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!\---------------------------------------------------------------------------
COLOSSAL HUGO
Based on Graham Nelson's Inform port of Advent, in turn
taken from David M. Baggett's 1993 reconstruction of the
1977 original Adventure by Willie Crowther and Don Woods.
Hugo adaptation by Kent Tessman 1995
---------------------------------------------------------------------------\!
#set DEBUG ! include HugoFix library and grammar
#set VERBSTUBS ! include verb stub routines
!#set PRECOMPILED_LIBRARY ! #link HUGOLIB.HLB
#set NO_SCRIPTS ! These flags are set to exclude
#set NO_AUX_MATH ! unnecessary library routines
#set NO_STRING_ARRAYS !
#switches -ls
!----------------------------------------------------------------------------
! NEW GRAMMAR:
verb "on"
* DoOn
verb "off"
* DoOff
verb "catch", "capture"
* DoVague
* living DoCatch
* living "with" held DoCatch
verb "release", "free"
* DoVague
* living DoRelease
verb "let"
* living "go" DoRelease
* "go" living DoRelease
verb "pour", "douse"
* DoVague
* object DoEmpty
verb "water", "irrigate"
* DoVague
* object DoWater
verb "oil", "grease", "lubricate"
* DoVague
* object DoOil
verb "plugh"
* Plugh
verb "xyzzy"
* Xyzzy
verb "plover"
* Plover
verb "say", "chant", "incant", "speak"
* DoVague
* "plugh" Plugh
* "xyzzy" Xyzzy
* "plover" Plover
verb "sesame", "shazam", "hocus-pocus", "abracadabra", \
"foobar", "open-sesame", "frotz", "presto"
* DoOldMagic
verb "fee"
* DoFee
verb "fie"
* DoFie
verb "foe"
* DoFoe
verb "foo"
* DoFoo
verb "help"
* DoHelp
* "me" DoHelp
verb "kick"
* DoVague
* object DoKick
verb "use"
* DoUse
verb "blast"
* DoBlast
* object "with" held DoBlastWith
verb "fill"
* DoVague
* object DoFill
verb "rub", "polish"
* DoVague
* object DoRub
verb "pry"
* DoVague
* (giant_bivalve) DoUnlock
* "open" (giant_bivalve) DoUnlock
* (giant_bivalve) "with" held DoUnlock
* "open" (giant_bivalve) "with" held DoUnlock
#ifset TEST_VERSION
xverb "xdeterm"
* Xdeterm
xverb "xcheat"
* Xcheat
#endif
#include "verblib.g" ! library grammar
#ifset PRECOMPILED_LIBRARY
#link "hugolib.hlb"
#endif
#ifclear PRECOMPILED_LIBRARY
#include "hugolib.h"
#endif
!----------------------------------------------------------------------------
! NEW SPECIAL WORDS:
removal "many"
!----------------------------------------------------------------------------
! NEW GLOBALS, ETC.
global caves_closed
global canyon_from
global treasures_found
global deaths
attribute scored
attribute valuable
attribute dwarf_free
attribute treasure_found
property depositpoints
constant MAX_TREASURES 15
!----------------------------------------------------------------------------
! NEW TREASURE CLASS:
class treasure
{
depositpoints 10
after
{
object DoGet
{
if location = inside_building
score = score - self.depositpoints
score = score + 5
if object is not treasure_found
{
object is treasure_found
treasures_found = treasures_found + 1
score = score + 2
}
"Taken!"
}
object DoDrop
{
score = score - 5
if location = inside_building
{
score = score + self.depositpoints
"Safely deposited."
}
else
return false
}
}
is valuable
}
!----------------------------------------------------------------------------
! GAME LOOP ROUTINES
!----------------------------------------------------------------------------
routine init
{
MAX_SCORE = 350
counter = -1
STATUSTYPE = 1 ! score/turns
TEXTCOLOR = DEF_FOREGROUND
BGCOLOR = DEF_BACKGROUND
SL_TEXTCOLOR = DEF_SL_FOREGROUND
SL_BGCOLOR = DEF_SL_BACKGROUND
prompt = ">"
cls
FORMAT = NOINDENT_F
DEFAULT_FONT = PROP_ON
Font(BOLD_ON | DEFAULT_FONT)
"COLOSSAL HUGO"
Font(BOLD_OFF)
"An Adaptation of Adventure by Willie Crowther and
Don Woods (1977)\n\nHugo adaptation by Kent Tessman 1995"
"Based on Graham Nelson's Inform port of
David M. Baggett's reconstruction"
print BANNER
Font(BOLD_ON)
"(New players should type \"help\".)"
Font(BOLD_OFF)
player = you
location = At_End_Of_Road
old_location = location
move player to location
FindLight(location)
DescribePlace(location)
location is visited
CalculateHolding(player)
score = 36
Activate(dwarf_daemon)
Activate(pirate_daemon)
Activate(cave_closer)
}
#ifset PRECOMPILED_LIBRARY
replace main
{
#endif
#ifclear PRECOMPILED_LIBRARY
routine main
{
#endif
counter = counter + 1
PrintStatusLine
runevents
RunScripts
if speaking not in location
speaking = 0
}
player_character you "you"
{}
!----------------------------------------------------------------------------
! THE OUTSIDE WORLD
!----------------------------------------------------------------------------
room At_End_Of_Road "At End Of Road"
{
long_desc
"You are standing at the end of a road before a small
brick building. Around you is a forest. A small
stream flows out of the building and down a gully."
w_to At_Hill_In_Road
u_to At_Hill_In_Road
e_to Inside_Building
d_to In_A_Valley
s_to In_A_Valley
n_to In_Forest_1,
in_to Inside_Building,
nouns "gully", "road", "street", "path"
}
scenery well "well house"
{
nouns "house", "building", "wellhouse"
adjectives "well", "brick", "small"
article "a"
before
{
object DoGo, DoEnter
{MovePlayer(Inside_Building)}
}
long_desc
"It's a small brick building. It seems to be a well house."
found_in At_End_Of_Road, At_Hill_In_Road, Inside_Building
}
scenery stream "stream"
{
nouns "stream", "water", "brook", "river", "lake", "reservoir"
adjectives "small", "tumbling", "splashing", "babbling", "rushing"
article "a"
found_in At_End_Of_Road, In_A_Valley, At_Slit_In_Streambed, \
In_Pit, In_Cavern_With_Waterfall, At_Reservoir, \
Inside_Building
before
{
object DoDrink
{
"You have taken a drink from the stream. The water
tastes strongly of minerals, but is not
unpleasant. It is extremely cold."
}
object DoGet
{
if bottle not in player
"You have nothing in which to carry the
water."
else
Perform(&DoFill, bottle)
}
object DoPutIn
{
if xobject = bottle
Perform(&DoFill, bottle)
else
return false
}
xobject DoPutIn
{
if object = bottle
Perform(&DoFill, bottle)
elseif xobject = ming_vase
{
remove ming_vase
move shards to location
score = score - 5
"The sudden change in temperature
has delicately shattered the vase."
}
else
{
remove object
if object is valuable
score = score - 5
CThe(object)
" washes away with the stream."
}
}
}
}
scenery Road "road"
{
nouns "road", "street", "path", "dirt"
article "the"
long_desc
"The road is dirt, not yellow brick."
found_in At_End_Of_Road, At_Hill_In_Road, In_Forest_2
}
scenery forest "forest"
{
nouns "forest", "tree", "trees", "grove", "saplings", "bushes", \
"leaves", "berry", "berries", "hardwood"
adjectives "oak", "maple", "pine", "spruce", "birch", "ash", \
"saplings"
article "a"
long_desc
{"The trees of the forest are large hardwood oak and
maple, with an occasional grove of pine or spruce. ";
"There is quite a bit of undergrowth, largely birch
and ash saplings plus nondescript bushes of various sorts. ";
"This time of year visibility is quite
restricted by all the leaves, but travel is quite
easy if you detour around the spruce and berry
bushes."}
found_in At_End_Of_Road, At_Hill_In_Road, In_A_Valley, \
In_Forest_1, In_Forest_2
}
room At_Hill_In_Road "At Hill In Road"
{
long_desc
"You have walked up a hill, still in the forest. The road
slopes back down the other side of the hill. There is a
building in the distance."
e_to At_End_Of_Road
n_to At_End_Of_Road
d_to At_End_Of_Road
s_to In_Forest_1
nouns "gully", "road", "street", "path"
}
scenery Hill "hill"
{
in At_Hill_In_Road
long_desc
"It's just a typical hill."
nouns "hill", "bump", "incline"
article "a"
}
scenery OtherSideOfHill "other side of hill"
{
long_desc
"Why not explore it yourself?"
adjectives "other", "side", "hill"
article "the"
}
room Inside_Building "Inside Building"
{
long_desc
"You are inside a building, a well house for a
large spring."
cant_go
"The stream flows out through a pair of 1 foot
diameter sewer pipes. The only exit is to the west."
before
{
location Xyzzy
{
if In_Debris_Room is visited
MovePlayer(In_Debris_Room)
else
return false
}
location Plugh
{
if At_Y2 is visited
MovePlayer(At_Y2)
else
return false
}
}
w_to At_End_Of_Road
out_to At_End_Of_Road
in_to
"The pipes are too small."
}
scenery Spring "spring"
{
in Inside_Building
nouns "spring", "large"
article "a"
long_desc
"The stream flows out through a pair of 1 foot
diameter sewer pipes."
}
scenery SewerPipes "pair of 1 foot diameter sewer pipes"
{
nearby
nouns "pipes", "pipe"
adjectives "one", "foot", "diameter", "sewer"
article "a"
long_desc
"Too small. The only exit is to the west."
}
object set_of_keys "set of keys"
{
nearby
long_desc
"It's just a normal-looking set of keys."
initial_desc
"There are some keys on the ground here."
nouns "keys", "keyring", "ring"
adjectives "set", "of", "bunch", "key"
article "a"
}
object tasty_food "tasty food"
{
nearby
long_desc
"Sure looks yummy!"
nouns "food", "rations", "ration", "tripe"
adjectives "yummy", "tasty", "delicious", "scrumptious"
initial_desc
"There is tasty food here."
before
{
object DoEat
{"Delicious!"}
}
}
object brass_lantern "brass lantern"
{
nearby
nouns "lamp", "headlamp", "headlight", "lantern", "light"
adjectives "shiny", "brass"
article "a"
short_desc
{
if self is not switchedon
"There is a shiny brass lamp nearby."
else
"Your lamp is here, gleaming brightly."
}
misc 330
before
{
object DoLook
{
"It is a shiny brass lamp";
if self is not switchedon
". It is not currently lit."
elseif self.misc < 30
", glowing dimly."
else
", glowing brightly."
}
object DoRub
{
"Rubbing the electric lamp is not particularly
rewarding. Anyway, nothing exciting happens."
}
object DoBurn
{Perform(&DoSwitchOn, self)}
object DoSwitchOn
{
if self.misc <= 0
"Unfortunately, the batteries seem to be
dead."
else
return false
}
xobject DoPutIn
{
if object = old_batteries
"Those batteries are dead; they won't
do any good at all."
elseif object = fresh_batteries
ReplaceBatts
else
"The only thing you might successfully put
in the lamp is a fresh pair of batteries."
}
}
after
{
object DoSwitchOn
{
self is light
FindLight(location)
Activate(lamp_daemon)
"Switched on."
if location is not light
{DescribePlace(location)
location is visited}
}
object DoSwitchOff
{self is not light
"Your lamp goes dark. ";
if not FindLight(location)
"(And so does everything else.)"
print newline
Deactivate(lamp_daemon)}
}
is switchable
}
daemon lamp_daemon
{}
event lamp_daemon
{
local t
self = brass_lantern
self.misc = self.misc - 1
t = self.misc
if t <= 0
{self.misc = 0
t = 0
self is not switchedon
self is not light}
if FindObject(self, location)
{
if t = 0
{
"Your lamp has run out of power.";
if fresh_batteries not in player \
and location is not light
{
" You can't explore the cave without a
lamp. So let's just call it a day."
endflag = 3
}
else
ReplaceBatts
print newline
event_flag = true
}
elseif t = 30
{
"Your lamp is getting dim.";
if fresh_batteries is special
" You're also out of spare batteries. \
You'd best start wrapping this up."
elseif fresh_batteries in VendingMachine \
and Dead_End_14 is visited
" You'd best start wrapping this up,
unless you can find some fresh
batteries. I seem to recall there's a
vending machine in the maze. Bring
some coins with you."
elseif fresh_batteries not in VendingMachine
" You'd best go back for those batteries."
print newline
event_flag = true
}
}
}
routine ReplaceBatts
{
if fresh_batteries in player or fresh_batteries in location
{
remove fresh_batteries
fresh_batteries is special
move old_batteries to location
brass_lantern.misc = 2500
"I'm taking the liberty of replacing the batteries."
}
}
object bottle "small bottle"
{
nearby brass_lantern
nouns "bottle", "jar", "flask"
adjectives "small", "little"
article "a"
initial_desc
"There is an empty bottle here."
before
{
xobject DoPutIn
{
if object = stream or object = Oil
{xobject = object
object = self
run object.before}
else
"The bottle is only supposed to hold liquids."
}
object DoFill
{
if child(bottle) ~= 0
"The bottle is full already."
elseif FindObject(stream, location) \
or FindObject(Spring, location)
{move water_in_the_bottle to bottle
"The bottle is now full of water."}
elseif Oil in location
{move oil_in_the_bottle to bottle
"The bottle is now full of oil."}
else
"There is nothing here with which to
fill the bottle."
}
object DoEmpty
{
if child(bottle) = 0
"The bottle is already empty!"
else
{remove child(bottle)
"Your bottle is now empty and the
ground is now wet."}
}
}
is container, open
}
object water_in_the_bottle "bottled water"
{
nouns "water"
adjective "bottled"
article "some"
before
{
object DoDrink
{
remove water_in_the_bottle
Perform(&DoDrink, Stream)
}
}
long_desc
"It looks like ordinary water to me."
}
object oil_in_the_bottle "bottled oil"
{
nouns "oil", "lubricant", "grease"
adjective "bottled"
article "some"
before
{
object DoDrink
{
object = Oil
run object.before
}
}
long_desc
"It looks like ordinary oil to me."
}
room In_Forest_1 "In Forest"
{
long_desc
{"You are in open forest, with a deep valley to one side."
if random(2) = 1
{move player to In_Forest_2
location = In_Forest_2}
}
e_to In_A_Valley
d_to In_A_Valley
n_to In_Forest_1
w_to In_Forest_1
s_to In_Forest_1
}
room In_Forest_2 "In Forest"
{
long_desc
"You are in open forest near both a valley and a road."
n_to At_End_Of_Road
e_to In_A_Valley
w_to In_A_Valley
d_to In_A_Valley
s_to In_Forest_1
}
room In_A_Valley "In A Valley"
{
long_desc
"You are in a valley in the forest beside a
stream tumbling along a rocky bed."
n_to At_End_Of_Road
e_to In_Forest_1
w_to In_Forest_1
u_to In_Forest_1
s_to At_Slit_In_Streambed
d_to At_Slit_In_Streambed
noun "valley"
}
scenery "streambed"
{
in In_A_Valley
noun "bed", "rock", "streambed"
adjectives "small", "rocky", "bare", "dry"
article "a"
}
room At_Slit_In_Streambed "At Slit In Streambed"
{
long_desc
"At your feet all the water of the stream
splashes into a 2-inch slit in the rock. Downstream
the streambed is bare rock."
n_to In_A_Valley
e_to In_Forest_1
w_to In_Forest_1
s_to Outside_Grate
d_to
"You don't fit through a two-inch slit!"
in_to
"You don't fit through a two-inch slit!"
}
scenery Slit "2-inch slit"
{
in At_Slit_In_Streambed
long_desc
"It's just a 2-inch slit in the rock, through which the
stream is flowing."
noun "slit"
adjectives "two", "inch", "two-inch"
article "a"
before
{
object DoGo, DoEnter
{"You don't fit through a two-inch slit!"}
}
is enterable
}
room Outside_Grate "Outside Grate"
{
long_desc
"You are in a 20-foot depression floored with
bare dirt. Set into the dirt is a strong steel grate
mounted in concrete. A dry streambed leads into the
depression."
e_to In_Forest_1
w_to In_Forest_1
s_to In_Forest_1
n_to At_Slit_In_Streambed
d_to
return Grate.door_to
}
scenery Depression "20-foot depression"
{
in Outside_Grate
long_desc
"You're standing in it."
nouns "depression", "dirt"
adjectives "twenty", "foot", "bare", "twenty-foot"
article "a"
}
object Grate "steel grate"
{
nearby
nouns "grate", "lock", "gate", "grille", "grating"
adjectives "metal", "strong", "steel"
article "a"
long_desc
"It just looks like an ordinary grate mounted in concrete."
key_object set_of_keys
door_to
{
if Grate is not locked and Grate is not open
{"(First opening the grate)"
Grate is open}
elseif Grate is not open
{"The steel grate is locked."
return true}
if location = Below_The_Grate
return Outside_Grate
else
return Below_The_Grate
}
short_desc
{
if self is open
"The grate stands open."
elseif self is not locked
"The grate is unlocked but shut."
}
found_in Below_The_Grate, Outside_Grate
type door
is static, openable, lockable, locked
}
!----------------------------------------------------------------------------
! Facilis descensus Averno...
!----------------------------------------------------------------------------
room Below_The_Grate "Below the Grate"
{
long_desc
"You are in a small chamber beneath a 3x3 steel
grate to the surface. A low crawl over cobbles leads
inward to the west."
w_to In_Cobble_Crawl
u_to
return Grate.door_to
}
scenery Cobbles "cobbles"
{
long_desc
"They're just ordinary cobbles."
nouns "cobblestones", "cobblestone", "stones", "stone"
adjective "cobble"
article "some"
is plural
found_in In_Cobble_Crawl, In_Debris_Room, Below_The_Grate
}
room In_Cobble_Crawl "In Cobble Crawl"
{
long_desc
"You are crawling over cobbles in a low passage. \
There is a dim light at the east end of the passage."
e_to Below_The_Grate
w_to In_Debris_Room
}
object wicker_cage "wicker cage"
{
in In_Cobble_Crawl
long_desc
"It's a small wicker cage."
initial_desc
"There is a small wicker cage discarded nearby."
noun "cage"
adjectives "small", "wicker"
article "a"
after
{
object DoOpen
{
if little_bird not in self
return false
"(Releasing the little bird)"
Perform(&DoRelease, little_bird)
}
}
is container, container, open, openable, transparent
}
room In_Debris_Room "In Debris Room"
{
is not light
long_desc
"You are in a debris room filled with stuff
washed in from the surface. A low wide passage with
cobbles becomes plugged with mud and debris here, but
an awkward canyon leads upward and west.\n\n\
A note on the wall says, \"Magic word XYZZY.\""
e_to In_Cobble_Crawl
u_to In_Awkward_Sloping_E_W_Canyon
w_to In_Awkward_Sloping_E_W_Canyon
before
{
location Xyzzy
{MovePlayer(Inside_Building)}
}
is dwarf_free
}
scenery Debris "debris"
{
in In_Debris_Room
long_desc
"Yuck."
nouns "debris", "stuff", "mud"
article "some"
}
scenery XyzzyNote "note"
{
nearby
long_desc
"The note says \"Magic word XYZZY\"."
noun "note"
article "the"
}
object black_rod "black rod with a rusty star on the end"
{
nearby
long_desc
"It's a three foot black rod with a rusty star on an end."
initial_desc
"A three foot black rod
with a rusty star on one end lies nearby."
nouns "rod", "star"
adjectives "three", "foot", "black", "iron", "rusty"
article "a"
before
{
object DoWave
{
if location = West_Side_Of_Fissure \
or location = On_East_Bank_Of_Fissure
{
if caves_closed = 1
"Peculiar. Nothing happens."
elseif CrystalBridge_daemon is active
{
Deactivate(CrystalBridge_daemon)
CrystalBridge.found_in = 0, 0
West_Side_Of_Fissure.e_to = 0
On_East_Bank_Of_Fissure.w_to = 0
"The crystal bridge has vanished!"
}
else
{
Activate(CrystalBridge_daemon)
CrystalBridge.found_in = \
West_Side_Of_Fissure, \
On_East_Bank_Of_Fissure
West_Side_Of_Fissure.e_to = \
{return CrystalBridge.door_to}
On_East_Bank_Of_Fissure.w_to = \
{return CrystalBridge.door_to}
"A crystal bridge now spans the
fissure!"
}
}
else
"Nothing happens."
}
}
}
room In_Awkward_Sloping_E_W_Canyon "Sloping E/W Canyon"
{
long_desc
"You are in an awkward sloping east/west canyon."
d_to In_Debris_Room
e_to In_Debris_Room
u_to In_Bird_Chamber
w_to In_Bird_Chamber
is not light, dwarf_free
}
!----------------------------------------------------------------------------
! The little bird in its natural habitat
!----------------------------------------------------------------------------
room In_Bird_Chamber "Orange River Chamber"
{
long_desc
"You are in a splendid chamber thirty feet high. \
The walls are frozen rivers of orange stone. An
awkward canyon and a good passage exit from east and
west sides of the chamber."
e_to In_Awkward_Sloping_E_W_Canyon
w_to At_Top_Of_Small_Pit
is not light, dwarf_free
}
character little_bird "little bird"
{
in In_Bird_Chamber
noun "bird"
adjectives "cheerful", "mournful", "little"
article "a"
initial_desc
"A cheerful little bird is sitting here singing."
ignore_response
"Cheep! Chirp!"
before
{
object DoLook
{
if little_bird in wicker_cage
"The little bird looks unhappy in the cage."
else
"The cheerful little bird is sitting here
singing."
}
object DoPutIn
{
if xobject = wicker_cage
Perform(&DoCatch, little_bird)
else
"Don't put the poor bird in ";
print The(xobject); "!"
}
object DoDrop
{
if little_bird in wicker_cage
{"(The bird is released from the cage)\n"
Perform(&DoRelease, little_bird)}
else
return false
}
object DoGet, DoCatch
{
if little_bird in wicker_cage
"You already have the little bird. If
you take it out of the cage it will likely
fly away from you."
elseif wicker_cage not in player
"You can catch the bird, but you cannot
carry it."
elseif black_rod in player
"The bird was unafraid when you entered, but
as you approach it becomes disturbed and you
cannot catch it."
else
{move little_bird to wicker_cage
little_bird is moved
wicker_cage is not open
"You catch the bird in the wicker cage."}
}
object DoRelease
{
if little_bird not in wicker_cage
{"The bird is not caged now."
return true}
wicker_cage is open
move little_bird to location
if Snake in location
{
remove Snake
"The little bird attacks the green snake,
and in an astounding flurry drives the
snake away."
}
elseif Dragon in location
{
remove little_bird
"The little bird attacks the green dragon,
and in an astounding flurry gets burnt to a
cinder. The ashes blow away."
}
else
"The little bird flies free."
}
xobject DoGive
{
"It's not hungry. (It's merely pinin' for the
fjords). Besides, I suspect it would prefer
bird seed."
}
object DoHit
{
if little_bird in wicker_cage
"Oh, leave the poor unhappy bird alone."
else
{remove little_bird
"The little bird is now dead. Its
body disappears."}
}
}
is unfriendly
}
room At_Top_Of_Small_Pit "At Top of Small Pit"
{
long_desc
"At your feet is a small pit breathing traces of
white mist. A west passage ends here except for a
small crack leading on.\n\n\
Rough stone steps lead down the pit."
e_to In_Bird_Chamber
w_to
"The crack is far too small for you to follow."
d_to
{
if large_gold_nugget in player
{
"Thanks to the large gold nugget, you are now at
the bottom of the pit with a broken neck."
endflag = 2
}
else
return In_Hall_Of_Mists
}
is not light, dwarf_free
}
scenery SmallPit "small pit"
{
in At_Top_Of_Small_Pit
long_desc
"The pit is breathing traces of white mist."
noun "pit"
adjective "small"
article "a"
}
scenery PitCrack "crack"
{
nearby
long_desc
"The crack is very small--far too small for you to follow."
noun "crack"
adjective "small"
article "a"
before
{
object DoEnter
{"The crack is far too small for you to follow."}
}
}
scenery Mist "mist"
{
long_desc
"Mist is a white vapor, usually water, seen from time
to time in caverns. It can be found anywhere but is
frequently a sign of a deep pit leading down to
water."
nouns "mist", "vapor", "wisps"
adjective "white"
article "the"
found_in At_Top_Of_Small_Pit, In_Hall_Of_Mists, \
On_East_Bank_Of_Fissure, At_Window_On_Pit_1, \
At_West_End_Of_Hall_Of_Mists, In_Misty_Cavern, \
In_Mirror_Canyon, At_Reservoir, At_Window_On_Pit_2, \
On_Sw_Side_Of_Chasm
}
!----------------------------------------------------------------------------
! The caves open up: The Hall of Mists
!----------------------------------------------------------------------------
room In_Hall_Of_Mists "In Hall of Mists"
{
long_desc
{"You are at one end of a vast hall stretching
forward out of sight to the west. There are openings
to either side. Nearby, a wide stone staircase leads
downward. The hall is filled with wisps of white
mist swaying to and fro almost as if alive. ";
"A cold wind blows up the staircase. There is a passage at
the top of a dome behind you.\n\n\
Rough stone steps lead up the dome."}
initial_desc
{if self is special
return
score = score + 25
self is special}
s_to In_Nugget_Of_Gold_Room
w_to On_East_Bank_Of_Fissure
d_to In_Hall_Of_Mt_King
n_to In_Hall_Of_Mt_King
u_to
{
if large_gold_nugget in player
"The dome is unclimbable."
else
return At_Top_Of_Small_Pit
}
is not light
}
scenery Staircase "wide stone staircase"
{
in In_Hall_Of_Mists
long_desc
"The staircase leads down."
nouns "stair", "stairs", "staircase", "steps"
adjectives "wide", "stone"
article "a"
}
scenery DomeSteps "rough stone steps"
{
nearby
long_desc
"The rough stone steps lead up the dome."
nouns "stair", "stairs", "staircase"
adjectives "rough", "stone"
article "some"
is plural
}
scenery Dome "dome"
{
nearby
noun "dome"
before
{
object DoLook
{
if large_gold_nugget in player
"I'm not sure you'll be able to get up it
with what you're carrying."
else
"It looks like you might be able to climb
up it."
}
object DoClimb
{
if location.u_to > 1 ! returns true if message...
MovePlayer(At_Top_Of_Small_Pit)
}
}
}
room In_Nugget_Of_Gold_Room "Low Room"
{
is not light
long_desc
"This is a low room with a crude note on the
wall:\n\n\"You won't get it up the steps\"."
n_to In_Hall_Of_Mists
}
scenery NuggetNote "note"
{
in In_Nugget_Of_Gold_Room
long_desc
"The note says, \"You won't get it up the steps\"."
noun "note"
adjective "crude"
article "a"
}
treasure large_gold_nugget "large gold nugget"
{
nearby
long_desc
"It's a large sparkling nugget of gold!"
initial_desc
"There is a large sparkling nugget of gold here!"
noun "nugget"
adjectives "large", "heavy", "gold"
article "a"
}
room FissureRoom
{
is not light
before
{
location DoJump
{
if CrystalBridge_daemon is active
"I respectfully suggest you go across the
bridge instead of jumping."
else
{"You didn't make it."
endflag = 2}
}
}
d_to {"The fissure is too terrifying!"}
}
FissureRoom On_East_Bank_Of_Fissure "On East Bank of Fissure"
{
long_desc
{
"You are on the east bank of a fissure slicing
clear across the hall. The mist is quite thick here,
and the fissure is too wide to jump."
if CrystalBridge_daemon is active
"A crystal bridge now spans the fissure."
}
e_to In_Hall_Of_Mists
w_to
"The fissure is too wide."
}
FissureRoom West_Side_Of_Fissure "West Side of Fissure"
{
long_desc
{
"You are on the west side of the fissure in the
hall of mists."
if CrystalBridge_daemon is active
"A crystal bridge now spans the fissure."
}
w_to At_West_End_Of_Hall_Of_Mists
e_to
"The fissure is too wide."
n_to
{"You have crawled through a very
low wide passage parallel to and north
of the hall of mists.\n"
return At_West_End_Of_Hall_Of_Mists}
}
object CrystalBridge "crystal bridge"
{
long_desc
"It spans the fissure, thereby providing you a way across."
door_to
{
if location = West_Side_Of_Fissure
return On_East_Bank_Of_Fissure
else
return West_Side_Of_Fissure
}
noun "bridge"
adjective "crystal"
article "a"
found_in 0, 0
type door
is static, open
}
daemon CrystalBridge_daemon
{}
scenery BridgeFissure "fissure"
{
noun "fissure"
adjective "wide"
article "a"
long_desc
"The fissure looks far too wide to jump."
found_in On_East_Bank_Of_Fissure, West_Side_Of_Fissure
}
treasure several_diamonds "diamonds"
{
in West_Side_Of_Fissure
article "some"
is plural
long_desc
"They look to be of the highest quality!"
initial_desc
"There are diamonds here!"
nouns "diamond", "diamonds"
}
room At_West_End_Of_Hall_Of_Mists "At West End of Hall of Mists"
{
is not light
long_desc
"You are at the west end of the hall of mists. \
A low wide crawl continues west and another goes
north. To the south is a little passage 6 feet off
the floor."
s_to Alike_Maze_1
u_to Alike_Maze_1
e_to West_Side_Of_Fissure
w_to At_East_End_Of_Long_Hall
n_to
{"You have crawled through a very low
wide passage parallel to and north of
the hall of mists.\n"
return West_Side_Of_Fissure}
}
!----------------------------------------------------------------------------
! Long Hall to the west of the Hall of Mists
!----------------------------------------------------------------------------
room At_East_End_Of_Long_Hall "At East End of Long Hall"
{
is not light
long_desc
"You are at the east end of a very long hall
apparently without side chambers. To the east a low
wide crawl slants up. To the north a round two foot
hole slants down."
e_to At_West_End_Of_Hall_Of_Mists
u_to At_West_End_Of_Hall_Of_Mists
w_to At_West_End_Of_Long_Hall
n_to Crossover
d_to Crossover
}
room At_West_End_Of_Long_Hall "At West End of Long Hall"
{
is not light
long_desc
"You are at the west end of a very long
featureless hall. The hall joins up with a narrow
north/south passage."
e_to At_East_End_Of_Long_Hall
s_to Different_Maze_1
n_to Crossover
}
room Crossover "N/S and E/W Crossover"
{
is not light
long_desc
"You are at a crossover of a high N/S passage
and a low E/W one."
w_to At_East_End_Of_Long_Hall
n_to Dead_End_7
e_to In_West_Side_Chamber
s_to At_West_End_Of_Long_Hall
}
scenery TheCrossover "crossover"
{
nearby
long_desc
"You know as much as I do at this point."
noun "crossover", "over"
adjective "cross"
article "a"
}
room DeadEndRoom
{
is not light
long_desc
"You have reached a dead end."
cant_go
"You'll have to go back the way you came."
}
DeadEndRoom Dead_End_7 "Dead End"
{
s_to Crossover
out_to Crossover
}
!----------------------------------------------------------------------------
! The Hall of the Mountain King and side chambers
!----------------------------------------------------------------------------
room In_Hall_Of_Mt_King "Hall of the Mountain King"
{
is not light
long_desc
"You are in the hall of the mountain king, with
passages off in all directions."
cant_go
"Well, perhaps not quite all directions."
u_to In_Hall_Of_Mists
e_to In_Hall_Of_Mists
n_to Low_N_S_Passage
s_to In_South_Side_Chamber
w_to In_West_Side_Chamber
sw_to In_Secret_E_W_Canyon
before
{
location DoGo
{
if Snake not in nothing and \
((object=n_obj or object=s_obj \
or object=w_obj) \
or (object=sw_obj and random(100)<=35))
"You can't get by the snake."
else
return false
}
}
}
character Snake "snake"
{
in In_Hall_Of_Mt_King
long_desc
"I wouldn't mess with it if I were you."
initial_desc
"A huge green fierce snake bars the way!"
nouns "snake", "cobra", "asp"
adjectives "huge", "fierce", "green", "ferocious", "large", \
"big", "killer"
article "a"
ignore_response
"Hiss!"
is unfriendly
before
{
xobject DoGive
{
if object = little_bird
{
remove little_bird
"The snake has now devoured your bird."
}
else
"There's nothing here it wants to eat
(except perhaps you)."
}
object DoHit
{
"Attacking the snake both doesn't work
and is very dangerous."
}
object DoGet
{
"It takes you instead. Glrp!"
endflag = 2
}
}
}
room Low_N_S_Passage "Low N/S Passage"
{
is not light
long_desc
"You are in a low N/S passage at a hole in the
floor. The hole goes down to an E/W passage."
s_to In_Hall_Of_Mt_King
d_to In_Dirty_Passage
n_to At_Y2
}
treasure bars_of_silver "bars of silver"
{
in Low_N_S_Passage
long_desc
"They're probably worth a fortune!"
initial_desc
"There are bars of silver here!"
article "some"
is plural
adjectives "bar", "bars", "silver"
}
room In_South_Side_Chamber "In South Side Chamber"
{
is not light
long_desc
"You are in the south side chamber."
n_to In_Hall_Of_Mt_King
}
treasure precious_jewelry "precious jewelry"
{
in In_South_Side_Chamber
long_desc
"It's all quite exquisite!"
initial_desc
"There is some precious jewelry here!"
nouns "jewel", "jewels", "jewelry"
adjectives "precious", "exquisite"
article "some"
}
room In_West_Side_Chamber "In West Side Chamber"
{
long_desc
"You are in the west side chamber of the hall of
the mountain king. A passage continues west and up
here."
w_to Crossover
u_to Crossover
e_to In_Hall_Of_Mt_King
is not light
}
treasure rare_coins "rare coins"
{
in In_West_Side_Chamber
long_desc
"They're a numismatist's dream!"
initial_desc
"There are many coins here!"
article "many"
nouns "coin", "coins"
adjectives "rare"
is plural
}
!----------------------------------------------------------------------------
! The Y2 Rock Room and environs, slightly below
!----------------------------------------------------------------------------
room At_Y2 "At \"Y2\""
{
is not light
long_desc
{
"You are in a large room, with a passage to the
south, a passage to the west, and a wall of broken
rock to the east. There is a large \"Y2\" on
a rock in the room's center."
if random(100)<=25
"\nA hollow voice says, \"Plugh.\""
}
before
{
location Plugh
{MovePlayer(Inside_Building)}
location Plover
{
if In_Plover_Room is not visited
return false
if egg_sized_emerald in player
move egg_sized_emerald to In_Plover_Room
MovePlayer(In_Plover_Room)
}
}
s_to Low_N_S_Passage
e_to Jumble_Of_Rock
w_to At_Window_On_Pit_1
}
scenery Y2Rock "\"Y2\" rock"
{
in At_Y2
long_desc
"There is a large \"Y2\" painted on the rock."
noun "rock", "stone"
adjective "y2"
article "the"
is platform
}
room Jumble_Of_Rock "Jumble of Rock"
{
is not light
long_desc
"You are in a jumble of rock, with cracks everywhere."
d_to At_Y2
u_to In_Hall_Of_Mists
}
room At_Window_On_Pit_1 "At Window on Pit"
{
long_desc
"You're at a low window overlooking a huge pit,
which extends up out of sight. A floor is
indistinctly visible over 50 feet below. Traces of
white mist cover the floor of the pit, becoming
thicker to the right. Marks in the dust around the
window would seem to indicate that someone has been
here recently. Directly across the pit from you and
25 feet away there is a similar window looking into a
lighted room. A shadowy figure can be seen there
peering back at you."
before
{
location DoWaveHands
{
"The shadowy figure waves back at you!"
}
}
cant_go
"The only passage is back east to Y2."
e_to At_Y2
}
scenery TheWindow "window"
{
in At_Window_On_Pit_1
long_desc
"It looks like a regular window."
noun "window"
adjective "low"
article "a"
found_in At_Window_On_Pit_1, At_Window_On_Pit_2
is openable
}
scenery WindowPit "huge pit"
{
long_desc
"It's so deep you can barely make out the floor below,
and the top isn't visible at all."
noun "pit"
adjectives "huge", "deep", "large"
article "a"
found_in At_Window_On_Pit_1, At_Window_On_Pit_2
}
scenery MarksInTheDust "marks in the dust"
{
long_desc
"Evidently you're not alone here."
noun "dust"
adjectives "marks", "in"
article "some"
is plural
found_in At_Window_On_Pit_1, At_Window_On_Pit_2
}
scenery ShadowyFigure "shadowy figure"
{
long_desc
"The shadowy figure seems to be trying to attract
your attention."
found_in At_Window_On_Pit_1, At_Window_On_Pit_2
nouns "figure", "shadow", "person"
adjectives "shadowy"
article "a"
}
room In_Dirty_Passage "Dirty Passage"
{
is not light
long_desc
"You are in a dirty broken passage. To the east
is a crawl. To the west is a large passage. Above
you is a hole to another passage."
e_to On_Brink_Of_Pit
u_to Low_N_S_Passage
w_to In_Dusty_Rock_Room
}
room On_Brink_Of_Pit "Brink of Pit"
{
long_desc
"You are on the brink of a small clean climbable
pit. A crawl leads west."
w_to In_Dirty_Passage
d_to In_Pit
in_to In_Pit
}
scenery CleanPit "small pit"
{
in On_Brink_Of_Pit
long_desc
"It looks like you might be able to climb down into it."
noun "pit"
adjectives "small", "clean", "climbable"
article "a"
before
{
object DoClimb, DoEnter
{
MovePlayer(d_obj)
}
}
}
room In_Pit "In Pit"
{
long_desc
"You are in the bottom of a small pit with a
little stream, which enters and exits through tiny
slits."
u_to On_Brink_Of_Pit
d_to
"You don't fit through the tiny slits!"
is not light, dwarf_free
}
scenery PitSlits "tiny slits"
{
in In_Pit
long_desc
"The slits form a complex pattern in the rock."
nouns "slit", "slits", "pattern", "rock"
adjective "tiny", "complex"
article "the"
}
room In_Dusty_Rock_Room "In Dusty Rock Room"
{
is not light
long_desc
"You are in a large room full of dusty rocks. \
There is a big hole in the floor. There are cracks
everywhere, and a passage leading east."
e_to In_Dirty_Passage
d_to At_Complex_Junction
}
scenery DustyRocks "dusty rocks"
{
in In_Dusty_Rock_Room
long_desc
"They're just rocks. (Dusty ones, that is.)"
nouns "rocks", "stones", "boulders", "rock", "boulder", "stone"
adjectives "dusty", "dirty"
article "some"
is plural
}
!----------------------------------------------------------------------------
! A maze of twisty little passages, all alike...
!----------------------------------------------------------------------------
room MazeRoom
{
is not light
long_desc
"You are in a maze of twisty little passages,
all alike."
out_to
"Easier said than done."
}
MazeRoom Alike_Maze_1 "Maze"
{
u_to At_West_End_Of_Hall_Of_Mists
n_to Alike_Maze_1
e_to Alike_Maze_2
s_to Alike_Maze_4
w_to Alike_Maze_11
}
MazeRoom Alike_Maze_2 "Maze"
{
w_to Alike_Maze_1
s_to Alike_Maze_3
e_to Alike_Maze_4
}
MazeRoom Alike_Maze_3 "Maze"
{
e_to Alike_Maze_2
d_to Dead_End_3
s_to Alike_Maze_6
n_to Dead_End_13
}
MazeRoom Alike_Maze_4 "Maze"
{
w_to Alike_Maze_1
n_to Alike_Maze_2
e_to Dead_End_1
s_to Dead_End_2
u_to Alike_Maze_14
d_to Alike_Maze_14
}
MazeRoom Alike_Maze_5 "Maze"
{
e_to Alike_Maze_6
w_to Alike_Maze_7
}
MazeRoom Alike_Maze_6 "Maze"
{
e_to Alike_Maze_3
w_to Alike_Maze_5
d_to Alike_Maze_7
s_to Alike_Maze_8
}
DeadEndRoom Dead_End_1 "Dead End"
{
w_to Alike_Maze_4
out_to Alike_Maze_4
}
DeadEndRoom Dead_End_2 "Dead End"
{
w_to Alike_Maze_4
out_to Alike_Maze_4
}
DeadEndRoom Dead_End_3 "Dead End"
{
u_to Alike_Maze_3
out_to Alike_Maze_3
}
MazeRoom Alike_Maze_7 "Maze"
{
w_to Alike_Maze_5
u_to Alike_Maze_6
e_to Alike_Maze_8
s_to Alike_Maze_9
}
MazeRoom Alike_Maze_8 "Maze"
{
w_to Alike_Maze_6
e_to Alike_Maze_7
s_to Alike_Maze_8
u_to Alike_Maze_9
n_to Alike_Maze_10
d_to Dead_End_12
}
MazeRoom Alike_Maze_9 "Maze"
{
w_to Alike_Maze_7
n_to Alike_Maze_8
s_to Dead_End_4
}
DeadEndRoom Dead_End_4 "Dead End"
{
w_to Alike_Maze_9
out_to Alike_Maze_9
}
MazeRoom Alike_Maze_10 "Maze"
{
w_to Alike_Maze_8
n_to Alike_Maze_10
d_to Dead_End_5
e_to At_Brink_Of_Pit
}
DeadEndRoom Dead_End_5 "Dead End"
{
u_to Alike_Maze_10
out_to Alike_Maze_10
}
room At_Brink_Of_Pit "At Brink of Pit"
{
is not light
long_desc
"You are on the brink of a thirty foot pit with
a massive orange column down one wall. You could
climb down here but you could not get back up. The
maze continues at this level."
d_to In_Bird_Chamber
w_to Alike_Maze_10
s_to Dead_End_6
n_to Alike_Maze_12
e_to Alike_Maze_13
}
scenery OrangeColumn "massive orange column"
{
in At_Brink_Of_Pit
long_desc
"It looks like you could climb down it."
noun "column"
adjectives "massive", "orange", "big", "huge"
article "a"
before
{
object DoClimb
{MovePlayer(d_obj)}
}
}
scenery ThirtyFootPit "pit"
{
nearby
long_desc
"You'll have to climb down to find out anything more..."
noun "pit"
adjectives "thirty", "foot", "thirty-foot"
article "a"
before
{
object DoClimb
{MovePlayer(d_obj)}
}
}
DeadEndRoom Dead_End_6 "Dead End"
{
e_to At_Brink_Of_Pit
out_to At_Brink_Of_Pit
}
!----------------------------------------------------------------------------
! A line of three vital junctions, east to west
!----------------------------------------------------------------------------
room At_Complex_Junction "At Complex Junction"
{
is not light
long_desc
"You are at a complex junction. A low hands and
knees passage from the north joins a higher crawl
from the east to make a walking passage going west. \
There is also a large room above. The air is damp
here."
u_to In_Dusty_Rock_Room
w_to In_Bedquilt
n_to In_Shell_Room
e_to In_Anteroom
}
room In_Bedquilt "Bedquilt"
{
is not light
long_desc
"You are in bedquilt, a long east/west passage
with holes everywhere. To explore at random select
north, south, up, or down."
e_to At_Complex_Junction
w_to In_Swiss_Cheese_Room
s_to In_Slab_Room
u_to In_Dusty_Rock_Room
n_to At_Junction_Of_Three
d_to In_Anteroom
before
{
location DoGo
{
local destiny
if object = s_obj or object = d_obj \
and random(100)<=80
destiny = 1
elseif object = u_obj and random(100)<=80
destiny = 1
elseif object = u_obj and random(100)<=50
destiny = In_Secret_N_S_Canyon_1
elseif object = n_obj and random(100)<=60
destiny = 1
elseif object = n_obj and random(100)<=75
destiny = In_Large_Low_Room
if destiny = 1
"You have crawled around in some little
holes and wound up back in the main passage."
elseif destiny = 0
return false
else
MovePlayer(destiny)
}
}
}
room In_Swiss_Cheese_Room "In Swiss Cheese Room"
{
is not light
long_desc
"You are in a room whose walls resemble swiss
cheese. Obvious passages go west, east, ne, and nw. \
Part of the room is occupied by a large bedrock
block."
w_to At_East_End_Of_Twopit_Room
s_to In_Tall_E_W_Canyon
ne_to In_Bedquilt
nw_to In_Oriental_Room
e_to In_Soft_Room
before
{
location DoGo
{
if (object = s_obj and random(100)<=80) or \
(object = nw_obj and random(100)<=50)
"You have crawled around in some little
holes and wound up back in the main passage."
else: return false
}
}
}
scenery BedrockBlock "bedrock block"
{
in In_Swiss_Cheese_Room
long_desc
"It's just a huge block."
noun "block"
adjectives "bed", "rock", "bedrock", "large", "huge"
article "a"
before
{
object DoGet, DoLookUnder
{"Surely you're joking."}
}
}
!----------------------------------------------------------------------------
! The Twopit Room area
!----------------------------------------------------------------------------
room At_West_End_Of_Twopit_Room "At West End of Twopit Room"
{
is not light
long_desc
"You are at the west end of the twopit room. \
There is a large hole in the wall above the pit at
this end of the room."
e_to At_East_End_Of_Twopit_Room
w_to In_Slab_Room
d_to In_West_Pit
u_to
"It is too far up for you to reach."
}
object PlantStickingUp "beanstalk"
{
in At_West_End_Of_Twopit_Room
nouns "stalk", "beanstalk", "plant"
adjectives "bean", "giant", "tiny", "little", "murmuring", \
"tall", "bellowing"
article "a"
short_desc
{
if Plant.misc = 1
"The top of a 12-foot-tall beanstalk is
poking out of the west pit."
elseif Plant.misc > 1
"There is a huge beanstalk growing out of the
west pit up to the hole."
}
before
{
object DoLook
{run self.short_desc}
object DoClimb
{
if Plant.misc = 2
Perform(&DoClimb, Plant)
}
}
is static
}
scenery HoleAbovePit_1 "hole above pit"
{
long_desc
"The hole is in the wall above the pit at
this end of the room."
noun "pit"
adjectives "hole", "above"
article "a"
found_in In_West_Pit, At_West_End_Of_Twopit_Room
before
{
object DoEnter, DoGo
{"It is too far up for you to reach."}
}
}
room In_West_Pit "In West Pit"
{
is not light
long_desc
"You are at the bottom of the western pit in the
twopit room. There is a large hole in the wall about
25 feet above you."
before
{
location DoClimb
{
if object = Plant
return false
elseif Plant.misc < 1 or Plant.misc < 2
"There is nothing here to climb. Use
\"up\" or \"out\" to leave the pit."
else
return false
}
}
u_to At_West_End_Of_Twopit_Room
is dwarf_free
}
object Plant "plant"
{
in In_West_Pit
misc 0
nouns "stalk", "beanstalk", "plant"
adjectives "bean", "giant", "tiny", "little", "murmuring", \
"tall", "bellowing"
article "a"
short_desc
{
select self.misc
case 0
"There is a tiny little plant in the pit,
murmuring \"Water, water, ...\""
case 1
"There is a 12-foot-tall beanstalk stretching
up out of the pit, bellowing \"Water!! Water!!\""
case 2
"There is a gigantic beanstalk stretching all
the way up to the hole."
}
before
{
object DoClimb
{
if self.misc = 0
"It's just a little plant!"
elseif self.misc = 1
{"You have climbed up the plant and out
of the pit.\n"
MovePlayer(At_West_End_Of_Twopit_Room)}
elseif self.misc = 2
{"You clamber up the plant and scurry
through the hole at the top.\n"
MovePlayer(In_Narrow_Corridor)}
}
object DoGet
{"The plant has exceptionally deep roots and
cannot be pulled free."}
object DoWater
{
if bottle not in player
{"You have nothing to water the plant with."
return true}
local conts
conts = child(bottle)
if conts = 0
{"The bottle is empty."
return true}
else
remove conts
if conts = oil_in_the_bottle
{"The plant indignantly shakes the oil
off its leaves and asks, \"Water?\""
return true}
else
self.misc = self.misc + 1
if self.misc = 1
"The plant spurts into furious growth for a
few seconds."
elseif self.misc = 2
"The plant grows explosively, almost filling
the bottom of the pit."
elseif self.misc = 3
{"You've over-watered the plant! It's
shriveling up! It's, it's..."
remove PlantStickingUp
self.misc = 0}
run self.short_desc
}
object DoOil
{Perform(&DoWater, object)}
object DoLook
{run self.short_desc}
}
}
room At_East_End_Of_Twopit_Room "At East End of Twopit Room"
{
is not light
long_desc
"You are at the east end of the twopit room. \
The floor here is littered with thin rock slabs,
which make it easy to descend the pits. There is a
path here bypassing the pits to connect passages from
east and west. There are holes all over, but the
only big one is on the wall directly over the west
pit where you can't get to it."
e_to In_Swiss_Cheese_Room
w_to At_West_End_Of_Twopit_Room
d_to In_East_Pit
}
scenery Slabs "thin rock slabs"
{
in At_East_End_Of_Twopit_Room
long_desc
"They almost form natural stairs down into the pit."
nouns "slabs", "rocks", "stairs", "slab"
adjectives "thin", "rock"
article "some"
is plural
before
{
object DoLookUnder, DoGet
{"Surely you're joking."}
}
}
room In_East_Pit "In East Pit"
{
long_desc
"You are at the bottom of the eastern pit in the
twopit room. There is a small pool of oil in one
corner of the pit."
u_to At_East_End_Of_Twopit_Room
is dwarf_free
}
scenery Oil "pool of oil"
{
in In_East_Pit
noun "pool", "oil"
adjective "small"
article "a"
long_desc
"It looks like ordinary oil."
before
{
object DoDrink
{"Absolutely not."}
object DoGet
{
if bottle not in player
"You have nothing in which to carry the oil."
else
Perform(&DoFill, bottle)
}
object DoPutin
{
if xobject = bottle
Perform(&DoFill, bottle)
else
"You have nothing in which to carry the oil."
}
}
}
scenery HoleAbovePit_2 "hole above pit"
{
nearby Oil
long_desc
"The hole is in the wall above you."
nouns "hole"
article "a"
found_in In_East_Pit, At_East_End_Of_Twopit_Room
}
room In_Slab_Room "Slab Room"
{
is not light
long_desc
"You are in a large low circular chamber whose
floor is an immense slab fallen from the ceiling
(slab room). East and west there once were large
passages, but they are now filled with boulders. Low
small passages go north and south, and the south one
quickly bends west around the boulders."
s_to At_West_End_Of_Twopit_Room
u_to In_Secret_N_S_Canyon_0
n_to In_Bedquilt
}
scenery Slab "slab"
{
in In_Slab_Room
long_desc
"It is now the floor here."
noun "slab"
adjective "immense"
before
{
object DoLookUnder, DoGet
{"Surely you're joking."}
}
}
scenery SlabBoulders "boulders"
{
nearby
long_desc
"They're just ordinary boulders."
nouns "boulder" "boulders" "rocks" "stones"
article "some"
is plural
}
!----------------------------------------------------------------------------
! A small network of Canyons, mainly Secret
!----------------------------------------------------------------------------
room In_Secret_N_S_Canyon_0 "Secret N/S Canyon"
{
long_desc
"You are in a secret N/S canyon above a large
room."
d_to In_Slab_Room
s_to In_Secret_Canyon
n_to In_Mirror_Canyon
before
{
location DoGo
{
if object=d_obj {canyon_from = self}
return false
}
}
}
room In_Secret_N_S_Canyon_1 "Secret N/S Canyon"
{
is not light
long_desc
"You are in a secret N/S canyon above a sizable
passage."
n_to At_Junction_Of_Three
d_to In_Bedquilt
s_to Atop_Stalactite
}
room At_Junction_Of_Three "Junction of Three Secret Canyons"
{
is not light
long_desc
"You are in a secret canyon at a junction of
three canyons, bearing north, south, and se. The
north one is as tall as the other two combined."
se_to In_Bedquilt
s_to In_Secret_N_S_Canyon_1
n_to At_Window_On_Pit_2
}
room In_Large_Low_Room "Large Low Room"
{
is not light
long_desc
"You are in a large low room. Crawls lead
north, se, and sw."
sw_to In_Sloping_Corridor
se_to In_Oriental_Room
n_to Dead_End_Crawl
}
room Dead_End_Crawl "Dead End Crawl"
{
is not light
long_desc
"This is a dead end crawl."
s_to In_Large_Low_Room
out_to In_Large_Low_Room
}
room In_Secret_E_W_Canyon "Secret E/W Canyon Above Tight Canyon"
{
is not light
long_desc
"You are in a secret canyon which here runs E/W. \
It crosses over a very tight canyon 15 feet below. \
If you go down you may not be able to get back up."
e_to In_Hall_Of_Mt_King
w_to
{canyon_from = self
return In_Secret_Canyon}
d_to In_N_S_Canyon
}
room In_N_S_Canyon "N/S Canyon"
{
is not light
long_desc
"You are at a wide place in a very tight N/S
canyon."
s_to Canyon_Dead_End
n_to In_Tall_E_W_Canyon
}
room Canyon_Dead_End "Canyon Dead End"
{
is not light
long_desc
"The canyon here becomes too tight to go further
south."
n_to In_N_S_Canyon
}
room In_Tall_E_W_Canyon "In Tall E/W Canyon"
{
is not light
long_desc
"You are in a tall E/W canyon. A low tight
crawl goes 3 feet north and seems to open up."
e_to In_N_S_Canyon
w_to Dead_End_8
n_to In_Swiss_Cheese_Room
}
room Atop_Stalactite "Atop Stalactite"
{
is not light
long_desc
"A large stalactite extends from the roof and
almost reaches the floor below. You could climb down
it, and jump from it to the floor, but having done so
you would be unable to reach it to climb back up."
n_to In_Secret_N_S_Canyon_1
d_to
{
if random(100) <= 40
return Alike_Maze_6
if random(100) <= 40
return Alike_Maze_9
return Alike_Maze_4
}
before
{
location DoJump, DoClimb
{MovePlayer(d_obj)}
}
}
scenery Stalactite "stalactite"
{
in Atop_Stalactite
long_desc
"You could probably climb down it, but you can forget
coming back up."
nouns "stalactite"
adjective "large"
article "a"
before
{
object DoLookUnder, DoGet
{"Do get a grip on yourself."}
}
}
!----------------------------------------------------------------------------
! Here be dragons
!----------------------------------------------------------------------------
room In_Secret_Canyon "Secret Canyon"
{
long_desc
"You are in a secret canyon which exits to the
north and east."
e_to
{
if canyon_from = In_Secret_E_W_Canyon
return canyon_from
if Dragon in location
"The dragon looks rather nasty. You'd
best not try to get by."
else
return In_Secret_E_W_Canyon
}
n_to
{
if canyon_from = In_Secret_N_S_Canyon_0
return canyon_from
if Dragon in location
"The dragon looks rather nasty. You'd
best not try to get by."
else
return In_Secret_N_S_Canyon_0
}
out_to
return canyon_from
before
{
location DoYes
{
if Dragon is special
{
remove Dragon
move DragonCorpse to location
Dragon is not special
"Congratulations! You have just vanquished
a dragon with your bare hands! \
(Unbelievable, isn't it?)"
}
else
return false
}
location DoNo
{
if Dragon is special
{Dragon is not special
"I should think not."}
else
return false
}
}
}
character Dragon "dragon"
{
in In_Secret_Canyon
is unfriendly
long_desc
"I wouldn't mess with it if I were you."
nouns "dragon", "monster", "beast", "lizard"
adjectives "huge", "green", "fierce", "scaly", "giant", "ferocious"
article "a"
initial_desc
"A huge green fierce dragon bars the way!"
before
{
object DoHit
{
Dragon is special
"With what? Your bare hands?"
}
xobject DoGive
{"The dragon is implacable."}
xobject DoThrowAt
{
if object ~= axe
"You'd probably be better off using your
bare hands than that thing!"
else
{
move axe to location
"The axe bounces harmlessly off the dragon's
thick scales."
}
}
}
}
treasure persian_rug "Persian rug"
{
nearby
nouns "rug"
adjectives "persian", "fine", "finest", "dragon's"
article "a"
depositpoints 14
before
{
object DoGet
{
if Dragon in location
"You'll need to get the dragon to move first!"
else
return false
}
}
long_desc
{
if (Dragon in location)
"The dragon is sprawled out on the Persian rug!"
else
"The Persian rug is spread out on the floor here."
}
}
object DragonCorpse "dragon's body"
{
initial_desc
"The body of a huge green dead dragon is lying off to
one side."
nouns "corpse", "body"
adjectives "dragon", "dragon's", "dead"
article "a"
before
{
object DoHit
{"You've already done enough damage!"}
}
}
!----------------------------------------------------------------------------
! And more of the Alike Maze
!----------------------------------------------------------------------------
DeadEndRoom Dead_End_8 "Dead End"
{
long_desc
"The canyon runs into a mass of boulders--dead end."
s_to In_Tall_E_W_Canyon
out_to In_Tall_E_W_Canyon
}
MazeRoom Alike_Maze_11 "Maze"
{
n_to Alike_Maze_1
w_to Alike_Maze_11
s_to Alike_Maze_11
e_to Dead_End_9
}
DeadEndRoom Dead_End_9 "Dead End"
{
w_to Alike_Maze_11
out_to Alike_Maze_11
}
DeadEndRoom Dead_End_10 "Dead End"
{
s_to Alike_Maze_3
out_to Alike_Maze_3
}
MazeRoom Alike_Maze_12 "Maze"
{
s_to At_Brink_Of_Pit
e_to Alike_Maze_13
w_to Dead_End_11
}
MazeRoom Alike_Maze_13 "Maze"
{
n_to At_Brink_Of_Pit
w_to Alike_Maze_12
nw_to Dead_End_13
}
DeadEndRoom Dead_End_11 "Dead End"
{
e_to Alike_Maze_12
out_to Alike_Maze_12
}
DeadEndRoom Dead_End_12 "Dead End"
{
u_to Alike_Maze_8
out_to Alike_Maze_8
}
MazeRoom Alike_Maze_14 "Maze"
{
u_to Alike_Maze_4
d_to Alike_Maze_4
}
DeadEndRoom Dead_End_13 "Dead End"
{
se_to Alike_Maze_13
out_to Alike_Maze_13
long_desc
"This is the pirate's dead end."
initial_desc
{
Deactivate(pirate_daemon)
if treasure_chest in self and treasure_chest is not moved
"You've found the pirate's treasure chest!"
}
is dwarf_free
}
treasure treasure_chest "treasure chest"
{
in Dead_End_13
depositpoints 12
long_desc
"It's the pirate's treasure chest, filled with
riches of all kinds!"
noun "chest", "box", "riches"
adjective "pirate", "pirate's", "treasure"
article "a"
}
!----------------------------------------------------------------------------
! Above the beanstalk: the Giant Room and the Waterfall
!----------------------------------------------------------------------------
room In_Narrow_Corridor "In Narrow Corridor"
{
is not light
long_desc
"You are in a long, narrow corridor stretching
out of sight to the west. At the eastern end is a
hole through which you can see a profusion of
leaves."
d_to In_West_Pit
w_to In_Giant_Room
e_to In_West_Pit
before
{
location DoJump
{"You fall and break your neck!"
endflag = 2}
}
}
scenery Leaves "leaves"
{
in In_Narrow_Corridor
long_desc
"The leaves appear to be attached to the beanstalk
you climbed to get here."
article "some"
is plural
nouns "leaves", "leaf", "plant", "tree", "stalk", "beanstalk"
adjective "profusion"
}
room At_Steep_Incline "Steep Incline Above Large Room"
{
is not light
long_desc
"You are at the top of a steep incline above a
large room. You could climb down here, but you would
not be able to climb up. There is a passage leading
back to the north."
n_to In_Cavern_With_Waterfall
d_to In_Large_Low_Room
}
room In_Giant_Room "Giant Room"
{
is not light
long_desc
"You are in the giant room. The ceiling here is
too high up for your lamp to show it. Cavernous
passages lead east, north, and south. On the west
wall is scrawled the inscription, \"Fee fie foe foo\"
[sic]."
s_to In_Narrow_Corridor
e_to At_Recent_Cave_In
n_to In_Immense_N_S_Passage
}
scenery Inscription "scrawled inscription"
{
in In_Giant_Room
long_desc
"It says, \"Fee fie foe foo\" [sic]."
nouns "inscription", "writing", "scrawl"
adjective "scrawled"
article "a"
}
treasure golden_eggs "nest of golden eggs"
{
nearby
depositpoints 14
long_desc
"The nest is filled with beautiful golden eggs!"
initial_desc
"There is a large nest here, full of golden eggs!"
noun "eggs"
adjectives "egg", "nest", "beautiful", "golden"
article "a"
}
room At_Recent_Cave_In "Recent Cave-in"
{
is not light
long_desc
"The passage here is blocked by a recent
cave-in."
s_to In_Giant_Room
}
room In_Immense_N_S_Passage "Immense N/S Passage"
{
is not light
long_desc
"You are at one end of an immense north/south passage."
s_to In_Giant_Room
n_to
return RustyDoor.door_to
}
door RustyDoor "rusty door"
{
in In_Immense_N_S_Passage
long_desc
"It's just a big iron door."
nouns "door", "hinge", "hinges"
adjectives "massive", "big", "iron", "rusty"
article "a"
when_closed
"The way north is barred by a massive, rusty, iron door."
when_open
"The way north leads through a massive, rusty, iron door."
found_in In_Cavern_With_Waterfall, In_Immense_N_S_Passage
before
{
object DoOpen
{
if RustyDoor is locked
"The hinges are quite thoroughly rusted now
and won't budge."
else
return false
}
object DoClose
{
if RustyDoor is open
"With all the effort it took to get the door
open, I wouldn't suggest closing it again."
else
"No problem there -- it already is."
}
object DoOil
{
if bottle in player and oil_in_the_bottle in bottle
{
remove oil_in_the_bottle
RustyDoor is not locked
"The oil has freed up the hinges so that the
door will now move, although it requires
some effort."
}
else
"You have nothing to oil it with."
}
object DoWater
{
if bottle in player and water_in_the_bottle in bottle
{
remove water_in_the_bottle
RustyDoor is locked
RustyDoor is not open
"The hinges are quite thoroughly
rusted now and won't budge."
}
else
"You have nothing to water it with."
}
}
after
{
object DoOpen
{"The door heaves open with a shower of rust."}
}
is locked
}
room In_Cavern_With_Waterfall "In Cavern With Waterfall"
{
is not light
long_desc
"You are in a magnificent cavern with a rushing
stream, which cascades over a sparkling waterfall
into a roaring whirlpool which disappears through a
hole in the floor. Passages exit to the south and
west."
s_to In_Immense_N_S_Passage
w_to At_Steep_Incline
}
scenery Waterfall "waterfall"
{
in In_Cavern_With_Waterfall
long_desc
"Wouldn't want to go down in in a barrel!"
nouns "waterfall" "whirlpool"
adjectives "sparkling" "whirling"
}
treasure trident "jeweled trident"
{
nearby
long_desc
"The trident is covered with fabulous jewels!"
initial_desc
"There is a jewel-encrusted trident here!"
noun "trident"
adjectives "jewel", "encrusted", "jewel-encrusted", "jeweled", \
"fabulous"
article "a"
depositpoints 14
}
!----------------------------------------------------------------------------
! The caves around Bedquilt
!----------------------------------------------------------------------------
room In_Soft_Room "In Soft Room"
{
is not light
long_desc
"You are in the soft room. The walls are
covered with heavy curtains, the floor with a thick
pile carpet. Moss covers the ceiling."
w_to In_Swiss_Cheese_Room
}
scenery Carpet "carpet"
{
in In_Soft_Room
long_desc
"The carpet is quite plush."
nouns "carpet"
adjectives "shag" "pile" "heavy" "thick"
article "a"
}
scenery Curtains "curtains"
{
nearby
long_desc
"They seem to absorb sound very well."
nouns "curtain" "curtains"
adjectives "heavy" "thick"
before
{
object DoGet
{"Now don't go ripping up the place!"}
object DoLookUnder
{"You don't find anything exciting behind the
curtains."}
}
}
scenery Moss "moss"
{
nearby
long_desc
"It just looks like your typical, everyday moss."
noun "moss"
adjectives "typical" "everyday"
article "some"
before
{
object DoGet
{"It crumbles to nothing in your hands."}
object DoEat
{"Eeeewwwww."}
}
}
object velvet_pillow "velvet pillow"
{
nearby
long_desc
"It's just a small velvet pillow."
initial_desc
"A small velvet pillow lies on the floor."
noun "pillow"
adjectives "velvet", "small"
article "a"
}
room In_Oriental_Room "Oriental Room"
{
is not light
long_desc
"This is the oriental room. Ancient oriental
cave drawings cover the walls. A gently sloping
passage leads upward to the north, another passage
leads se, and a hands and knees crawl leads west."
w_to In_Large_Low_Room
se_to In_Swiss_Cheese_Room
u_to In_Misty_Cavern
n_to In_Misty_Cavern
}
scenery CaveDrawings "ancient oriental drawings"
{
in In_Oriental_Room
long_desc
"They seem to depict people and animals."
nouns "paintings" "drawings" "art"
adjectives "cave" "ancient" "oriental"
article "some"
is plural
}
treasure ming_vase "ming vase"
{
nearby
long_desc
"It's a delicate, previous, ming vase!"
initial_desc
"A ming vase is here!"
nouns "vase"
adjectives "ming", "delicate"
article "a"
depositpoints 14
after
{
object DoDrop
{
if velvet_pillow in location
{
"(coming to rest, delicately, on
the velvet pillow)"
return false
}
remove ming_vase
move shards to location
"The ming vase drops with a delicate crash."
}
}
}
object shards "some worthless shards of pottery"
{
initial_desc
"The floor is littered with worthless shards of pottery."
long_desc
"They look to be the remains of what was once a
beautiful vase. I guess some oaf must have dropped it."
nouns "pottery"
adjectives "shards", "remains", "vase", "worthless"
}
room In_Misty_Cavern "Misty Cavern"
{
is not light
long_desc
"You are following a wide path around the outer
edge of a large cavern. Far below, through a heavy
white mist, strange splashing noises can be heard. \
The mist rises up through a fissure in the ceiling. \
The path exits to the south and west."
s_to In_Oriental_Room
w_to In_Alcove
}
scenery CeilingFissure "fissure"
{
in In_Misty_Cavern
long_desc
"You can't really get close enough to examine it."
noun "fissure"
article "a"
}
!----------------------------------------------------------------------------
! Plovers and pyramids
!----------------------------------------------------------------------------
room In_Alcove "Alcove"
{
long_desc
"You are in an alcove. A small northwest path seems
to widen after a short distance. An extremely tight
tunnel leads east. It looks like a very tight
squeeze. An eerie light can be seen at the other
end."
nw_to In_Misty_Cavern
e_to
{
local j
j = children(player)
if j = 0 or (j = 1 and egg_sized_emerald in player)
return In_Plover_Room
"Something you're carrying won't fit through the
tunnel with you. You'd best take inventory and drop
something."
}
}
room In_Plover_Room "Plover Room"
{
long_desc
"You're in a small chamber lit by an eerie green
light. An extremely narrow tunnel exits to the west. \
A dark corridor leads northeast."
out_to In_Alcove
ne_to In_Dark_Room
w_to
{
local j
j = children(player)
if j = 0 or (j = 1 and egg_sized_emerald in player)
return In_Alcove
"Something you're carrying won't fit through the
tunnel with you. You'd best take inventory and drop
something."
}
before
{
location Plover
{
if egg_sized_emerald in player
move egg_sized_emerald to In_Plover_Room
MovePlayer(At_Y2)
}
}
}
treasure egg_sized_emerald "emerald the size of a plover's egg"
{
in In_Plover_Room
depositpoints 14
article "an"
long_desc
"Plover's eggs, by the way, are quite large."
initial_desc
"There is an emerald here the size of a plover's egg!"
noun "egg"
adjective "emerald", "size", "a", "plover's"
}
room In_Dark_Room "The Dark Room"
{
is not light
long_desc
"You're in the dark-room. A corridor leading
south is the only exit."
s_to In_Plover_Room
is dwarf_free
}
object StoneTablet "stone tablet"
{
in In_Dark_Room
initial_desc
"A massive stone tablet imbedded in the wall reads: \
\"Congratulations on bringing light into the
dark-room!\""
noun "tablet"
adjectives "massive" "stone"
article "a"
is static, readable
}
treasure platinum_pyramid "platinum pyramid"
{
nearby
initial_desc
"There is a platinum pyramid here, 8 inches on a side!"
depositpoints 14
long_desc
"The platinum pyramid is 8 inches on a side!"
noun "pyramid"
adjectives "platinum"
article "a"
}
!----------------------------------------------------------------------------
! North of the complex junction: a long up-down corridor
!----------------------------------------------------------------------------
room In_Arched_Hall "Arched Hall"
{
is not light
long_desc
"You are in an arched hall. A coral passage
once continued up and east from here, but is now
blocked by debris. The air smells of sea water."
d_to In_Shell_Room
}
room In_Shell_Room "Shell Room"
{
is not light
long_desc
"You're in a large room carved out of
sedimentary rock. The floor and walls are littered
with bits of shells imbedded in the stone. A shallow
passage proceeds downward, and a somewhat steeper one
leads up. A low hands and knees passage enters from
the south."
u_to In_Arched_Hall
d_to In_Ragged_Corridor
s_to
{
if giant_bivalve in player
{
if giant_bivalve is open
"You can't fit this five-foot oyster
through that little passage!"
else
"You can't fit this five-foot clam
through that little passage!"
}
else
return At_Complex_Junction
}
}
object giant_bivalve "giant clam"
{
in In_Shell_Room
nouns "clam", "oyster", "bivalve"
adjective "giant"
article "a"
short_desc
{
"There is an enormous ";
if self is special
"oyster";
else
"clam";
" here with its shell tightly closed."
}
before
{
object DoLook
{
if location = At_Ne_End or location = At_Sw_End
"Interesting. There seems to be
something written on the underside of
the oyster:\n\n\
\"There is something strange about this
place, such that one of the words I've
always known now has a new effect.\""
else
"A giant bivalve of some kind."
}
object DoOpen
{
"You aren't strong enough to open the clam
with your bare hands."
}
object DoUnlock
{
if not xobject
Perform(&DoOpen, self)
elseif xobject ~= trident
{CThe(xobject)
" isn't strong enough to open the clam."}
elseif self is special
"The oyster creaks open, revealing nothing
but oyster inside. It promptly snaps shut
again."
else
{
self is special
move pearl to In_A_Cul_De_Sac
"A glistening pearl falls out of the clam
and rolls away. Goodness, this must
really be an oyster. (I never was very
good at identifying bivalves.) Whatever it
is, it has now snapped shut again."
}
}
object DoHit
{"The shell is very strong and is impervious to
attack."}
}
is lockable, openable
}
treasure pearl "glistening pearl"
{
long_desc
"It's incredibly large!"
initial_desc
"Off to one side lies a glistening pearl!"
noun "pearl"
adjectives "glistening" "incredible" "incredibly" "large"
article "a"
depositpoints 14
}
room In_Ragged_Corridor "Ragged Corridor"
{
is not light
long_desc
"You are in a long sloping corridor with ragged
sharp walls."
u_to In_Shell_Room
d_to In_A_Cul_De_Sac
}
room In_A_Cul_De_Sac "Cul-de-Sac"
{
is not light
long_desc
"You are in a cul-de-sac about eight feet
across."
u_to In_Ragged_Corridor
out_to In_Ragged_Corridor
}
!----------------------------------------------------------------------------
! Witt's End: Cave under construction
!----------------------------------------------------------------------------
room In_Anteroom "In Anteroom"
{
is not light
long_desc
"You are in an anteroom leading to a large
passage to the east. Small passages go west and up. \
The remnants of recent digging are evident."
u_to At_Complex_Junction
w_to In_Bedquilt
e_to At_Witts_End
}
object WittSign "sign"
{
in In_Anteroom
initial_desc
"A sign in midair here says \"Cave under
construction beyond this point. Proceed at own risk. \
[Witt Construction Company]\""
noun "sign"
adjective "witt" "company" "construction"
before
{
object DoGet
{"It's hanging way above your head."}
}
is static
}
object spelunker_today "recent issues of \"Spelunker Today\""
{
nearby
nouns "magazines", "magazine"
adjectives "issue", "issues", "recent", "spelunker", "today"
initial_desc
"There are a few recent issues of \"Spelunker Today\"
magazine here."
long_desc
"I'm afraid the magazines are written in Dwarvish."
article "a few"
is plural
after
{
object DoGet
{
if location = At_Witts_End
score = score - 1
return false
}
object DoDrop
{
if location = At_Witts_End
{score = score + 1
"You really are at wit's end."}
else
return false
}
}
}
room At_Witts_End "At Witt's End"
{
is not light
long_desc
"You are at Witt's End. Passages lead off in
*all* directions."
w_to {"You have crawled around in some little holes and
found your way blocked by a recent cave-in. You are
now back in the main passage."}
before
{
location DoGo
{
if object ~= w_obj and random(100)<=95
"You have crawled around in some little
holes and wound up back in the main passage."
else
MovePlayer(In_Anteroom)
}
}
}
!----------------------------------------------------------------------------
! North of the secret canyons, on the other side of the pit
!----------------------------------------------------------------------------
room In_Mirror_Canyon "In Mirror Canyon"
{
is not light
long_desc
"You are in a north/south canyon about 25 feet
across. The floor is covered by white mist seeping
in from the north. The walls extend upward for well
over 100 feet. Suspended from some unseen point far
above you, an enormous two-sided mirror is hanging
parallel to and midway between the canyon walls.\n\n\
A small window can be seen in either wall,
some fifty feet up."
s_to In_Secret_N_S_Canyon_0
n_to At_Reservoir
}
object CanyonMirror "suspended mirror"
{
in In_Mirror_Canyon
long_desc
"The mirror is obviously provided for the use of the
dwarves who, as you know, are extremely vain."
noun "mirror"
adjectives "massive", "enormous", "suspended", "hanging", \
"two-sided", "two", "sided"
initial_desc
"The mirror is obviously provided for the use of the
dwarves, who as you know, are extremely vain."
before
{
object DoGet
{"You can't reach it from here."}
}
is static
}
room At_Window_On_Pit_2 "At Window on Pit"
{
is not light
long_desc
"You're at a low window overlooking a huge pit,
which extends up out of sight. A floor is
indistinctly visible over 50 feet below. Traces of
white mist cover the floor of the pit, becoming
thicker to the left. Marks in the dust around the
window would seem to indicate that someone has been
here recently. Directly across the pit from you and
25 feet away there is a similar window looking into a
lighted room. A shadowy figure can be seen there
peering back at you."
cant_go
"The only passage is back west to the junction."
w_to At_Junction_Of_Three
before
{
location DoJump
{
"You jump and break your neck!"
endflag = 2
}
location DoWaveHands
{"The shadowy figure waves back at you!"}
}
}
room At_Reservoir "At Reservoir"
{
is not light
long_desc
"You are at the edge of a large underground
reservoir. An opaque cloud of white mist fills the
room and rises rapidly upward. The lake is fed by a
stream, which tumbles out of a hole in the wall about
10 feet overhead and splashes noisily into the water
somewhere within the mist. The only passage goes
back toward the south."
s_to In_Mirror_Canyon
out_to In_Mirror_Canyon
before
{
location DoSwim
{"The water is icy cold, and you would soon
freeze to death."}
}
}
!----------------------------------------------------------------------------
! The Chasm and the Troll Bridge
!----------------------------------------------------------------------------
room In_Sloping_Corridor "Sloping Corridor"
{
is not light
long_desc
"You are in a long winding corridor sloping out
of sight in both directions."
d_to In_Large_Low_Room
u_to On_Sw_Side_Of_Chasm
cant_go
"The corridor slopes steeply up and down."
}
room On_Sw_Side_Of_Chasm "On SW Side of Chasm"
{
is not light
long_desc
{
"You are on one side of a large, deep chasm. A
heavy white mist rising up from below obscures all
view of the far side. A southwest path leads away
from the chasm into a winding corridor."
RicketyBridge_desc
}
ne_to
return CrossRicketyBridge
sw_to In_Sloping_Corridor
d_to In_Sloping_Corridor
cant_go
"The path winds southwest."
before
{
location DoJump
{
if RicketyBridge is not special
"I respectfully suggest you go across the
bridge instead of jumping."
else
{"You didn't make it."
endflag = 2}
}
}
}
routine CrossRicketyBridge
{
if RicketyBridge is special
{"What's left of the bridge is lying at the bottom
of the chasm!"
return true}
if Troll is special or Troll in nothing
{
if Bear is special
{
remove bear
Wreckage.found_in = \
On_Sw_Side_Of_Chasm, On_Ne_Side_Of_Chasm
RicketyBridge is special
RicketyBridge.found_in = 0, 0
Deactivate(bear_daemon)
"Just as you reach the other side, the bridge
buckles beneath the weight of the bear, which
was still following you around. You scrabble
desperately for support, but as the bridge
collapses you stumble back and fall into the
chasm."
endflag = 2
}
else
return RicketyBridge.door_to
}
if Troll in location
"The troll refuses to let you cross."
else
{move Troll to location
"The troll steps out from beneath the bridge
and blocks your way."}
return true
}
routine RicketyBridge_desc
{
if RicketyBridge is not special
{
if location = On_Sw_Side_Of_Chasm \
or location = On_Ne_Side_Of_Chasm
{
"A rickety wooden bridge extends across the
chasm, vanishing into the mist.\n\n
A sign posted on the bridge reads,
\"Stop! Pay troll!\""
if Troll not in location
"\nThe troll is nowhere to be seen."
}
}
else
"The wreckage of the troll bridge (and a dead bear)
can be seen at the bottom of the chasm."
}
object RicketyBridge "rickety bridge"
{
found_in On_Sw_Side_Of_Chasm, On_Ne_Side_Of_Chasm
long_desc
"It just looks like an ordinary, but unstable, bridge."
noun "bridge"
adjectives "rickety" "unstable" "wobbly" "rope"
door_to
{
if location = On_Sw_Side_Of_Chasm
return On_Ne_Side_Of_Chasm
else
return On_Sw_Side_Of_Chasm
}
is static, open
type door
}
object Wreckage "wreckage of bridge"
{
noun "bridge","bear"
adjectives "wreckage", "wreck", "dead"
found_in 0, 0
is static
}
character Troll "burly troll"
{
in RicketyBridge
long_desc
"Trolls are close relatives with rocks and have skin
as tough as that of a rhinoceros."
initial_desc
"A burly troll stands by the bridge and insists you
throw him a treasure before you may cross."
noun "troll", "monster", "creature"
adjective "burly"
article "a"
ignore_response
"Trolls make poor conversation."
before
{
object DoHit
{"The troll laughs aloud at your pitiful attempt
to injure him."}
xobject DoGive
{
if object is valuable
{
remove object
remove Troll
Troll is special
score = score - 5
"The troll catches your treasure and
scurries away out of sight."
}
elseif object = tasty_food
"Gluttony is not one of the troll's vices. \
Avarice, however, is."
else
{
"The troll deftly catches ";
The(noun)
", examines it carefully, and tosses
it back, declaring, \"Good workmanship,
but it's not valuable enough.\""
}
}
}
}
room On_Ne_Side_Of_Chasm "On NE Side of Chasm"
{
is not light
long_desc
{
"You are on the far side of the chasm. A
northeast path leads away from the chasm on this
side."
RicketyBridge_desc
}
sw_to
return CrossRicketyBridge
ne_to In_Corridor
before
{
location DoJump
{
if RicketyBridge is not special
"I respectfully suggest you go across the
bridge instead of jumping."
else
{"You didn't make it."
endflag = 2}
}
}
is dwarf_free
}
room In_Corridor "In Corridor"
{
is not light
long_desc
"You're in a long east/west corridor. A faint
rumbling noise can be heard in the distance."
w_to On_Ne_Side_Of_Chasm
e_to At_Fork_In_Path
is dwarf_free
}
!----------------------------------------------------------------------------
! The Volcano
!----------------------------------------------------------------------------
room At_Fork_In_Path "At Fork in Path"
{
is not light
long_desc
"The path forks here. The left fork leads
northeast. A dull rumbling seems to get louder in
that direction. The right fork leads southeast down
a gentle slope. The main corridor enters from the
west."
w_to In_Corridor
ne_to At_Junction_With_Warm_Walls
se_to In_Limestone_Passage
d_to In_Limestone_Passage
is dwarf_free
}
room At_Junction_With_Warm_Walls "At Junction With Warm Walls"
{
long_desc
"The walls are quite warm here. From the north
can be heard a steady roar, so loud that the entire
cave seems to be trembling. Another passage leads
south, and a low crawl goes east."
s_to At_Fork_In_Path
n_to At_Breath_Taking_View
e_to In_Chamber_Of_Boulders
is dwarf_free
}
room At_Breath_Taking_View "At Breath-Taking View"
{
long_desc
{
"You are on the edge of a breath-taking view. Far
below you is an active volcano, from which great
gouts of molten lava come surging out, cascading back
down into the depths. The glowing rock fills the
farthest reaches of the cavern with a blood-red
glare, giving everything an eerie, macabre
appearance. The air is filled with flickering sparks
of ash and a heavy smell of brimstone. The walls are
hot to the touch, and the thundering of the volcano
drowns out all other sounds. ";
"Embedded in the jagged
roof far overhead are myriad twisted formations
composed of pure white alabaster, which scatter the
murky light into sinister apparitions upon the walls. \
To one side is a deep gorge, filled with a bizarre
chaos of tortured rock which seems to have been
crafted by the devil himself. An immense river of
fire crashes out from the depths of the volcano,
burns its way through the gorge, and plummets into a
bottomless pit far off to your left. To the right,
an immense geyser of blistering steam erupts
continuously from a barren island in the center of a
sulfurous lake, which bubbles ominously. ";
"The far
right wall is aflame with an incandescence of its
own, which lends an additional infernal splendor to
the already hellish scene. A dark, forboding passage
exits to the south."
}
s_to At_Junction_With_Warm_Walls
out_to At_Junction_With_Warm_Walls
d_to
"Don't be ridiculous!"
before
{
location DoJump
{run self.d_to}
}
}
scenery Volcano "active volcano"
{
in At_Breath_Taking_View
long_desc
"Great gouts of molten lava come surging out of the
volvano and go cascading back down into the depths. \
The glowing rock fills the farthest reaches of the
cavern with a blood-red glare, giving everything an
eerie, macabre appearance."
nouns "volcano", "rock"
adjectives "active", "glowing", "blood", "red", "blood-red", \
"eerie", "macabre"
article "an"
}
scenery Sparks "sparks of ash"
{
nearby
long_desc
"The sparks too far away for you to get a good look at
them."
nouns "ash"
adjectives "spark", "sparks"
article "some"
is plural
}
scenery JaggedRoof "jagged roof"
{
nearby
long_desc
"Embedded in the jagged roof far overhead are myriad
twisted formations composed of pure white alabaster,
which scatter the murky light into sinister
apparitions upon the walls."
nouns "roof", "formations", "apparitions", "light"
adjectives "jagged", "twisted", "murky", "sinister"
article "the"
}
scenery DeepGorge "deep gorge"
{
nearby
long_desc
"The gorge is filled with a bizarre chaos of tortured
rock which seems to have been crafted by the devil
himself."
nouns "gorge", "chaos", "rock"
adjectives "deep", "bizarre", "tortured"
article "a"
}
scenery RiverOfFire "river of fire"
{
nearby
long_desc
"The river of fire crashes out from the depths of the
volcano, burns its way through the gorge, and
plummets into a bottomless pit far off to your
left."
nouns "fire", "pit"
adjectives "river", "fiery", "bottomless"
article "a"
}
scenery Geyser "immense geyser"
{
nearby
long_desc
"The geyser of blistering steam erupts continuously
from a barren island in the center of a sulfurous
lake, which bubbles ominously."
nouns "geyser", "steam", "island", "lake"
adjectives "blistering", "barren", "sulfurous"
article "an"
}
room In_Chamber_Of_Boulders "In Chamber of Boulders"
{
is not light
long_desc
"You are in a small chamber filled with large
boulders. The walls are very warm, causing the air
in the room to be almost stifling from the heat. The
only exit is a crawl heading west, through which is
coming a low rumbling."
w_to At_Junction_With_Warm_Walls
out_to At_Junction_With_Warm_Walls
is dwarf_free
}
scenery ChamberBoulders "boulders"
{
in In_Chamber_Of_Boulders
long_desc
"They're just ordinary boulders. They're warm."
nouns "boulder", "boulders", "rocks", "stones"
}
treasure rare_spices "rare spices"
{
nearby
nouns "spices" "spice"
adjectives "selection" "rare" "exotic",
depositpoints 14
article "a selection of"
initial_desc
"There is a selection of rare spices here!"
before
{
object DoSmell, DoLook
{"They smell wonderfully exotic!"}
}
}
room In_Limestone_Passage "In Limestone Passage"
{
is not light
long_desc
"You are walking along a gently sloping
north/south passage lined with oddly shaped limestone
formations."
n_to At_Fork_In_Path
u_to At_Fork_In_Path
s_to In_Front_Of_Barren_Room
d_to In_Front_Of_Barren_Room
is dwarf_free
}
scenery LimestoneFormations "limestone formations"
{
long_desc
"Every now and then a particularly strange shape
catches your eye."
nouns "formations", "shape", "shapes", "stone", "stones"
adjectives "limestone", "lime", "stone", "strange"
article "some"
is plural
}
!----------------------------------------------------------------------------
! If you go down to the woods today...
!----------------------------------------------------------------------------
room In_Front_Of_Barren_Room "In Front of Barren Room"
{
long_desc
"You are standing at the entrance to a large,
barren room. A sign posted above the entrance reads: \
\"Caution! Bear in room!\""
w_to In_Limestone_Passage
u_to In_Limestone_Passage
e_to In_Barren_Room
in_to In_Barren_Room
is dwarf_free
}
scenery BarrenSign "caution sign"
{
in In_Front_Of_Barren_Room
long_desc
"The sign reads, \"Caution! Bear in room!\""
nouns "sign"
adjectives "caution"
article "a"
}
room In_Barren_Room "In Barren Room"
{
is not light
long_desc
"You are inside a barren room. The center of
the room is completely empty except for some dust. \
Marks in the dust lead away toward the far end of the
room. The only exit is the way you came in."
w_to In_Front_Of_Barren_Room
out_to In_Front_Of_Barren_Room
is dwarf_free
}
scenery Dust "dust"
{
in In_Barren_Room
long_desc
"It just looks like ordinary dust."
noun "dust"
adjective "marks", "in"
article "the"
}
character Bear "large cave bear"
{
nearby
is unfriendly
ignore_response
"This is a bear of very little brain."
short_desc
{
if Bear is special
"You are being followed by a very
large, tame bear."
elseif Bear is not scored
"There is a ferocious cave bear
eyeing you from the far end of the room!"
elseif location = In_Barren_Room
"There is a gentle cave bear
sitting placidly in one corner."
else
"There is a contented-looking
bear wandering about nearby."
}
noun "bear", "animal"
adjectives "large", "tame", "ferocious", "cave"
article "a"
before
{
object DoHit
{
if axe in player
Perform(&DoThrowAt, axe, Bear)
elseif Bear is scored
"The bear is confused; he only wants
to be your friend."
else
"With what? Your bare hands? Against
*his* bear hands??"
}
object DoThrowAt
{
if object ~= axe
Perform(&DoGive, object, Bear)
elseif Bear is scored
"The bear is confused; he only wants
to be your friend."
else
{
move axe to location
axe is special
"The axe misses and lands near the bear
where you can't get at it."
}
}
xobject DoGive
{
if object = tasty_food
{
axe is not special
remove tasty_food
Bear is scored
"The bear eagerly wolfs down your food,
after which he seems to calm down
considerably and even becomes rather
friendly."
}
elseif Bear is scored
"The bear doesn't seem very interested
in your offer."
else
"Uh-oh -- your offer only makes the bear
angrier!"
}
object DoLook
{
"The bear is extremely large, ";
if Bear is scored {"but appears to be friendly."}
else {"and seems quite ferocious!"}
}
object DoGet, DoCatch
{
if Bear is not scored
"Surely you're joking!"
elseif golden_chain is locked
"The bear is still chained to the wall."
else
{Bear is special
Activate(bear_daemon)
"Ok, the bear's now following you around."}
}
object DoDrop, DoRelease
{
if Bear is not scored
"What exactly do you mean by that?"
else
{
Bear is not special
Deactivate(bear_daemon)
if Troll in location
{
remove troll
troll is special
"The bear lumbers toward the troll,
who lets out a startled shriek and
scurries away. The bear soon gives
up the pursuit and wanders back."
}
else
"The bear wanders away from you."
}
}
}
}
daemon bear_daemon
{}
event bear_daemon
{
if not light_source
return false
elseif location = parent(bear)
{
if location = At_Breath_Taking_View
{"\nThe bear roars with delight"
event_flag = true}
}
else
{
move Bear to location
"\nThe bear lumbers along behind you."
}
}
treasure golden_chain "golden chain"
{
in In_Barren_Room
depositpoints 14
short_desc
{
if self is locked
"The bear is held back by a solid gold chain."
else
"A solid golden chain lies in coils on the ground!"
}
long_desc
"The chain has thick links of solid gold!"
nouns "chain", "chains", "links", "shackles"
adjectives "gold", "golden", "thick", "solid"
article "a"
key_object set_of_keys
before
{
object DoGet
{
if self is locked
{
if Bear is scored
"It's locked to the friendly bear."
else
"It's locked to the ferocious bear!"
}
else
return false
}
object DoUnlock
{
if Bear is not scored
"There is no way to get past the bear to
unlock the chain, which is probably just as
well."
else
return false
}
object DoLock
{"The mechanism won't lock again."}
}
after
{
object DoUnlock
{"You unlock the chain, and set the tame bear free."}
}
is lockable, locked
}
!----------------------------------------------------------------------------
! The Different Maze
!----------------------------------------------------------------------------
room DiffMaze
{
is not light
long_desc
"You are in a maze of twisty little passages,
all different."
}
DiffMaze Different_Maze_1 "Maze"
{
s_to Different_Maze_3
sw_to Different_Maze_4
ne_to Different_Maze_5
se_to Different_Maze_6
u_to Different_Maze_7
nw_to Different_Maze_8
e_to Different_Maze_9
w_to Different_Maze_10
n_to Different_Maze_11
d_to At_West_End_Of_Long_Hall
}
DiffMaze Different_Maze_2 "Maze"
{
sw_to Different_Maze_3
n_to Different_Maze_4
e_to Different_Maze_5
nw_to Different_Maze_6
se_to Different_Maze_7
ne_to Different_Maze_8
w_to Different_Maze_9
d_to Different_Maze_10
u_to Different_Maze_11
s_to Dead_End_14
}
DiffMaze Different_Maze_3 "Maze"
{
w_to Different_Maze_1
se_to Different_Maze_4
nw_to Different_Maze_5
sw_to Different_Maze_6
ne_to Different_Maze_7
u_to Different_Maze_8
d_to Different_Maze_9
n_to Different_Maze_10
s_to Different_Maze_11
e_to Different_Maze_2
}
DiffMaze Different_Maze_4 "Maze"
{
nw_to Different_Maze_1
u_to Different_Maze_3
n_to Different_Maze_5
s_to Different_Maze_6
w_to Different_Maze_7
sw_to Different_Maze_8
ne_to Different_Maze_9
e_to Different_Maze_10
d_to Different_Maze_11
se_to Different_Maze_2
}
DiffMaze Different_Maze_5 "Maze"
{
u_to Different_Maze_1
d_to Different_Maze_3
w_to Different_Maze_4
ne_to Different_Maze_6
sw_to Different_Maze_7
e_to Different_Maze_8
n_to Different_Maze_9
nw_to Different_Maze_10
se_to Different_Maze_11
s_to Different_Maze_2
}
DiffMaze Different_Maze_6 "Maze"
{
ne_to Different_Maze_1
n_to Different_Maze_3
nw_to Different_Maze_4
se_to Different_Maze_5
e_to Different_Maze_7
d_to Different_Maze_8
s_to Different_Maze_9
u_to Different_Maze_10
w_to Different_Maze_11
sw_to Different_Maze_2
}
DiffMaze Different_Maze_7 "Maze"
{
n_to Different_Maze_1
se_to Different_Maze_3
d_to Different_Maze_4
s_to Different_Maze_5
e_to Different_Maze_6
w_to Different_Maze_8
sw_to Different_Maze_9
ne_to Different_Maze_10
nw_to Different_Maze_11
u_to Different_Maze_2
}
DiffMaze Different_Maze_8 "Maze"
{
e_to Different_Maze_1
w_to Different_Maze_3
u_to Different_Maze_4
sw_to Different_Maze_5
d_to Different_Maze_6
s_to Different_Maze_7
nw_to Different_Maze_9
se_to Different_Maze_10
ne_to Different_Maze_11
n_to Different_Maze_2
}
DiffMaze Different_Maze_9 "Maze"
{
se_to Different_Maze_1
ne_to Different_Maze_3
s_to Different_Maze_4
d_to Different_Maze_5
u_to Different_Maze_6
nw_to Different_Maze_7
n_to Different_Maze_8
sw_to Different_Maze_10
e_to Different_Maze_11
w_to Different_Maze_2
}
DiffMaze Different_Maze_10 "Maze"
{
d_to Different_Maze_1
e_to Different_Maze_3
ne_to Different_Maze_4
u_to Different_Maze_5
w_to Different_Maze_6
n_to Different_Maze_7
s_to Different_Maze_8
se_to Different_Maze_9
sw_to Different_Maze_11
nw_to Different_Maze_2
}
DiffMaze Different_Maze_11 "Maze"
{
sw_to Different_Maze_1
nw_to Different_Maze_3
e_to Different_Maze_4
w_to Different_Maze_5
n_to Different_Maze_6
d_to Different_Maze_7
se_to Different_Maze_8
u_to Different_Maze_9
s_to Different_Maze_10
ne_to Different_Maze_2
}
DeadEndRoom Dead_End_14 "Dead End, near Vending Machine"
{
long_desc
"You have reached a dead end. There is a massive
vending machine here."
n_to Different_Maze_2
out_to Different_Maze_2
is dwarf_free
}
scenery PirateMessage "message in the dust"
{
in Dead_End_14
long_desc
"The message reads, \"This is not the maze where the
pirate leaves his treasure chest.\""
noun "dust"
adjectives "message", "scrawl", "writing", "script", "scrawled", \
"flowery", "in"
initial_desc
"Hmmm... There is a message here
scrawled in the dust in a flowery script."
}
scenery VendingMachine "vending machine"
{
nearby
long_desc
"The instructions on the vending machine read,
\"Insert coins to receive fresh batteries.\""
noun "machine"
adjectives "vending"
article "a"
before
{
xobject DoPutIn
{
if object = rare_coins
{
move fresh_batteries to location
remove rare_coins
"Soon after you insert the coins in the coin
slot, the vending machines makes a grinding
sound, and a set of fresh batteries falls
at your feet."
}
else
"The machine seems to be designed to take
coins."
}
object DoHit
{"The machine is quite sturdy and survives your
attack without getting so much as a scratch."}
object DoGet
{"The vending machine is far too heavy to move."}
}
is container
}
object fresh_batteries "fresh batteries"
{
long_desc
"They look like ordinary batteries. (A sepulchral
voice says, \"Still going!\")"
nouns "batteries", "battery"
adjective "fresh"
article "some"
is plural
}
object old_batteries "worn-out batteries"
{
long_desc
"They look like ordinary batteries."
initial_desc
"Some worn-out batteries have been discarded nearby."
nouns "batteries", "battery"
adjectives "worn", "out", "worn-out"
article "some"
is plural
}
!----------------------------------------------------------------------------
! Dwarves!
!----------------------------------------------------------------------------
character dwarf "threatening little dwarf"
{
is unfriendly
noun "dwarf"
adjectives "threatening", "little"
article "a"
long_desc
"It's probably not a good idea to get too close. Suffice
it to say the little guy's pretty aggressive."
initial_desc
"A threatening little dwarf hides in the shadows."
misc 5
before
{
object DoKick
{"You boot the dwarf across the room. He curses,
then gets up and brushes himself off. Now he's
madder than ever!"}
xobject DoThrowAt
{
if object = axe
{
if random(3) ~= 1
{
remove self
move axe to location
self.misc = self.misc - 1
"You killed a little dwarf! The
body vanishes in a cloud of greasy
black smoke."
}
else
{move axe to location
"Missed! The little dwarf dodges
out of the way of the axe."}
}
else
Perform(&DoGive, object, xobject)
}
xobject DoGive
{
if object = tasty_food
"You fool, dwarves eat only coal! \
Now you've made him *really* mad!"
else
"The dwarf is not at all interested in your
offer. (The reason being, perhaps, that if
he kills you he gets everything you have
anyway.)"
}
object DoHit
{"Not with your bare hands. No way."}
}
}
daemon dwarf_daemon
{}
event dwarf_daemon
{
if not light_source {return}
if dwarf.misc = 0
Deactivate(dwarf_daemon)
if parent(dwarf) = nothing
{
if location is dwarf_free or location is light
return
if random(100) <= self.misc
{
if Bear in location or Troll in location
return
print newline
event_flag = true
if Dragon in location
{
self.misc = self.misc - 1
"A dwarf appears, but with one casual blast
the dragon vapourises him!"
return
}
else
{
move dwarf to location
"A threatening little dwarf comes out of
the shadows!"
return
}
}
else
return
}
elseif parent(dwarf)~=location
{
if not light_source
return
if location is dwarf_free or location is light
return
if random(100)<=96 and parent(dwarf)~=In_Mirror_Canyon
{
move dwarf to location
"\nThe dwarf stalks after you..."
}
else
{remove dwarf
return}
}
if (random(100)<=75)
{
print newline
if dwarf is not special
{
move axe to location
dwarf is special
remove dwarf
"The dwarf throws a nasty little axe at you, misses,
curses, and runs away."
}
elseif location = In_Mirror_Canyon
"The dwarf admires himself in the mirror."
else
{
"The dwarf throws a nasty little knife at you, ";
if random(1000)<=95
{"and hits!"
endflag = 2}
else
"but misses!"
}
event_flag = true
return
}
if random(3) = 1
{remove dwarf
"\nTiring of this, the dwarf slips away."
event_flag = true}
}
object axe "dwarvish axe"
{
noun "axe"
adjectives "little", "dwarvish"
article "a"
initial_desc
"There is a little axe here."
long_desc
"It's just a little axe."
before
{
object DoLook
{if axe is not special
return false
"It's lying beside the bear."}
object DoGet
{if axe is not special
return false
"No chance. It's lying beside the ferocious
bear, quite within harm's way."}
}
}
!----------------------------------------------------------------------------
! Piracy, twice over
!----------------------------------------------------------------------------
daemon pirate_daemon
{}
event pirate_daemon
{
local c, i, j
if pirate_daemon is special and pirate_daemon is scored
{Deactivate(pirate_daemon)
return}
if not light_source or location is light or location is dwarf_free \
or random(100)>2 or location = In_Secret_Canyon
return
if dwarf in location
{"\nA bearded pirate appears, catches sight of the dwarf
and runs away."
event_flag = true
return}
for (i=child(player); i~=0; i=sibling(i))
{
if i is valuable
c = c + 1
}
for (i=child(location); i~=0; i=sibling(i))
{
if i is valuable
c = c + 1
}
if c = 0
{
if pirate_daemon is special
return
pirate_daemon is special
"\nThere are faint rustling noises from the darkness
behind you. As you turn toward them, you spot
a bearded pirate. He is carrying a large chest.\n\n\
\"Shiver me timbers!\" he cries, \"I've been spotted! I'd
best hie meself off to the maze to hide me chest!\"\n\n\
With that, he vanishes into the gloom."
event_flag = true
}
else
{
if pirate_daemon is scored
return
pirate_daemon is scored
while c > 0
{
for (i=child(player); i~=0; i=sibling(i))
{
if i is valuable
{j=i
score = score - 5}
}
for (i=child(location); i~=0; i=sibling(i))
{
if i is valuable
j=i
}
move j to Dead_End_13
c = c - 1
}
"\nOut from the shadows behind you
pounces a bearded pirate! \"Har,
har,\" he chortles. \"I'll just take
all this booty and hide it away with
me chest deep in the maze!\" He
snatches your treasure and vanishes
into the gloom."
event_flag = true
}
}
!----------------------------------------------------------------------------
! The cave is closing now...
!----------------------------------------------------------------------------
daemon cave_closer
{}
event cave_closer
{
if treasures_found < MAX_TREASURES
return
Deactivate(self)
caves_closed = 1
score=score + 25
Deactivate(CrystalBridge_daemon)
CrystalBridge.found_in = 0, 0
Grate is locked
Grate is not open
remove set_of_keys
Deactivate(dwarf_daemon)
Deactivate(pirate_daemon)
remove Troll
remove Bear
remove Dragon
Activate(endgame_timer, 25)
"\nA sepulchral voice reverberating through the cave says,
\"Cave closing soon. All adventurers exit immediately
through main office.\""
event_flag = true
}
fuse endgame_timer
{}
event endgame_timer
{
if self.tick = 0
{
score = score + 10
while child(player) ~= 0
remove child(player)
move bottle to At_Ne_End
if child(bottle) ~= 0: remove child(bottle)
move giant_bivalve to At_Ne_End
move brass_lantern to At_Ne_End
move black_rod to At_Ne_End
move little_bird to At_Sw_End
move velvet_pillow to At_Sw_End
"\nThe sepulchral voice intones, \"The cave is now
closed.\" As the echoes fade, there is a blinding flash of
light (and a small puff of orange smoke). . .\n\n\
As your eyes refocus, you look around...\n"
MovePlayer(At_Ne_End)
event_flag = true
}
}
!----------------------------------------------------------------------------
! The End Game
!----------------------------------------------------------------------------
room At_Ne_End "NE End of Repository"
{
long_desc
"You are at the northeast end of an immense
room, even larger than the giant room. It appears to
be a repository for the \"Adventure\" program. \
Massive torches far overhead bathe the room with
smoky yellow light. Scattered about you can be seen
a pile of bottles (all of them empty), a nursery of
young beanstalks murmuring quietly, a bed of oysters,
a bundle of black rods with rusty stars on their
ends, and a collection of brass lanterns. Off to one
side a great many dwarves are sleeping on the floor,
snoring loudly. A sign nearby reads: \"Do not
disturb the dwarves!\""
sw_to At_Sw_End
}
object Mirror_2 "enormous mirror"
{
in At_Ne_End
long_desc
"It looks like an ordinary, albeit enormous, mirror."
noun "mirror"
adjectives "immense", "ordinary", "hanging"
article "an"
initial_desc
"An immense mirror is hanging against one wall,
and stretches to the other end of the room, where
various other sundry objects can be glimpsed dimly in
the distance."
found_in At_Ne_End, At_Sw_End
before
{
object DoHit
{
"You strike the mirror a resounding blow, whereupon
it shatters into a myriad tiny fragments.\n\n"
DwarvesWake()
}
}
is static
}
scenery RepositoryStuff_1 "collection of adventure game materials"
{
in At_Ne_End
found_in At_Ne_End
long_desc
"You've seen everything in here already, albeit
in somewhat different contexts."
nouns "materials", "loot", "objects", "bottles", "beanstalks", \
"oysters", "rods", "lanterns"
adjectives "collection", "adventure", "game", "repository", "pile", \
"nursery", "young", "bed", "bundle", "black", "brass"
article "a"
before
{
object DoGet
{
"Realizing that by removing the loot here you'd be
ruining the game for future players, you leave the
\"Adventure\" materials where they are."
}
}
}
character RepositoryDwarves "sleeping dwarves"
{
type scenery
is unfriendly
long_desc
"I wouldn't bother the dwarves if I were you."
noun "dwarf", "dwarves"
adjectives "sleeping", "dozing", "snoozing", "sleeping"
article "hundreds of angry"
is plural
before
{
object DoGet
{"What, all of them?"}
object DoWakeCharacter
{
"You prod the nearest dwarf, who wakes up grumpily,
takes one look at you, curses, and grabs for his
axe.\n\n"
DwarvesWake()
}
object DoHit
{DwarvesWake()}
object DoAsk, DoTell, DoTalk
{"You're probably best off not waking the dwarves."}
xobject DoShow, DoGive
{"You're probably best off not waking the dwarves."}
}
}
room At_Sw_End "SW End of Repository"
{
long_desc
"You are at the southwest end of the repository. \
To one side is a pit full of fierce green snakes. On
the other side is a row of small wicker cages, each
of which contains a little sulking bird. In one
corner is a bundle of black rods with rusty marks on
their ends. A large number of velvet pillows are
scattered about on the floor. A vast mirror stretches
off to the northeast. At your feet is a large steel
grate, next to which is a sign which reads,
\"TREASURE VAULT. Keys in main office.\""
d_to
return RepositoryGrate.door_to
ne_to At_Ne_End
}
scenery RepositoryStuff_2 "collection of adventure game materials"
{
in At_Ne_End
found_in At_Sw_End
long_desc
"You've seen everything in here already, albeit
in somewhat different contexts."
nouns "materials", "loot", "objects", "snakes", "cages", "bird", \
"rods", "pillows"
adjectives "collection", "adventure", "game", "repository", \
"wicker", "little", "sulking", "black", "velvet"
article "a"
before
{
object DoGet
{
"Realizing that by removing the loot here you'd be
ruining the game for future players, you leave the
\"Adventure\" materials where they are."
}
}
}
object RepositoryGrate "steel grate"
{
in At_Sw_End
adjectives "steel", "ordinary"
nouns "grate", "grating"
article "a"
long_desc
"It just looks like an ordinary steel grate."
when_open
"The grate is open."
when_closed
"The grate is closed."
door_to
{
if self is not open
run self.when_closed
else
return Outside_Grate
}
key_object 0
is static, locked, openable
}
object black_mark_rod "black rod with a rusty mark on the end"
{
in At_Sw_End
long_desc
"It's a three foot black rod with a rusty mark on an end."
initial_desc
"A three foot black rod
with a rusty mark on one end lies nearby."
noun "mark"
adjectives "black", "rod", "rusty", "iron"
article "a"
before
{
object DoWave
{"Nothing happens."}
}
}
routine DwarvesWake
{
"The resulting ruckus has awakened the dwarves. There
are now dozens of threatening little dwarves in the room with
you! Most of them throw knives at you! All of them get
you!"
endflag = 2
}
!----------------------------------------------------------------------------
! Some replacement routines
!----------------------------------------------------------------------------
replace PrintScore(end_of_game)
{
print "You ";
if not end_of_game
print "have ";
print "scored a total of ";
print number score; " out of "; number MAX_SCORE;
print ", giving you the rank of ";
if score >= 348
"Grandmaster Adventurer!"
elseif score >= 330
"Master, first class."
elseif score >= 300
"Master, second class."
elseif score >= 200
"Junior Master."
elseif score >= 130
"Seasoned Adventurer."
elseif score >= 100
"Experienced Adventurer."
elseif score >= 35
"Adventurer."
elseif score >=10
"Novice."
else
"Amateur."
}
global dark_warning
replace DarkWarning
{
if (dark_warning = 0)
{
dark_warning = 1
"It is now pitch dark. \
If you proceed you will likely fall into a pit."
}
elseif random(4) = 1
{
"You fell into a pit and broke every bone in your body!"
endflag = 2
}
}
!----------------------------------------------------------------------------
! Menu-driven help
!----------------------------------------------------------------------------
routine HelpInfo(menu_item)
{
cls
select menu_item
case 1
{
"I know of places, actions, and things. You can guide
me using commands that are complete sentences. To move, try
commands like \"enter,\" \"east,\" \"west,\" \"north,\"
\"south,\" \"up,\" \"down,\" \"enter building,\"
\"get lamp,\" etc.\n"
"I know about a few special objects, like a black rod
hidden in the cave. These objects can be manipulated using
some of the action words that I know. Usually you will need
to give a verb followed by an object (along with descriptive
adjectives when desired), but sometimes I can infer the
object from the verb alone. Some objects also imply verbs;
in particular, \"inventory\" implies \"take inventory\",
which causes me to give you a list of what you're carrying. \
The objects have side effects; for instance, the rod scares
the bird.\n"
"Many commands have abbreviations. For example, you can
type \"i\" in place of \"inventory,\" \"x object\" instead
of \"examine object,\" \"w\" instead of \"west\" or
\"go west,\" etc.\n"
"Usually people having trouble moving just need to try a
few more words. Usually people trying unsuccessfully to
manipulate an object are attempting something beyond their
(or my!) capabilities and should try a completely different
tack.\n"
"Note that cave passages turn a lot, and that leaving a room
to the north does not guarantee
entering the next from the south.\n"
"If you want to end your adventure early, type \"quit\". \
To suspend your adventure such that you can continue later,
type \"save,\" and to resume a saved game, type \"restore.\" \
To see how well you're doing, type \"score\". To get full
credit for a treasure, you must have left it safely in the
building, though you get partial credit just for locating
it. You lose points for getting killed, or for quitting,
though the former costs you more. There are also points
based on how much (if any) of the cave you've managed to
explore; in particular, there is a large bonus just for
getting in (to distinguish the beginners from the rest of
the pack), and there are other ways to determine whether
you've been through some of the more harrowing sections.\n"
"If you think you've found all the treasures, just keep
exploring for a while. If nothing interesting happens, you
haven't found them all yet. If something interesting *does*
happen, it means you're getting a bonus and have an
opportunity to garner many more points in the master's
section.\n"
"Good luck!"
}
case 2
{
"This was the first adventure game ever written, based on
a FORTRAN simulation of the Mammoth and Flint Ridge cave
system by Willie Crowther. Crowther was one of its
explorers: some of the game's locations are real, Bedquilt
for instance. (And \"Y2\" is a reference to the cave-map
notation for \"alternative entrance to caves\".)\n"
"Adventure (sometimes called \"Colossal Cave\", another
real place) was an extension largely by Don Woods, a
colleague of Crowther's at a Massachusetts computing firm. \
Inspired by (a variant of) the role-playing game \"Dungeons
and Dragons\", they added puzzles and magic to the caves.\n"
"The game was spread from machine to machine, and (among
others) DECUS, the Digital user group, issued tapes of it. \
Ever since, the game has been modified, ported, improved,
extended and generally corrupted. The original is hard to
find. Most of the extras tacked on are clearly inferior,
and lose the spirit of the (certainly imperfect, but
atmospheric and well-designed) original.\n"
"[NOTE: The following refers specifically to the Inform
version by Graham Nelson, upon which this adaptation is
based.]\n"
"This is a copy at third hand. It is a slight
simplification of David M. Baggett's excellent 1993 version
for Adventions, written in TADS: which in turn derived
from Donald Ekman's PC port of the original FORTRAN source
code.\n"
"And, even by modern standards, it is still a good game!"
}
case 3
{
"[NOTE: The following refers to the Inform version by
Graham Nelson, upon which this adaptation is based.]\n"
"This port is fairly close to the original. The puzzles,
items and places of the 1977 version are exactly those
here.\n"
"I have added a few helpful messages, such as \"This is a
dead end.\", here and there: and restored some \"initial
position\" messages from objects, such as the (rather
lame)\n\n\_ There is tasty food here.\n\n\from source
files which are certainly early but of doubtful provenance. \
They seem to sit well with the rest of the text.\n"
"The scoring system is the original, except that you no
longer lose 4 points for quitting (since you don't get
the score if you quit an Inform game, this makes no
difference) and, controversially, I award 5 points for
currently carrying a treasure, as some early 1980s
ports did. The rank names are tidied up a little. The only
significant rule change is that one cannot use
magic words until their destinations have been visited.\n"
"The dwarves are simpler in their movements, but on the
other hand I have added a very few messages to make them
interact better with the rest of the game. The
probabilities are as in the original game.\n"
"In the original one could type the name of a room to visit
it: for the sake of keeping the code small, I have
omitted this feature, but with some regrets.\n"
"The text itself is almost everywhere preserved intact,
but I've corrected some spelling and grammatical mistakes
(and altered a couple of utterly misleading and gnomic
remarks). The instructions have been slightly altered
(for obvious reasons) but are basically as written.\n"
"A good source for details is David Baggett's source code,
which is circulated on the Internet."
}
case 4
{
"[NOTE: The bulk of the help text is taken from Graham
Nelson's Inform port of Adventure, with the exception of
the following.]\n"
"Graham Nelson refers to his port of Adventure (upon which
this Hugo adaptation is based) as a copy at third hand;
I guess that makes the Hugo version a copy at fourth.\n"
"The behaviors of objects in this game are almost identical
to those in the Inform version. Any differences are due
mainly to technical differences between the two languages. \
An effort has been made in this game to adhere as closely
as possible to Inform's complement of verbs and actions in
order to make the porting to Hugo as direct and as
faithful as possible.\n"
"Why does the world need another port of Adventure? Mainly
for comparison reasons. Hugo was designed to make certain
aspects of interactive fiction design easier and more
accessible. Of course, in that realm, there already exist
two well-designed systems: Inform by Graham Nelson,
and TADS by Michael Roberts. Since Adventure has been
ported to both of these, it is an ideal means for
comparison of the advantages and disadvantages of either. \
Now the same ruler can be applied to Hugo.\n"
"Finally, I would like to avoid the blame for any errors
in the program, since it is based on such a long line of
predecessors. Unfortunately for me, however, that's
probably not possible. Porting Adventure to Hugo involved
editing and rewriting some 5000+ lines of code, and it would
be awfully presumptuous of me to think that my work was
anywhere near flawless. That said, assume that any given
error is the result of a problem in the Hugo source code. \
If the interest is there, dig into the code to see what
might be causing the bug; if no explanation readily presents
itself, the next step might be to back up one generation to
the Inform source, then to the TADS source, and finally to
the (somewhat) original FORTRAN code.\n"
"Or on the other hand, just enjoy the game."
"\n\_ --Kent Tessman\
\n\_ May 10, 1995"
}
case 5
{
"Did you know that...\n"
"The five dwarves have a 96% chance of following you,
except into light, down pits or when admiring themselves: \
and the nasty little knives are 9.5% accurate.\n"
"Dragons burn up dwarves (perhaps because dwarves eat only
coal).\n"
"The bear (who likes the volcano) is too heavy for the
bridge... and you can go back to the scene after being
resurrected.\n"
"You can slip past the snake into the secret E/W canyon,
35% of the time at any rate. And walking about in the dark
is not all that gruesome: it carries only a 25% risk of
falling down a pit.\n"
"The vase does not like being immersed.\n"
"Shadowy figures can wave to each other.\n"
"Watering the hinges of the door rusts them up again.\n"
"When the cave closes, the grate is locked and the keys are
thrown away, creatures run off and the crystal bridge
vanishes...\n"
"...and a completely useless hint is written on the giant
oyster's shell in the end game.\n"
"The last lousy point can be won by... but no. That would
be telling."
}
}
!----------------------------------------------------------------------------
! New verbs (to add or replace the library stock)
!----------------------------------------------------------------------------
replace DoHelp
{
local m
menuitem[0] = "COLOSSAL HELP FOR COLOSSAL HUGO"
menuitem[1] = "Instructions for playing"
menuitem[2] = "The history of this game"
menuitem[3] = "How authentic is this edition?"
menuitem[4] = "About this Hugo adaptation"
menuitem[5] = "Did you know..."
do
{
m = Menu(5)
if m >= 1 and m <= 5
{HelpInfo(m)
pause}
} while m
window 0
cls
PrintStatusline
DescribePlace(location, true)
}
routine DoCatch
{
print "You can't catch "; The(object); "."
return true
}
routine DoRelease
{
print "You can't release "; The(object); "."
return true
}
routine DoWater
{
if bottle in player
return Perform(&DoEmpty, bottle)
"Water? What water?"
return true
}
routine DoOil
{
if bottle in player
return Perform(&DoEmpty, bottle)
"Oil? What oil?"
return true
}
routine DoOn
{
if brass_lantern in player
return Perform(&DoSwitchOn, brass_lantern)
"You have no lamp."
return true
}
routine DoOff
{
if brass_lantern in player
return Perform(&DoSwitchOff, brass_lantern)
"You have no lamp."
return true
}
routine Xyzzy
{"Nothing happens."
return true}
routine Plugh
{"Nothing happens."
return true}
routine Plover
{"Nothing happens."
return true}
routine DoFee
{Fthing(0)
return true}
routine DoFie
{Fthing(1)
return true}
routine DoFoe
{Fthing(2)
return true}
routine DoFoo
{Fthing(3)
return true}
global fcount
routine Fthing(i)
{
if fcount ~= i
{fcount = 0
"Get it right, dummy!"
return}
fcount = fcount + 1
if fcount = 4
{
fcount = 0
if golden_eggs in In_Giant_Room
"Nothing happens."
if (golden_eggs in player) or (golden_eggs in location)
"The nest of golden eggs has vanished!"
else
"Done!"
if golden_eggs in player
score = score - 5
if golden_eggs in Inside_Building
score = score - golden_eggs.depositpoints
move golden_eggs to In_Giant_Room
if location = In_Giant_Room
"\n\nA large nest full of golden eggs suddenly
appears out of nowhere!"
}
else
"Ok."
}
routine DoBlastWith
{
if xobject ~= black_mark_rod
"Blasting requires dynamite."
else
"Been eating those funny brownies again?"
}
routine DoOldMagic
{"Good try, but that is an old worn-out magic word."}
routine DoKick
{
Perform(&DoHit, object) ! for dwarf-kicking
}
routine DoBlast
{
if location ~= At_Sw_End and location ~= At_Ne_End
"Frustrating, isn't it?"
elseif location = At_Sw_End and black_mark_rod in At_Ne_End
{
score=score+35
"There is a loud explosion, and a twenty-foot
hole appears in the far wall, burying the dwarves in
the rubble. You march through the hole and find
yourself in the main office, where a cheering band of
friendly elves carry the conquering adventurer off
into the sunset."
endflag = 1
}
elseif location = At_Ne_End and black_mark_rod in At_Sw_End
{
score=score+20
"There is a loud explosion, and a twenty-foot
hold appears in the far wall, burying the snakes in
the rubble. A river of molten lava pours in through
the hole, destroying everything in its path,
including you!"
endflag = 2
}
else
{
"There is a loud explosion, and you are suddenly
splashed across the walls of the room."
endflag = 2
}
}
routine DoFill
{"There's nothing to fill ";
The(object)
" with."}
routine DoRub
{"Once again, you accomplish nothing."}
!----------------------------------------------------------------------------
! Resurrection
!----------------------------------------------------------------------------
routine AfterLife
{
if caves_closed = 1
{"\nIt looks as though you're dead. Well, seeing as how
it's so close to closing time anyway, I think we'll
just call it a day."
return false}
if deaths = 0
"\nOh dear, you seem to have gotten yourself killed. I
might be able to help you out, but I've never really
done this before. Do you want me to try to
reincarnate you?";
if deaths = 1
"\nYou clumsy oaf, you've done it again! I don't know
how long I can keep this up. Do you want me to try
reincarnating you again?";
if deaths = 2
"\nNow you've really done it! I'm out of orange smoke! \
You don't expect me to do a decent reincarnation
without any orange smoke, do you?";
GetInput
if YesorNo = 0
{
if deaths = 0
"Very well."
elseif deaths = 1
"Probably a wise choice."
else
"I thought not!"
return false
}
if deaths = 0
{
"All right. But don't blame me if something
goes wr......\n\n\n\n\
--- POOF!! ---\n\n\
You are engulfed in a cloud of orange smoke. \
Coughing and gasping, you emerge from the smoke and
find that you're...."
}
if deaths = 1
{
"Okay, now where did I put my orange smoke?.... >POOF!<
\n\nEverything disappears in a dense cloud of orange smoke."
}
if deaths = 2
{
"Okay, if you're so smart, do it yourself! I'm leaving!"
return false
}
deaths = deaths + 1
score = score - 10
while child(player)
{
if child(player) is valuable
score = score - 5
move child(player) to location
}
move brass_lantern to At_End_Of_Road
brass_lantern is not switchedon
brass_lantern is not light
remove dwarf
MovePlayer(Inside_Building)
}
!----------------------------------------------------------------------------
! How to cheat in the test version: no dwarves or pirates, and magic words
! working from the beginning (as well as no troll and an extra-special
! set of lantern batteries, if desired)
!
! (A little more cheaty than Mr. Nelson's version. Hope that isn't
! saying something about my latent shifty side. --K.T.)
!----------------------------------------------------------------------------
#ifset TEST_VERSION
routine Xdeterm
{
Deactivate(dwarf_daemon)
Deactivate(pirate_daemon)
In_Debris_Room is visited
At_Y2 is visited
In_Plover_Room is visited
}
routine Xcheat
{
troll is special
brass_lantern.misc = 2000
}
#endif

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