ifmapper 0.5

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Files changed (87) hide show
  1. data/HISTORY.txt +2 -0
  2. data/IFMapper.gemspec +21 -0
  3. data/IFMapper.rb +27 -0
  4. data/icons/copy.png +0 -0
  5. data/icons/cut.png +0 -0
  6. data/icons/filenew.png +0 -0
  7. data/icons/fileopen.png +0 -0
  8. data/icons/filesave.png +0 -0
  9. data/icons/filesaveas.png +0 -0
  10. data/icons/help.png +0 -0
  11. data/icons/kill.png +0 -0
  12. data/icons/nextpage.png +0 -0
  13. data/icons/paste.png +0 -0
  14. data/icons/prevpage.png +0 -0
  15. data/icons/printicon.png +0 -0
  16. data/icons/redo.png +0 -0
  17. data/icons/saveas.png +0 -0
  18. data/icons/undo.png +0 -0
  19. data/icons/winapp.png +0 -0
  20. data/icons/zoom.png +0 -0
  21. data/lib/IFMapper/Connection.rb +63 -0
  22. data/lib/IFMapper/FXAboutDialogBox.rb +32 -0
  23. data/lib/IFMapper/FXConnection.rb +283 -0
  24. data/lib/IFMapper/FXConnectionDialogBox.rb +126 -0
  25. data/lib/IFMapper/FXMap.rb +1614 -0
  26. data/lib/IFMapper/FXMapDialogBox.rb +51 -0
  27. data/lib/IFMapper/FXMapFileDialog.rb +29 -0
  28. data/lib/IFMapper/FXMapperSettings.rb +45 -0
  29. data/lib/IFMapper/FXMapperWindow.rb +1051 -0
  30. data/lib/IFMapper/FXPage.rb +24 -0
  31. data/lib/IFMapper/FXPageDialogBox.rb +38 -0
  32. data/lib/IFMapper/FXRoom.rb +218 -0
  33. data/lib/IFMapper/FXRoomDialogBox.rb +119 -0
  34. data/lib/IFMapper/FXSearchDialogBox.rb +51 -0
  35. data/lib/IFMapper/FXSpline.rb +54 -0
  36. data/lib/IFMapper/FXWarningBox.rb +45 -0
  37. data/lib/IFMapper/IFMReader.rb +613 -0
  38. data/lib/IFMapper/Map.rb +110 -0
  39. data/lib/IFMapper/PDFMapExporter.rb +315 -0
  40. data/lib/IFMapper/Page.rb +158 -0
  41. data/lib/IFMapper/Room.rb +104 -0
  42. data/maps/Bureaucracy.ifm +75 -0
  43. data/maps/Hollywood_Hijinx.ifm +149 -0
  44. data/maps/Jigsaw.ifm +806 -0
  45. data/maps/LGOP.ifm +705 -0
  46. data/maps/Mercy.ifm +76 -0
  47. data/maps/Planetfall.ifm +186 -0
  48. data/maps/Plundered_Hearts.ifm +251 -0
  49. data/maps/Ralph.ifm +50 -0
  50. data/maps/Robots_of_Dawn.ifm +224 -0
  51. data/maps/Seastalker.ifm +149 -0
  52. data/maps/Sherlock.ifm +209 -0
  53. data/maps/SoFar.ifm +72 -0
  54. data/maps/Starcross.ifm +170 -0
  55. data/maps/Suspended.ifm +82 -0
  56. data/maps/Wishbringer.ifm +277 -0
  57. data/maps/Wishbringer2.ifm +246 -0
  58. data/maps/Zork1.ifm +410 -0
  59. data/maps/Zork2.ifm +150 -0
  60. data/maps/Zork3.ifm +136 -0
  61. data/maps/Zork_Zero.ifm +557 -0
  62. data/maps/anchor.ifm +645 -0
  63. data/maps/atrox.ifm +134 -0
  64. data/maps/awaken.ifm +116 -0
  65. data/maps/babel.ifm +279 -0
  66. data/maps/bse.ifm +150 -0
  67. data/maps/change.ifm +128 -0
  68. data/maps/curses.ifm +307 -0
  69. data/maps/curves.ifm +529 -0
  70. data/maps/edifice.ifm +158 -0
  71. data/maps/frozen.ifm +126 -0
  72. data/maps/glow.ifm +101 -0
  73. data/maps/library.ifm +93 -0
  74. data/maps/mindelec.ifm +89 -0
  75. data/maps/minster.ifm +234 -0
  76. data/maps/muse.ifm +154 -0
  77. data/maps/paperchase.ifm +110 -0
  78. data/maps/space_st.ifm +104 -0
  79. data/maps/stationfall.ifm +320 -0
  80. data/maps/theatre.ifm +182 -0
  81. data/maps/toonesia.ifm +54 -0
  82. data/maps/tortoise.ifm +72 -0
  83. data/maps/vgame.ifm +219 -0
  84. data/maps/weather.ifm +98 -0
  85. data/maps/windhall.ifm +154 -0
  86. data/maps/zebulon.ifm +68 -0
  87. metadata +144 -0
data/maps/bse.ifm ADDED
@@ -0,0 +1,150 @@
1
+ # IFM Map for bse.z5
2
+ # "BSE" is by Chris Smith.
3
+ # This file writen by Dave Chapeskie <dchapes@ddm.crosswinds.net>
4
+ # $Id: bse.ifm,v 1.3 2000/10/27 17:22:45 dchapes Exp $
5
+
6
+ title "BSE";
7
+ item "faxed note" tag fax;
8
+ item "remote control" tag remote;
9
+
10
+
11
+ ########################################################################
12
+ map "BSE";
13
+
14
+ room "Country Lane" tag Lane start exit n s ne;
15
+ item "car";
16
+ item "wooden gate";
17
+ task "put watch battery from pistol in remote" tag Fix_remote
18
+ need remote pistol score 2;
19
+ task "push remote" tag P_remote after Fix_remote score 2;
20
+ task "open boot" tag O_car after P_remote get briefcase coat key_ring;
21
+ item "briefcase" tag briefcase hidden;
22
+ item "coat" tag coat hidden keep;
23
+ item "key ring" tag key_ring hidden;
24
+ task "put watch battery back in pistol" after O_car need remote pistol;
25
+ task "wear coat" tag W_coat need coat;
26
+ task "unlock briefcase" tag UL_briefcase need briefcase key_ring;
27
+ task "open briefcase" get jar typed_note need briefcase;
28
+ item "jar" tag jar hidden;
29
+ item "typed note" tag typed_note hidden;
30
+ task "put jar, pistol in pockets" need jar pistol;
31
+
32
+ room "The Green Calf" dir n nw exit se;
33
+ item "Tom";
34
+ item "Dick";
35
+ item "Harry";
36
+ task "ask Tom about cows";
37
+ task "ask Dick about BSE";
38
+ task "Ask Harry about devil";
39
+ task "x note" tag X_fax need fax note "'Red-Chevette'";
40
+ task "Dick, red-chevette" after last score 2 give beer;
41
+ item "can of beer" tag beer hidden;
42
+ task "Harry, red-chevette" note "mentions Mr. Robertson";
43
+ task "ask Tom about beer" need beer;
44
+ task "open can.get can and shake it" need beer score 2 get brass_key
45
+ note "the brass key falls out";
46
+ item "brass key" tag brass_key hidden;
47
+
48
+
49
+ room "Garden" dir s from Lane exit n e;
50
+ item "flower bed";
51
+ item "garden fork" tag fork;
52
+ task "search bed" get pistol score 1 note "reveals toy pistol";
53
+ item "toy pistol" tag pistol hidden;
54
+
55
+ room "Farmyard" tag Farmyard dir ne from Lane exit sw n e;
56
+ item "farm gate";
57
+ item "leaflet" tag leaflet;
58
+ item "chickens";
59
+ task "x leaflet" tag X_leaflet;
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+ task "consult leaflet about country code" after X_leaflet;
61
+ task "consult leaflet about weather forecasting" after X_leaflet;
62
+ task "consult leaflet about sheep varieties" tag leaflet_sheep
63
+ after X_leaflet;
64
+ task "consult leaflet about mountain sheep" after leaflet_sheep;
65
+ task "consult leaflet about Fliglot" after leaflet_sheep;
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+
67
+ room "Barn" tag Barn dir e;
68
+ item "haystack";
69
+ item "tractor";
70
+ task "unlock tractor with key" tag UL_tractor need brass_key score 1;
71
+ task "open tractor. search it" after UL_tractor score 1 get envelope
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+ note "reveals beige envelope";
73
+ item "beige envelope" tag envelope hidden;
74
+ task "climb tractor" tag C_tractor;
75
+
76
+
77
+ room "Hall" tag Hall dir n from Farmyard exit n e w s;
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+ item "welly rack";
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+ item "sou'wester" tag hat keep;
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+ task "Get sou'wester" tag Reveal_socket give hat note "reveals socket";
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+ task "wear hat" tag W_hat need hat; #in any
82
+ task "put kettle on welly rack" need kettle drop it
83
+ after Reveal_socket;
84
+ task "plug in kettle" after last score 2;
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+ task "turn kettle on" tag On_kettle after last;
86
+ task "wait for kettle to steam" follow last;
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+ task "steam envelope" follow last need envelope score 3 get postcard
88
+ note "reveals a postcard";
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+ item "postcard" tag postcard hidden;
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+
91
+ room "Farmhouse Kitchen" dir e exit w;
92
+ item "rubber glove" tag glove;
93
+ item "kettle" tag kettle lost;
94
+
95
+ room "Lounge" tag Lounge dir w from Hall exit e;
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+ item "hearth-rug";
97
+ item "dog";
98
+ task "push yellow button" need pistol score 3 note "dog leaves";
99
+ task "roll rug" follow last score 2 note "reveals trapdoor";
100
+ task "x trapdoor" follow last note "six holes";
101
+ task "open trapdoor with fork" tag O_trapdoor need fork follow last
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+ score 3;
103
+
104
+ room "Underground Passage" dir nw go down after O_trapdoor exit se nw;
105
+ item "enormous door";
106
+ task "x dial. x card" need postcard;
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+ task "spell out Denzil on dial" tag UL_door after last score 5;
108
+
109
+ room "Lab Six" dir nw n after UL_door exit s;
110
+ item "wooden pinboard";
111
+ item "sci-fi gadget";
112
+ task "turn on gadget" tag Try_gadget;
113
+ task "reverse glove" tag Rev_glove need glove score 4 in any;
114
+ task "put glove on pad" after last need glove score 3;
115
+ task "turn on gadget" after last;
116
+ task "put jar in bay" after last need jar drop it;
117
+ task "Sharon, scan jar" after last score 2;
118
+ task "open jar" after last need jar;
119
+ task "pour liquid into pistol" tag Load_pistol after last need jar
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+ score 2;
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+
122
+ room "Ledge" dir e se s from Barn go up after C_tractor score 2 exit w;
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+ item "rope ladder";
124
+ task "unroll ladder" tag Unroll_ladder;
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+ room "Haystack" dir w after W_hat W_coat exit nw n ne w e sw s se;
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+ item "beer";
127
+ room "Haystack" dir nw exit nw n ne w e sw s se;
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+ item "jar";
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+ room "Altar Chamber" dir sw score 5;
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+ item "cross";
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+ item "small note";
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+ item "pictogram";
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+ task "shoot pistol at note" after Load_pistol need pistol
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+ note "if you miss then try again";
135
+ task "read note" tag Read_note follow last;
136
+ task "wait for demon to roar" follow last;
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+ task "shoot pistol at demon" follow last score 5;
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+
139
+ task "escape" in Farmyard follow last score 8 finish;
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+
141
+ ########################################################################
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+ # Tweaks to help the solver generate a working walkthrough
143
+
144
+ # Force things to happen in a convient order order
145
+ link Hall need envelope;
146
+ link Lounge need postcard;
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+ task C_tractor after Load_pistol;
148
+ task Rev_glove after Try_gadget;
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+
150
+ # EOF
data/maps/change.ifm ADDED
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+ # IFM Map for "For A Change" by Dan Schmidt
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+ # Based on Version 1.02 / Serial number 990930
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+ #
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+ # This file writen by Dave Chapeskie <dchapes@ddm.crosswinds.net>
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+ #
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+ # $Id: change.ifm,v 1.1 2001/02/24 07:57:37 dchapes Exp $
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+ #
8
+
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+ # Mark the starting location
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+ room_border_width = 2 in style Start;
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+
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+ # Mark dark rooms
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+ room_colour="grey" in style Dark;
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+
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+ title "For A Change";
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+
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+ ########################################################################
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+ # Starting items
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+ item "small stone" tag stone;
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+
21
+ ########################################################################
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+
23
+ room "Under the High Wall" tag High_Wall style Start start exit w n s;
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+ item "guidebook" tag book keep;
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+ task "depart resting" tag depart;
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+ #task "read about high wall in book" need book;
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+ #task "read about plain in book" need book;
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+ #task "read about mobile in book" need book;
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+
30
+
31
+ room "Hillside" tag Hillside dir s after depart;
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+ #task "read about spinster in book" need book;
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+
34
+ room "Before the Cube" tag Cube dir n from High_Wall after depart;
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+ task "x cube";
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+ task "x cup" follow last;
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+ task "look up" tag break follow last;
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+
39
+ room "In the Cube" dir n after put_stone;
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+ item "cup";
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+ task "x cup";
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+ item "lie establisher" tag lie_establisher hidden after last;
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+ task "read about lie establisher in book" need book after last;
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+
45
+
46
+ room "In the Shade" tag Shade dir w from High_Wall after depart;
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+ task "read about toolman in book" need book;
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+ task "give anchisel to toolman" need anchisel lose it
49
+ give lie_opener;
50
+ item "lie opener" tag lie_opener hidden;
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+ task "read about lie opener in book" need book after last;
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+
53
+ room "Before the Tower" tag Before_Tower dir w exit w;
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+ #task "read about tower in book" need book;
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+ #task "read plaque";
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+
57
+ room "Base of Tower" dir w;
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+ item "wood scrapes";
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+
60
+ room "Halfway Up Tower" dir n go up;
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+
62
+ room "Observation Room" tag Observation dir n e go up;
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+ link Observation before throw_fish;
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+ item "model landscape";
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+ #task "x crack" after break;
66
+ task "put stone in crack" tag put_stone after break need stone lose it;
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+ task "turn model over" after throw_fish;
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+ task "go outside" cmd "d. d. e." after last
69
+ goto Before_Tower finish;
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+
71
+ room "On the Flagpole" tag Flagpole dir s leave all;
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+
73
+ room "By the Hole" dir n from Shade link Cube;
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+ task "x hole";
75
+ #task "x pool" after last;
76
+ #task "x handle" after last;
77
+ task "get handle fish with bar" need bar give handlefish
78
+ after water_fall;
79
+ item "handlefish" tag handlefish hidden after last;
80
+
81
+ room "Outside Cave" tag Outside_Cave dir s from Shade link Hillside;
82
+ room "Inside the Cave" dir s;
83
+ room "Lantern Room" tag Lantern dir e;
84
+ item "songlantern";
85
+ #task "read about songlantern in book" need book;
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+ #task "listen";
87
+ item "bar" tag bar;
88
+
89
+ room "End of Passage" tag Passage dir e;
90
+ task "press button" tag water_fall need lie_opener;
91
+ task "wait until the water stops" cmd "wait" 4 follow last goto Outside_Cave;
92
+ task "squeeze lie establisher" tag squeeze need lie_establisher handlefish
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+ goto Cylinder;
94
+
95
+ room "In The Cylinder" tag Cylinder dir e go up nopath;
96
+ task "wait" follow squeeze goto Top_Cylinder;
97
+
98
+ room "Top Of Cylinder" tag Top_Cylinder dir n go up nopath;
99
+
100
+ room "On The High Wall" tag On_High_Wall dir n go up;
101
+ link On_High_Wall before throw_fish;
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+ task "throw handlefish in ocean" tag throw_fish need handlefish lose it;
103
+ task "wait" tag wall_falls cmd "wait" 2 follow last
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+ goto Water lose book; # lose all
105
+
106
+
107
+ room "In The Ocean" tag Ocean dir e from Top_Cylinder leave all;
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+ link On_High_Wall to Ocean dir e oneway leave all;
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+
110
+ room "In The Water" tag Water dir w from On_High_Wall oneway nopath;
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+ task "get on rock" follow wall_falls;
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+ task "wait" follow last;
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+ task "get on flagpole" follow last goto Flagpole;
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+
115
+ room "Sloping Passage" dir s from Lantern;
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+ task "sing" tag sing;
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+
118
+ room "Dead End" style Dark dir w after sing;
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+ item "anchisel" tag anchisel;
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+ #task "read about anchisel in book" need book;
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+ #task "read about curry in book" need book after last;
122
+
123
+
124
+ # Not required, just makes the generated walkthrough nicer
125
+ task "x words" in Passage need lie_opener;
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+ task water_fall after last;
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+
128
+ # EOF
data/maps/curses.ifm ADDED
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+ # IFM Map for "Curses" by Graham Nelson
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+ # This file written by Dave Chapeskie <dchapes@ddm.crosswinds.net>
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+ #
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+ # $Id: curses.ifm,v 1.4 2003/01/11 21:29:21 dchapes Exp $
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+ #
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+ # Note: not finished or updated to use IFM 2.0 features
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+
8
+ title "Curses";
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+
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+ # Starting items
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+ item "torch" tag torch keep;
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+
13
+ # XXX these items are really picked up somewhere
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+ item "medicine bottle" tag medicine;
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+
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+ ########################################################################
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+ map "House/Attic Area";
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+
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+ room "Attic" tag Attic start;
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+ item "teachest";
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+ item "History of the Meldrews" tag history_book hidden keep need sack;
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+ room "Servants Room" tag ServantsRoom dir e join Premonition;
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+ item "bed";
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+ item "dictionary";
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+ item "scarf" tag scarf;
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+ task "lie on bed and sleep" tag ServantsSleep goto Premonition;
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+
28
+ room "Old Furniture" dir s from Attic;
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+ item "cupboard";
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+ item "gift wrapped parcel" tag parcel hidden lost need sack;
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+ task "open parcel" tag O_parcel need parcel
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+ give chocolates postcard
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+ note "reveals box of chocolates and a postcard";
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+ item "box of chocolates" tag chocolates hidden lost;
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+ item "postcard" tag postcard hidden;
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+ room "Over East Wing" tag OverEastWing dir se;
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+ room "East Annex" tag EastAnnex dir e;
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+ item "insulation rolls";
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+ task "search rolls" tag XX_rolls after Wear_gloves;
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+ item "new battery" tag new_battery after XX_rolls keep;
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+ task "put new battery in torch" tag Fix_torch need new_battery torch
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+ in any;
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+ room "Inside Cupboard" dir n after Fix_torch style special puzzle join Cupboard;
44
+
45
+ room "Dead End" tag DeadEnd dir s from EastAnnex;
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+ item "rucksack" tag sack keep;
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+ task "push south wall" tag Push_s_wall after X_cross;
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+ room "Alison's Room" dir s style special after Push_s_wall;
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+ task "put flag on bed" tag Put_flag need flag;
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+ task "sleep" after Put_flag;
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+
52
+ room "Tiny Balcony" dir s;
53
+
54
+ room "Dark Room" dir w from OverEastWing;
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+ item "flash";
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+ item "photograph";
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+ item "hanging cord";
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+ task "pull cord" tag On_light need postcard;
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+ task "read postcard" tag R_postcard need postcard after On_light;
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+
61
+ room "Disused Observatory" tag Obs dir s from OverEastWing;
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+ item "glass ball";
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+ task "clean glass ball" tag Clean_glassball
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+ after UL_hatch; #not really
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+ task "set off alarm" tag FireAlarm after Proj_fool;
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+ room "Library" dir w
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+ after Clean_glassball; #not really
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+ item "pipes";
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+ item "romance novel" tag novel;
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+ item "poetry" tag poetry;
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+ task "fix pipes" need wrench get novel poetry;
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+ task "read poetry" need poetry goto UnrealCity;# in any;
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+
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+ room "Souvenir Room" tag Projector dir s from Obs;
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+ item "slide projector";
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+ task "turn on projector";
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+ task "turn the dial";
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+ task "put Ace of Cups in projector" need AceOfCups goto Cup1;
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+ task "put Fool in Projector" tag Proj_fool;
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+ room "" tag ThroughProjector dir s oneway style special puzzle;
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+
82
+
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+ room "Old Winery" tag OldWinery dir n from Attic;
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+ item "demijohn";
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+ item "tourist map" after O_demijohn;
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+ item "red battery" after O_demijohn;
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+ task "open demijogn" tag O_demijohn after Wear_gloves need sack;
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+ room "Jemima's Lair" tag JemimaLair dir w exit sw;
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+ item "calendar";
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+ task "turn radio on" tag On_radio after Push_radio;
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+ task "examine calendar" tag X_calendar note "Merlyn's hat is YELLOW"
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+ need chocolates; #not really
93
+ room "Airing Cupboard" dir s;
94
+ item "sheets";
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+ task "examine sheets" tag X_sheets note "reveals radio";
96
+ item "radio" tag radio hidden;
97
+ task "push radio north" tag Push_radio after X_sheets;
98
+
99
+ room "Potting Room" dir w from JemimaLair;
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+ item "Jemima";
101
+ item "gloves" tag gloves keep;
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+ task "wait for music" tag Z_music after On_radio
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+ note "Jemima needs to be distracted";
104
+ task "wear gloves" tag Wear_gloves need gloves in any
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+ after Z_music;
106
+ task "give chocolates to Jemima" tag G_chocolates need chocolates
107
+ after X_calendar;
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+ task "ask for yellow daisy chain" tag Ask_yellow after G_chocolates;
109
+ item "yellow daisy chain" tag daisy after Ask_yellow;
110
+ task "wear yellow daisy chain" tag W_daisy need daisy in any;
111
+
112
+ room "Storage Room" dir e from OldWinery
113
+ need sack; #not really
114
+ item "wrench" tag wrench;
115
+ room "Dumbwaiter" tag DumbTop dir e ne e go in;
116
+ item "chicken bone" tag bone lost;
117
+
118
+ room "Dumbwaiter" tag DumbBot dir s s style special oneway;
119
+ room "Dumbwaiter" tag DumbMid dir ne style special oneway;
120
+ link DumbMid to DumbTop style special oneway;
121
+
122
+ # Basement Area
123
+ room "Cellars" tag Cellars dir s from DumbBot go out;
124
+ item "robot mouse" tag mouse;
125
+ room "Cellar West" tag CellarWest dir w exit nw;
126
+ item "iron door";
127
+ room "Hellish Place" dir s;
128
+ item "demon";
129
+
130
+ room "Cellars South" dir s from Cellars;
131
+ item "small hole";
132
+ task "command mouse to get key" need mouse get brass_key;
133
+ item "brass key" tag brass_key hidden;
134
+
135
+ room "Wine Cellars" tag WineCellar dir e from Cellars;
136
+
137
+
138
+ room "Dark Shaft" dir n from DumbMid go out;
139
+ task "wear gas mask" tag Wear_gasmask need gas_mask;# in any;
140
+ room "Dark Passage" tag DarkPassage dir n;
141
+ task "unlock door" tag UL_door need brass_key after Wear_gasmask;
142
+
143
+ # Garden Area behind house
144
+ room "Garden Stream" tag GardenStream dir n from DarkPassage
145
+ style special after UL_door;
146
+ task "remove gas mask" need gas_mask after UL_door;# in any;
147
+ room "Beside the Wall" tag BesideWall dir e;
148
+ link BesideWall to WineCellar dir s s s s oneway style special;
149
+
150
+ room "Family Tree" tag FamilyTree dir nw from GardenStream;
151
+ room "Up the Tree" dir nw go up;
152
+ task "examine maze" tag X_maze note "empty space in se corner";
153
+
154
+ room "Clearing" tag Clearing dir w from FamilyTree;
155
+ room "Garage" dir w;
156
+ item "roller";
157
+ item "spade";
158
+ item "weed killer";
159
+
160
+ room "Vegtable Garden" dir s from Clearing;
161
+ item "bean plant";
162
+
163
+ room "Lawn Ornaments" dir e from FamilyTree;
164
+ room "Mosaic" tag Mosaic dir e;
165
+
166
+ room "Maze" dir n n from FamilyTree style puzzle special after X_maze;
167
+ room "View Point Lodge" dir w;
168
+ item "miniature" tag miniature;
169
+
170
+ # Area beside house
171
+ room "Beside Drive" dir e e from DeadEnd go down
172
+ style special after FireAlarm;
173
+ room "Public Footpath" tag Footpath dir ne ne ne n n n ne;
174
+ room "Hollow" tag Hollow dir w go down;
175
+ link Hollow to Mosaic oneway; # dir nw;
176
+
177
+ room "Stone Cross" dir n from Footpath exit n;
178
+ task "examine cross" tag X_cross;
179
+
180
+
181
+ room "Sandstone Passage" dir e e e from DarkPassage style special;
182
+ room "The Octagon" dir e;
183
+ room "White Hallway" tag WhiteHall dir se;
184
+ room "Halfway up Stairs" dir n go up;
185
+ room "Servants Room" dir n go up style puzzle join ServantsRoom;
186
+
187
+ room "Bricked Path" dir ne from WhiteHall;
188
+ room "Hedgery" tag Hedgery dir e;
189
+ room "Croquet Lawn" dir e;
190
+
191
+ room "Summer House" dir n from Hedgery;
192
+
193
+ ########################################################################
194
+ map "Premonition";
195
+
196
+ room "Premonition" tag Premonition;
197
+ room "Tent" dir e;
198
+ room "Shrine" dir n;
199
+ item "mascot" tag mascot;
200
+ task "examine mascot" tag X_mascot need mascot
201
+ note "just to hear a magic word";
202
+
203
+ room "Camp Fire" dir sw from Premonition;
204
+ room "Near Dolmen" dir e;
205
+ task "wake up" goto ServantsRoom after X_mascot;
206
+
207
+ ########################################################################
208
+ map "Inside Cupboard";
209
+
210
+ room "Inside Cupboard" tag Cupboard;
211
+ item "painting of Mad Isaac" tag painting;
212
+ item "gas mask" tag gas_mask need sack;
213
+ task "turn crank" tag O_roof
214
+ after UL_door; #not really
215
+ task "put brass key and torch in fireplace and drop all"
216
+ tag Prep_Fireplace
217
+ need brass_key torch after G_bone;
218
+ room "Fireplace" dir e after Prep_Fireplace;
219
+ room "Priest's Hole" dir s go down oneway style special;
220
+ item "stick";
221
+ item "key" tag key hidden;
222
+ task "Get all" tag Get_all give key;
223
+ task "unlock hatch" tag UL_hatch need brass_key after Get_all;
224
+ room "Cellar West" tag PseudoCellarWest dir e oneway
225
+ after UL_hatch style special puzzle;
226
+ join PseudoCellarWest to CellarWest oneway;
227
+ task "go back to cupboard and get all" goto Cupboard;
228
+
229
+ room "Roof" dir n from Cupboard exit s after O_roof;
230
+ room "Battlements" dir nw;
231
+ item "key";
232
+ task "Get key" tag G_key note "Joshua apears";
233
+ task "give chick bone to Joshua" tag G_bone need bone
234
+ after G_key note "key falls down fireplace";
235
+
236
+ ########################################################################
237
+ map "Unreal City";
238
+
239
+ room "Unreal City" tag UnrealCity;
240
+ room "Near Ring Road" dir e;
241
+ room "Chatelet-les-Halles" dir s go down;
242
+ item "Anton";
243
+
244
+ room "Shadowy Hallway" tag ShadowyHall dir n from UnrealCity;
245
+ room "Bohemia" dir e;
246
+ item "mural";
247
+ task "examine mural";
248
+
249
+ room "Consulting Room" dir n from ShadowyHall go up;
250
+ item "push bell";
251
+ item "tarrot cards";
252
+ item "the Fool" tag fool hidden after Push_bell1;
253
+ task "push bell" tag Push_bell1 goto UnrealCity;
254
+
255
+ room "Down by the River" dir w from UnrealCity;
256
+ item "silk handkerchief" tag hanky
257
+ need fool; #not really
258
+ task "wave hanky" tag Wave_hanky need hanky;
259
+ room "Boat" dir w go in style special after Wave_hanky;
260
+ item "Ace of Cups" tag AceOfCups hidden given;
261
+ task "say time" goto GardenStream;# get AceOfCups;
262
+ room "Garden Stream" dir n oneway join GardenStream style special puzzle;
263
+
264
+ ########################################################################
265
+ map "Museum";
266
+ join ThroughProjector to MuseumFoyer oneway;
267
+
268
+ room "Museum Foyer" tag MuseumFoyer exit s;
269
+ room "Revolving Door (?)" tag RevDoor dir ne;
270
+ link RevDoor to RevDoor dir n e s oneway;
271
+
272
+ ########################################################################
273
+ map "Ace of Cups card";
274
+ join ThroughProjector to Cup1 oneway;
275
+
276
+ room "store room" tag Cup1;
277
+ item "crates";
278
+ item "mounted bottle" tag bottle;
279
+ task "search crates" get ship;
280
+ item "model ship" tag ship hidden;
281
+ task "pull anchor and put ship in bottle" tag Ship_in_Bottle
282
+ need bottle ship;
283
+ task "examine ship" after Ship_in_Bottle goto Ship;
284
+
285
+ map "On board the Ship";
286
+ join Cup1 to Ship oneway;
287
+
288
+ room "ship" tag Ship;
289
+ item "flag" tag flag hidden after Parachute lost;
290
+ item "timber" tag timber hidden after Parachute lost;
291
+
292
+ room "mast" dir nw go up;
293
+ item "flag";
294
+ task "grab flag" tag G_flag;
295
+ task "go port" tag Parachute after G_flag goto Ship;
296
+
297
+ room "fore" dir n from Ship;
298
+ item "green branch" tag branch;
299
+
300
+ room "aft" dir s from Ship;
301
+ item "wheel";
302
+ item "anchor";
303
+ task "turn wheel" tag Turn_wheel
304
+ need flag timber branch; #not really
305
+ task "go down anchor" after Turn_wheel goto Projector;
306
+
307
+ # EOF