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starry.html
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<!DOCTYPE html>
<html lang="en" dir="ltr">
<head>
<meta charset="utf-8">
<title>Adventure Prompt Runner</title>
<style>
body {
Font-family: serif;
Font-size: 14pt;
Color: black;
Background-color: tan;
Margin: 0;
Padding: 0;
}
h1, h2 { Font-family: sans-serif; }
.book {
Display: table;
Width: 100%;
Border-spacing: 1em;
}
.page-frame {
Display: table-cell;
Width: 50%;
Margin: 1em;
Padding: 1em;
Line-height: 1.5em;
/*Text-align: justify;*/
Background-color: white;
Box-shadow: 0.5ex 0.5ex 0.5ex saddlebrown;
}
#toolbar {
Padding: 1ex;
Text-align: right;
Color: white;
Background-color: black;
Font-weight: bold;
Font-family: sans-serif;
Font-size: 12pt;
}
#toolbar label { Float: left; Margin: 1ex; }
.page-content p { Text-indent: 3ex; }
.title-page p, .edition-notice p { Text-indent: 0; }
p.ending {
Text-indent: 0;
Text-align: center;
Font-weight: bold;
}
.title-page { Text-align: center; }
button {
Font-family: sans-serif;
Font-weight: bold;
Font-size: 12pt;
Color: white;
Background-color: saddlebrown;
Padding: 0.5ex 1em;
Margin: 0.5ex;
Border-radius: 1em;
/*Width: 6em;*/
}
button:disabled { Opacity: 0.5; }
.status-line, dt {
Background-color: black;
Color: white;
Font-weight: bold;
Font-family: monospace;
Font-size: 12pt;
Padding-left: 1ex;
Padding-right: 1ex;
}
dd { Margin-left: 1em; }
dd ul { padding-left: 1em; }
.status-line { Text-align: right; }
.status-line span { Text-indent: 0; }
</style>
</head>
<body role="document">
<div id="toolbar" role="toolbar">
<label>
Pick a story file from your computer:
<input type="file" id="local-file" accept="application/json">
</label>
<button type="button" id="save-button" disabled>save</button>
<!--<button type="button" id="wait-button" disabled>wait</button>-->
<!--<button type="button" id="undo-button" disabled>undo</button>-->
<button type="button" id="restart-button" disabled>restart</button>
</div>
<div class="book" role="main">
<div class="page-frame">
<div id="verso-page" class="page-content" aria-live="polite">
<div role="contentinfo">
<p>Welcome to Adventure Prompt, an experimental (as of 6 Nov 2016) engine for interactive fiction; this is the runner, or interpreter — the half that allows you to actually play games. You should be able to get some from the same place where you found this. Look for files with the .json extension.
<p>If you want to create your own adventures, there is an the editor called <code>advprompt.py</code> that should be available from the same source.
</div>
</div>
</div>
<div class="page-frame">
<div id="recto-page" class="page-content" aria-live="polite">
<div class="title-page">
<h1>Adventure Prompt</h1>
<p>an interactive fiction engine
<p>by
<p><b>Felix Pleşoianu</b>
</div>
</div>
</div>
</div>
<script>
var game_text = "{}";
var game_data = {"meta": {"blurb": "Secret of the Starry Depths is a short piece meant to showcase the main features of the Adventure Prompt authoring system for interactive fiction.", "date": "2016", "language": "en-US", "genre": "Surreal", "author": "Felix Ple\u015foianu", "ifid": "1082e865-3fd0-46f5-b7f1-ac904eb57162", "title": "Secret of the Starry Depths", "subtitle": "An Interactive Showcase", "license": "This work is free to share and reuse under the Artistic License 2.0"}, "objects": {"tent": {"name": "Your tent", "description": "The tent has room for little more than a bedroll, but then your SUV isn't far away either. It will do for a day or two.", "type": "room"}, "lbank": {"name": "Left riverbank", "description": "The ground raises abruptly away from the bank, unbroken but for a hole in the mountainside not far up. Towards the east, a narrow footpath follows the water downstream. Moist ground yields underfoot with every step, and the sound of running water echoes from all sides.", "type": "room"}, "aerie-d": {"name": "down", "link": "up-cave", "location": "aerie", "type": "exit"}, "low-cave": {"link": "karst", "score": 5.0, "type": "room", "description": "Countless points of light dot the high ceiling of the cavern, framing the jagged teeth of stalactites and stalagmites in the background. An underground lake take up most of the floor, leaving only a narrow ledge along what must be the south side. Off to the east, all that water flows noisily down a tunnel, while in the opposite direction lies a maze of confusing passages. But there's no way to miss the rope climbing upwards through a hole.", "name": "Lower cavern", "drop": "There's a splash in the water below. As you squint, a slightly darker spot is being carried east by the current, but that's probably your imagination."}, "aerie": {"name": "Aerie", "description": "It's a tall, narrow room where every wall bears the mark of tools, and fossilized wood splinters crunch underfoot. High above, cracks in the rock admit slivers of daylight; the air is dry, and not as cold as down in the tunnel.", "type": "room"}, "up-cave-s": {"name": "south", "link": "lbank", "light": true, "location": "up-cave", "type": "exit"}, "up-cave-u": {"name": "up", "link": "aerie", "location": "up-cave", "type": "exit"}, "lantern": {"initial": "Your heavy-duty electric lantern is hanging from a hook.", "score": 5.0, "location": "tent", "type": "thing", "light": true, "name": "electric lantern", "description": "It's a heavy-duty electric lantern. You changed the batteries just this morning."}, "cave-m": {"name": "cave mouth", "link": "up-cave", "description": "", "location": "lbank", "type": "scenery"}, "ball": {"drop": "You let go of the ball.", "name": "tennis ball", "description": "It's damp, but otherwise in decent condition, everything considered.", "location": "karst", "type": "thing"}, "roadside-se": {"failure": "You're too ambitious to go home without any treasure from the cave.", "link": "the-end", "location": "roadside", "type": "exit", "name": "pack up", "success": "You unlock the car, and proceed to hide your finding at the bottom of the spacious trunk. Opening it can wait. When you look up again, someone else is there...", "lock": "+chest"}, "chest": {"name": "Treasure chest", "description": "It's a treasure chest just like in pirate movies, except very small and light. Sturdy, too, despite that.", "location": "nook", "score": 10.0, "type": "thing"}, "up-cave-d": {"failure": "No way you're climbing down a rope with lantern in hand.", "link": "low-cave", "location": "up-cave", "type": "exit", "name": "down", "lock": "-lantern"}, "low-cave-u": {"failure": "No way you're going to climb a rope while carrying a treasure chest.", "link": "up-cave", "location": "low-cave", "type": "exit", "name": "up", "lock": "-chest"}, "rbank-ne": {"failure": "Swimming in a cold mountain river? No thanks.", "link": "lbank", "location": "rbank", "type": "exit", "name": "northeast", "lock": "?boat"}, "rbank": {"name": "Right riverbank", "description": "The pine trees shy away from the bank here, leaving enough room to pitch a tent. The riverbed is broad and deep, making the water calm enough to row safely despite the strong current. Straight across, the cave mouth beckons with its darkness-shrouded mysteries, while behind the tent to the south a rocky trail vanishes into the forest.", "type": "room"}, "up-cave": {"failure": "Daylight duly dwindles away from the cave mouth, as the tunnel twists and turns. Soon, your own echoing footsteps are the only guide in the darkness.", "type": "room", "dark": true, "name": "Upper cavern", "success": "You forgot your rope in the SUV, but there is one already, clinging to the floor of an abrupt slide into darkness. Rough steps climb around a pillar in which someone carved a little shelf.", "description": "Daylight duly dwindles away from the cave mouth. Cold moisture in the air clings to the skin; the walls shine wetly in the electric glare."}, "low-cave-nw": {"dark": true, "name": "northwest", "link": "nook", "location": "low-cave", "type": "exit"}, "roadside-n": {"name": "north", "link": "rbank", "location": "roadside", "type": "exit"}, "boat": {"name": "inflatable boat", "description": "It's a small inflatable row boat that cost you an equally small fortune. But no matter, soon it will all pay off.", "location": "rbank", "type": "vehicle"}, "lbank-e": {"failure": "You can't exactly row a boat up a rocky trail.", "link": "karst", "location": "lbank", "type": "exit", "name": "east", "lock": "!boat"}, "the-end": {"ending": true, "name": "Surprise!", "success": "And that's when things started taking a turn for the weirder...", "description": "\"Congratulations!\" shouts the funnily-dressed man who just climbed out of a van. You never heard it coming. \"You are the first winner of our new reality show! I would invite you to claim your prize, but you already have it. Tell me, how does it feel?\" The woman in a business suit who is with him flashes an embarrassed smile. \"We should probably mention that you are on camera.\"", "type": "room"}, "map": {"link": "low-cave-nw", "score": 5.0, "location": "aerie", "type": "text", "name": "mural map", "description": "The paint is faded, and the lines shaky, but the map can only depict the cave system. You recognize the entrance tunnel and this room. A certain passage off a grand hall is clearly marked."}, "tentflap": {"link": "tent", "location": "rbank", "type": "scenery", "name": "your tent", "success": "You bend down and crawl into the tent.", "description": "A small but sturdy triangle tent, its canvas brightly colored."}, "lbank-sw": {"failure": "Swimming in a cold mountain river? No thanks.", "link": "rbank", "location": "lbank", "type": "exit", "name": "southwest", "lock": "?boat"}, "hero": {"name": "A proud mountaineer", "description": "Look at you, all kitted out in the best gear money can buy. (Not that you know how to use half of it, but shush!) Too bad there's no-one around to admire you.", "location": "rbank", "type": "actor"}, "nook-se": {"name": "southeast", "link": "low-cave", "location": "nook", "type": "exit"}, "nook": {"name": "Hidden nook", "description": "Broken slabs of rock leaning against the wall and each other mask a recess right off the main cavern. Here and there, puddles of bone-chilling water on the uneven ground shimmer eerily, reflecting the fake stars above.", "type": "room"}, "tent-o": {"name": "out", "link": "rbank", "location": "tent", "type": "exit"}, "karst": {"name": "Karst spring", "description": "Water gushes out through a crevice in the mountain side, and pools into a small basin before flowing into the river at the far end. Fallen branches form an impromptu net that catches all kinds of floating debris, not far from the path.", "type": "room"}, "roadside": {"name": "Roadside", "description": "You parked your SUV not far from the road, not hidden, but discreetly. Seldom does the growl of a passing car break up the wind singing in the treetops, but the smell of exhaust persists, clashing with the perfume of green needles.", "type": "room"}, "rbank-s": {"failure": "You can't exactly row a boat up a rocky trail.", "link": "roadside", "location": "rbank", "type": "exit", "name": "south", "lock": "!boat"}, "karst-w": {"name": "west", "link": "lbank", "location": "karst", "type": "exit"}}, "config": {"use_breakdown": true, "max_score": 25.0, "use_score": true, "banner": "It's so close to the road, yet so far from civilization, and nobody seems to know much about it. It's been taunting you for months. But its secrets will not last much longer. You are ready."}};
var verso;
var recto;
var wait_button, undo_button, restart_button, save_button;
function say(page, content) {
if (typeof content === "string")
page.appendChild(document.createTextNode(content));
else
page.appendChild(content);
}
function tag(name, content) {
var t = document.createElement(name);
if (content !== undefined) {
if (typeof content === "string")
t.innerHTML = content;
else
t.appendChild(content);
}
return t;
}
function title_page(metadata) {
var page = tag("div");
page.className = "title-page";
say(page, tag("h1", metadata.title));
say(page, tag("p", metadata.subtitle));
say(page, tag("p", "by"));
say(page, tag("p", tag("b", metadata.author)));
var start = tag("button", "Turn the page");
start.type = "button";
start.addEventListener("click", start_game, false);
say(page, tag("p", start));
return page;
}
function edition_notice(metadata) {
var page = tag("div");
page.className = "edition-notice";
page.setAttribute("aria-role", "contentinfo");
say(page, tag("div", tag("b", metadata.title)));
say(page, tag("div", metadata.subtitle));
say(page, tag("p", metadata.author + "<br>" + metadata.date));
say(page, tag("p", metadata.genre));
say(page, tag("p", metadata.blurb));
say(page, tag("p", metadata.license));
say(page, tag("p", metadata.ifid));
say(page, tag("small", "Made with Adventure Prompt"));
return page;
}
function status_line() {
var line = tag("p");
line.className = "status-line";
line.setAttribute("role", "status");
if (game_data.config.use_score) {
var score = tag("span");
score.style.float = "left";
say(score, " Score: " + game_data.meta.score
+ "/" + (game_data.config.max_score || "?"));
say(line, score);
}
say(line, "Moves: " + game_data.meta.turns);
return line;
}
function refresh_view(verso_msg, recto_msg) {
verso.innerHTML = "";
say(verso, status_line());
if (verso_msg)
say(verso, verso_msg);
look();
recto.innerHTML = "";
if (recto_msg)
say(recto, recto_msg);
say(recto, carried_objects());
}
function carried_objects() {
var list = tag("dl");
say(list, tag("dt", game_data.objects.hero.name));
say(list, tag("dd", game_data.objects.hero.description));
var inventory = find_objects_in("hero");
var non_spells = filter_objects(inventory,
function (obj) { return obj.type !== "spell"; });
var spells = filter_objects(inventory,
function (obj) { return obj.type === "spell"; });
say(list, tag("dt", "You are carrying:"));
if (count_keys(non_spells) > 0)
say(list, tag("dd", object_list(non_spells)));
else
say(list, tag("dd", "Nothing."));
if (game_data.config.use_spells) {
say(list, tag("dt", "Spells you know:"));
if (count_keys(spells) > 0)
say(list, tag("dd", object_list(spells)));
else
say(list, tag("dd", "None yet."));
}
if (game_data.config.use_breakdown) {
say(list, tag("dt", "Score breakdown:"));
say(list, tag("dd", score_breakdown()));
}
return list;
}
// Avoid creating an discarding an array as with Object.keys(obj).length.
function count_keys(obj) {
var count = 0;
for (var i in obj) count++;
return count;
}
function filter_objects(group, filter) {
var kept = {};
for (var i in group)
if (filter(group[i]))
kept[i] = group[i];
return kept;
}
function score_breakdown() {
var list = tag("ul");
for (var i in game_data.objects) {
var obj = game_data.objects[i];
if (obj.score && obj.visited)
say(list, tag("li", explain_score(i, obj)));
}
return list;
}
function explain_score(obj_id, obj) {
switch (obj.type) {
case "room": return obj.score
+ " points for visiting "
+ obj.name;
case "exit": return obj.score
+ " points for going "
+ obj.name + " from "
+ game_data.objects[obj_id.location].name;
case "scenery": return obj.score
+ " points for entering the "
+ obj.name;
case "thing": return obj.score
+ " points for picking up the "
+ obj.name;
case "vehicle": return obj.score
+ " points for getting on the "
+ obj.name;
case "text": return obj.score
+ " points for reading the "
+ obj.name;
case "action": return obj.score
+ " points for getting to "
+ obj.name + " the "
+ game_data.objects[obj_id.location].name;
case "spell": return obj.score
+ " points for learning "
+ obj.name;
}
}
function room_here() {
var me = game_data.objects.hero;
var here = game_data.objects[me.location];
if (here.type === "vehicle")
return here.location;
else
return me.location;
}
function room_has_light(room_id) {
if (!game_data.objects[room_id].dark)
return true;
var obj = find_objects_in("hero");
for (var i in obj)
if (obj[i].light)
return true;
var obj = find_objects_in(room_id);
for (var i in obj)
if (obj[i].light)
return true;
return false;
}
function find_objects_in(loc) {
var found = {};
for (var i in game_data.objects) {
var obj = game_data.objects[i];
if (obj.location !== loc)
continue;
else if (obj.type === "exit" || obj.type === "action")
continue;
else
found[i] = obj;
}
return found;
}
function object_list(group) {
var list = tag("ul");
for (var i in group) {
var item = tag("li", group[i].name);
var actions = object_actions(i, group[i]);
for (var j in actions)
say(item, actions[j]);
say(list, item);
}
return list;
}
function object_actions(obj_id, obj) {
var list = [];
switch (obj.type) {
case "thing":
list.push(action_button(
"look", obj_id, handle_look_at));
if (obj.location === "hero")
list.push(action_button(
"drop", obj_id, handle_drop));
else
list.push(action_button(
"take", obj_id, handle_take));
break;
case "scenery":
list.push(action_button(
"look", obj_id, handle_look_at));
if (obj.link) {
list.push(exit_button(
"enter", obj_id, "hero"));
}
break;
case "vehicle":
list.push(action_button(
"look", obj_id, handle_look_at));
if (game_data.objects.hero.location === obj_id)
list.push(action_button(
"get off", obj_id, handle_get_off));
else
list.push(action_button(
"get on", obj_id, handle_get_on));
break;
case "text":
list.push(action_button(
"read", obj_id, handle_read));
break;
case "spell":
if (obj.location === "hero")
list.push(action_button(
"cast", obj_id, handle_cast));
else
list.push(action_button(
"learn", obj_id, handle_learn));
}
for (i in game_data.objects) {
var obj2 = game_data.objects[i];
if (obj2.location === obj_id && obj2.type === "action")
if (!obj2.dark)
list.push(action_button(
obj2.name, i, handle_action));
}
return list;
}
function action_button(label, obj_id, handler) {
var button = document.createElement("button");
button.type = "button";
button.setAttribute("data-target", obj_id);
button.innerHTML = label;
button.addEventListener("click", handler, false);
return button;
}
function exit_button(label, obj_id, actor_id) {
var button = action_button(label, obj_id, handle_exit);
button.setAttribute("data-actor", actor_id);
return button;
}
function handle_look_at() {
game_data.meta.turns++;
var obj_id = this.getAttribute("data-target");
if (room_has_light(room_here()))
refresh_view(null, object_description(obj_id));
else
refresh_view(null, "It's too dark to see much at all.");
}
function object_description(obj_id) {
var obj = game_data.objects[obj_id];
var desc = tag("div");
if (!obj.visited && obj.initial)
say(desc, tag("p", obj.initial));
else if (obj.description) {
say(desc, tag("p", obj.description));
} else {
say(desc, tag("p", "You see nothing special."));
}
say(desc, object_list(find_objects_in(obj_id)));
return desc;
}
function handle_take() {
var obj_id = this.getAttribute("data-target");
var obj = game_data.objects[obj_id];
if (pass_lock("hero", obj.lock)) {
score_object(obj_id);
obj.location = "hero";
obj.visited = true;
if (obj.success)
var msg = tag("p", obj.success);
else
var msg = tag("p", "Taken.");
} else if (obj.failure) {
var msg = tag("p", obj.failure);
} else {
var msg = tag("p", "You can't seem to pick that up.");
}
game_data.meta.turns++;
refresh_view(null, msg);
}
function handle_drop() {
var obj_id = this.getAttribute("data-target");
var obj = game_data.objects[obj_id];
var room_id = game_data.objects.hero.location;
var here = game_data.objects[room_id];
if (obj.sticky) {
if (obj.nodrop)
var msg = tag("p", obj.nodrop);
else
var msg = tag("p",
"You try to drop that, but can't seem to.");
} else if (here.sticky) {
if (here.nodrop)
var msg = tag("p", here.nodrop);
else
var msg = tag("p",
"You try to drop that, but can't seem to.");
} else {
if (here.link)
obj.location = here.link;
else
obj.location = room_id;
if (obj.drop)
var msg = tag("p", obj.drop);
else
var msg = tag("p", "Dropped.");
if (here.drop)
say(msg, " " + here.drop);
}
game_data.meta.turns++;
refresh_view(null, msg);
}
function handle_get_on() {
var obj_id = this.getAttribute("data-target");
var obj = game_data.objects[obj_id];
if (pass_lock("hero", obj.lock)) {
score_object(obj_id);
game_data.objects.hero.location = obj_id;
obj.visited = true;
if (obj.success)
var msg = tag("p", obj.success);
else
var msg = tag("p",
"You get on the " + obj.name + ".");
} else if (obj.failure) {
var msg = tag("p", obj.failure);
} else {
var msg = tag("p",
"You can't seem to get on the " + obj.name + ".");
}
game_data.meta.turns++;
refresh_view(null, msg);
}
function handle_get_off() {
var obj_id = this.getAttribute("data-target");
var obj = game_data.objects[obj_id];
game_data.objects.hero.location = obj.location;
game_data.meta.turns++;
refresh_view(null, tag("p", "You get off the " + obj.name + "."));
}
function handle_read() {
var obj_id = this.getAttribute("data-target");
var obj = game_data.objects[obj_id];
game_data.meta.turns++;
if (room_has_light(room_here())) {
score_object(obj_id);
obj.visited = true;
if (obj.link)
game_data.objects[obj.link].dark = false;
var msg = tag("div", tag("p", obj.description));
say(msg, success_message(obj));
} else {
var msg = tag("p", "It's too dark in here to read.");
}
refresh_view(null, msg);
if (obj.ending)
end_game();
}
function handle_action() {
var obj_id = this.getAttribute("data-target");
var obj = game_data.objects[obj_id];
game_data.meta.turns++;
if (pass_lock("hero", obj.lock)) {
score_object(obj_id);
obj.visited = true;
if (obj.link) {
var target = game_data.objects[obj.link];
target.dark = !target.dark;
}
if (!obj.sticky)
obj.dark = true;
var msg = tag("p", success_message(obj));
} else {
var msg = tag("p", obj.failure);
}
refresh_view(null, msg);
}
function handle_learn() {
var obj_id = this.getAttribute("data-target");
var obj = game_data.objects[obj_id];
score_object(obj_id);
obj.location = "hero";
obj.visited = true;
game_data.meta.turns++;
refresh_view(null, "You seem to have learned a new spell!");
}
function handle_cast() {
var obj_id = this.getAttribute("data-target");
var obj = game_data.objects[obj_id];
if (pass_lock("hero", obj.lock)) {
if (obj.link) {
var target = game_data.objects[obj.link];
if (target.type === "room") {
score_object(obj.link);
game_data.objects.hero.location = obj.link;
} else {
target.location = room_here();
}
}
var msg = tag("p", success_message(obj));
} else {
var msg = tag("p", obj.failure);
}
refresh_view(null, msg);
}
function look() {
var obj = game_data.objects;
var me = obj.hero;
var room_id = me.location
var here = obj[room_id];
if (here.type === "vehicle") {
var vehicle_msg = " (on the " + here.name + ")";
room_id = here.location
here = obj[room_id];
} else {
var vehicle_msg = "";
}
say(verso, tag("div", tag("b", here.name + vehicle_msg)));
if (room_has_light(room_here())) {
if (!here.visited && here.initial)
say(verso, tag("p", here.initial));
else
say(verso, tag("p", here.description));
here.visited = true;
say(verso, success_message(here));
var obj = find_objects_in(room_id);
delete obj.hero;
if (count_keys(obj) > 0) {
say(verso, tag("div", tag("b", "You see:")));
say(verso, object_list(obj));
}
} else {
if (here.failure)
say(verso, here.failure);
else
say(verso, "It's too dark to see much at all.");
}
if (!here.ending)
say(verso, exit_list(me.location));
}
function success_message(obj) {
if (obj.ending) {
if (obj.success)
var succ = tag("p", "*** " + obj.success + " ***");
else
var succ = tag("p", "*** The End ***");
succ.className = "ending";
return succ;
} else {
return tag("p", obj.success);
}
}
function exit_list(room_id) {
var list = tag("div", tag("b", "Which way now?"));
say(list, tag("br"));
var obj = game_data.objects;
if (obj[room_id].type === "vehicle") {
var actor = room_id;
room_id = obj[room_id].location;
} else {
var actor = "hero";
}
var is_dark = !room_has_light(room_id);
for (var i in obj) {
if (obj[i].location !== room_id)
continue;
else if (obj[i].type !== "exit")
continue;
else if (obj[i].dark)
continue;
else if (is_dark && !obj[i].light)
continue;
var btn = exit_button(obj[i].name, i, actor);
if (!obj[i].visited && obj[i].initial)
btn.title = obj[i].initial;
else if (obj[i].description)
btn.title = obj[i].description;
say(list, btn);
}
return list;
}
function handle_exit() {
var exit_id = this.getAttribute("data-target");
var actor_id = this.getAttribute("data-actor");
var exit_obj = game_data.objects[exit_id];
var actor = game_data.objects[actor_id];
if (exit_obj.visited && exit_obj.sticky) {
pass_through(exit_obj, actor);
} else if (pass_lock(actor_id, exit_obj.lock)) {
pass_through(exit_obj, actor);
} else {
var msg = tag("p", exit_obj.failure);
say(verso, msg);
msg.scrollIntoView();
}
}
function pass_lock(actor_id, lock) {
if (lock === undefined) {
return true;
} else if (typeof lock === "string") {
var key_id = lock.substr(1);
var key = game_data.objects[key_id];
switch (lock[0]) {
case "+": return key.location === actor_id;
case "-": return key.location !== actor_id;
case "?": return key_id === actor_id;
case "!": return key_id !== actor_id;
case "@": return key.visited;
case "^": return !key.visited;
case "#": return !key.dark;
case "~": return key.dark;
default: throw new Error("Bad lock type: " + lock[0]);
}
} else {
throw new Error("Bad lock: " + lock.toString());
}
}
function pass_through(exit_obj, actor) {
// Rooms must be scored *before* entering them,
// or else the change won't register until next turn.
score_object(exit_obj.link);
actor.location = exit_obj.link;
exit_obj.visited = true;
game_data.meta.turns++;
refresh_view(tag("p", success_message(exit_obj)));
if (exit_obj.ending || game_data.objects[exit_obj.link].ending)
end_game();
}
function score_object(obj_id) {
var obj = game_data.objects[obj_id];
if (obj.score && !obj.visited)
game_data.meta.score += obj.score | 0;
}
function start_game() {
game_data.meta.turns = 0;
game_data.meta.score = 0;
refresh_view(tag("p", game_data.config.banner));
//wait_button.disabled = false;
restart_button.disabled = false;
save_button.disabled = false;
}
function end_game() {
var buttons = document.getElementsByTagName("button");
for (var i in buttons)
buttons[i].disabled = true;
document.getElementById("save-button").disabled = false;
document.getElementById("restart-button").disabled = false;
}
function show_metadata() {
verso.innerHTML = "";
say(verso, edition_notice(game_data.meta));
recto.innerHTML = "";
say(recto, title_page(game_data.meta));
if (game_data.meta.title)
document.title =
game_data.meta.title;
if (game_data.meta.language) {
verso.lang = game_data.meta.language;
recto.lang = game_data.meta.language;
}
}
window.addEventListener("load", function () {
"use strict";
verso = document.getElementById("verso-page");
recto = document.getElementById("recto-page");
//wait_button = document.getElementById("wait-button");
//undo_button = document.getElementById("undo-button");
restart_button = document.getElementById("restart-button");
save_button = document.getElementById("save-button");
// Firefox "helpfully" remembers the wrong state on page reload.
restart_button.disabled = true;
save_button.disabled = true;
var input = document.getElementById("local-file");
input.addEventListener("change", function () {
var file = this.files[0];
var reader = new FileReader();
reader.onload = function () {
try {
game_text = reader.result;
game_data = JSON.parse(reader.result);
if (game_data.meta.turns !== undefined) {
game_data.meta.turns |= 0;
game_data.meta.score |= 0;
refresh_view();
restart_button.disabled = false;
save_button.disabled = false;
} else {
if (game_data.config.max_score)
game_data.config.max_score |= 0;
show_metadata();
}
} catch (e) {
console.log(e);
alert("Can't load story file. See console.");
}
};
reader.readAsText(file);
}, false);
save_button.addEventListener("click", function () {
if (window.File !== undefined) {
var save_data = JSON.stringify(game_data);
var save_file = new File([save_data], "save.json", {
"type": "application/octet-stream"
});
var url = URL.createObjectURL(save_file);
window.location.assign(url);
URL.revokeObjectURL(url);
} else {
alert("Can't save game in this browser, sorry.");
}
}, false);
/*wait_button.addEventListener("click", function () {
game_data.meta.turns++;
refresh_view(tag("p", "You wait. Time passes..."));
}, false);
undo_button.addEventListener("click", function () {
}, false);*/
restart_button.addEventListener("click", function () {
game_data = JSON.parse(game_text);
show_metadata();
}, false);
if (game_data) {
game_text = JSON.stringify(game_data);
show_metadata();
}
}, false);
</script>
</body>
</html>