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calypso.inf
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calypso.inf
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!% -~S
!% $OMIT_UNUSED_ROUTINES=1
! The very first lines of the main source code file for a game can contain compiler options, like the two lines above.
! -~S disables strict error checking. This is otherwise used in z5 and z8 games by default. While useful for debugging,
! it adds ~10 KB to the story file size and it makes the game slower.
! $OMIT_UNUSED_ROUTINES=1 makes the compiler remove all routines which aren't used. This can save some space.
! This game is meant to be compiled using Inform v6.36 and
! either the Inform 6 standard library v6.12.6+ or PunyInform v4.0+
!
! To compile for standard inform:
! Comment out USE_PUNY
! ../inform6/i6 +../inform6lib/ calypso.inf -v5es
!
! To compile for Puny:
! Comment in USE_PUNY or add $#USE_PUNY to the commandline, or use -v3 to compile to z3
! ../inform6/i6 +../Punyinform/lib calypso.inf $#USE_PUNY -v5es (or -v3es)
! Constant USE_PUNY;
#IfV3;
#IfnDef USE_PUNY;
! For v3, switch to Puny automatically, since Inform lib can't be used for v3.
Constant USE_PUNY;
#EndIf;
#EndIf;
#IfDef USE_PUNY;
Constant CUSTOM_ABBREVIATIONS;
#EndIf;
Abbreviate ". ";
Abbreviate ", ";
Abbreviate " the ";
Abbreviate "The";
Abbreviate "You";
Abbreviate "ing";
Abbreviate "and";
Abbreviate "you";
Abbreviate "lighthouse";
Abbreviate "ther";
Abbreviate "tion";
Abbreviate "s to";
Abbreviate " to ";
Abbreviate "ere";
Abbreviate "light";
Abbreviate "hough";
Abbreviate "seem";
Abbreviate "s a";
Abbreviate "look";
Abbreviate "_to/";
Abbreviate "out";
Abbreviate "d swear it was some sort of Plesiosauru";
Abbreviate "That";
Abbreviate "n't";
Abbreviate "scarecrow";
Abbreviate "shop";
Abbreviate "not";
Abbreviate "for";
Abbreviate " th";
Abbreviate " be";
Abbreviate " to";
Abbreviate " small";
Abbreviate " some";
Abbreviate "res";
Abbreviate " of";
Abbreviate " fi";
Abbreviate " in";
Abbreviate " with";
Abbreviate " mo";
Abbreviate " ro";
Abbreviate " an";
Abbreviate "use";
Abbreviate " is";
Abbreviate " st";
Abbreviate " takes";
Abbreviate " al";
Abbreviate " la";
Abbreviate " co";
Abbreviate " ca";
Abbreviate "ght";
Abbreviate " it";
Abbreviate " de";
Abbreviate " from";
Abbreviate " have";
Abbreviate "which";
Abbreviate " would";
Abbreviate " cl";
Abbreviate " do";
Abbreviate " village";
Abbreviate "This";
Abbreviate " on";
Abbreviate "rea";
Abbreviate " fa";
Abbreviate " as";
Constant Story "CALYPSO"; ! A melody of a past life keeps pulling me back
Constant Headline "^A small text adventure from Papa's Gong.^";
Release 7;
#IfnDef USE_PUNY;
Constant MANUAL_PRONOUNS;
#EndIf;
Constant MAX_SCORE 15;
! Standard
#IfnDef USE_PUNY;
Include "parser";
Include "verblib";
Include "infglk";
#EndIf;
! Puny
#IfDef USE_PUNY;
Constant STATUSLINE_SCORE; Statusline score;
Constant OPTIONAL_EXTENDED_VERBSET;
Constant OPTIONAL_PRINT_SCENERY_CONTENTS;
#IfV5;
Constant OPTIONAL_PROVIDE_UNDO;
#Endif;
#Ifndef DEBUG;
Constant RUNTIME_ERRORS = 0;
#EndIf;
Include "globals";
#EndIf;
[DeathMessage; print "You have lost"; ];
[ LookRoutine;
if ((location == bottom) && (bottom.visitorFlag==1))
{
give iron_door ~locked;
give iron_door open;
bottom.visitorFlag = 0;
"^There is frantic battering on the door outside, and as you
reach the bottom of the steps, a man bursts in. He appears
very pale, and his presence is unnerving. He appears to
recognise you for a brief moment, before shouting 'No, it
can't be...' and running out again, terrified.";
}
else if (location == island_three)
{
if (random(100) <= 3)
{
"^You feel like someone has walked over your grave.";
}
}
];
! We can now include the Puny library
#IfDef USE_PUNY;
Constant MSG_LOOK_BEFORE_ROOMNAME 1000;
[ LibraryMessages msg p1 p2;
switch(msg) {
MSG_LOOK_BEFORE_ROOMNAME:
! Add a newline before the room name. This is standard behaviour in
! I6 lib but not in PunyInform.
if(turns >= 0) ! Don't add newline in initial Look, or we get double newlines there
{
new_line;
}
}
p1 = p2; ! Get rid of warning
];
Include "puny";
#EndIf;
Attribute legible;
Constant NORTH_STRING = "north";
Constant SOUTH_STRING = "south";
Constant EAST_STRING = "east";
Constant WEST_STRING = "west";
! class Coin(50)
! with name 'metal' 'coin',
! short_name "metal coin",
! plural "metal coins";
Object cupboard_key "small key"
with name 'small' 'key',
before [;
Take: if (~~(glove has worn))
{
"The key is too hot to pick up!";
}
];
Object cheese "lump of old cheese"
with name 'cheese',
description "A really old lump of cheese. It looks a bit too
hard to eat, even for the determined mouse. It seems
slightly heavier than you would expect.",
before [;
Search: "There seems to be something stuck in the cheese.";
],
after [;
Eat:
deadflag=true;
"The cheese tastes a little off, and is shortly followed
by strange visions, and death.";
],
has edible;
Object mouse "mouse",
with name 'mouse',
description "The mouse seems relaxed having recently eaten
his fill.",
after [;
Drop:"The mouse lands nimbly on his feet, before having a
sniff around.";
],
has talkable;
! ======= Lighthouse ======== !
Object top "Top of the lighthouse"
with name 'glass',
description
"You are standing at the top of a lighthouse, with glass
panels all around the circular room. It is pitch black
outside and rain pounds the glass. The occasional
lightning strike lights up the night sky giving you a
brief glimpse of a lifeless horizon and a dark, empty
sea. Steps lead downwards into the lighthouse.",
d_to lounge,
has light;
Object -> lighthouse_lamp "main lighthouse lamp"
private doorTrigger 0,
with parse_name [ i;
while(NextWord() == 'main' or 'light' or 'lamp' or 'lighthouse' or 'lantern' or 'lens') i++;
return i;
],
article "the",
description "This impressive lantern occupies most of the
room and consists of the lamp and a lens to warn any
nearby ships.",
when_open "The main lighthouse lamp stands impressively in
the centre of the room.",
before [;
SwitchOn:
if (~~(cog in self))
{
"There seems to be a cog missing, preventing the device
from coming on.";
}
Receive:
if (~~(noun==cog))
{
"It doesn't fit.";
}
],
after [;
SwitchOn:
if (self.doorTrigger==0)
{
StartTimer(lighthouseTimer,1);
self.doorTrigger=1;
bottom.visitorFlag=1; ! tell our story !
score++;
"Amazingly, the mechanism still works. It casts a
huge, powerful beam across the sea. As it does so,
you think you saw a huge ship coming towards you,
yet when the light comes round again, you see
nothing.";
}
],
has static switchable container open;
Object lighthouseTimer
with time_out [;
"^From below, you hear someone trying to
open the lighthouse door.";
],
time_left 0;
Object lounge "Living quarters"
with name 'furniture' 'dust', ! this just means player can refer to them !
description
"This appears to be the living quarters of the
lighthouse. Compact and cosy, it contains everything you
would need to live here including a stove, comfortable
furniture and a large rug. A cupboard takes up most of
the far wall and a dining table stands close by.
Everything is covered in dust, untouched for months or
even years.",
u_to top,
d_to bottom,
has light;
Object -> stove "stove"
with name 'stove' 'cooker' 'oven',
description "A stove used for preparing food. Looks like it
might still work if you wanted to cook something in it.",
before [;
Receive: if (noun==mouse)
{
move mouse to location;
"The mouse smells a rat (fancy that!) and jumps out your hands!";
}
SwitchOn: if (self has open)
{
"You cannot turn the stove on while it's open!";
}
Open: if (self has on)
{
"You cannot open the stove while it is on!";
}
],
after [;
SwitchOn: if (cheese in self)
{
score++;
remove cheese;
move cupboard_key to self;
"As the oven heats up, a disgusting smell eminates from
within, as the cheese melts and departs this world.";
}
],
has scenery static switchable container openable;
Object -> table "dining table"
with name 'dining' 'table',
description "A large dining table, its centrepiece being a
rather fetching fruit bowl. ",
after [;
Examine:
!give bowl ~concealed;
<Search bowl>;
],
before [;
Search:
!give bowl ~concealed;
print "The only thing on the table is a large bowl, and plenty of dust. ";
<Search bowl>;
rtrue;
],
has supporter static scenery;
Object -> bowl "bowl"
with name 'bowl',
description "A bowl, which seems to have been here for some
years.",
before [;
Take: "The bowl is rather large and would be cumbersome.";
],
has static concealed container transparent open;
Object -> -> fruit "dried piece of fruit"
with name 'dried' 'piece' 'fruit',
description "You can just about make out that this rather
dry, soft lump was indeed once a piece of fruit. It
doesn't look particularly appetising now, though.",
after [;
Drop: if (location==bottom)
{
remove self;
score++;
move cheese to location;
move mouse to location;
"A hungry mouse pops out and eats the fruit, leaving
behind some rather old looking cheese.";
}
Eat: deadflag=true;
"The fruit tastes a little off, and is shortly followed
by strange visions, and death.";
],
has edible;
Object -> rug "rug"
with name 'rug',
description "The rug occupies a large area of the floor and
must've been quite decadent in its day.",
before [;
LookUnder:
if (glove in rug)
{
move glove to lounge;
"You find an old glove.";
}
Pull,Push:
"The rug is pretty heavy, but you could probably look under it.";
],
has scenery;
Object ->-> glove "old glove"
with article "an",
with name 'glove',
description "One shabby old glove, its matching one has long
since departed.",
after [;
Drop: if (cupboard_key in player)
{
move cupboard_key to real_location;
"Dropping the glove, the key becomes too hot to hold
and you immediately let go.";
}
],
has clothing;
Object -> cupboard "large cupboard"
with name 'large' 'cupboard',
with_key cupboard_key,
before [;
UnlockWithoutKey:
if (TestScope(cupboard_key))
<<Unlock self cupboard_key>>;
],
has static container openable scenery lockable locked;
Object ->-> cog "small cog"
with name 'small' 'cog',
before [;
Take: if (self in lighthouse_lamp)
{
"The cog fits rather snugly and you cannot remove it
now.";
}
],
description "A cog used for starting the main light.";
Object bottom "Lighthouse bottom"
with description [;
if (lighthouse_portal in self)
{
"Bottom of the lighthouse, with a large iron door
leading outside, and the mouse hole opposite. The
room has taken on a serene light from the portal.";
}
else
{
"Bottom of the lighthouse, with a large iron door
leading outside. There is nothing else of note, other
than a small mouse hole opposite the door.";
}
],
e_to iron_door,
out_to iron_door,
u_to lounge,
before [;
Close: "The iron door is too heavy to move.";
],
visitorFlag 0,
has light;
Object -> iron_door "iron door"
with name 'iron' 'door',
description [;
print "This huge iron door keeps the sea out";
if (self has locked)
{
", and currently locks you in.";
}
else
{
".";
}
],
door_to outside,
door_dir e_to,
has static scenery door openable lockable locked;
Object -> mouse_hole "mouse hole"
with parse_name [j;
j = NextWord();
if (j=='mousehole' || j=='hole')
{
return 1;
}
else if (j=='mouse' && NextWord()=='hole')
{
return 2;
}
return 0;
],
before [;
Search: <<Examine self>>;
],
description
"Bending down to examine the mouse hole doesn't tell you
much, other than the mouse hole is dark, and your back
is playing up.",
has static scenery;
! This is enabled once we have visited the wizard.
Object lighthouse_portal "glowing portal",
with name 'glowing' 'portal',
description "A glowing portal generated by the old man.",
after [;
Enter:
print "A blinding flash of light and you materialise
elsewhere..^";
PlayerTo(wizard_shop);
rtrue;
],
has enterable static;
Object outside "Outside the lighthouse"
with name 'monster' 'mist' 'horizon' 'beam',
description [;
if (self hasnt visited)
{
print "Standing outside the lighthouse, there is no
sign of the man you saw earlier. Dawn has
broken, bringing an end to the storm, and a
thick mist hangs around the rocky coastline. ";
}
else
{
print "The coastline outside the lighthouse is
particularly rocky, and a thick mist permeates
the air here. ";
}
"A barren horizon stands before you. West leads into the
lighthouse, south to a village green, and east leads to
the village pub.";
],
w_to bottom,
e_to pub,
s_to village_green,
before [;
Swim: "It looks far too cold.";
],
each_turn [old_dir new_dir;
self.counter--;
if (self.counter==0)
{
old_dir = weather_vane.wind_direction;
new_dir = random(NORTH_STRING, SOUTH_STRING,
EAST_STRING, WEST_STRING);
if (new_dir ~= weather_vane.wind_direction)
{
weather_vane.wind_direction = new_dir;
print "^With a sudden gust, the wind changes
direction to the ",
(string)weather_vane.wind_direction, ".";
if (weather_vane.wind_direction==EAST_STRING)
{
print " For a brief moment you think you saw a
ship in trouble on the horizon.";
}
new_line;
}
self.counter = 2+random(3);
}
],
private counter 3,
has light;
Object -> lighthouse "lighthouse"
with name 'lighthouse',
description "From outside, the lighthouse seems huge and
somehow comforting.",
before [;
#IfDef USE_PUNY;
Enter: <<Go FAKE_W_OBJ>>;
#IfNot;
Enter: <<Go w_obj>>;
#EndIf;
],
has static scenery;
! There is a slot in the shaft for 3 rings... spelling out MYSTICAL MARINER
Object -> stone_pillar "stone pillar",
with name 'stone' 'pillar' 'obelisk',
description "Although dwarfed by the lighthouse, this
obelisk stands pretty tall and provides an attractive
coastline monument. More usefully, it lets people know
how far away the pub is. Situated right at the top of
the pillar is a weather vane.",
has static;
! Object -> yellow_slot "yellow slot",
! with name 'yellow' 'slot',
! description "A yellow slot.",
! has scenery;
! Object -> gold_slot "gold slot",
! with name 'gold' 'slot',
! description "A gold slot.",
! has scenery;
! Object -> black_slot "black slot",
! with name 'black' 'slot',
! description "A black slot.",
! has scenery;
Object -> weather_vane "weather vane",
with name 'weather' 'vane' 'eagle',
wind_direction NORTH_STRING,
! Based on every N turns, change direction.
! Pick random N,S,E,W .. west of course is lighthouse. When west, ship in distance.
description [;
"The weather vane is a magnificent black eagle,
with gold and silver wings. Underneath it are the
compass directions, indicating the direction of the
wind. It is currently pointing ", (string)self.wind_direction, ".";
],
after [; ! Search,Examine: If pointing at lighthouse, ship in distance, at this point the dispel must be cast.
],
before [;
Take: "It is far out of reach";
],
has scenery;
! P A R T O N E
! LIGHTHOUSE
! LIGHTHOUSE
! LIGHTHOUSE -> WEATHER -> PUB || WELL* -> ROCKS AND CAVE (In cave secret opening to boat)
! COCK^ (How to open? Logic puzzle here)
! - GREEN -> GREEN -> GREEN -> GREEN AND FENCE
! BUS STOP+ -> GREEN -> POND -> WATER -> FIELD (Scarecrow here, to be burnt)
! - -> WATER -> ISLAND1 -> ISLAND2
! ISLAND3 -> ISLAND4 (The summoning of the player has taken place here)
! (So we get a good deal more backstory..)
! Cave opened with light spell.
! What about using spells I'd planned for the BBC 'Mars' game? Deja vu, mind rot, light
! freeze time etc.
! These can tie in with a wizard being hired to sort out the ghost ship's deathly grasp on the village.
! Finally, when the weather vane summons the ship, the player will have learned 'dispel' and can cast
! this to get rid of the ship once and for all. THE ONLY PROBLEM WITH DISPEL IS THAT IT MUST'VE BEEN
! CAST BY ONE OF THE UNDEAD IN ORDER TO WORK. THIS IS WHY THE WIZARD HAS SUMMONED THE PLAYER INTO LIFE.
! Pub name ideas: The motley brew, 3 sheets to wind, the jolly roger.
! * contains coin for bus, but you need MAGNET to attach to rope to pick it up (there's no bucket)
! + Bus can be caught to next village, which tells you even more about the veil of darkness hanging
! over the village.
! ^ Signifies something happening..?
! At the end, you start to see life picking back up in the village; children
! play, the place seems brighter, and the picture in the pub has their expressions content?
! As you raise a glass to celebrate, you notice the expressions on the crew in the picture seem more serene and less tortured...
! THE END.
! Need a comical name for the pub, "on the rocks" ?
! If wearing glove, barman gives you a funny look and says 'we get all sorts here...'
! Perhaps a clock on the wall,and a painting of a ship's disaster.
! Beer garden "commanding spectacular views of the coastline"
Object pub "Village pub"
with
! parse_name doesn't work for a location, and v3 can only have four values
! in a property, so for v3 we'll remove some words which aren't mentioned
! in texts.
#IfV3;
name 'wall' 'chairs' 'tables' 'glasses',
#IfNot;
name 'wall' 'walls' 'chair' 'chairs' 'table' 'tables' 'glasses',
#EndIf;
description "The village pub, ~Three Sheets To The Wind~,
seems awfully quiet. Empty tables and chairs are
scattered around. There is a ship's bell clock on the
wall, and a painting of a ship in distress on the other
wall. North leads into the beer garden.",
w_to outside,
n_to beer_garden,
has light;
Object -> barman "barman"
with parse_name [ i;
while(NextWord() == 'barman' or 'bartender' or 'bartend' or 'man' or 'waiter') i++;
return i;
],
description "A barman stands here, polishing glasses.",
life [;
Answer: "The barman seems uninterested and continues
polishing his glasses.";
Ask: switch (second)
{
'clock' : "The barman looks up at the clock. ~That thing's
been here long before I have, no real idea where it
came from.~";
'painting', 'picture' : "A sad expression fills the
barman's face. ~I asked the previous owner myself about
that picture. Haunting ain't it? Apparently a ship got
into some kind of trouble not far from here. Turned out
it went down with all hands on deck. All rather
depressing really.~";
'lighthouse' : "The barman looks towards the door. ~The
old lighthouse? It's not been used for years as far as
I know.~";
'ship' : "The barman begins to talk about the ship, but as his eyes meet yours while telling of its demise, he seems to freeze momentarily, and quickly changes the subject.";
'glass' : "The barman gives you a funny look. ~Er, people
usually drink from them.~";
}
],
has animate;
Object -> bar_clock "clock"
with name 'clock',
description "A beautiful wall-mounted ship's clock. It is
golden with a glass panel protecting its rather
elaborate face. Although it doesn't appear to be working
and is stuck at 2 in the afternoon.",
has static scenery;
Object -> bar_picture "Picture"
with name 'painting' 'picture',
description "The painting depicts the fishing ship 'Calypso'
clearly in trouble during a storm at sea. As you look at
the painting, an incredible range of emotions come over
you, and your eyes move to the crew struggling. You
instantly feel a deep connection to them, almost actual
recognition of faces. The experience sends a shiver down
your spine, and you find yourself having to look away,
eventually staring at your own hands as you regain
composure.",
has static scenery;
Object -> bar_calypso "Calypso"
with name 'calypso' 'ship',
description "The bar painting shows the fishing ship
'Calypso' and her crew during a storm. The more you
stare at it, the more your feelings intensify, and you
have to look away.",
has static scenery;
Object village_green "Village Green"
with name 'grass',
description "This is the traditional village green, with a
huge expanse of grass providing space for various
get-togethers and activities. It's a little dry in
places now though, and doesn't look like it's been
tended to for a while. North takes you up to the coast
by the lighthouse, while the green continues east. Just
to the west is a bus stop.",
n_to outside,
e_to village_green_east,
w_to bus_stop,
has light;
Object village_green_east "Village Green East"
with name 'grass',
description "You stand at the east end of the village green.
The grass has become much dryer here, and hangs around
your feet lifelessly. East takes you further toward the
rocky coast, and south towards a boating lake.",
s_to boating_lake,
w_to village_green,
e_to rocks,
has light;
Object rocks "Rocks",
with name 'rocks' 'field',
description "You arrive at a flat, rocky, patch of land.
Rocks tower all around you, with the exception of a
field to the south. It also looks like you might be able
to enter a small cave in the rocks to the north.",
s_to field,
w_to village_green_east,
n_to cave,
has light;
Object -> rocks_cave "cave",
with name 'cave',
description "The cave opening is dark and small, but large
enough to enter.",
after [;
Enter:
print "(By going north)";
PlayerTo(cave);
rtrue;
],
has enterable scenery;
Object field "Field",
with name 'rocks' 'field' 'vegetation' 'land',
description "Once a plot of arable land, this field now
seems fairly barren, with only a hint of vegetation
sprouting up. Rocks prevent you from going any further,
and north takes you back again.",
n_to rocks,
has light;
! Contains oar, need to burn it down to get it !
Object -> scarecrow "scarecrow"
with name 'scarecrow' 'scare' 'crow',
description "The scarecrow seems pretty sturdy considering
it only appears to be stuffed with dry straw.",
before [;
Burn:
"The scarecrow looks flammable. However, you have
nothing to light it with.";
Attack:
"You attack the scarecrow but it seems very
sturdy. Something must be propping it up.";
],
after [;
Examine, Search:
if (rod has concealed)
{
give rod ~concealed;
"You notice the scarecrow is holding an old fishing
rod.";
}
],
has static;
Object -> straw "straw"
with name 'straw',
description "The straw is being used to pad out the
scarecrow's body. It's very dry.",
has scenery;
Object -> rod "fishing rod"
with name 'fishing' 'rod',
description "An old, but intact, fishing rod.",
caught_coin false,
before [;
Wave, Swing:
if (TestScope(well))
{
if (~~self.caught_coin)
{
move coin to beer_garden;
score++;
self.caught_coin=true;
"You fish out a silver coin from the well, and it
lands with a metallic clink on the floor!";
}
else
{
"You don't catch anything.";
}
}
else
{
"The rod somehow feels natural in your hands.";
}
],
after [;
Take:
give self ~concealed; ! Just in case
],
has concealed;
Object oar "oar",
with article "an",
name 'oar',
description "An old oar, once used to stabilise the scarecrow.";
Object boating_lake "Boating lake"
with description "The boating lake takes pride of place in the
village green. An old decorative boat bobs about in the
water, and further out in the lake you can see some
ducks. North takes you further up the green.",
monster_present true,
n_to village_green_east,
s_to [;
if (player in boat && oar in player)
{
if (self.monster_present==true)
{
deadflag=true;
"As you paddle out, a huge beast emerges from
the lake, attacking your boat, and, as a result,
you. If you didn't know better, you'd swear it
was some sort of Plesiosaurus. In any case, no
time for that now, as the world fades away..";
}
else
{
print "Using the oar, you manage to paddle
across the water.^";
return(island_tip);
}
}
else
{
"You would need to paddle in the boat.";
}
],
before [;
Swim: "It looks too cold and strangely dark. You decide
against it.";
Take:
if (noun==ducks)
{
"The ducks bob about, and seem a little hungry!";
}
Drop,ThrowAt: if (noun==breadcrumbs)
{
print "The ducks move toward the bread, and as they do
so, a huge beast emerges from the lake, gobbling
them up in one bite. If you didn't know better,
you'd swear it was some sort of Plesiosaurus. In
any case, it disappears under the surface again,
satisfied.^";
! remove crumbs, ducks and monster
remove breadcrumbs;
remove ducks;
self.monster_present=false;
score++;
rtrue;
}
],
has light;
Object -> lake "lake",
with name 'lake' 'water',
description "The lake itself seems somehow darker than you
would expect of a boating lake, and eerily still.",
found_in [; if(location == boating_lake or island_tip or island_one or island_two or island_three) rtrue; ],
has static scenery;
Object -> ducks "ducks", ! These fellas get eaten when bread thrown
with name 'duck' 'ducks',
description "The ducks calmly paddle about in the distance.",
life [;
Give,Show,ThrowAt:
if (noun==breadcrumbs)
{
! remove crumbs, ducks and monster
remove breadcrumbs;
remove ducks;
boating_lake.monster_present=false;
score++;
"The ducks move toward the bread, and as they do
so, a huge beast emerges from the lake, gobbling
them up in one bite. If you didn't know better,
you'd swear it was some sort of Plesiosaurus. In
any case, it disappears under the surface again,
satisfied.";
}
],
has static pluralname scenery animate;
Object -> boat "decorative boat"
with name 'boat',
description "Presumably once used for idle tours around the
lake, this boat now looks a little worse for wear,
although it remains afloat, and with a decent paddle
could probably be used to get across the lake.",
after [;
Enter:
print "You step cautiously into the boat.";
if (boating_lake.monster_present)
{
" As you do so, you notice a peculiar ripple out in
the lake.";
}
new_line;
rtrue;
],
before [;
#IfDef USE_PUNY;
Go:
if (selected_direction==s_to && real_location==boating_lake)
{
return 1;
}
else if (selected_direction==n_to && real_location==island_tip)
{
return 1;
}
else
{
return 0;
}
#IfNot;
Go:
if (noun==s_obj && real_location==boating_lake)
{
return 1;
}
else if (noun==n_obj && real_location==island_tip)
{
return 1;
}
else
{
return 0;
}
#EndIf;
],
has static enterable container open;