!% -~S !% $OMIT_UNUSED_ROUTINES=1 ! ============================================================================ ! ! Cloak of Darkness - a simple demonstration of Interactive Fiction ! This version for INFORM written by Roger Firth on 17Sep99 ! ============================================================================ ! #Iftrue (#version_number == 8); Constant USEINFORM; Constant MANUAL_PRONOUNS; #Endif; Constant Story "Cloak of Darkness"; Constant Headline "^A basic IF demonstration.^"; Constant MAX_SCORE 2; Release 2; Serial "210920"; Constant STATUSLINE_SCORE; Statusline score; [ DeathMessage; print "You have lost"; ]; #Ifndef USEINFORM; Include "globals.h"; Include "puny.h"; #Endif; #Ifdef USEINFORM; Include "Parser"; Include "VerbLib"; #Endif; ! ============================================================================ ! Object foyer "Foyer of the Opera House" with description "You are standing in a spacious hall, splendidly decorated in red and gold, with glittering chandeliers overhead. The entrance from the street is to the north, and there are doorways south and west.", s_to bar, w_to cloakroom, n_to "You've only just arrived, and besides, the weather outside seems to be getting worse.", has light; Object cloakroom "Cloakroom" with description "The walls of this small room were clearly once lined with hooks, though now only one remains. The exit is a door to the east.", e_to foyer, has light; Object hook "small brass hook" cloakroom with name 'small' 'brass' 'hook' 'peg', description [; print "It's just a small brass hook, "; if (self == parent(cloak)) "with a cloak hanging on it."; "screwed to the wall."; ], has scenery supporter; Object bar "Foyer bar" with description "The bar, much rougher than you'd have guessed after the opulence of the foyer to the north, is completely empty. There seems to be some sort of message scrawled in the sawdust on the floor.", n_to foyer, before [ _test; Look, Inv, Going: rfalse; Go: #ifdef USEINFORM; _test = self hasnt light && noun ~= n_obj; #IfNot; _test = self hasnt light && selected_direction ~= n_to; #EndIf; if (_test) { message.number = message.number + 2; "Blundering around in the dark isn't a good idea!"; } default: if (self hasnt light) { message.number = message.number + 1; "In the dark? You could easily disturb something!"; } ], has ~light; Object cloak "velvet cloak" with parse_name [ _words; while(NextWord() == 'handsome' or 'dark' or 'black' or 'velvet' or 'satin' or 'cloak') _words++; return _words; ], ! name 'handsome' 'dark' 'black' 'velvet' 'satin' 'cloak', description "A handsome cloak, of velvet trimmed with satin, and slightly spattered with raindrops. Its blackness is so deep that it almost seems to suck light from the room.", before [; Drop, PutOn: if (location ~= cloakroom) "This isn't the best place to leave a smart cloak lying around."; ], after [; Take: give bar ~light; Drop, PutOn: if (location == cloakroom) { give bar light; if (action == ##PutOn && self has general) { give self ~general; score++; } } ], has clothing general; Object message "scrawled message" bar with name 'message' 'sawdust' 'floor', description [; if (self.number < 2) { score++; deadflag = 2; print "The message, neatly marked in the sawdust, reads..."; } else { deadflag = 3; print "The message has been carelessly trampled, making it difficult to read. You can just distinguish the words..."; } ], number 0, has scenery; [ Initialise; location = foyer; move cloak to player; give cloak worn; "^^Hurrying through the rainswept November night, you're glad to see the bright lights of the Opera House. It's surprising that there aren't more people about but, hey, what do you expect in a cheap demo game...?^^"; ]; ! ============================================================================ ! #Ifdef USEINFORM; Include "Grammar"; #Endif; Verb 'hang' * held 'on' noun -> PutOn; ! ============================================================================ !