scottkit 0.0.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- data/.gitignore +4 -0
- data/GPL-2 +339 -0
- data/Makefile +5 -0
- data/README +75 -0
- data/Rakefile +58 -0
- data/VERSION +1 -0
- data/bin/scottkit +96 -0
- data/bin/scottkit.rb +96 -0
- data/data/.gitignore +1 -0
- data/data/adams/.gitignore +2 -0
- data/data/adams/AdamsGames.zip +0 -0
- data/data/adams/Makefile +18 -0
- data/data/crystal/crystal.map +112 -0
- data/data/crystal/crystal.sck +598 -0
- data/data/crystal/crystal.solution +82 -0
- data/data/dan-and-matt.sck +180 -0
- data/data/dan-and-matt.solution +32 -0
- data/data/howarth/.gitignore +2 -0
- data/data/howarth/Makefile +14 -0
- data/data/howarth/mysterious.tar.gz +0 -0
- data/data/test/Makefile +18 -0
- data/data/test/adams/Makefile +13 -0
- data/data/test/adams/adv01.solution +186 -0
- data/data/test/adams/adv01.transcript +869 -0
- data/data/test/adams/adv01.transcript.md5 +1 -0
- data/data/test/adams/adv02.solution +225 -0
- data/data/test/adams/adv02.transcript +970 -0
- data/data/test/adams/adv02.transcript.md5 +1 -0
- data/data/test/adams/adv04.solution +187 -0
- data/data/test/adams/adv04.transcript +876 -0
- data/data/test/adams/adv04.transcript.md5 +1 -0
- data/data/test/crystal.decompile +628 -0
- data/data/test/crystal.sao +373 -0
- data/data/test/crystal.save-file +62 -0
- data/data/test/crystal.save-script +41 -0
- data/data/test/crystal.sck +598 -0
- data/data/test/crystal.solution +82 -0
- data/data/test/crystal.transcript +413 -0
- data/data/test/t6.pretty-print +225 -0
- data/data/test/t7.sao +110 -0
- data/data/test/t7.solution +28 -0
- data/data/test/t7.transcript +147 -0
- data/data/tutorial/t1.sck +5 -0
- data/data/tutorial/t2.sck +14 -0
- data/data/tutorial/t3.sck +38 -0
- data/data/tutorial/t4.sck +62 -0
- data/data/tutorial/t5.sck +87 -0
- data/data/tutorial/t6.sck +119 -0
- data/data/tutorial/t7.sck +135 -0
- data/lib/scottkit/compile.rb +661 -0
- data/lib/scottkit/decompile.rb +175 -0
- data/lib/scottkit/game.rb +409 -0
- data/lib/scottkit/play.rb +474 -0
- data/notes/Definition +147 -0
- data/notes/Definition.saved-game +9 -0
- data/notes/Definition.scottfree-1.14 +142 -0
- data/notes/adventureland-maze +20 -0
- data/notes/continue-action +51 -0
- data/test/test_canonicalise.rb +94 -0
- data/test/test_compile.rb +54 -0
- data/test/test_decompile.rb +13 -0
- data/test/test_play.rb +20 -0
- data/test/test_playadams.rb +36 -0
- data/test/test_save.rb +31 -0
- data/test/withio.rb +15 -0
- data/test/withio_test.rb +31 -0
- metadata +118 -0
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# Modified from crystal.sac v1.7 (2006-11-11) from Games::ScottAdams
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# crystal.sck -- Scott Adams source file for _Crystal of Chaos_
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# ----------------------------------------------------------------------------
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# Global configuration
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ident 18400
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version 1
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wordlen 3
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maxload 5
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lighttime 100
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start hut
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treasury hut
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# Standard synonyms
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verbgroup go enter follow run walk
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verbgroup take get
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verbgroup leave drop
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#verbgroup cut chop ### currently causes a collision
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verbgroup batter ram
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# ----------------------------------------------------------------------------
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# Infrastructure actions (I don't think any game would ever omit these)
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action inventory: inventory
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action take inventory: inventory
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action score: score
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action save game: save_game
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action look: look
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# The path is dark; nowhere else is
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occur when "at" path
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set_dark
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###look # Hard to make this work right in a non-curses driver
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occur when !at path
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clear_dark
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###look # Hard to make this work right in a non-curses driver
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occur when !flag 1
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set_flag 1
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print "Welcome to `CRYSTAL OF CHAOS`"
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print "Written by Mike Taylor, starting Monday 10th April 2001"
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print "This is a demo for the `ScottKit` adventure system"
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print ""
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print "Your task is to find the six crown jewels of the"
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print "kingdom and store them in this hut. They are:"
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print "a platinum chain, a gold crown, a silver medallion"
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print "a bronze sceptre, a zinc goblet and a tin stoat."
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# ----------------------------------------------------------------------------
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# Use of flags
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# flag 1: Set forever once welcome message has been printed.
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# flag 2: True immediately after balsa wood is lit.
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# flag 3: True immediately after plywood is lit.
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# flag 4: True immediately after oak is lit.
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# flag 5: True while under water.
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# flag 6: Set true forever when first in the treasure clearing.
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# flag 7: True if all treasures but the stoat have been stored.
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# flag 8: True once the missing stoat message has been printed.
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#
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# Use of saved locations
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# location 1: when in vase, contains room player was in before.
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#
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# Use of counters:
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# counter 1: number of turns remaining to hold breath
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# ----------------------------------------------------------------------------
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# Preamble actions (must fire after body actions)
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occur when "at" clearing and !flag 6
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set_flag 6
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print "Oh, there they are. That wasn't as hard as I expected."
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# Check whether we have stored all treasures except the stoat
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occur when "at" hut
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set_flag 7
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#print "setting flag 7 (in hut)"
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occur when !here chain
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clear_flag 7
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#print "clearing flag 7 (no chain)"
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occur when !here crown
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clear_flag 7
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#print "clearing flag 7 (no crown)"
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occur when !here medallion
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clear_flag 7
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#print "clearing flag 7 (no medallion)"
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occur when !here sceptre
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clear_flag 7
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#print "clearing flag 7 (no sceptre)"
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occur when !here goblet
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clear_flag 7
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#print "clearing flag 7 (no goblet)"
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occur when flag 7 and !flag 8
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set_flag 8
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print "Ah, looks like I'm still missing the stoat."
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### This message appears even if the stoat is already stored.
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# Check whether we're under water ...
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occur when "at" pool set_flag 5
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occur when "at" river1 set_flag 5
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occur when "at" river2 set_flag 5
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occur when "at" river3 set_flag 5
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occur when "at" river4 set_flag 5
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# ... or whether we've just emerged from under water
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occur when "at" forest2 clear_flag 5
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occur when "at" chamber clear_flag 5
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occur when "at" vase clear_flag 5
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occur when "at" dead clear_flag 5
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occur when counter_eq 1
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print "I have to breathe NOW!"
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occur when counter_gt 0
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dec_counter
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occur when counter_gt 0
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print "I can only hold my breath for"
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print_counter
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print "more turns."
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occur when counter_eq 0 and flag 5
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print "I can't breathe ..."
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pause
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clear_flag 5
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die
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comment "Death due to lack of breath"
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# We'd like the next three occurs to go after the action for LIGHT
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# BALSA below. But that doesn't work, because although any number of
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# occurs may fire on a given turn, action-and-occur processing stops
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# immediately after the first successful action. (I determined this
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# by experiment: I couldn't determine the intent of the scottfree
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# source to save my life.) Instead, we do these occur's at the very
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# start of the _next_ turn -- which from the player's perspective is
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# indistinguishable from the end of the previous one.
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occur when flag 2 and here plywood
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print "The plywood also catches fire and burns quickly."
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destroy plywood
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set_flag 3
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occur when flag 3 and here oak
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print "The oak catches, and becomes a roaring fire."
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print "Smoke pours upwards."
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destroy oak
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drop fire
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set_flag 4
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occur when flag 4 and "at" glade
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destroy bees
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put drowsy_bees beech
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occur
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clear_flag 2
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clear_flag 3
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clear_flag 4
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comment "Fire-building must happen all in one go"
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action chop when !present axe
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print "I can't chop anything without an axe."
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action ram when !present trunk
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print "I don't have a battering ram."
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action light when !present match
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print "I don't have anything to light it with."
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# ----------------------------------------------------------------------------
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# Rooms, Items and associated Actions
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room hut "small wooden hut."
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exit east clearing
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item sign "Sign"
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action read sign when present sign
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print "It says - `Leave *TREASURES* here, then say: SCORE`"
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item axe "Axe"
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called axe
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noungroup axe ax
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item match "Single match"
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called match
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room clearing "clearing. There's a small hut to the west."
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exit north swamp
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exit east glade
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exit south forest
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exit west hut
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item chain "*Platinum chain*"
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called chain
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item crown "*Gold crown*"
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called crown
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item medallion "*Silver medallion*"
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called medallion
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item sceptre "*Bronze sceptre*"
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called sceptre
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item goblet "*Zinc goblet*"
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called goblet
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room glade "glade"
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exit west clearing
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exit north outcrop
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exit south forest2
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item beech "Beech tree"
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action climb tree when here beech
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goto beech
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look2
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room beech "the top of a beech tree"
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exit down glade
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item nest "Bees' nest"
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item honey "Wild honey"
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called honey
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action get honey when here bees
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print "No! Bees would sting me!"
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item bees "Killer bees"
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item drowsy_bees "Drowsy bees"
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nowhere
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action help when here bees
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print "Smoke 'em out!"
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room swamp "dismal swamp"
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exit east outcrop
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exit south clearing
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item cypress "Cypress tree"
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action chop tree when here cypress
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print "TIMBER!"
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swap cypress trunk
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drop stump
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look2
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item stump "-SOLID- stump"
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nowhere
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action examine stump when here stump
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print "There's nothing there all right! Maybe I should forget it?"
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item trunk "Trunk of cypress tree"
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called trunk
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nowhere
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item mud "Evil smelling mud"
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called mud
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item gas "Swamp gas"
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item slime "Patches of `OILY` slime"
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called oil
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item chiggers "Chiggers"
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called chiggers
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room outcrop "rocky area by an outcrop"
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exit west swamp
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exit south glade
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item bdoor "Balsa-wood door set into the rock"
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item lamp "Old-fashioned brass lamp"
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called lamp
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lightsource lamp
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action open door when here bdoor
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print "It's locked."
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verbgroup kick smash break
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action kick door when here bdoor
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swap bdoor tunnel
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drop balsa
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print "It splinters easily."
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print "There's a tunnel beyond."
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look2
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action chop door when here bdoor
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swap bdoor tunnel
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print "CRUNCH! It's smashed to smithereens!"
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print "There's a tunnel beyond."
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look2
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comment "no balsa wood"
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action ram door when here bdoor
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destroy bdoor
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drop tunnel
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print "DOOSH! It's absolutely annihilated!"
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print "There's a tunnel beyond."
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look2
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comment "no balsa wood"
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item balsa "Balsa wood"
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called balsa
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nowhere
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item tunnel "Tunnel disappears into the rock"
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nowhere
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action go tunnel when here tunnel
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goto tunnel
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look2
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room tunnel "dingy north-south tunnel"
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exit south outcrop
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item pdoor "Plywood door blocks the way north"
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action open door when here pdoor
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print "It's also locked."
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action kick door when here pdoor
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print "Ouch!"
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action chop door when here pdoor
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swap pdoor passage
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drop plywood
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print "CRUNCH!"
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print "There's a passage beyond."
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look2
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action ram door when here pdoor
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swap pdoor passage
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print "DOOSH! It's absolutely annihilated!"
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print "There's a passage beyond."
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look2
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comment "no plywood"
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item plywood "Plywood"
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called plywood
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nowhere
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item passage "Passage disappears into the rock"
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nowhere
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action go passage when here passage
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goto passage
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look2
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room passage "gloomy north-south passage"
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exit south tunnel
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|
+
item odoor "Oak door blocks the way north"
|
369
|
+
|
370
|
+
action open door when here odoor
|
371
|
+
print "OF COURSE it's locked!"
|
372
|
+
|
373
|
+
action kick door when here odoor
|
374
|
+
print "Ouch!"
|
375
|
+
|
376
|
+
action chop door when here odoor
|
377
|
+
print "It's too solid for the axe to make much impression."
|
378
|
+
|
379
|
+
action ram door when here odoor
|
380
|
+
swap odoor entrance
|
381
|
+
drop oak
|
382
|
+
print "DOOSH!"
|
383
|
+
print "There's an entrance beyond."
|
384
|
+
look2
|
385
|
+
|
386
|
+
item oak "Oak"
|
387
|
+
called oak
|
388
|
+
nowhere
|
389
|
+
|
390
|
+
item entrance "Entrance to the north"
|
391
|
+
nowhere
|
392
|
+
|
393
|
+
action go entrance when here entrance
|
394
|
+
goto empty
|
395
|
+
look2
|
396
|
+
|
397
|
+
room empty "empty room"
|
398
|
+
exit south passage
|
399
|
+
|
400
|
+
item fire "Blazing hot fire"
|
401
|
+
nowhere
|
402
|
+
|
403
|
+
action light plywood when "carried" plywood
|
404
|
+
print "Not while I'm carrying it!"
|
405
|
+
|
406
|
+
action light plywood when here plywood
|
407
|
+
print "I can't get it to catch fire."
|
408
|
+
print "My match goes out."
|
409
|
+
destroy match
|
410
|
+
|
411
|
+
action light oak when here oak
|
412
|
+
print "There's no way it will catch fire."
|
413
|
+
print "My match goes out."
|
414
|
+
destroy match
|
415
|
+
|
416
|
+
action light oak when "carried" oak
|
417
|
+
print "Not while I'm carrying it!"
|
418
|
+
|
419
|
+
action light balsa when "carried" balsa
|
420
|
+
print "Not while I'm carrying it!"
|
421
|
+
|
422
|
+
action light balsa when here balsa
|
423
|
+
print "OK. It burns up very quickly."
|
424
|
+
print "My match goes out."
|
425
|
+
destroy match
|
426
|
+
destroy balsa
|
427
|
+
set_flag 2
|
428
|
+
|
429
|
+
room forest "forest"
|
430
|
+
exit north clearing
|
431
|
+
exit east forest2
|
432
|
+
|
433
|
+
item path "Path leads south into the forest"
|
434
|
+
|
435
|
+
action go path when here bear
|
436
|
+
print "Bear won't let me"
|
437
|
+
|
438
|
+
action go path when "at" forest
|
439
|
+
goto path
|
440
|
+
look2
|
441
|
+
|
442
|
+
item bear "Very thin black bear"
|
443
|
+
|
444
|
+
action give honey when here bear and present honey
|
445
|
+
destroy bear
|
446
|
+
destroy honey
|
447
|
+
drop sleeping
|
448
|
+
print "Bear eats the honey and falls asleep."
|
449
|
+
|
450
|
+
item sleeping "Sleeping bear"
|
451
|
+
nowhere
|
452
|
+
|
453
|
+
room path "overgrown path in a dark forest"
|
454
|
+
exit north forest
|
455
|
+
|
456
|
+
item vase "Huge vase"
|
457
|
+
called vase
|
458
|
+
|
459
|
+
action examine vase when present vase
|
460
|
+
print "It's bigger than I am."
|
461
|
+
|
462
|
+
action go vase when here vase
|
463
|
+
swap_specific_room 1
|
464
|
+
goto vase
|
465
|
+
look2
|
466
|
+
|
467
|
+
action leave vase when "at" vase
|
468
|
+
swap_specific_room 1
|
469
|
+
look2
|
470
|
+
|
471
|
+
action get out when "at" vase
|
472
|
+
swap_specific_room 1
|
473
|
+
look2
|
474
|
+
|
475
|
+
room vase "*I'm INSIDE a huge vase!"
|
476
|
+
|
477
|
+
item key "Iron key"
|
478
|
+
called key
|
479
|
+
|
480
|
+
room forest2 "forest"
|
481
|
+
exit north glade
|
482
|
+
exit west forest
|
483
|
+
|
484
|
+
item pool "Bubbling pool"
|
485
|
+
|
486
|
+
action go pool when here pool
|
487
|
+
goto pool
|
488
|
+
look2
|
489
|
+
|
490
|
+
action hold breath when counter_gt 0
|
491
|
+
print "I'm already holding my breath!"
|
492
|
+
|
493
|
+
action hold breath
|
494
|
+
set_counter 6
|
495
|
+
print "OK"
|
496
|
+
|
497
|
+
room pool "bubbling pool, just below the water level"
|
498
|
+
exit up forest2
|
499
|
+
|
500
|
+
item inflow "inflow from the south"
|
501
|
+
|
502
|
+
action go inflow when here inflow
|
503
|
+
goto river1
|
504
|
+
look2
|
505
|
+
|
506
|
+
room river1 "*I'm swimming in an underground river.
|
507
|
+
Light pours from the north."
|
508
|
+
exit north pool
|
509
|
+
exit south river2
|
510
|
+
|
511
|
+
room river2 "*I'm swimming in an underground river.
|
512
|
+
There's a faint glimmer of light to the north."
|
513
|
+
exit north river1
|
514
|
+
exit south river3
|
515
|
+
|
516
|
+
room river3 "*I'm swimming in an underground river.
|
517
|
+
There's a faint glimmer of light to the south."
|
518
|
+
exit north river2
|
519
|
+
exit south river4
|
520
|
+
|
521
|
+
room river4 "*I'm swimming in an underground river.
|
522
|
+
Light pours from the south."
|
523
|
+
exit north river3
|
524
|
+
exit south chamber
|
525
|
+
|
526
|
+
room chamber "brightly lit underground chamber.
|
527
|
+
An underground river disappears into the north wall."
|
528
|
+
exit north river4
|
529
|
+
# exit south central
|
530
|
+
|
531
|
+
item stoat "*Tin stoat*"
|
532
|
+
called stoat
|
533
|
+
|
534
|
+
room central "central underground chamber. Passages leave in all directions."
|
535
|
+
exit north chamber
|
536
|
+
exit west prison
|
537
|
+
exit east junction
|
538
|
+
|
539
|
+
room prison "prison in an undergound complex. Doors lead to prison cells"
|
540
|
+
exit east central
|
541
|
+
|
542
|
+
item idoor "Iron door leads south"
|
543
|
+
|
544
|
+
item brdoor "Bronze door leads west"
|
545
|
+
|
546
|
+
action knock door when "at" prison
|
547
|
+
print "Which door? Use `knock iron` or `knock bronze`."
|
548
|
+
|
549
|
+
action knock iron when here idoor
|
550
|
+
print "Nothing happens."
|
551
|
+
|
552
|
+
action knock bronze when here brdoor
|
553
|
+
print "Nothing seems to happen."
|
554
|
+
|
555
|
+
room cell1 "dirty prison cell with muddy straw on the ground"
|
556
|
+
exit east prison
|
557
|
+
exit north hut
|
558
|
+
|
559
|
+
item goblin "small goblin"
|
560
|
+
|
561
|
+
room junction "junction between an east-west passage and one that leads south"
|
562
|
+
exit west central
|
563
|
+
exit east control
|
564
|
+
exit south steel
|
565
|
+
|
566
|
+
room control "control room filled with humming, crackling machinery"
|
567
|
+
exit west junction
|
568
|
+
|
569
|
+
item red "Red button"
|
570
|
+
|
571
|
+
item blue "Blue button"
|
572
|
+
|
573
|
+
item level "Lever"
|
574
|
+
|
575
|
+
room steel "square room with a steel floor"
|
576
|
+
exit north junction
|
577
|
+
exit south chasm
|
578
|
+
|
579
|
+
room chasm "vast hall which is split by a deep chasm running from east to west"
|
580
|
+
exit north steel
|
581
|
+
|
582
|
+
room dead "*I'm dead. Great. Try again."
|
583
|
+
exit east hut
|
584
|
+
|
585
|
+
|
586
|
+
# ----------------------------------------------------------------------------
|
587
|
+
# Postamble actions (must fire after body actions)
|
588
|
+
|
589
|
+
action help:
|
590
|
+
print "You'll have to figure it out for yourself."
|
591
|
+
|
592
|
+
action examine:
|
593
|
+
print "It looks like a pretty average"
|
594
|
+
println_noun
|
595
|
+
|
596
|
+
action wait:
|
597
|
+
print "OK"
|
598
|
+
|
@@ -0,0 +1,82 @@
|
|
1
|
+
read sign
|
2
|
+
east
|
3
|
+
get chain
|
4
|
+
get crown
|
5
|
+
get medallion
|
6
|
+
get sceptre
|
7
|
+
get goblet
|
8
|
+
west
|
9
|
+
drop chain
|
10
|
+
drop crown
|
11
|
+
drop medallion
|
12
|
+
drop sceptre
|
13
|
+
drop goblet
|
14
|
+
get axe
|
15
|
+
get match
|
16
|
+
east
|
17
|
+
north
|
18
|
+
chop tree
|
19
|
+
get trunk
|
20
|
+
east
|
21
|
+
kick door
|
22
|
+
go tunnel
|
23
|
+
chop door
|
24
|
+
go passage
|
25
|
+
ram door
|
26
|
+
go entrance
|
27
|
+
drop trunk
|
28
|
+
drop axe
|
29
|
+
south
|
30
|
+
get oak
|
31
|
+
south
|
32
|
+
get plywood
|
33
|
+
south
|
34
|
+
get balsa
|
35
|
+
south
|
36
|
+
drop oak
|
37
|
+
drop plywood
|
38
|
+
drop balsa
|
39
|
+
light balsa
|
40
|
+
climb tree
|
41
|
+
get honey
|
42
|
+
down
|
43
|
+
north
|
44
|
+
get lamp
|
45
|
+
west
|
46
|
+
south
|
47
|
+
south
|
48
|
+
give honey
|
49
|
+
follow path
|
50
|
+
get vase
|
51
|
+
north
|
52
|
+
east
|
53
|
+
examine vase
|
54
|
+
hold breath
|
55
|
+
go pool
|
56
|
+
go inflow
|
57
|
+
south
|
58
|
+
drop vase
|
59
|
+
go vase
|
60
|
+
get key
|
61
|
+
hold breath
|
62
|
+
get out
|
63
|
+
south
|
64
|
+
south
|
65
|
+
south
|
66
|
+
get stoat
|
67
|
+
hold breath
|
68
|
+
north
|
69
|
+
north
|
70
|
+
north
|
71
|
+
go vase
|
72
|
+
wait
|
73
|
+
hold breath
|
74
|
+
get out
|
75
|
+
north
|
76
|
+
north
|
77
|
+
up
|
78
|
+
north
|
79
|
+
west
|
80
|
+
west
|
81
|
+
drop stoat
|
82
|
+
score
|