay too, wasn't it? There's a part in my \
-conclusion where --~ He stops and looks at the notebook. ~Well, \
-anyhow.~ he says, and disappears back into the shadows.";
- }
- else rtrue;
- SwitchOff:
- if (self has on) {
- give self ~on;
- "The dim light fades.";
- }
- else "It seems to be off already.";
- ],
- has static switchable;
-
-Object hall_desk "large desk" GUE_Enchanter_hall_front
- with name "desk",
- description "A long desk sits in the middle of this area.",
- capacity 30,
- has static supporter;
-
-Object notebook "notebook"
- with name "notebook",
- capacity 3,
- description "A plain white notebook with some loose pages.",
- !weight 10,
- size 10,
- before [;
- Receive:
- if ((noun ~= term_paper) && (noun hasnt is_scroll))
- "You can't put that into the notebook.";
- ],
- has container openable;
-
-Object term_paper "term paper" notebook
- with name "paper" "term",
- !weight 5,
- size 10,
- description "~Magic, so what's it good for?~ by \
-Wilbur Lunchbox. It's a long-winded haphazard writing about \
-the virtues of magic in a time of science. Some of the topic \
-sentences are particularly clumsy. However, there's an insightful \
-bit at the end about how under certain circumstances, magic and \
-science become indistinguishable.",
-;
-
-Object GUE_Labs "Science Center"
- with description "You are in a short hallway of some new \
-building. The words ~SCIENCE CENTER~ are painted on one wall. \
-The hallway opens to rooms to the east, or you can escape to the west.",
- name "words",
- w_to GUE_QuadN,
- e_to GUE_Labs_Eng,
- has light;
-
-Object GUE_Labs_Eng "Engineering Labs"
- with description "\
-You shudder as you look around this area. \
-Clearly a place of science, piles of heavy machinery and strange \
-delicate-looking tools and artifacts are everywhere here. Hallways \
-run west and east.",
- name "machinery" "tools" "artifacts",
- w_to GUE_Labs,
- e_to GUE_Labs_Office,
- s_to GUE_Lab_door,
- has light;
-
-Object wood_book "research paper" GUE_Labs_Eng
- with name "paper" "research",
- description "~On the Structural Strength of Woods~, \
-a short, fairly dry research paper. Apparently, the researcher was testing \
-the breaking point of various woods. The conclusions reached \
-are summed up in the final paragraph:^^\
-~In summary, our findings indicate that out of the materials \
-tested, Ebony wood is clearly the best choice, and Balsa wood \
-clearly the worst. Balsa wood structures broke immediately when \
-even the slightest weight was tested on them. Pine wood structures \
-fared slightly better, holding light weights, but tended to break \
-on repeated stress. Ebony wood structures were approximately twice \
-as strong as Pine structures, holding up to at least one repeated \
-stress test before breaking.~",
- !weight 5,
- size 15;
-
-Object GUE_Labs_Office "Office"
- with description "You're in a small office of some sort. The \
-only exit is west.",
- w_to GUE_Labs_Eng,
- has light;
-
-Nearby Lab_desk "desk"
- with name "desk",
- initial "A small desk sits in one corner here.",
- description "It's quite tiny really.",
- has static supporter;
-
-Object Lab_journal "lab journal" Lab_desk
- with name "journal" "lab",
- description "Some loose handwritten pages read:^\
-^~...DAY 14) We've put the artifact in the south lab. Still \
-^ no idea what it does, but I'm sure I can find \
-^ some lab student who can figure it out. \
-^ DAY 20) My lab assistant Peabody believes that it's \
-^ some sort of 'mystical gate'. \
-^ Clearly this is hogwash. However \
-^ my grant has been awarded, so I have allowed \
-^ Peabody to continue work. \
-^ DAY 25) Peabody demonstrated something fantastic today. \
-^ He took my briefcase and put it on \
-^ the artifact and in a white flash, it was gone! \
-^ DAY 27) This is my last entry. I am leaving the University \
-^ tomorrow. Peabody, in my request to retrieve my briefcase \
-^ stepped onto the artifact, and was gone! I've read \
-^ his recent research notes, and if he's right, he's \
-^ now lost in a place unimaginable! I've locked the \
-^ artifact away and destroyed the combination -- I pray no \
-^ one ever sees it again!...~\
-^ (The journal breaks off here)",
- !weight 15,
- size 15,
-;
-
-Object GUE_Lab_door "lab door"
- with name "door" "lab",
- when_closed [;
- print "There's a closed heavy metal door to the";
- if (self in GUE_Labs_Eng)
- " south.";
- else " north.";
- ],
- when_open [;
- print "There's an open metal door to the";
- if (self in GUE_Labs_Eng)
- " south.";
- else " north.";
- ],
- description "A large door made of some shiny hard metal. \
- There are no obvious handles or hinges.",
- door_dir [;
- if (self in GUE_Labs_Eng) return s_to;
- else return n_to;
- ],
- door_to [;
- if (self in GUE_Labs_Eng) return GUE_Labs_SECRET;
- else return GUE_Labs_Eng;
- ],
- before [;
- Close:
- if (self has open) {
- left_dial.number = random(9);
- right_dial.number = random(9);
- center_dial.number = random(9);
- give self ~open locked;
- "You close the door and hear some mechanisms spin.";
- }
- ],
- found_in GUE_Labs_Eng GUE_Labs_SECRET,
- has static door openable lockable locked;
-
-! (and now a combination lock, which is probably going to be more
-! of an effort to code than for the player to figure out)
-Object special_lock "set of dials" GUE_Labs_Eng
- with name "dials",
- initial "There's an odd set of dials in the wall near the \
-metal door.",
- description [;
- print "Three dials are in a left-to-right row. Above \
-each dial is a tiny square window with some number visible behind it. \
-The windows currently read: ~",left_dial.number,center_dial.number, right_dial.number;
-"~. Right next to the set of dials is a small green button. \
-Letters right above the dials read: ~FrobozzCo~.";
- ],
- has static transparent;
-
-Class dial_class
- with name "dial",
- number 0,
- description [;
- print "A small dial. The window above reads ~", self.number;
- "~.";
- ],
- has static;
-
-
-Object left_dial "left dial" special_lock
- class dial_class
- with name "left",
- before [;
- Turn:
- left_dial.number = left_dial.number + 1;
- if (left_dial.number > 9) left_dial.number = 0;
- print "The left window now reads: ~", left_dial.number;
- "~.";
- SetTo:
- if ((second < 0) || (second > 9))
- "The left dial apparently only goes from 0 to 9.";
- else left_dial.number = second;
- print "The left window now reads: ~", left_dial.number;
- "~.";
- ],
-;
-Object center_dial "center dial" special_lock
- class dial_class
- with name "center" "middle",
- before [;
- Turn:
- center_dial.number = center_dial.number + 1;
- if (center_dial.number > 9) center_dial.number = 0;
- print "The center window now reads: ~", center_dial.number;
- "~.";
- SetTo:
- if ((second < 0) || (second > 9))
- "The center dial apparently only goes from 0 to 9.";
- else center_dial.number = second;
- print "The center window now reads: ~", center_dial.number;
- "~.";
- ],
-;
-Object right_dial "right dial" special_lock
- class dial_class
- with name "right",
- before [;
- Turn:
- right_dial.number = right_dial.number + 1;
- if (right_dial.number > 9) right_dial.number = 0;
- print "The right window now reads: ~", right_dial.number;
- "~.";
- SetTo:
- if ((second < 0) || (second > 9))
- "The right dial apparently only goes from 0 to 9.";
- else right_dial.number = second;
- print "The right window now reads: ~", right_dial.number;
- "~.";
- ],
-;
-
-Object green_button "green button" special_lock
- with name "button" "green",
- number 0,
- weight 0,
- description "A small green button next to the dials.",
- before [;
- Push:
- ! a simple game of mastermind. NOTE: I hate mastermind...
- if (GUE_Lab_door has open)
- "You hear a short buzzing noise.";
- if ((left_dial.number == 7) &&
- (center_dial.number == 3) &&
- (right_dial.number == 4)) {
- give GUE_Lab_door ~locked open;
- Achieved(15);
- "You hear three clicks, and the door swings open!";
- }
- ! observe the bizarre numerical method of tracking guesses...
- ! ('0' implies wrong)
- ! (As with regular mastermind, we first check for all
- ! 'right # and right spot' and build a bitstring that
- ! indicates this (i.e. 700 combo would give 100 bitstring).
- ! Then, we scan over the slots that were not marked as
- ! 'right # and right spot' to check for 'right #, wrong
- ! spot'. If, notably, we already found that number in
- ! the 1st scan, we do _not_ treat it as 'right #, wrong
- ! spot' (i.e. 777 should give us 1 click, not 1 click,
- ! 2 thunks).
- ! -- Author's note: There is no doubt a simpler method
- ! to do this, and you Inform junkies should feel free
- ! to let me know this, however I found this method to
- ! be easy to code, easy to understand, and pretty
- ! robust.
- green_button.number = 0; ! RESET
- green_button.weight = 0; ! (# of 'thunks')
- ! FIRST SCAN
- if (left_dial.number == 7) green_button.number = 100;
- if (center_dial.number == 3)
- green_button.number = green_button.number + 10;
- if (right_dial.number == 4)
- green_button.number = green_button.number + 1;
- ! SECOND SCAN
- if (green_button.number ~= 100 or 101 or 110) {
- if (green_button.number ~= 11) {
- if ((left_dial.number == 3) &&
- (green_button.number ~= 10))
- green_button.weight = green_button.weight + 1; ! 'add a thunk'
- if ((left_dial.number == 4) &&
- (green_button.number ~= 1))
- green_button.weight = green_button.weight + 1; ! 'add a thunk'
- }
- }
- if (green_button.number ~= 10 or 11 or 110) {
- if (green_button.number ~= 101) {
- if ((center_dial.number == 7) &&
- (green_button.number ~= 100))
- green_button.weight = green_button.weight + 1; ! 'add a thunk'
- if ((center_dial.number == 4) &&
- (green_button.number ~= 1))
- green_button.weight = green_button.weight + 1; ! 'add a thunk'
- }
- }
- if (green_button.number ~= 1 or 11 or 101) {
- if (green_button.number ~= 110) {
- if ((right_dial.number == 7) &&
- (green_button.number ~= 100))
- green_button.weight = green_button.weight + 1; ! 'add a thunk'
- if ((right_dial.number == 3) &&
- (green_button.number ~= 10))
- green_button.weight = green_button.weight + 1; ! 'add a thunk'
- }
- }
- ! Print number of clicks and thunks
- if (green_button.number == 0 && green_button.weight == 0)
- "Nothing happens.";
- if (green_button.number == 1 or 10 or 100) {
- print "You hear a single click";
- if (green_button.weight == 0) ".";
- else print " followed by ";
- }
- else {
- if (green_button.number == 11 or 101 or 110) {
- print "You hear two clicks";
- if (green_button.weight == 0) ".";
- else print " followed by ";
- }
- else {
- print "You hear ";
- }
- }
- EnglishNumber(green_button.weight);
- if (green_button.weight == 1)
- " thunk.";
- else " thunks.";
-
- ],
- has static;
-
-
-
-Object GUE_Labs_SECRET "Strange Lab"
- with description "This is an odd room, cramped even by lab \
-standards. The place seems to have been cleared out recently.",
- n_to GUE_Lab_door,
-has light;
-
-
-! *************
-! critters/people
-! *************
-
-Object librarian "librarian" GUE_Library
- with name "librarian" "student" "Stephanie",
- description "A young woman with short dark hair and \
-gold-framed glasses.",
- life [;
- Attack, ThrowAt:
- "Attacking librarians is not very becoming of \
- a priest.";
- Show, Give:
- if (noun == glasses)
- "~Thanks no, I already have a pair.~";
- if (noun == GUE_ID1) {
- remove GUE_ID1;
- "The librarian snatches the ID out of your hand. \
-~Where'd you get my ID?~ she says. ~I've been looking for it \
-everywhere.~";
- }
- if (noun == GUE_ID2) {
- print "The librarian peers at the ID. ~Hi ";
- if (self has general)
- "again, Harold,~ she says.";
- else {
- give self general;
- "Harold,~ \
-she says. ~I heard you were going to be away for a least two \
-more years. Got tired of Mithicus, eh? Well, anyway, remember to \
-return anything you borrow after summer session is over.~ She \
-scribbles something down in a notebook.";
- }
- }
- default: "The librarian is currently too busy \
-cataloging books.";
- ],
- react_before [;
- Cast:
- "The librarian frowns as you start to chant. \
-~Quiet! This is a library, you know.~ she says.";
- Blow:
- if (noun==whistle)
- "You make an unusually high-pitched noise. \
-The librarian frowns. ~Please! This is a library, you know.~";
- Yell:
- "The librarian frowns. ~Please! This is a library, you know.~";
- Sneeze:
- "~You should see the school nurse about that cold.~";
- ],
- has animate female;
-
-
-Object kobold "large kobold" Forest_brambles
- with name "kobold" "large",
- initial "There appears to be a wounded kobold here, resting \
- against a shrub.",
- description "He's a pretty tough looking kobold. The large wound \
- in his shoulder clearly has him in a foul mood.",
- each_turn [;
- if (random(20) == 1)
- "^The kobold swipes at you with a club in his good arm, \
- but due to his condition, doesn't come close.";
- ],
- life [;
- Attack,ThrowAt: "Attacking a defenseless wounded would be somewhat \
-unsporting.";
- default: "The kobold hisses at you and spits out some words that \
- you can't understand at all.";
- ],
- before [;
- Cast:
- if (the_spell_was == espnis_spell or foblub_spell)
- "The kobold cannot understand your language. The \
- chant fails.";
- if (the_spell_was == taclor_spell) {
- move green_sphere to Forest_brambles;
- remove self;
- "You begin your chant, and the kobold seems stricken with \
- fear. Soon, however, the kobold stands up and looks at \
- his healed shoulder with wonder. He starts to say something, \
- realizes you don't speak kobold, and stops. Puzzled by \
- your actions, he stares at you for a moment, then searchs \
- his jerkin, finding a small object which he tosses at your \
- feet. He walks off into the deep forest, and vanishes.";
- }
- ],
- has animate;
-
-Object air_spirit "air spirit"
- with name "spirit",
- description "It looks like a small, animated tornado capable \
- of taking you for quite a spin.",
- each_turn [ i ;
- ! spirit attack
- ! (in general, the 4 spirits are _very_ dangerous.
- ! There's a 1/5 chance of killing outright, and 2
- ! chances of doing 10 and 5 points of damage respectively.
- ! In short, the player needs to realize it's time to swanko,
- ! and do so, quickly)
- if (self hasnt general) {
- give self general ~concealed;
- "^You hear a strange intake of air from the hole above \
- your head. Without warning, a small tornado seems to \
- flow in from above. It seems to be sentient!";
- }
- i = random(5);
- if (i == 1) {
- deadflag = 1;
- "^The air creature moves with amazing speed! \
- It surrounds you in a mass of whirling winds, and you \
- find yourself spinning helplessly. The speed increases, \
- and you are soon torn apart!";
- }
- if (i == 2)
- Player_HP_CUR = Player_HP_CUR - 10;
- if (i==3)
- Player_HP_CUR = Player_HP_CUR - 5;
- if (Player_HP_CUR <= 0) {
- deadflag = 1;
- "^The last blow from the air spirit was too much for \
- you, I'm afraid to say. You are picked up and \
- tossed against the wall in a lifeless heap by a \
- massive gust of wind.";
- }
- print "^The air spirit ";
- if (i==2)
- "picks you up in a powerful gust \
- of wind and sends you flying across the chamber! Ouch.";
- if (i==3)
- "surrounds you with flying dust and \
- debris, momentarily choking you! You break free \
- just in time.";
- "charges, but you evade the moving tornado.";
- ],
- before [;
- Cast:
- if (the_spell_was == swanko_spell) {
- remove self;
- "As you speak the chant, the air spirit falls back \
- in fear! You finish the chant, and the air spirit \
- slowly dissipates and grows smaller, until the \
- creature vanishes completely.";
- }
- print "A sharp gust of wind practically \
- tears your chant out of your lungs.^";
- ],
- life [ ;
- Attack:
- print "You ";
- if (random(20) >= 8)
- "strike the air creature, but your attack passes \
- harmlessly through it! Strange laughter seems to \
- echo from everywhere.";
- "attack the air spirit, but miss!";
- default: "It's too busy trying to kill you.";
- ],
- has animate concealed;
-
-
-! *************
-! scrolls/spells
-! *************
-
-Object flour_scroll "flour-coated scroll"
- class scroll_class,
- with name "flour-coated",
-;
-
-Object gloth_spell "fold dough 83 times" flour_scroll
- class spell_class,
- with name "gloth",
- magic [;
- if (second has animate)
- "Well, when you see a living creature made out of \
- dough around here, let me know.";
- "The chant fails. I suppose you probably need actual dough \
- for it to work.";
- ],
-;
-
-Object marked_scroll "pen-marked scroll" GUE_Library
- class scroll_class,
- with name "pen-marked",
- initial "There's a pen-marked scroll sitting amongst some books here.",
-;
-
-Object taclor_spell "heal wounds" marked_scroll
- class spell_class,
- with name "taclor",
- magic [;
- if (second == 0)
- "The chant searches for a body to heal, and fails.";
- if (second == player) {
- Player_HP_CUR = Player_HP_MAX;
- "You speak the chant, and feel a warm glow surround you. \
- In moments, you feel physically renewed!";
- }
- if (second hasnt animate) {
- print "It's apparently beyond your powers to \
- heal "; DefArt(second); ".";
- }
- else {
- CDefArt(second);
- " is no doubt grateful for the gift of better health.";
- }
- ],
-;
-
-
-! *************
-! interesting objects
-! *************
-Object white_rod_piece "white rod piece" TROPHY_SECRET
- class rod_class,
- with name "white",
- initial "In the center of the room is a short white rod.",
- description "It's a short section of a rod made of some \
-undeterminable hard substance, \
-colored cloud-white. A piece of the Rod of the Ancients, no doubt!",
-;
-
-Object green_sphere "green sphere"
- class sphere_class,
- with name "green",
- description "A tiny perfect green sphere, made of some strange \
- unknown metal.",
-;