--- /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.",
+;