!% -SD ! This work is licensed under the Creative Commons Attribution-Noncommercial 3.0 Singapore License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc/3.0/sg/ or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA. !=============================================================================== Constant Story "Bus station"; Constant Headline "^A simple story fragment ^by Alex Mitchell.^"; Constant MAX_CARRIED 1; Include "Parser"; Include "VerbLib"; !=============================================================================== ! The game objects Object waiting_room "Waiting room" with description "You are standing in a dingy, rundown waiting room in a bus terminal. The main entrance is to the north. To the south are the bus stands. To the west you can see a row of lockers. East leads is the men's toilet. In the middle of the room is a single, cold, bare metal bench.", e_to toilet, s_to "The bus isn't here yet. Better wait in the waiting room until it arrives.", w_to lockers, n_to "It's pouring down with rain outside. You'd better stay here." has light; Object bench "bench" waiting_room with description "A cold metal bench, at least its somewhere to rest.", name 'cold' 'metal' 'seat' 'chair' 'bench', has static scenery supporter enterable; Object newspaper "newspaper" bench with description "A crumpled copy of today's paper. Looks like its been used to soak up some sticky liquid.", name 'paper' 'newspaper' 'news' 'scrap' 'rag', before [; Consult: print_ret "Nothing about your family. Perhaps tomorrow's paper will mention something? Surely someone must have found them by now..."; ], has ; Object stands "Bus stands" with description "A row of bus stands.", n_to waiting_room, before [; Go: print_ret "The bus isn't here yet. Better wait in the waiting room until it arrives."; ], has light; Object toilet "Men's toilet" with description "The men's toilet smells like a men's toilet. A row of urinals occupies one wall. Along the opposite wall are several cubicles, all locked except one, which is missing its door.", w_to waiting_room, has light; Object cubicles "cubicles" toilet with description "The cubicles look, and smell, like they haven't been washed for years.", name 'cubicles' 'cubicle' 'stalls' 'stall', has static scenery; Object urinals "urinals" toilet with description "The urinals have seen better days.", name 'urinals' 'urinal', has static scenery; Object lockers "Lockers" with description "This small alcove contains a row of storage lockers.", e_to waiting_room, has light; ! this locker can be opened with the key Object locker "locker" lockers with description "A standard locker.", name 'locker' 'lockers', with_key key has static scenery container openable lockable locked; ! inside the locker... Object diary "diary" locker with description "A small diary. The handwriting looks very familiar. You suddenly feel a wave of nausea, and look away.", before [; Take: print_ret "As you start to pick up the diary, you are overcome with a strong sense of foreboding. You quickly put the diary back in the locker."; ], name 'diary' 'book' 'journal', has ; ! inventory objects ! key to the locker Object key "key" with description "A small key, looks like it might fit into a storage locker.", name 'key', has ; !=============================================================================== ! Entry point routines [ Initialise; location = bench; move key to player; ]; !=============================================================================== ! Standard and extended grammar Include "Grammar"; !===============================================================================