X-Git-Url: https://jxself.org/git/?p=the-mall.git;a=blobdiff_plain;f=the-mall.inf;h=d90dcdb8c933ab02a307531bf2de4a3b7fba8722;hp=7f620a01b5abcd7bc229e96bb3439973495d4c7b;hb=7f4460077e196214c3cab16d5fe8d9d715927c37;hpb=64142318a2cfa3261d1e0062aa84b466499d2978 diff --git a/the-mall.inf b/the-mall.inf index 7f620a0..d90dcdb 100644 --- a/the-mall.inf +++ b/the-mall.inf @@ -13,6 +13,7 @@ ! You should have received a copy of the GNU Affero General Public ! License along with this file. If not, see https://gnu.org/licenses/ +Constant NO_SCORE; Constant Story "The Mall"; Constant Headline "^By Jason Self^ If you get stuck try typing HELP.^ @@ -25,29 +26,191 @@ IFID 1AB626D5-E03F-4F03-836C-50F65B643B9B^"; Include "parser"; Include "verblib"; Release 0; -Serial "190321"; +Serial "190323"; + +Object bank "Bank of Zork" +with description "The local branch of the Bank of Zork, the + largest banking institution of the Great Underground Empire. + The walls are redpainted and there is a distinct wash of pine + and sandalwood that hovers in the air. Beyond the lobby of the + bank, to the north, lies the vault. The air there is dark-- + almost heavy-- and thick with the scents of fresh paper and + silver and copper. A darkened office sits to the south. As + with all branches of the Bank of Zork, a portrait of J. + Pierpont Flathead hangs on the wall.", +n_to vaultdoor, +s_to securityoffice, +w_to mall, +has light; + +Object closet "Closet" +with description "In the closet of the workshop, it is mostly + dark. Here lie the new supplies waiting to be taken out to + customers to make new teddy bears. Their beady eyes glisten as + they reflect the light from the workshop, their bodies + deflated in some places, bulging unnaturally in others.", +e_to workshop, +has light; + +object bears "teddy bears" closet +with name 'bear' 'bears' 'teddy' 'teddies' 'ted', +before [; Take,Pull,Push,PushDir: + print_ret "Shoplifting isn't the answer."; ], +has scenery; + +Object cookhouse "Cookhouse" +with description "The glowing letters atop indicate that this + restaurant is called ~The Cookhouse.~ There's a light + smokiness in the air, and the tables are covered in + soft-looking linen tablecloths. Although, since the mall + closed, all of the patrons have left.", +n_to mall, +has light; + +Object table2 "table" cookhouse +with name 'table', +has scenery supporter; + +Object tablecloth "tablecloth" table2 +with name 'tablecloth' 'linen' 'cloth', + description "It's made of soft-looking linen.", +before [; Take,Pull,Push,PushDir: + print_ret "Shoplifting isn't the answer."; ], +has scenery; + +Object securityoffice "Security Office" +with description "A small office belonging to the bank's security + officer. You scan the room, seeing a table and a large bulky + television.", +n_to bank, +has light; + +Object television "television" securityoffice +with name 'television' 'tv' 'screen' 'monitor', + description "It's big, gray, and one of those old-fashioned + CRT models.", +watch_count 0, +before [; Listen,Examine: + if (television has on) { + self.watch_count = self.watch_count + 1; + switch (self.watch_count) { + default: print "It's big, gray, and one of those old-fashioned + CRT models. It looks very heavy.^The TV is currently switched + on. It's showing grainy footage at odd angles from the vault's + security cameras.^"; return true; + } + }; + Take,Pull,Push,PushDir: + print_ret "The television is firmly attached to the wall."; + ], + after [; SwitchOn: + print "The television comes to life, showing grainy + footage at odd angles from the vault's security + cameras.^"; return true; + ], +has scenery switchable; + +Object table "table" securityoffice +with name 'table', + description "Made from metal, it looks to be a solid and + hefty table.", +has scenery supporter; + +Object coppercoin "copper coin" table +with name 'copper' 'coin' 'zorkmid', + description "The coin seems to be very old, in very poor + condition, and somewhat irregular in shape. The only things + clearly visible are what appears to be a name on one side: + Belwit The Flat and a date on the other: 699 GUE."; + +Object keycard "keycard" table +with name 'keycard' 'key' 'card', + description "The keycard is used to open things."; Object mall "Mall" -with description "You're in the main walkway. An ordinary kind - of place, with stores all around.", +with description "You're in the main walkway. It's bright and clean + with stores all around. Pale light glimmers off the polished + tile like sunlight on water. The quietness of the closed mall + floats by as if on the wind. The mall's exit is to the + southwest.", +n_to workshop, +s_to cookhouse, +sw_to mallexit, +e_to bank, w_to salon, has light; -Object workshop "Bear Workshop" -with description "A workshop for making stuffed bears although by - now everything is put away. The workshop retains a pleasant - atmosphere.", -has light; +Object mallexit "door" mall +with name 'door' 'exit', + description "A revolving door to the outside world, with the + word ~Exit~ written above. Sunlight streams crisply in + through the glass.", +with_key keycard, +before [; unlock: deadflag = 2; return true; + ], +has scenery openable locked; + +Object portrait "portrait" bank +with name 'portrait' 'picture' 'photo', + description "It's a portrait of J. Pierpont Flathead. His + portrait adorns every branch of the Bank of Zork.", +before [; Take,Pull,Push,PushDir: + print_ret (The) self, " is firmly attached to the wall."; ], +has scenery; Object salon "Salon" with description [; print "You've just sauntered into a salon."; if (salon hasnt visited) print " Suddenly you bump your head on the ceiling, but it's not such a bad bump that it's going - to prevent you from looking at objects and even things."; + to prevent you from looking at things."; if (salon has visited) print " Remembering the low ceiling, - you take care not to bump your head."; + you take care not to bump your head."; print " Behind the + reception desk is a small display made up of backlit shampoos + and conditioners in various shades of translucent blue. + Continuing to the west is another room."; new_line; ], e_to mall, +w_to salon2, +has light; + +object desk "reception desk" salon +with name 'desk' 'reception', +has scenery; + +object shampoo "shampoos" salon +with name 'shampoo' 'shampoos' 'display', +before [; Take,Pull,Push,PushDir: + print_ret "Shoplifting isn't the answer."; ], +has scenery; + +object conditioner "conditioners" salon +with name 'conditioner' 'conditioners', +before [; Take,Pull,Push,PushDir: + print_ret "Shoplifting isn't the answer."; ], +has scenery; + +Object salon2 "Salon" +with description "This is a tranquil glasslit room where the + stylists would work on peoples' hair. You can imagine the + sounds of clipping shears and buzzing razors resounding + through the air with the clarity of a ringing bell when this + place is open.", +e_to salon, +has light; + +Object vaultdoor "vault door" bank + with name 'vault' 'safe', + description "A large, circular, and hefty door. The words + ~Manufactured By The Frobozz Magic Vault Company~ are engraved + around the edge.", + has scenery door openable locked; + +Object workshop "Bear Workshop" +with description "A workshop for making stuffed bears although by + now everything is put away. The workshop retains a pleasant + atmosphere. You should try going west.", +w_to closet, +s_to mall, has light; [ Initialise;