!\------------------------------------------------------------------------------------------------------------------
SCAVENGER HUNT - Version 0.4
Copyright (c) 2000-2002 by Gilles Duchesne
Written using Hugo v3.0
This document is part of my "Scavenger Hunt" tutorial. It should be distributed as a package,
along the following:
SCAVHUNT1.HTM - Core & rooms
SCAVHUNT2.HTM - Scenery objects
SCAVHUNT3.HTM - Inventory objects
SCAVHUNT4.HTM - NPCs (THIS FILE)
SCAVHUNT5.HTM - Time & score
SCAVHUNT6.HTM - Misc info, credits & hints
SCAVHUNT7.HTM - Sounds & pictures
The package, as a whole, can be redistributed freely. However, I'd appreciate it if the issues &
mistakes would be reported to me rather than directly edited. Please contact me at lonecleric@bigfoot.com.
If you think parts of this code could be reused for your own purposes, feel free to do so.
------------------------------------------------------------------------------------------------------------------\!
#set DEBUG ! include HugoFix library and grammar
#set VERBSTUBS ! include verb stub routines
#set NO_AUX_MATH ! don't need advanced math routines
#switches -ls ! print statistics to SAMPLE.LST
#ifset DEBUG
#switches -d
#endif
!----------------------------------------------------------------------------
! NEW GRAMMAR:
verb "read", "peruse"
* DoVague
* readable DoRead
verb "blow"
* DoVague
* object DoBlow
verb "play"
* DoVague
!The "living" attribute, as you certainly guessed, identifies animate creatures.
* "with" living DoPlayWith
* object DoPlay
! I pasted this one from verblib.g, then modified it to differenciate "on" and "in"
verb "put", "place"
* DoVague
* multiheld "on"/"onto" "ground"/"floor" DoPutonGround
* multiheld "outside" xobject DoPutonGround
* "down" multiheld DoDrop
* multiheld "down" DoDrop
* multiheld "in"/"into"/"inside" container DoPutIn
* multiheld "on"/"onto" platform DoPutOn
* multiheld DoDrop
! Allowing 'give up' as an action
verb "give"
* "up" DoGiveUp
!I wanted to allow the player to ask FOR something, so I just made "for" & "about" work the same.
! Adding 'ask for' as a valid action
verb "ask", "question", "consult"
* DoAsk
* living DoAsk
* living "about"/"for" anything DoAsk
* "about"/"for" anything DoAskQuestion
! Support the 'buy' command
verb "buy", "purchase"
* DoVague
* anything DoBuy
! Support the 'borrow' command
verb "borrow"
* DoVague
* object DoBorrow
verb "check"
* DoVague
!I don't use the "held" attribute on purpose - check my implementation of DoBorrow
* "out" object DoBorrow
* object DoLook
verb "bowl"
* DoBowl
verb "count"
* DoVague
* anything DoCount
#include "verblib.g" ! normal verb grammar
!----------------------------------------------------------------------------
#include "hugolib.h" ! standard library routines
routine init
{
counter = -1 ! 1 turn before turn 0
STATUSTYPE = 1 ! score/turns
TEXTCOLOR = DEF_FOREGROUND
BGCOLOR = DEF_BACKGROUND
SL_TEXTCOLOR = DEF_SL_FOREGROUND
SL_BGCOLOR = DEF_SL_BACKGROUND
color TEXTCOLOR, BGCOLOR
INDENT_SIZE = 0 ! no indents whatsoever (doesn't fit my writing style)
prompt = ">"
DEFAULT_FONT = PROP_ON
Font(DEFAULT_FONT)
display.title_caption = "Scavenger Hunt"
cls
"Here you are, visiting your best friend in his new house in Cheapsville. His nice, new, empty, tediously
boring house in a charmingly boring suburban town.\nYour friend, who always liked games of all kind and
doesn't say no to the occasional bet, has decided to set up a challenge for you...\n"
"A scavenger hunt.\n"
"Here's the idea: he gives you three hours to go around the neighborhood, trying to find all the
miscellaneous things he's listed. You're supposed to bring all these items back to his house.\n"
"\n\n"
"\BScavenger Hunt\b"
"A Small Visit in Cheapsville"
"Version 0.4"
print BANNER
player = you
location = friendshome
old_location = location
move player to location ! initialize player location
FindLight(location) ! whether the player can see
DescribePlace(location) ! the appropriate description
location is visited
Activate( gamewon ) ! activates the endgame daemon
}
routine main
{
counter = counter + 1
PrintStatusLine
run location.each_turn
runevents
RunScripts
if speaking not in location ! in case the character being spoken
speaking = 0 ! to leaves
}
player_character you "you"
{}
!----------------------------------------------------------------------------
! ENDGAME DAEMON
! Checks if you've won the game
!----------------------------------------------------------------------------
daemon gamewon
{}
event in gamewon
{
if location = friendshome
if squash is special
if FindObject( smalldictionary, location )
if FindObject( sharpener, location )
if FindObject( pen, location )
if FindObject( floppydisk, location )
{
"\n\nWell, that's everything! Every item on the list, including the elusive racket, has been
brought. Your friend reluctantly admits that you won the bet, and as it was agreed, promises to
stop playing those crappy '3D action-adventure' games and to stick to IF for the whole summer."
!I added a little "side plot" to my game, by giving the PC the opportunity to "hook it up" with the
!librarian character.
if Contains( you, paper )
"Right now, however, most of your thoughts go to the little paper you're carrying on you... You
know, the one bearing the phone number of a certain gorgeous librarian... All in all, the coming
summer's looking great!"
endflag = 1
}
}
!----------------------------------------------------------------------------
! CL_ROOM CLASS
! Used to add generic answers to "up" and "down"
!----------------------------------------------------------------------------
room cl_room
{
u_to
{
"Well, there aren't any stairs, elevators, or ladders, around, nor any wings on your back. You won't
be able to go up."
}
d_to
{
"You can't go much lower than this."
}
}
!----------------------------------------------------------------------------
! GENERAL SCENERY
! Objects that are used as scenery in several rooms
!----------------------------------------------------------------------------
scenery streetlight "streetlight"
{
found_in oakstreet, intersection, schoolyard, outsidelibrary, outsidebowling
nouns "light", "lamp", "post", "streetlight"
adjectives "street", "lamp"
article "a"
long_desc
{
"It's a typical urban street light. You might guess that it's in working order, but it's off now
against the morning sky. A bunch of other lights, just like this one, run along the street."
}
}
scenery friendshouse "your friend's house"
{
found_in oakstreet, backyard
nouns "house", "building", "home"
adjectives "friend's", "friend"
long_desc
{
"It's a nice house. Not impressive. Just nice. It's as nice as all the other houses around. Thankfully,
you think to yourself, they don't all look identical, like in some of those newer suburbs."
}
door_to
{
select location
case oakstreet
return frontdoor.door_to
case backyard
return backyarddoor.door_to
}
parse_rank 1
}
scenery cl_car
{
found_in oakstreet, intersection, schoolyard, outsidelibrary, outsidebowling
article "the"
before
{
object
{
"The cars are passing by too fast - just forget it."
}
xobject
{
"The cars are passing by too fast - just forget it."
}
}
}
cl_car car "car"
{
nouns "car"
}
cl_car cars "cars"
{
nouns "cars"
is plural
}
scenery grass "grass"
{
found_in backyard, park
nouns "grass"
article "the"
long_desc
{
"The grass seems greener here than back home. But then again, doesn't it always?"
}
}
scenery sky "sky"
{
found_in backyard, park, oakstreet, intersection, schoolyard, outsidelibrary, outsidebowling
nouns "sky"
article "the"
long_desc
{
"The sky is a plain, uniform grey."
}
}
scenery houses "houses"
{
found_in oakstreet, intersection, schoolyard, outsidelibrary, outsidebowling
nouns "houses", "house"
article "the"
long_desc
{
"There are several houses in the area. They are all sort of bland and nice. They're each
significantly different, which relieves the suburban boredom a great deal."
}
is plural
}
scenery street "street"
{
found_in oakstreet, intersection, schoolyard, outsidelibrary, outsidebowling
nouns "street", "road"
adjectives "main", "oak"
article "the"
long_desc
{
"It's a long ribbon of asphalt - nothing out of the ordinary."
}
}
!----------------------------------------------------------------------------
! FRIEND'S HOME
!----------------------------------------------------------------------------
cl_room friendshome "At your friend's house"
{
long_desc
{
"Your good friend had just begun moving into this fine, empty house. The main center of attention is
still the desk, which tells a lot about how much still has to be moved. That won't be until the
afternoon, however. Because of that, a puerile game of scavenger hunt seems like a good idea.
\nThe main door leads to the east, but there's also a back door to the north, leading to the neighbor's
backyard.
\nA work desk has been placed in one corner. The immediate area also has a closet."
}
n_to {return backyarddoor.door_to}
e_to {return frontdoor.door_to}
out_to {return frontdoor.door_to}
cant_go
{
"Unless you smashed a hole in the wall (which wouldn't be very considerate) you can't go that way."
}
}
scenery workdesk "work desk"
{
in friendshome
nouns "desk"
adjectives "work"
article "the"
long_desc
{
"The desk is quite familiar - your friend has had it for ages. It looks great, sitting there with its
single drawer, but you wouldn't want to watch it all day."
Perform( &DoLookIn, self )
}
is openable, open, container, platform
capacity 30 ! That's for the top of the table, not the inside
holding 0
before
{
object DoMove, DoPush
{
"The desk might be small, but it's heavy. Since you almost threw out your back putting it there in
the first place, you're no inclined to shove it around any more. Besides, it looks great where it
is, and your friend agrees."
}
object DoOpen, DoClose
{
return Perform( verbroutine, drawer )
}
object DoLookIn
{
if word[2] = "in", "inside"
return Perform( &DoLookIn, drawer )
else
return false ! Means "look on" - continue normally
}
xobject DoPutIn !Overrides "put in", not "put on"
{
return Perform( &DoPutIn, object, drawer )
}
}
}
scenery drawer "desk drawer"
{
in friendshome
nouns "drawer"
adjectives "desk"
article "the"
long_desc
{
"The drawer, like the desk which contains it, is rather small."
Perform( &DoLookIn, self )
}
is openable, not open, container
capacity 10
holding 0
}
scenery closet "small closet"
{
in friendshome
nouns "closet"
adjectives "small", "tiny"
article "the"
long_desc
{
"This tiny closet will look much better once it's repainted, you bet. For
the moment, it's ";
if self is open
{
"open."
Perform( &DoLookIn, self )
}
else
"closed."
}
is openable, not open, container
capacity 100
holding 0
}
scenery closetdoor "closet door"
{
in friendshome
nouns "door"
adjectives "closet"
article "the"
long_desc
{
"The door to this tiny closet will look much better once it's repainted, you bet. For
the moment, it's ";
if closet is open
"open."
else
"closed."
}
is openable
before
{
object DoOpen, DoClose
{
return Perform( verbroutine, closet )
}
}
}
!Getting rid of the "cardboard NPCs" - the real ones are all added near the end.
!scenery npc_friend "your friend"
!{
! in friendshome
! nouns "friend", "man", "guy", "person"
! long_desc
! {
! "You've known him for ages. Through thick and thin, good and bad, you two always managed to keep
! in touch, and to support one another in time of need. You also share a strong interest in games
! and challenges of all kind.
! \nNoticing you staring at him, he turns toward you. \"Is there a problem?\" he asks. \"Or maybe
! you're giving up on our bet already?\""
! }
! is hidden
!}
!----------------------------------------------------------------------------
! NEIGHBOR'S YARD
!----------------------------------------------------------------------------
cl_room backyard "Some neighbor's back yard"
{
long_desc
{
"This back yard doesn't actually belong to your friend, even if there's a door leading to it. It's
owned by some neighbor he hasn't even met yet. Both houses stand side by side, one to the north, the
other to the south.
\nYou notice a doghouse standing alongside one of the fences which surround most of the area."
}
s_to {return backyarddoor.door_to}
in_to {return backyarddoor.door_to}
se_to oakstreet
n_to
{
"And just how do you plan to introduce yourself?
\n\I\"Oh, hi there, I'm a friend of that new neighbor you haven't met, please don't mind me while I
rummage through your belongings!\"\i
\nUnlikely."
}
cant_go
{
"Several fences, which you hear make good neighbors, surround this area. The only passage through
them is to the southeast."
}
}
door backyarddoor "back yard door"
{
between friendshome, backyard
nouns "door"
adjectives "back", "yard"
article "the"
is hidden
}
scenery cl_fence
{
article "the"
long_desc
{
"Several fences, which you hear make good neighbors, surround this area. The only passage through
them is to the southeast."
}
}
cl_fence fence "fence"
{
in backyard
nouns "fence"
}
cl_fence fences "fences"
{
in backyard
nouns "fences"
is plural
}
scenery neighboryard "yard"
{
in backyard
nouns "yard"
article "the"
long_desc
{
"It's nice-looking, with neatly-trimmed grass everywhere."
}
}
scenery doghouse "dog house"
{
in backyard
nouns "house", "doghouse"
adjectives "dog", "red"
article "the"
long_desc
{
"The cute lil' dog house is painted bright red."
}
is container
before
{
object DoEnter, DoLookIn
{
return DogDeath
}
xobject DoPutIn
{
return DogDeath
}
}
}
scenery neighborhouse "neighbor's house"
{
in backyard
nouns "house", "home", "building"
adjectives "neighbor", "neighbor's"
article "the"
long_desc
{
"It's hard to judge the house from its back side, but it seems to be a well-maintained
home, of roughly the same size and value as your friend's."
}
door_to { return backyard.n_to }
}
!----------------------------------------------------------------------------
! STREET, NEAR HOUSE
!----------------------------------------------------------------------------
cl_room oakstreet "Oak Street, near the house"
{
long_desc
{
"You're now standing on the sidewalk of Oak Street. It's a quiet little street, much like every quiet
little street you've seen in Cheapsville. Cars pass every few minutes, thrusting dust into the
air. There's no one around; only a streetlight and a garbage bin are here to keep you company.
\nThe street leads north toward a city park, and south to an intersection. You friend's new house
stands to the west."
}
w_to {return frontdoor.door_to}
in_to {return frontdoor.door_to}
nw_to backyard
n_to park
s_to intersection
cant_go
{
"You don't see anything worthwhile in that direction, and your time is precious."
}
before
{
location DoSmell
{
"The only thing which gets your nose's attention is the slight stench coming from the
garbage bin."
}
}
}
door frontdoor "front door"
{
between friendshome, oakstreet
nouns "door"
adjectives "front", "house", "main"
article "the"
is hidden
}
scenery dust "dust"
{
in oakstreet
nouns "dust"
article "the"
long_desc
{
"You're not likely to win that bet it you lose your precious time analyzing every individual spec
of dust."
}
}
scenery garbagebin "garbage bin"
{
in oakstreet
nouns "bin", "can"
adjectives "garbage", "trash"
article "the"
long_desc
{
"This typical garbage bin has used for its intended purpose, judging by the smell. Although you expect
to find a cheerful message along the lines of \"PLEASE KEEP OUR TOWN CLEAN\" or \"W.A.S.T.E.\", there's
nothing like that written on it.
\nYou notice some miscellaneous trash inside the bin."
}
is container
type nothing
capacity 30
holding 0
before
{
object DoSearch
{
Perform( &DoSearch, trash )
}
}
}
object trash "trash"
{
in garbagebin
nouns "trash", "garbage"
article "some"
long_desc
{
"A more-or-less homogenous heap of miscellaneous garbage. It \Icould\i hide something
worthwhile, but you're not sure you if really want to go see for yourself."
}
before
{
object DoSearch
{
if parent( squash ) = nothing
{
"Setting aside your usually high standards of personal hygiene, you reach inside the
trash. After a grotesque moment of rummaging, you pull out an old, dessicated squash. Your
first reaction is to put it back in the bin. Once you do, however, the gears in your head start
turning. A squash. Well, well..."
move squash to garbagebin
}
else
"You're pretty sure there isn't anything else of any worth in there."
}
object DoGet
{
"You are \Unot\u going to carry that trash around."
}
}
}
!----------------------------------------------------------------------------
! CITY PARK
!----------------------------------------------------------------------------
cl_room park "Cheapsville City Park"
{
long_desc
{
"The soft grass of what seems to be the only city park in Cheapsville welcome you. It seems nice
enough, with trees, benches, and the usual elements of a park. However, since the weather today
isn't that great (the sky is completely grey), the only human being around seems to be that poor
sap operating the hot dog stand.
\nTo the south, Oak Street reminds you that suburban civilization is only a few steps away."
}
s_to oakstreet
cant_go
{
"A stroll in the park could be nice, but you still intend to win that little bet."
}
before
{
location DoSmell
{
"Hmmm... Hot dogs..."
}
}
!As soon as the player succesfully enters this location, he becomes aware that there are hot dogs.
!(More on the "known" attribute later on.)
after
{
location MovePlayer
{
hotdog is known
!Returning false indicates everything else should proceed as normal.
return false
}
}
}
scenery cl_tree
{
article "the"
long_desc
{
"Trees of various kinds abound in this city park."
}
}
cl_tree tree "tree"
{
in park
nouns "tree"
}
cl_tree trees "trees"
{
in park
nouns "trees"
is plural
}
scenery cl_bench
{
article "the"
long_desc
{
"You can see benches distributed evenly among the park."
}
is enterable
}
cl_bench bench "bench"
{
in park
nouns "bench"
}
cl_bench benches "benches"
{
in park
nouns "benches"
is plural
before
{
object DoEnter
{
return Perform( &DoEnter, bench )
}
}
}
scenery stand "hot dog stand"
{
in park
nouns "stand"
adjectives "hot", "dog", "hotdog"
article "the"
long_desc
{
"Neat! A hot dog stand! It's a little early to have lunch, but the strong
smell of the freshly cooked dogs tickles your nose."
}
}
!scenery npc_hotdogvendor "hot dog vendor"
!{
! in park
! nouns "man", "guy", "person", "vendor", "clerk", "salesman", "sap"
! adjectives "hot", "dog", "hot-dog", "hotdog", "poor"
! article "the"
! long_desc
! {
! "Despite his greasy apron, this middle-aged man seems like a nice fellow. He
! keeps working behind his stand, apparently to make sure everything's ready
! for the potential customers."
! }
! is hidden
!}
!----------------------------------------------------------------------------
! INTERSECTION
!----------------------------------------------------------------------------
cl_room intersection "Intersection of Oak & Main"
{
long_desc
{
"Oak Street ends here, reaching Cheapsville's Main Street. Even though it's Monday,
the whole place remains pretty calm. You can see why your friend picked this town -
you can't get any quieter without living on a farm.
\nThe most interesting building in the area is the Cheapsville City Bank, which stands
proudly on the opposite side of Oak.
\nMain Street runs east-west. You can also go north, back on Oak Street."
}
n_to oakstreet
s_to { return bankdoor.door_to }
in_to { return bankdoor.door_to }
w_to schoolyard
e_to outsidelibrary
cant_go
{
"There doesn't seem to be anything interesting in that direction."
}
}
door bankdoor "bank door"
{
between intersection, citybank
nouns "door"
adjectives "bank"
article "the"
is hidden
}
scenery bankbuilding "bank"
{
in intersection
nouns "bank", "building"
adjective "city", "bank"
article "the"
long_desc
{
"A brick building, roughly cubic in shape, with the words \"CHEAPSVILLE CITY BANK\" proudly
painted on it."
}
door_to { return bankdoor.door_to }
}
!----------------------------------------------------------------------------
! BANK
!----------------------------------------------------------------------------
cl_room citybank "Cheapsville City Bank"
{
long_desc
{
"Whoa! It's been ages since you saw an actual city bank. And apparently, today isn't
your lucky day to see one: at this hour, they're closed. The windows are, anyway. And by the time
they open, your little wager will be long over.
\nOn one side of the open area is an ATM. On the other is the receptionist's desk, complete with
receptionist."
}
n_to { return bankdoor.door_to }
out_to { return bankdoor.door_to }
cant_go
{
"Most of the bank is closed at this hour, and therefore you can't go there."
}
}
scenery cl_bankwindow
{
adjectives "teller", "bank", "clerk"
article "the"
long_desc
{
"There are a few - it looks like three - windows down there, meant to accomodate curmudgeonly
customers who won't use the ATM. Of course, they're all closed right now."
}
}
cl_bankwindow bankwindow "window"
{
in citybank
nouns "window"
}
cl_bankwindow bankwindows "windows"
{
in citybank
nouns "windows"
is plural
}
scenery atm "ATM"
{
in citybank
nouns "atm", "machine"
adjectives "atm", "cash"
article "the"
long_desc
{
"It seems the city bank managed to buy an ATM from some bigger bank, and then reprogram it
for their own use. It seems operational, but is of no use to you, since you're not a client."
}
}
scenery bankdesk "receptionist's desk"
{
in citybank
nouns "desk"
adjectives "receptionist", "receptionist's"
article "the"
long_desc
{
"The desk is quite large, and on the side you're facing, featureless. The receptionist
sits behind it."
}
}
!scenery npc_receptionist "bank receptionist"
!{
! in citybank
! nouns "woman", "girl", "person", "receptionist", "secretary", "lady"
! adjectives "bank"
! article "the"
! long_desc
! {
! "A comely woman, probably in her late twenties. She'd look like a high profile
! businesswoman if her suit didn't look so rumpled, as if worn for a long, frantic period.
! \nShe looks deeply involved in her paperwork, although she looks up to you from time to
! time, to see if you actually want something from her."
! }
! is hidden
!}
!----------------------------------------------------------------------------
! SCHOOLYARD
!----------------------------------------------------------------------------
cl_room schoolyard "School yard"
{
long_desc
{
"Oh look, an elementary school! Isn't that nice? It means your friend has picked quite a good
location to raise a family.
\nBunches of kids are playing and laughing all around the school yard. Either it's
recess, or they're having some special \"go play outside\" morning.
\nThe school stands to the south, while Main Street extends both eastward & westward."
}
e_to intersection
w_to
{
"You take a quick peek in that direction. There doesn't seem to be a lot of buildings,
for a while at least. It might be better to stick to this part of town instead."
}
s_to
{
"Going inside the school? Well, you're a little too old to pass as a kid, even if you are playing a
childish game, and you don't really want to scare anyone."
}
in_to { return s_to }
cant_go
{
"There doesn't seem to be anything interesting in that direction."
}
}
scenery yardschool "yard"
{
in schoolyard
nouns "yard", "asphalt"
article "the"
long_desc
{
"A vast open space, covered with asphalt."
}
}
scenery school "school"
{
in schoolyard
nouns "school", "building"
article "the"
long_desc
{
"This school is bigger than the houses in the immediate area, but fits nicely into the neighborhood. It
may very well be the only elementary school in the whole town. Apparently, it's called the \"My Dear
Watson Elementary\"."
}
door_to { return schoolyard.s_to }
}
!scenery npc_schoolkids "school kids"
!{
! in schoolyard
! nouns "kids", "children", "boys", "girls"
! adjective "school", "young"
! article "the"
! long_desc
! {
! "Countless young children are running everywhere, playing, laughing, screaming, and doing
! the kind of things normal kids do on recess."
! }
! is hidden, plural
!}
!----------------------------------------------------------------------------
! STREET, OUTSIDE LIBRARY
!----------------------------------------------------------------------------
cl_room outsidelibrary "Main Street, Outside Public Library"
{
long_desc
{
"Main Street extends east and west from here. Aside from a few houses, the only building
in the area is the public library, which lies on the north side of the street."
}
w_to intersection
e_to outsidebowling
n_to { return librarydoor.door_to }
in_to { return librarydoor.door_to }
cant_go
{
"There doesn't seem to be anything interesting in that direction."
}
}
door librarydoor "library door"
{
between outsidelibrary, publiclibrary
nouns "door"
adjectives "library"
article "the"
is hidden
!From now on, we don't want to let the PC leave the library while carrying a dictionary that wasn't checked
!out. Since everything is handled by the door, I went and redefined it.
door_to
{
if Contains( you, smalldictionary ) and not smalldictionary is special
"The librarian turns toward you.
\n\"I'm sorry, but you'll need to borrow that dictionary if you plan to leave with it.\"
\nYou nonchalantly slip the dictionary behind your back.
\n\"And don't even \Bthink\b about trying to smuggle it out,\" she adds in a helpful tone. \"Our
alarm system works very well.\""
else
!This last statement is even more particularly interesting, as it involves an unusual capability of
!the language. You see, I want the door "to behave exactly as it would if I hadn't redefined it".
!A tempting idea might be to try "return door.door_to", but this just wouldn't work. Why? Because
!this would merely invoke the door_to property of the *door* object (the one defined in objlib.h).
!It would check if that generic door open is open (nope) and where it leads (nowhere), and things
!would go haywire. The double dot indicates we want to call the CODE of the door object's door_to
!property, while at the same time keeping the invoker (librarydoor) as the object to manipulate.
return door..door_to
}
}
scenery library "public library"
{
in outsidelibrary
nouns "library", "building"
adjectives "public", "library"
article "the"
long_desc
{
"It's a smallish, unassuming building. You almost missed it, since it didn't look all that different
from the other houses."
}
door_to { return librarydoor.door_to }
}
!----------------------------------------------------------------------------
! PUBLIC LIBRARY
!----------------------------------------------------------------------------
cl_room publiclibrary "Public Library"
{
long_desc
{
"This isn't the largest library you've seen, of course. But it seems well furnished enough:
novels, kids' books, biographies, dictionaries, encyclopedias, and other sorts of library materials.
\nThe door leading outside is to the south. Near it is the librarian, sitting at her desk."
}
s_to { return librarydoor.door_to }
out_to { return librarydoor.door_to }
cant_go
{
"There isn't a way out in that direction."
}
before
{
location DoSmell
{
"The sweet aroma of old paper fills the building."
}
}
after
{
location MovePlayer
{
librarycard is known
return false
}
}
}
scenery cl_book
{
adjectives "kids", "kids'"
article "the"
long_desc
{
"Lots of books of all types, on many different subjects. You'd love to look around in search of some rare
gem you haven't read, but this obviously isn't the right moment."
}
is readable, openable
before
{
object DoGet
{
"You don't have a need for any of these right now."
}
object DoRead, DoOpen
{
"Why yes, of \Ucourse\u! Read a few books. Heck, why not read \Uall\u of them! After all,
it's not like there was this bet we intended to win. We're not in a big hurry or anything,
\Uright\u?"
}
}
}
cl_book book "book"
{
in publiclibrary
nouns "book", "novel", "biography"
}
cl_book books "books"
{
in publiclibrary
nouns "books", "novels", "biographies"
is plural
}
scenery cl_dictionary
{
article "the"
long_desc
{
"Several dictionaries of all kind."
}
is readable, openable
before
{
object DoGet
{
if parent(smalldictionary) = nothing
{
"You begin to search for a small dictionary. Fortunately, and to your surprise, there are a
few that can be borrowed from the library. That's great. Well, it is if you have a card... You
pick up a smaller English dictionary that circulates.";
if not Acquire(you, smalldictionary)
{
" However, since you're carrying so much stuff already, you have no choice but to put it
back on the ground, at least for the time being."
move smalldictionary to publiclibrary
}
else
""
}
else
"You already picked one from the shelves. It should suffice."
}
object DoRead, DoOpen
{
"Why yes, of \Ucourse\u! Read a few books. Heck, why not read \Uall\u of them! After all,
it's not like there was this bet we intended to win. We're not in a big hurry or anything,
\Uright\u?"
}
}
}
cl_dictionary dictionary "dictionary"
{
in publiclibrary
nouns "dictionary"
adjectives "other", "one"
}
cl_dictionary dictionaries "dictionaries"
{
in publiclibrary
nouns "dictionaries"
adjectives "numerous"
is plural
before
{
object DoSearch
{
Perform( &DoGet, self )
}
}
}
scenery cl_encyclopedia
{
article "the"
long_desc
{
"Lots of reference books, on every subject you can think of."
}
is readable, openable
before
{
object DoGet
{
"You don't have a need for any of these right now."
}
object DoRead, DoOpen
{
"Why yes, of \Ucourse\u! Read a few books. Heck, why not read \Uall\u of them! After all,
it's not like there was this bet we intended to win. We're not in a big hurry or anything,
\Uright\u?"
}
}
}
cl_encyclopedia encyclopedia "encyclopedia"
{
in publiclibrary
nouns "encyclopedia"
}
cl_encyclopedia encyclopedias "encyclopedias"
{
in publiclibrary
nouns "encyclopedias"
is plural
}
scenery librariandesk "librarian's desk"
{
in publiclibrary
nouns "desk"
adjectives "librarian", "librarian's", "library"
article "the"
long_desc
{
"An old wooden desk, worn by the years. It's currently occupied by the librarian herself."
}
}
!scenery npc_librarian "librarian"
!{
! in publiclibrary
! nouns "woman", "lady", "librarian", "clerk"
! adjective "library", "librarian"
! article "the"
! long_desc
! {
! "Although she's probably in her mid-thirties, this librarian looks slightly older at first glance,
! due to her \I(very)\i sharp dress, her \I(nice)\i horned-rimmed glasses, and her \I(long)\i brown hair up
! tightly in a bun. When you look at her more closely, however, you can see a flash of youth in her
! \I(gorgeous)\i blue eyes. Apparently, she just likes to dress based on the Ultimate Librarian
! Archetype. Well, you're not the one who'll complain. No sir-ree... In fact, right now you're trying to
! sneak a peek of her \I(long)\i legs lying \I(elegantly)\i along the desk. You can't help but wonder if
! she circulates."
! }
! is hidden
!}
!Since I mentioned the librarian's eyes very explicitely elsewhere, I thought it'd be nice to implement them.
scenery librarianeyes "librarian's eyes"
{
in publiclibrary
nouns "eyes"
adjectives "blue", "librarian", "librarian's"
article "the"
long_desc
{
"Deep blue eyes you'd gladly plunge into."
}
}
!----------------------------------------------------------------------------
! STREET, OUTSIDE BOWLING ALLEY
!----------------------------------------------------------------------------
cl_room outsidebowling "Main Street, Outside Bowling Alley"
{
long_desc
{
"Ah, finally! After all the niceness and cozyness of this little town, you've found a clear sign
of modern corruption: the bowling alley. And it's already open, lucky you! The entrance
stands to your south. You can also escape this place by following Main Street."
}
s_to { return bowlingdoor.door_to }
in_to { return bowlingdoor.door_to }
w_to outsidelibrary
e_to
{
"You take a quick peek in that direction. There doesn't seem to be a lot of buildings,
for a while at least. It might be better to stick to this part of town instead."
}
cant_go
{
"There doesn't seem to be anything interesting in that direction."
}
}
door bowlingdoor "bowling alley door"
{
between outsidebowling, bowlingalley
nouns "door"
adjectives "bowling", "alley"
article "the"
is hidden
}
scenery bowlingbuilding "bowling alley"
{
in outsidebowling
nouns "bowling", "alley", "building"
adjectives "bowling"
article "the"
long_desc
{
"Although you're no fan of bowling alleys, at least you must commend this one for not using one
of those tacky animated neon signs you hate so much. Then again, maybe they just lacked the
budget."
}
door_to { return bowlingdoor.door_to }
}
!----------------------------------------------------------------------------
! BOWLING ALLEY
!----------------------------------------------------------------------------
cl_room bowlingalley "Bowling Alley"
{
long_desc
{
"This place might be open, but it's fairly empty at this time of the day. A few enthusiastic
bowlers are practicing for their next tournament, and that's about it.\n
Your sharp eyes do notice something interesting, though: a door marked \"STORAGE - EMPLOYEES
ONLY\"";
if storagedoor is open
", slightly ajar."
else
"."
}
n_to { return bowlingdoor.door_to }
out_to { return bowlingdoor.door_to }
in_to { return storagedoor.door_to }
cant_go
{
"There isn't a way out in that direction."
}
}
door storagedoor "storage room door"
{
between storageroom, bowlingalley
nouns "door"
adjectives "storage", "room", "employees"
article "the"
is hidden
door_to
{
if not npc_stan is special
"\"NOW JUST WAIT A FRIGGIN' MINUTE!!\" bellows Stan. \"Where do you think you're going, punk!? This
is a private area. Keep out!\""
else
return door..door_to
}
}
scenery bowlingstuff "bowling equipment"
{
in bowlingalley
nouns "equipment", "lanes", "lane", "pins", "pin"
adjective "bowling"
article "the"
long_desc
{
"Typical bowling equipment. Nothing worth spending your time on."
}
before
{
xobject DoThrowAt
{
if object = bowlingball
return Bowling
}
}
}
!scenery npc_bowlers "bowlers"
!{
! in bowlingalley
! nouns "bowlers", "players", "bowler", "men"
! adjective "bowling"
! article "the"
! long_desc
! {
! "You can see, all around the place, several bowlers practicing in different alleys. Most
! of them seem to be over 40, which seems... apropriate."
! }
! is hidden, plural
!}
!----------------------------------------------------------------------------
! STORAGE ROOM
!----------------------------------------------------------------------------
cl_room storageroom "Storage Room"
{
long_desc
{
"This storage room would be spacy, if it wasn't completely filled with boxes and boxes
of now-useless stuff. Only a few narrows paths allow you to walk across the room.\n
Something in the corner of the room catches your eye almost immediately: an old IBM XT,
sitting in all its glory on a dusty table."
}
out_to { return storagedoor.door_to }
cant_go
{
"The room isn't \Uthat\u big. If you want to exit, just say so."
}
}
scenery cl_box
{
article "the"
long_desc
{
"Those boxes might be filled with interesting stuff, but 1) they're tightly packed, and
2) they're not yours."
}
is openable, not open
before
{
object DoOpen
{
"Those boxes might be filled with interesting stuff, but 1) they're tightly packed, and
2) they're not yours."
}
}
}
cl_box box "box"
{
in storageroom
nouns "box", "stuff"
}
cl_box boxes "boxes"
{
in storageroom
nouns "boxes"
is plural
}
scenery computertable "table"
{
in storageroom
nouns "table"
adjectives "computer", "old", "dusty"
article "the"
long_desc
{
"It's an old dusty table whose sole purpose is now to support a (possibly older) computer."
}
}
scenery computer "IBM XT"
{
in storageroom
nouns "computer", "ibm", "xt", "beast"
adjectives "ibm", "xt", "old"
article "the"
long_desc
{
"It's been quite a while since you saw once. Well, since the last flea market you've been
to. A true antique.\n
Your keen eye is drawn to the 5 1/4\" floppy drive right in the middle of the beast."
}
is container, switchable, openable, open
before
{
object DoGet, DoMove
{
"No way! Those old computers were \Umassive\u!"
}
object DoSwitchOn
{
"Sorry pal, it looks toast."
}
object DoOpen, DoClose, DoLookIn
{
return Perform( verbroutine, floppydrive )
}
object DoPutIn
{
return Perform( &DoPutIn, object, floppydrive )
}
}
}
scenery floppydrive "floppy drive"
{
in computer
nouns "drive", "lid"
adjectives "disk", "floppy", "drive"
article "the"
long_desc
{
"This storage unit - the only one this computer has, actually - is in front of the computer, the lid ";
if self is open
"open."
else
"closed."
}
is openable, not open, container
before
{
object DoPutIn
{
"There's no need to put anything in that drive."
}
}
}
!----------------------------------------------------------------------------
! INVENTORY OBJECTS
!----------------------------------------------------------------------------
object money "money"
{
in you
nouns "money", "cash", "coins", "bills"
article "some"
long_desc
{
"You're carrying a few coins and some bills. Not much, but probably enough to
buy a few trinkets."
}
!The whole intent of the "known" attribute is to identify objects which have previously been encountered by the
!player. The player is, in fact, completely unable to interact with unknown objects. Typing "ASK FRIEND ABOUT
!DOG HOUSE" before going in the back yard, for instance, will get you the message "You haven't seen anything
!like it." Being a sibling of an object is usually enough to make it known, so you shouldn't have to set the
!flag yourself. Initial inventory objects won't be known, however, until you type "inventory", and I didn't
!like that.
is known
before
{
object DoDrop, DoGive, DoPutIn
{
"You'd rather keep your money on yourself."
}
object DoCount
{
"You've got more than enough for the day."
}
}
}
object huntlist "object list"
{
in you
nouns "list", "note", "paper"
adjectives "object", "item"
article "an"
long_desc
{
"It's a small paper listing all the objects you have to find to win the bet. Your
friend and yourself made it by picking random pages in one book he had.
\nHere's what's written on it:"
Perform( &DoRead, huntlist )
}
short_desc
{
"You see a small paper with a list of objects on them."
}
is readable, known
size 1
before
{
object DoRead
{
Font( ITALIC_ON )
"\n\UItems to find:\u\n\n* A calculator\n* A pencil sharpener\n* A dictionary
\n* A 5 1/4\" floppy disk\n* A squash racket\n\nEvery item must be brought back to the house."
Font( ITALIC_OFF )
}
}
}
object bowlingball "bowling ball"
{
in closet
nouns "ball"
adjectives "bowling", "black"
article "a"
long_desc
{
"A big, black, heavy bowling ball. Your friend lent it to your a couple times
in the past. The holes don't exactly line up with your fingers, but you can still
get a decent grip."
}
short_desc
{
"A bowling ball sits over here."
}
size 30
before
{
object DoPush, DoMove
{
"You know, this is \Unot\u how you bowl. (Just making sure.)"
}
object DoBorrow
{
if location = friendshome
"You ask your friend if you can take the ball. \"Yeah, sure, no problem. Just take it.\""
else
return false
}
}
}
object airhorn "air horn"
{
in drawer
nouns "horn", "can"
adjectives "air"
article "an"
long_desc
{
"Aah, the infamous air horn. You just love when your friend brings it to the game. It
really annoys some of your fellow fans, but what the heck.\n
This can is about half-full. You could still a few good blows out of it."
}
short_desc
{
"There is a air horn lying on the ground."
}
size 10
before
{
object DoBlow, DoPlay
{
if ( location = friendshome ) and ( parent( self ) = squash )
{
if squash is special
"No need to go through that again."
else
{
squash is special
"Without warning, you press the horn trigger. A resounding blast goes
through the house and beyond it. After a few painful seconds, you stop.\n
\"And just what the heck do you think...\", starts your friend.\n
At the same moment, you both hear a faint voice, probably coming from
a neighbor, screaming \"STOP THAT RACKET!\".\n
You smile.\n
\"No, wait\", your friend starts. \"You're not serious...\"\n
\"Well, technically, it was indeed a racket, coming from a squash, and I
\"brought\" it inside the house...\"\n
\"Dude, this isn't \"Nord & Bert\" or something. This is ridiculous!\"\n
You two argue for a little while, but in the end, you win. You brought a
squash racket in the house, and so be it."
}
}
else
{
select location
case park
"Yes, blowing the horn around here wouldn't probably disturb anyone... Which is
precisely why you don't see the purpose in doing so."
case bowlingalley, storageroom, publiclibrary
"Given your current location, you'd rather keep quiet."
case else
"You don't think it'd be reasonable to disturb all the neighborhood right now."
}
}
object DoBorrow
{
if location = friendshome
"You ask your friend if you can take the horn. \"Yeah, sure, no problem. Just take it.\""
else
return false
}
}
}
object squash "dessicated squash"
{
nouns "squash"
adjectives "old", "dessicated"
article "a"
long_desc
{
"Bleh. This squash has spent a good deal of time in the garbage. It's part rotten,
part dessicated. A piece of it was bitten off, exposing the inside.\n
Under normal circumstances, you'd \Unever\u carry something like around. But right now..."
}
short_desc
{
"A dessicated old squash sits lumply on the ground."
}
is container
capacity 10
holding 0
size 15
before
{
object DoSmell
{
"You catch the beginning of a whiff, and quickly change your mind."
}
object DoEat
{
"You're not hungry not to eat it at this moment. In fact, come to think of it, you
doubt you'll ever be hungry enough to eat \Uthis\u!"
}
}
}
object hotdog "hot dog"
{
!Several objects will now be much tougher to obtain. :-)
!in park
nouns "hotdog", "hot-dog", "dog", "dressing", "dressings"
adjectives "hot"
article "a"
long_desc
{
"A reasonably large hot dog, the kind you find in ball parks. Warm, well-cooked, with
your favorite dressings. Yummy!"
}
short_desc
{
"One hot dog was carefully placed on the ground here."
}
size 10
before
{
object DoBuy
{
if location = park
{
!Using "if parent( hotdog ) = nothing" would produce the same result. And it might look better to you.
if hotdog in nothing
{
npc_hotdogvendor is special
"You hand the vendor some of your money, and he hands you a delicious smelling
hot dog.";
if not Acquire( you, self )
" Since your hands are full, however, you almost drop it. You end up putting it
carefully on the ground."
else
""
}
else
"Now come on! There's \Uno\u way you're gonna need 2 hot dogs this morning."
}
else
"And just where do you plan to buy that?"
}
object DoSmell
{
"Smell delicious!"
}
object DoEat
{
"This is a very tempting idea. However, the scavenger hunt should be your only
concern for the moment. You guess that it'll still taste good went the hunt is
over. Besides, it might always come in handy..."
}
}
}
object pen "pen"
{
!in citybank
nouns "pen", "calculator"
adjectives "calculator"
article "a"
long_desc
{
"This shiny pen bears, on one tip, a teenie-weenie built-in calculator. It doesn't work,
of course. Most of these pen were piece of crap, as you well remember. But it's a
calculator nevertheless, clearly valid as one of the items you seek."
}
short_desc
{
"There's a pen on the ground."
}
!We assume that the objects to find are known from the start.
is known
size 5
}
object sharpener "pencil sharpener"
{
!in schoolyard
nouns "sharpener"
adjectives "pencil"
article "a"
long_desc
{
"A small pencil shapener. Insert pencil, turn pencil, repeat if necessary. Made of light
plastic, it probably came as a freebie with a pencil case."
}
short_desc
{
"Your keen eyes notice a small pencil sharpener."
}
is known
size 3
}
object librarycard "library card"
{
!in publiclibrary
nouns "card"
adjectives "library"
article "a"
long_desc
{
"A small plastic card, bearing only the Cheapsville city logo and a bar code. \IA bar code?\i
How modern!"
}
short_desc
{
"You notice a library card over here."
}
is readable
size 5
before
{
object DoRead
{
"Cheapsville's Public Library - Membership Card"
}
}
}
object paper "librarian note"
{
nouns "paper", "note"
adjectives "small", "librarian"
article "the"
long_desc
{
"The small paper bears the librarian's name and phone number. Hubba Hubba!"
}
is readable
before
{
object DoRead
{
Perform( &DoLook, self )
}
}
}
object smalldictionary "small English dictionary"
{
nouns "dictionary"
adjectives "small", "english"
article "a"
long_desc
{
"A small but slightly heavy English dictionary. Based on the what you read inside the
back cover, this one can be borrowed from the library."
}
short_desc
{
"You can see a small English dictionary here."
}
is known, readable, openable
size 30
parse_rank 1 ! To outrank the dictionary scenery
before
{
object DoRead, DoOpen
{
"By the time you go through the whole dictionary, the bet will obviously be lost. Of course, by
then you'll have tons of lovely new words to express your disappointment..."
}
object DoBorrow
{
if self is special
"You already borrowed that dictionary. Once is enough."
elseif not Contains( you, self )
"You should probably pick it up first."
elseif Contains( you, librarycard )
{
"\"You'd like to borrow that dictionary, right?\"
\nShe takes it from you, scan, demagnetize it with some device you're not really
familiar with, and then hands it back to you.
\n\"There you go, sir!\""
self is special
}
else
"I don't see how you plan to do that, since you lack a library card."
}
}
}
object floppydisk "floppy disk"
{
in floppydrive
nouns "disk", "floppy", "diskette"
adjectives "floppy", "5.25"
article "a"
long_desc
{
"This thing brings back countless memories. Ah, those nice old 5 1/4\" floppies. So elegant, so
slim... so fragile, so large, so darn prone to loss of data. Good riddance."
}
short_desc
{
"There is a 5 1/4\" floppy disk over here."
}
is known
size 15
}
!----------------------------------------------------------------------------
! NPCS (AND THEIR SPECIFIC CONVERSATION TOPICS)
!----------------------------------------------------------------------------
!----------------------------------------------------------------------------
! YOUR FRIEND
!----------------------------------------------------------------------------
!The "character" class defines, among other thing, the "living", "static" and "transparent" attributes (the latter
!meaning you'll be able to see what he/she carries), as well as several standard pronouns used by the library
!to build up appropriate sentences.
character npc_friend "your friend"
{
in friendshome
!Design note - Players will be grateful to you if you allow more "generic" names to address characters.
nouns "friend", "man", "guy", "person"
long_desc
{
"You've known him for ages. Through thick and thin, good and bad, you two always managed to keep
in touch, and to support one another in time of need. You also share a strong interest in games
and challenges of all kind.
\nNoticing you staring at him, he turns toward you. \"Is there a problem?\" he asks. \"Or maybe
you're giving up on our bet already?\""
}
is hidden
before
{
object DoAsk
{
!This is how the standard conversation system works. You implement different responses for the
!numerous objects one can use as the indirect complement (the topic).
select xobject
case bet
"\"What? You want to chicken out? No way, pal! What did we agree on, again? Oh yeah,
that's right, \Byou\b will be the one mowing my lawn for the whole summer. That'll
be pretty sweet.\""
case lawn
"\"It looks good now. But it'll look even better soon, all thanks to you...\""
case you
"\"Don't worry, I won't make you suffer too much once you lose the bet.\""
case npc_friend
"\"Well, the actual moving is far from over, but still I feel great. This town seems
fantastic. Plus, I'm about to win this crazy bet, so...\""
case town
"\"Quiet, peaceful, friendly, what more could I need? Now I just have to convince
\Byou\b to move here, too.\""
case wife
"\"She loves it here. She's with the kids at the old place right now, though.\""
case kid, kids
"\"The kids are a little anxious, but I'm 100% sure they'll love it here.\""
case friendshouse
"\"See, that's the beauty of it. In those smaller towns, nice houses are much more
cheaper. You really should think about that.\""
case school
"\"Yeah, there's even a school not too far away, can you believe it?\""
case huntlist
"\"Don't even \Bthink\b of amending that list. You already accepted it, now you live
with it.\""
case bowlingball
"\"Why do you care about it? You want to borrow it or something? Well, I don't mind.\""
case airhorn
"\"Oh yeah, I remember that. I don't think you should blow it, though. You know how
annoying the sound is. Quite a racket.\""
case squashracket
{
if squash is special
"\"I still can't believe that trick you pulled. Well, fair is fair...\""
else
"\"You know I don't own one, and there aren't any sports centers in this part of town.
Good luck, man.\""
}
case pen
{
if FindObject( pen, friendshome )
"\"Why are you asking me? You already found yourself a calculator.\""
else
"\"Yeah, of course I do have a calculator... back at my old home. Heh Heh.\""
}
case sharpener
{
if FindObject( sharpener, friendshome )
"\"Why are you asking me? You already found yourself a pencil sharpener.\""
else
"\"Now come on, this one shouldn't be too tough to get.\""
}
case smalldictionary, library, librarycard
{
if FindObject( smalldictionary, friendshome )
"\"Why ask me? You already got a dictionary.\""
else
{
!Since asking about the dictionary will make the player aware of the library, it makes
!sense to also make the PC aware of it.
library is known
librarycard is known
"\"I heard the public library isn't too far. But I don't have a card yet.\""
}
}
case floppydisk
{
if FindObject( floppydisk, friendshome )
"\"It's been a long while since I've seen one of those. Congrats, pal.\""
else
"\"\BThat\b one is a toughy. I'm still surprised I managed to talk you into it.\""
}
case else
"Your friend looks at you suspiciously. \"Don't you have a bet to win? Or maybe you
plan to give up?\""
}
object DoTell
{
select xobject
case bet
"\"What? You want to chicken out? No way, pal! What did we agree on, again? Oh yeah,
that's right, \Byou\b will be the one mowing my lawn for the whole summer. That'll
be pretty sweet.\""
case huntlist
"\"Don't even \Bthink\b of amending that list. You already accepted it, now you live
with it.\""
case bowlingball
"\"You want to borrow it? Well, I don't mind.\""
case squashracket
{
if squash is special
"\"I still can't believe that trick you pulled. Well, fair is fair...\""
else
"\"You know I don't own one, and there aren't any sports centers in this part of town.
Good luck, man.\""
}
case pen
{
if FindObject( pen, friendshome )
"\"Yeah, you found one. Congrats...\""
else
"\"Yeah, of course I do have a calculator... back at my old home. Heh Heh.\""
}
case sharpener
{
if FindObject( sharpener, friendshome )
"\"Yeah, you found one. Congrats...\""
else
"\"Now come on, this one shouldn't be too tough to get.\""
}
case smalldictionary, library, librarycard
{
if FindObject( smalldictionary, friendshome )
"\"Yeah, you found one. Congrats...\""
else
"\"I heard the public library isn't too far. But I don't have a card yet.\""
}
case floppydisk
{
if FindObject( floppydisk, friendshome )
"\"Yeah, you found one. Congrats...\""
else
"\"\BThat\b one is a toughy. I'm still surprised I managed to talk you into it.\""
}
case else
"\"Why are you wasting time talking about that? Don't you have a bet to win? Or maybe
you plan to give up?\""
}
xobject DoShow
{
select object
case huntlist
"\"Don't even \Bthink\b of amending that list. You already accepted it, now you live
with it.\""
case bowlingball
"\"You want to borrow it? Well, I don't mind.\""
case airhorn
"\"Oh yeah, I remember that. I don't think you should blow it, though. You know how
annoying the sound is. Quite a racket.\""
case pen, sharpener, smalldictionary, floppydisk
"\"Yeah, you found one. Congrats...\""
case else
return false
}
xobject DoGive
{
select object
case huntlist
"\"Don't even \Bthink\b of amending that list. You already accepted it, now you live
with it.\""
case bowlingball, airhorn
"\"Just leave that somewhere.\""
case pen, sharpener, smalldictionary, floppydisk
"\"Just put it somewhere around here.\""
case else
return false
}
}
}
!As I already explained with the gamewon daemon, this event will be called near the end of the turn, whenever the
!friend's in scope of the PC. I find events are great to "liven up" characters.
event in npc_friend
{
select verbroutine
!When testing, I found out that printing some of these right after interacting with the NPC produced
!weird output. (For instance here, actions 3 & 4 appearing right after you asked something.)
!I decided these should only appear when the NPC's been idle.
case &DoAsk, &DoTell, &DoGive, &DoShow, &DoBlow, &DoPlay, &DoLook
return true ! NPC cannot idle if we just interacted with him/her
case else
{
!The "random" call will generate a random number between 1 and X, where X is the value passed as
!parameter. Although I only have 4 random actions here, I'm picking a number between 1 & 10 so that
!those actions won't pop up too often.
select random( 10 )
case 1
"Your friend contemplates his house proudly. \"This is gonna be great!\" he comments."
case 2
"Your friend slowly paces back and forth across the room."
case 3
"In one far corner of the house, your friend rummages through some miscellaneous stuff."
case 4
"Your friend turns toward you. \"Still here? Have you given up already?\""
case else
return true
}
}
!Here's a bunch of "topics" used in the conversation above. They need to be made into actual objects to be used
!as conversation topics. I make then known from the beginning, since most of them could be thought of by the
!player without much guidance.
object bet "bet"
{
nouns "bet", "quest", "game", "hunt"
article "the"
is known
}
object lawn "your friend's lawn"
{
nouns "lawn", "grass"
article "the"
is known
}
object wife "your friend's wife"
{
nouns "wife", "spouse"
is known
}
object kid "your friend's child"
{
nouns "child", "kid", "boy", "girl"
is known
}
object kids "your friend's children"
{
nouns "children", "kids", "boys", "girls"
is known, plural
}
object town "Cheapsville"
{
nouns "town", "city", "cheapsville"
is known
}
object squashracket "squash racket"
{
nouns "racket"
adjectives "squash"
article "the"
is known
}
!----------------------------------------------------------------------------
! HOT DOG VENDOR
!----------------------------------------------------------------------------
character npc_hotdogvendor "hot dog vendor"
{
in park
nouns "man", "guy", "person", "vendor", "clerk", "salesman", "sap"
adjectives "hot", "dog", "hot-dog", "hotdog", "poor"
article "the"
long_desc
{
"Despite his greasy apron, this middle-aged man seems like a nice fellow. He
keeps working behind his stand, apparently to make sure everything's ready
for the potential customers."
}
is hidden
before
{
object DoAsk
{
select xobject
case npc_hotdogvendor
"\"Well, I've been selling hot-dogs in here for years, now. What I enjoy the most about
this job is getting to see the children play and the young lovers frolic... I'm a big
romantic, y'know.\""
case you
"\"Why, you look... hungry perhaps? I know it's a little early, but how 'bout a nice hot
dog?\""
case town
"\"I've been here for quite a while. Before they made that park, actually. I couldn't
think of a better place to be.\""
case thepark
"\"Lovely place, isn't it? Too bad there's no one else around...\""
case hotdog
"\"Just try one of those babies, and you'll be convinced.\""
case school
"\"Ya lookin' for it? Follow Oak Street all the way, then turn right on Main.\""
case bankbuilding
"\"Ya lookin' for it? Follow Oak Street all the way, it's right there.\""
case library
"\"Ya wanna go there? Follow Oak Street all the way, then turn left on Main.\""
case bowlingbuilding
"\"Ya wanna go there? Follow Oak Street all the way, then turn left on Main. It's a
little farther.\""
case librarycard
"\"Nah, I don't have one...\""
case squashracket
"\"Yikes! I'm not the sporty type m'self, as you might've guess. Can't help ya there.\""
case pen
"\"Nope... I don't need one to count the money I make here, alas.\""
case sharpener
"\"Sorry, I only use pens here.\""
case smalldictionary, library
"\"You trying to insult me or somethin'? Oh, oh I see. Did ya try the library?\""
case floppydisk
"\"A \Bwhat\b? Oh, those black plastic thingies. Haven't seen those in a while.\""
case else
"\"Er... No, don't think I can help ya. How 'bout a delicious hot dog?\""
}
object DoTell
{
select xobject
case bet, huntlist
"\"Yikes! Well, the best of luck t'ya, pal!\""
case else
return false
}
xobject DoShow
{
select object
case huntlist
"\"Yikes! Well, the best of luck t'ya, pal!\""
case money
"\"Aah! So you've got enough for a hot dog, then?\""
case else
return false
}
xobject DoGive
{
if object = money
Perform( &DoBuy, hotdog )
else
return false
}
}
}
event in npc_hotdogvendor
{
select verbroutine
case &DoAsk, &DoTell, &DoGive, &DoShow, &DoBuy
return true ! NPC cannot idle if we just interacted with him/her
case else
{
select random( 8 )
case 1
"The hot dog vendor hums a lively tune."
case 2
{
if self is special
"The vendor turns toward you. \"Hey pal! How 'bout another hot dog?\""
else
"The vendor turns toward you. \"Hey pal! How 'bout a nice hot dog?\""
}
case 3
"The vendor rummages through some stuff behind his hot dog stand."
case else
return true
}
}
object thepark "park"
{
nouns "park"
adjectives "city"
is known
}
!----------------------------------------------------------------------------
! BANK RECEPTIONIST
!----------------------------------------------------------------------------
!Female_character is, oh surprise, the female equivalent of the character class.
female_character npc_receptionist "bank receptionist"
{
in citybank
nouns "woman", "girl", "person", "receptionist", "secretary", "lady"
adjectives "bank"
article "the"
long_desc
{
"A comely woman, probably in her late twenties. She'd look like a high profile
businesswoman if her suit didn't look so rumpled, as if worn for a long, frantic period.
\nShe looks deeply involved in her paperwork, although she looks up to you from time to
time, to see if you actually want something from her."
}
is hidden
before
{
object DoAsk
{
select xobject
case bet
"\"Oh, I see. Well it sounds like fun! I wish I had time for things like
that.\""
case town
"\"It's a wonderful place, I can tell you that for sure. And do you realize that
only a few cities can claim that they still have their very own, non-afiliated
bank?\""
case job, self
{
files is known
promotion is known
lunch is known
"\"Well, I love working here - don't get me wrong - but things have been quite
hectic lately. Even forgot my lunch, for Pete's sake. See, there's this bunch of
files that need to be computerized, and for some reason I'm the one doing that job.
Then again, I don't mind - it's a definite change from my usual job, and I strongly
suspect they're giving me this to see how good I am under pressure, new challenges
and all that. I smell a promotion...\" She smiles."
}
case files
"\"Oh, sorry, but that's confidential stuff. Not that it's all that interesting anyway,
however.\""
case promotion
"\"Now don't around saying that to everyone! I'm just hoping, thinking... that's all.\""
case atm
"\"Nice isn't it? We acquired it a mere six months ago, and I must say it's been working
great. Personally I was somewhat worried at first - because of the diminution of human
contact and so on. But I changed my mind, it's just fine.\""
case bankbuilding
"\"The Cheapsville City Bank has quite an interesting history. Its first instalment
dates back from 1875, and it was... Oh, sorry. I really don't have time for this now. Tons
of work to do, you know.\""
case thepark
{
hotdog is known
"\"Yes, there's a nifty little park not too far from here. Just exit this building, then
go right ahead on Oak. Oh, and I recommend buying a hot dog. They're just delicious!\""
}
case school
"\"The elementary school is a just a few blocks from here. Exit the building and turn left,
if you want to go there. I don't know much else about it. I didn't go there, and I don't
have any kids - not that I wouldn't like to have some. Then again, don't get me wrong - I
still have several years in front of me, so there's no rush. Anyway, back to work...\""
case library
{
librarycard is known
"\"Ah, I just \Blove\b that sweet little library. Of course, I must admit it's a little
tiny - nothing to compare big some of the ones in the big city - but it's well furnished
nevertheless. I go there at least once a week to borrow some novels - I'm a big fantasy fan,
although I don't necessary frown on sci-fi stories, or even romance novels - and quite
frankly sometimes I find sci-fi more believable than some of those romances, but anyway - my
point is that library is just fine with me? Oh, and if you wanna go there, go out and turn
right.\""
}
case bowlingbuilding
"\"The bowling alley? Frankly, I could never understand why would anyone would be interested
in throwing a large ball at a bunch of pins, but hey - that's just little me, I
guess... Anyway, the alley's just past the public library.\""
case hotdog
"\"Oh, that nice old man in the park cooks the juicest hot dogs I ever tasted. Now
I know these aren't particularly good for your health - even those so-called 'healthy'
weiners, I don't trust them - but for \Bthose\b hot dogs I often make an exception, since
the sheer taste reminds me of my childhood - you know, the afternoons at the ball park, that
kind of stuff.\""
case lunch
"\"Yes, can you believe that? With all the work I have to do and the countless things I had
to keep in mind - the stress, you know - I even managed to leave my own lunch at home. I
just don't know what I'm gonna do, it's not even lunchtime and I'm already starving - see, I
got here at the wee hours of the morning - as you can probably guess, I'm quite
dedicated. Well well, poor little me...\""
case squashracket
"\"No, I regret but I'm not the sporting type - I do try to stay in shape, of course - I
walk to and from work, and my home isn't really close from here - it's in the newest Western
sector, have you been there? Anyway, I don't even think we have any squash facilities in the
whole town - a few tennis courts, and maybe, er, badminton, that's it. No squash.\""
case pen
{
if self is special
{
if parent( pen ) = nothing
{
"\"Well, now that I think of it... Give me a sec.\" She starts searching through one
of her drawers. \"Ah, there! You see, this is one of those cheap pens that came with
a calculator on them. It broke down - not surprising if you ask me, besides who can
work with those ridiculously small buttons, I ask you - so anyway, I don't need it
anymore. It does count as a calculator, right?\"
\nYou totally agree, and gratefully accept.";
if not Acquire( you, pen )
" Unfortunately, you're carrying so much stuff that it falls on the ground. Oh
well..."
else
""
}
else
"\"Well, I gave you that pen, didn't I?\""
}
else
{
pen is special
"\"Er... Well, I \Bdo\b have a calculator, but I do need it. You know, I need it all the
time - especially with that current assignment I'm working on - I use it again and
again. I mean, I'm sorry - I'd love to help you with that little game of yours - but I
just don't think I can, really...\""
}
}
case sharpener
"\"Hmmm... let me think. I \Bshould\b have one of those lying somewhere - I'm pretty sure I
used to, at least, with all those pencils I used to have - I always preferred pencils, but
now they insist that I use pens all the time.\" She starts searching inside her desk for a
while, then gives up. \"Well, it seems I don't have it anymore. Must have given it to
someone else and forgot about it. Or maybe I just lost it - I'm not a very orderly person,
you know. Oh well, I'm sorry.\""
case smalldictionary
{
library is known
librarycard is known
"\"Well, did you try the library? That'd be an obvious option...\""
}
case floppydisk
"\"Oh my. We do have several computers around here - and I dare say I'm pretty good working
with those, well, for the easy tasks at least - I thought about learning to program, but I
changed my mind. But those old disks, no, I've never seen one around here. Sorry...\""
case librarycard
{
if self is special
{
if parent( librarycard ) = nothing
{
"\"You'd like to borrow my library card? Well...\"
\nYou explain that you plan to borrow a dictionary for a short while only, then return it to the library
and bring the card back to her.
\n\"Oh, alright! That sounds okay. There...\"
\nShe hands you the card.";
if not Acquire( you, librarycard )
"..which falls of your already quite full hands, and end up on the floor."
else
""
}
else
"\"But I already lent it to you!\""
}
else
"\"Why yes, I do have one... But, I, well, you know, I wouldn't lend it to anyone. I
mean it's not that don't look trustworthy or anything, but I just don't... Well, you
understand, right? I'm so sorry...\""
}
case else
"\"Sorry, I can't help you there. And I'm pretty busy anyway right now.\""
}
object DoTell
{
select xobject
case bet
"\"Oh, I see. Well it sounds like fun! I which I'd have time for things like
that.\""
case hotdog
"\"Hmmm... I could just die for one of those right now... Hey, you got me wondering. Would
you be kind enough - I mean I doubt want to bother you or anything - to go and get me
one of those awesome hot dogs? That would be soooooo nice of you.\""
case else
"\"Well, that sounds very nice, but I've got a lot of work to do. Sorry...\""
}
xobject DoGive
{
select object
case hotdog
{
if self is special
"\"Oh, that's very nice of you - I mean I appreciate the attention, I really do - but
one hot dog will be quite sufficient for me. Thanks anyway.\""
else
{
self is special
move hotdog to nothing
"You hand the hot dog to her. A wide smile enlightens her face. \"Oh, that's great! I was
just \Bstarving\b!\" She takes a big bite. \"How khan I rephay yhou for chis?\""
if pen is special
{
"\n\"Oh, I know! Give me a sec.\" She starts searching through one of her drawers.
\"Ah, there! You see, this is one of those cheap pens that came with a calculator
on them. It broke down - not surprising if you ask me, besides who can work with
those ridiculously small buttons, I ask you - so anyway, I don't need it anymore. It
does count as a calculator, right?\"
\nYou totally agree, and gratefully accept."
if not Acquire( you, pen )
" Unfortunately, you're carrying so much stuff that it falls on the ground. Oh
well..."
else
""
}
}
}
case else
"\"That's very kind of you, but no thanks.\""
}
xobject DoShow
{
select object
case huntlist
"\"Oh, I see. Well it sounds like fun! I which I'd have time for things like
that.\""
case hotdog
{
if self is special
"\"Oh, that's very nice of you - I mean I appreciate the attention, I really do - but
one hot dog will be quite sufficient for me. Thanks anyway.\""
else
"\"Hmmm... I could just die for one of those right now...\""
}
case else
return false
}
object DoKiss
{
!Kissing the receptionist means instant doom. Hey, it could happen!
return ReceptionistDeath
}
}
}
event in npc_receptionist
{
select verbroutine
case &DoAsk, &DoTell, &DoGive, &DoShow
return true ! NPC cannot idle if we just interacted with him/her
case else
{
select random( 8 )
case 1
"The receptionist shuffles through her stacks of paper, then lets out a sigh."
case 2
"The receptionist raises her gaze toward you. \"Do you require assistance?\" she asks."
case 3
{
if self is special
"The receptionist smiles at you. \"Thanks again for that nice hot dog, it really hit the spot.\""
else
{
lunch is known
"The receptionist groans. \"I just can't believe I forgot my lunch!\""
}
}
case else
return true
}
}
object job "work"
{
nouns "job", "work"
is known
}
object files "files"
{
nouns "files"
article "the"
is plural
}
object promotion "promotion"
{
nouns "promotion"
}
object lunch "lunch"
{
nouns "lunch", "snack", "food"
article "a"
}
!----------------------------------------------------------------------------
! SCHOOL KIDS
!----------------------------------------------------------------------------
character npc_schoolkids "school kids"
{
in schoolyard
nouns "kids", "children", "boys", "girls"
adjective "school", "young"
article "the"
long_desc
{
"Countless young children are running everywhere, playing, laughing, screaming, and doing
the kind of things normal kids do on recess."
}
is hidden, plural
before
{
object DoAsk, DoTell
{
if parent( npc_mary ) = nothing
{
move npc_mary to schoolyard
"Startled, some of the kids turn toward you. They seem either shy or scared to talk
to you. After a few seconds, a little girl steps forward.
\n\"Hello, sir! What's your name?\"
\n\"Don't talk to him, Mary!\" another girl says. \"He's a stranger! You know we don't
talk to strangers!\"
\n\"Well\", she replies, \"you're all around, right? I'll stay far enough. If he tries
to kidnap me, you'll scream, ok?\"
\nGrateful, you introduce yourself to her."
}
else
{
"Except for Mary, none of the kids will directly speak to you, it seems."
}
}
xobject DoShow, DoGive
{
"Having been carefully taught not to accept anything from strangers, the kids refuse to come
close enough."
}
object DoKiss
{
!Kissing the kids = Game Over, you know the drill, yadda yadda...
return KidsDeath
}
object DoPlayWith
{
"The kids are clearly scared of you, so playing with them isn't a sensible option."
}
}
}
event in npc_schoolkids
{
select verbroutine
case &DoAsk, &DoTell, &DoGive, &DoShow
return true ! NPC cannot idle if we just interacted with him/her
case else
{
select random( 8 )
case 1
"You're almost overwhelmed by the sounds of all the kids playing around."
case 2
"Some kids come nearby, running and screaming. When they finally notice you, they quickly
turn around."
case 3
"You start feeling a little jealous of all these kids having fun. Then again, you're already
playing quite a challenging game, aren't you?"
case else
return true
}
}
!----------------------------------------------------------------------------
! MARY
!----------------------------------------------------------------------------
!Mary, a brand new NPC, is part of the schoolkids.
female_character npc_mary "little Mary"
{
nouns "mary", "girl", "child", "kid"
adjective "school", "young", "little", "brave"
short_desc
{
"That brave little girl, Mary, stands nearby, looking at you with inquisitive eyes."
}
long_desc
{
"Cute, that's the first word that comes to you. She looks like those little girls they
use as models in photography studios. Bright eyes, sweet smile... Hey, who knows, maybe you'll
have a little girl like her someday! Right now, she's scrutinizing you just as you're doing with her."
}
before
{
object DoAsk
{
select xobject
case bet
"\"That sure sounds like a nice game. I wish you good luck, sir!\""
case town
"\"Oh, it's a very big city. I couldn't walk through it all in one day. But I heard
that there are much bigger cities. Those must be \Bhuge\b...\""
case npc_mary
"\"Well, my name is Mary. Glad to meet you. My parents say I should always be nice with
everybody. But they also say I shouldn't talk with strangers. If I wouldn't talk to you
at all, it wouldn't be nice, would it? Sometimes I don't understand my parents at all...\""
case npc_schoolkids
"\"Don't worry, they're just shy.\""
case bankbuilding
"\"My parents like to go there, but I don't. It's too boring...\""
case thepark
{
hotdog is known
"\"Oh, I love the park! My parents always bring me there in the weekend. And sometimes,
if I'm real nice, they buy me a super-duper-delicious hot dog!\""
}
case school
{
surprise is known
"\"I like going to school. I learn tons of fun things. But today's even better! We'll play
all kinds of games and we'll even have a picnic! It's a special... hmm... a special
commemoration Day! I don't remember the rest. Well, it's gonna be a big surprise.\""
}
case surprise
"\"Well, I don't know. Otherwise, it wouldn't be a surprise, right?\""
case library, librarycard
"\"Oh, it's that big building down the road with all the books in it. I don't go often,
cause I'm not big enough to read all the books. But one day I will.\""
case bowlingbuilding
"\"My daddy bowls sometimes, but I don't go with him.\""
case hotdog
"\"My daddy cooks good hot dogs. But the ones in the park are the bestest!\""
case squashracket
"\"Squash? I thought squash was a sound it does when you jump in a mud puddle?
Oh, and Bobby Falstein says they eat squash at his home, but I didn't believe him.\""
case pen
"\"The older kids have calculators, but not us. We have to count, and to count, and sometimes
we use our fingers, you know, just to be sure.\""
case sharpener
{
if parent( sharpener ) = nothing
{
"\"You mean something like this?\"
\nShe digs in her pockets for a while, then proudly exhibits a small pencil sharpener.
\n\"I found it on the playground this morning. It doesn't work as good as the big one in
our classroom, so I guess you can have it. There...\"
\nShe throws the sharpener at you. It falls near your left foot."
move sharpener to schoolyard
}
else
"\"But I threw it to you! Did you lost it? Your momma wouldn't be proud...\""
}
case smalldictionary
"\"Oh, I know: it's a book with all the words explained in it, right? My teacher has one, but
you can't have it, cause she needs it.\""
case floppydisk
"\"Huh? What's that?\""
case else
"\"I don't know what you're talking about. Maybe I'm too small... Well, sorry.\""
}
object DoTell
{
select xobject
case bet
"\"That sure sounds like a nice game. I wish you good luck, sir!\""
case floppydisk
"\"Those things used to exist? Really? Wow...\""
case else
"\"You know lots of things, right sir?\""
}
xobject DoShow
{
"\"You love to show things? I love show-and-tells too. But I'm not supposed to get too
close to you, mister. Sorry.\""
}
xobject DoGive
{
if object = librarycard
"You decide to hold on to the card until the hunt's over, just to remain on the safe side."
else
"\"No thank you, sir\" she replies with an overly polite tone."
}
object DoKiss
{
return KidsDeath
}
object DoPlayWith
{
"\"Oh, I'd like to, but I can't. My mommy doesn't want me to play with strangers...\""
}
}
}
object surprise "surprise"
{
nouns "surprise", "day"
adjectives "special", "commemorative"
article "the"
}
!----------------------------------------------------------------------------
! LIBRARIAN
!----------------------------------------------------------------------------
female_character npc_librarian "librarian"
{
in publiclibrary
nouns "woman", "lady", "librarian", "clerk"
adjective "library", "librarian"
article "the"
long_desc
{
"Although she's probably in her mid-thirties, this librarian looks slightly older at first glance,
due to her \I(very)\i sharp dress, her \I(nice)\i horned-rimmed glasses, and her \I(long)\i brown hair up
tightly in a bun. When you look at her more closely, however, you can see a flash of youth in her
\I(gorgeous)\i blue eyes. Apparently, she just likes to dress based on the Ultimate Librarian
Archetype. Well, you're not the one who'll complain. No sir-ree... In fact, right now you're trying to
sneak a peek of her \I(long)\i legs lying \I(elegantly)\i along the desk. You can't help but wonder if
she circulates."
}
is hidden
before
{
object DoAsk
{
select xobject
case bet
"\"Well, it sure sounds interesting. Too bad I'm working all day, I might have even
decided to join and help you...\""
case you
"\"Are you from around here? I don't remember seeing you before today?\"\nYou explain
to her that you're just visiting a friend. She frowns. \"Oh well...\""
case self, job
"\"Well, I moved in this town after my studies. I always wanted to be a librarian, and
this quiet place was just perfect.\""
case town
{
mrright is known
"\"Cheapsville is a great place to raise a family. At least that's what I think. I do
some babysitting once in a while, and I'd love to have kids of my own. I just haven't met
Mr. Right, I guess...\""
}
case mrright
"\"Well, I had my deal of boyfriends, but nothing serious these days, unfortunately.\""
case thepark
{
hotdog is known
"\"Yes, there's a small city park right at the end of Oak street. I love to go sit on a
bench to read a good novel. However, being a vegetarian, I can hardly stand the smell of all
those hot dogs.\""
}
case bankbuilding
"\"The city bank is on Main street, right where it crosses Oak. I have an account
there, and I can tell you the service is a good, if not better, than with any of those
\"major\" banks.\""
case school
"\"Are you looking for it? When you exit this building, turn right and walk for a while. You
can't miss it.\""
case library
"\"It may not be the Library of Alexandria, but it's all mine. Well, in a manner of
speaking, of course.\""
case bowlingbuilding
"\"The bowling alley isn't far from here. Just turn left when you leave here. It's been quite
a while since I went bowling, myself.\""
case hotdog
"\"Bleh! The horrors they put in those...\""
case squashracket
"\"Oh, I heard about squash, but never played it myself. Somehow I assumed it was a game for
overstressed businessmen. Can't help you there...\""
case pen
"\"That's just too bad. I usually do keep a calculator in my purse, but today I left it at
home. You're not very lucky, sorry.\""
case sharpener
"\"I used to keep a couple of those, but unfortunately I threw them all away a while ago. I
didn't need them anymore, and most of them didn't work properly anyway.\""
case floppydisk
"\"Let me think... We did use to have older computers which used those... But they were all
thrown away. Or sold in a garage sale. I remember the bowling alley bought one, though I
doubt they actually used it in the end.\""
case smalldictionary
{
if smalldictionary is special
"\"Well, the one you borrowed should do the trick, now shouldn't it?\""
else
"\"Of course, we keep all kind of dictionaries here. Some of them should be just
perfect for you... assuming you have a library card, of course.\""
}
case book, books, dictionaries, encyclopedia, encyclopedias
"\"Seeing anything you like? Most of them can be borrowed, if you have a card.\""
case librarycard
"\"Any citizen of Cheapsville can get a library card. You fill a request form, and it takes
about one week. I realize this probably isn't what you wanted to hear. Sorry about that. But
once you get your card, you can allow anyone to use it, but are held responsible for what
gets borrowed with it.\""
case requestform
"\"Come to think of it, I ran out of forms yesterday. This definitely isn't your lucky
day, is it?\"
\nShe gives you a \"sorry\" face. You can help but notice how deep her blue eyes are.\""
case date
{
"She blushes.
\n\"Well, I, er, I mean, well, sure, why not?\"
\nShe grabs a small piece of paper, and writes her name and phone number on it.
\n\"There,\" she says as she hands it to you, \"call me whenever you like.\"
\nShe resumes working at her desk, although she now looks at you with different eyes, and
a nice little smile."
move paper to you
}
case else
"\"Sorry, but I don't think I can help you with that.\""
}
object DoTell
{
select xobject
case bet
"\"Well, it sure sounds interesting. Too bad I'm working all day, I might have even
decided to join and help you...\""
case you
"\"Are you from around here? I don't remember seeing you before today?\"\nYou explain
to her that you're just visiting a friend. She frowns. \"Oh well...\""
case smalldictionary
{
if smalldictionary is special
"\"Well, the one you borrowed should do the trick, now shouldn't it?\""
else
"\"Of course, we keep all kind of dictionaries here. Some of them should be just
perfect for you... assuming you have a library card, of course.\""
}
case else
"\"Well, that's very nice.\""
}
xobject DoShow
{
select object
case huntlist
"\"Well, it sure looks interesting. Too bad I'm working all day, I might have even
decided to join and help you... I presume you came in here for the dictionary, right?\""
case smalldictionary
{
if smalldictionary is special
"\"That's the one you borrowed, right?\""
else
"\"Well, you'd be allowed to borrow this dictionary provided you handed me a
valid library card.\""
}
case librarycard
"\"Yes, this does seems like a valid library card. You should be able to borrow books
with it.\""
case hotdog
"\"Yeech! Please keep that stinking thing away from me, please.\""
case else
return false
}
xobject DoGive
{
select object
case smalldictionary
{
if smalldictionary is special
"\"Well, you just borrowed it, so it's yours, for the time being.\""
else
"\"You want to borrow that dictionary? I'll need a valid library card, then.\""
}
case librarycard
{
if Contains( you, smalldictionary ) and not smalldictionary is special
{
"\"You'd like to borrow that dictionary, right?\"
\nShe takes it from you, scan, demagnetize it with some device you're not really
familiar with, and then hands it back to you.
\n\"There you go, sir!\""
smalldictionary is special
}
else
"\"Yes, this does seems like a valid library card. You should be able to borrow books
with it.\""
}
case hotdog
"\"Yeech! Please keep that stinking thing away from me, please.\""
case else
return false
}
object DoBorrow
{
"Well, you've already \"checked her out\" a lot, don't you think?"
}
!Kissing the librarian will... hook you up on a date. Yeah, I don't recommend trying that in real life.
!But I tried to give several clues about it elsewhere.
object DoKiss
{
"Pushed by some strange instinct, you suddenly lunge toward the librarian, grab her gently but
firmly, and start kissing her passionately. After a short surprise, she responds, and the kiss
lingers some more, letting you enjoy the warmth of her sweet kiss.\nFinally, you let go of your
embrance.
\n\"Wow! I mean, hmm, well, that was...\" Her face turns a cute shade of red. With a faint
smile on her lips, she grabs a small piece of paper, and writes her name and phone number on it.
\n\"There,\" she says as she hands it to you, \"call me whenever you like.\"
\nShe resumes working at her desk, although she now looks at you with a whole different perspective."
move paper to you
}
}
}
object mrright "Mr Right"
{
nouns "right", "mr", "mister", "boyfriend"
adjectives "mr", "mister",
}
object requestform "request form"
{
nouns "form", "request"
adjectives "request", "library", "card"
article "a"
}
object date "date"
{
nouns "date"
article "a"
is known
}
!----------------------------------------------------------------------------
! BOWLERS
!----------------------------------------------------------------------------
character npc_bowlers "bowlers"
{
in bowlingalley
nouns "bowlers", "players", "bowler", "men"
adjective "bowling"
article "the"
long_desc
{
"You can see, all around the place, several bowlers practicing in different alleys. Most
of them seem to be over 40, which seems... apropriate."
}
is hidden, plural
before
{
object DoAsk, DoTell
{
"You don't really want to bother the bowlers, especially with the owner keeping his eyes
on you."
}
xobject DoShow, DoGive
{
"You don't really want to bother the bowlers, especially with the owner keeping his eyes
on you."
}
}
}
event in npc_bowlers
{
select random( 8 )
case 1
"A loud cheer arises as one of the bowlers does a particular tough spare."
case 2
"A bunch of bowlers make fun at another, who just made a gutter ball."
case 3
"Bowlers come in and out of the place, sometimes swapping lanes."
case else
return true
}
!----------------------------------------------------------------------------
! STAN
!----------------------------------------------------------------------------
character npc_stan "Stan"
{
in bowlingalley
nouns "man", "guy", "stan", "owner"
adjectives "owner"
long_desc
{
"Stan (well, you assume it's his name, since it's written in large letters in the back of his
bowling shirt) is probably the first good argument against this town you found today. He's
unshaved, he looks unfriendly (no, make that mean) and keeps eyeing you in a scary way. Based on
the way he interacts with the other bowlers, you deduce he owns the place."
}
short_desc
{
"Stan, the owner, watches you suspiciously from a short distance."
}
before
{
object DoAsk
{
select xobject
case bowlingbuilding, npc_bowlers
"\"I owned this place for 18 years now. I've had my share of problems. And I've my
share of outsiders. Well guess what? They tend to come together. So you'd better
behave, pal!\""
case bowlingball
{
if Contains( bowlingalley, bowlingball )
"\"Well, it's hardly a professional ball, but one could make a good score out of
it. As for you though, I still have my doubts.\""
else
"\"See, this is practice morning. It means three things. One - It's free. Two - You
don't play a standard game. You just pick a lane, bowl, and that's it. Three - You
need to provide your own ball and shoes.\" He looks at your shoes, which, because you
are trendy and alternative, happen to be bowling shoes. \"Well, those can do, anyway.\""
}
case bowlinggame, bowlingshoes
"\"See, this is practice morning. It means three things. One - It's free. Two - You
don't play a standard game. You just pick a lane, bowl, and that's it. Three - You
need to provide your own ball and shoes.\" He looks at your shoes, which, because you
are trendy and alternative, happen to be bowling shoes. \"Well, those can do, anyway.\""
case else
"\"Listen pal, if you came here to bowl, go ahead and play. If you didn't, just
get the heck out of here! I know everybody here, except you. So you'd better behave...\""
}
object DoTell
{
"\"Do I look like I actually \Bcare\b about your problems?\" Stan sneers."
}
object DoShow
{
"\"Well, it's hardly a professional ball, but one could make a good score out of
it. As for you though, I still have my doubts.\""
}
object DoKiss
{
"For a moment, you wonder if Stan would be nicer if you gave if a big juicy kiss. Fortunately,
your sanity takes over soon after."
}
}
}
object bowlinggame "bowling game"
{
in bowlingalley
nouns "bowling", "game"
adjectives "bowling"
article "the"
is hidden
before
{
!I realize "PLAY BOWLING" isn't something a regular english speaker will try to type (not a first, anyway),
!but as I already said, I think it's better to be too permissive than not enough. Besides, players who
!aren't english natives are likely to try this first. Trust me. ;-)
object DoPlay
{
return Bowling
}
}
}
object bowlingshoes "bowling shoes"
{
nouns "shoes", "flats"
adjectives "bowling"
article "the"
is known
}
!----------------------------------------------------------------------------
! NEW VERB ROUTINES
!----------------------------------------------------------------------------
routine DoRead
{
! There is no 'default response' - Reading is handled by each readable object
return true
}
routine DoPutOn
{
! Because containers & platforms share the same core code, we can reuse DoPutIn
return DoPutIn
}
routine DoBlow
{
! Fails by default
"I don't see how you could blow that."
}
routine DoPlay
{
! Fails by default
"Is that a game? A song? I'm afraid I'm not familiar with it..."
}
routine DoGiveUp
{
"And mow your friend's lawn for the whole summer? NEVER!"
}
routine DoBuy
{
! Fails by default
"I doubt you could actually purchase that. Not today, anyway."
}
routine DoBorrow
{
! Fails by default
!And here's yet another example of devious coding at work
! I check the held status here instead of in the verb def to allow 'borrow librarian'
if not Contains( you, object )
"You're not holding that."
else
"I don't precisely see how you plan to borrow that."
}
routine DoBowl
{
if not location = bowlingalley
"This isn't an appropriate location for bowling."
else
if not Contains( bowlingalley, bowlingball )
"I don't see any bowling ball around here. That is, any \Bavailable\b one."
else
return Bowling
}
routine DoCount
{
! Fails by default
"There's no need to count that."
}
routine DoPlayWith
{
! Fails by default
print "To be honest with you, "; The( object ); " doesn't seem interested in any games."
}
replace DoKiss
{
if object is not living
"You need to get out more."
else
{
print "You don't really feel attracted to "; The( object ); " in that special way."
return true
}
}
routine Bowling
{
"You pick a free lane, grab a good hold on your ball, and shoot. Looking good... Looking good... Look - DOH!
Oh well... You never were really good at this anyway."
if not npc_stan is special
{
npc_stan is special
"At least, some good comes out of this poor shot. Although he doesn't seem to trust you any more,
Stan doesn't watch your every move, as he used to."
}
return true
}
routine DogDeath
{
"\n\n\nYou'll never be quite to remember the exact events that followed. You were told later on that
there was some crazed pitbull sleeping quietly in the doghouse. You startled him, so he decided to rip
one of your hands off. It didn't turn out to be a big deal -- the microsurgeon who was on call at
Cheapsville General Hospital was able to reattach it easily, and your friend managed, with the help of his
neighbor, to get the hand back before it had been gnawed on too severely. So much for the quiet \"small
town\" feeling. Well, it might not be as bad as losing a limb, but...
\n\n\B*** You have lost your bet ***\b"
endflag = 3
}
routine ReceptionistDeath
{
"\n\n\nApparently, the poor receptionist doesn't appreciate being kissed without consent. She decides to
empty most of her mace can in your face, and then quickly calls the police.
\nYou explain that you are being controlled by an adventure game player who was merely trying every
possible action, and after some discussion and apologies, she agrees not to press charges. Of course, in
the meantime...
\n\n\B*** You have lost your bet ***\b"
endflag = 3
}
routine KidsDeath
{
"\n\n\nYou pucker up. The kids were already scared of you. After seeing you trying to kiss one of them, they
decide you're one of those big bad maniacs their parents and teachers warned them against. Some of them
start yelling like they're being murdered or something, and eventually some teachers come over and decide
to keep you around \"to clarify matters\".
\nYou explain that you are being controlled by an adventure game player who was merely trying every
possible action, and in the end, everything turns out fine, except that...
\n\n\B*** You have lost your bet ***\b"
endflag = 3
}