(***************************************************) (* Flags & Counters --- What they stand for *) (* Flags 0 Display CMD detail as being processed *) (* enter DEBUG to toggle ON and OFF *) (* Flags 1 ON if player has been in cave *) (* Flags 2 Has thrown something into chasm if ON *) (* Flags 3 Harp is in tune if ON *) (* Flags 5 Has met toad if ON *) (* Flags 6 Has met princess if ON *) (* Flags 7 Has met horse if ON *) (* Counter 1 Number of turns torch has been lit *) (* Counter 2 Number of turns player has been *) (* stumbling around in the dark *) (***************************************************) (***************************************************) (* First -- Automatic commands executed each turn*) (* Part regardless of command's VERB etc *) (***************************************************) (***************************************************) (* Automatic commands to control time torch is ON *) (* -- Torch starts to flicker at 50 turns *) (* -- Torch goes off at 75 turns *) (* -- Player dies if he stumbles around in dark *) (* for 5 turns *) (***************************************************) COMMAND ANY Present 210 (* Blazing torch *) CounterEquals 1 50 (* light has been on for 50 turns *) PrintMessage 74 (* light is flickering *) RoomNeedsLight (* will be dark if no light *) PrintMessage 75 (* Better get out before light goes out *) END_COMMAND COMMAND ANY Present 210 (* Blazing torch *) CounterGT 1 50 (* light has been on for more than 50 turns *) CounterLT 1 75 (* light has been on for less than 75 turns *) PrintMessage 74 (* light is flickering *) END_COMMAND COMMAND ANY Present 210 (* Blazing torch *) CounterEquals 1 75 (* light has been on for 75 turns *) PrintMessage 76 (* light has gone out *) SwapLocations 210 203 (* switch to unlit torch *) Destroy 207 (* dry matches *) RoomNeedsLight (* will be dark if no light *) TurnCounterON 2 (* now stumbling around in dark *) LookAtRoom END_COMMAND COMMAND ANY RoomNeedsLight (* will be dark if no light *) NOT LightPresent (* no light in room *) CounterEquals 2 0 (* stumbling counter not currently on *) PrintMessage 77 (* stumbling is dangerous *) TurnCounterON 2 (* now start counter for stumbling around in dark *) END_COMMAND COMMAND ANY CounterGT 2 1 (* stumbling around in dark *) RoomNeedsLight (* will be dark if no light *) NOT LightPresent (* no light in room *) PrintMessage 77 (* stumbling is dangerous *) CounterEquals 2 5 KillPlayer (* Player dies *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND ANY CounterGT 2 5 (* have previously been stumbling around in dark *) RoomNeedsLight (* will be dark if no light *) NOT LightPresent (* no light in room *) TurnCounterON 2 (* re-start counter for stumbling around in dark *) END_COMMAND (***************************************************) (* Automatic commands to offer player hint if *) (* player has not been in cave by TURN 10 *) (***************************************************) COMMAND ANY ATlocation 7 (* in cave *) TurnFlagON 1 (* has visited cave *) END_COMMAND COMMAND ANY FlagOFF 1 (* hasn't visited cave yet *) TurnsEquals 10 PrintMessage 14 (* offer player a hint for 10 points *) PromptForYes (* get player's answer *) PrintMessage 16 (* give hint *) MinusScore 10 (* subtract 10 points from score *) DoneWithTurn (* no further action -- get next input *) END_COMMAND (***************************************************) (* Automatic commands to control appearance and *) (* disappearance of guard at various locations *) (***************************************************) COMMAND ANY Chance 20 AtLocation 24 (* Baron's private chamber *) NOT InRoom 301 (* Guard *) PutInCurrentRoom 301 (* Put guard in room *) PrintMessage 33 (* Guard suddenly appears *) BlankLine END_COMMAND COMMAND ANY Chance 50 AtLocation 17 (* Guard's quarters *) NOT InRoom 301 (* guard *) PutInCurrentRoom 301 (* angry guard *) PrintMessage 33 (* guard appears *) BlankLine END_COMMAND COMMAND ANY Chance 50 AtLocation 39 (* passage near cell *) NOT InRoom 301 (* guard *) NOT InRoom 259 (* unconscious guard *) PutInCurrentRoom 301 (* angry guard *) PrintMessage 33 (* Guard appears *) BlankLine END_COMMAND COMMAND ANY InRoom 301 (* guard *) NOT atLocation 39 (* passage near cell *) IsWearing 230 (* Baron's Armor *) SendToRoom 301 11 (* guard leaves *) PrintMessage 45 (* Guard leaves *) AtLocation 11 (* small room in cave *) Destroy 301 (* Guard disappears *) END_COMMAND (***************************************************) (* Automatic commands to give and heal player *) (* a broken leg *) (***************************************************) COMMAND ANY IsCarrying 215 (* Broken leg *) VerbIsDirection (* Trying to move *) PrintMessage 8 (* Sorry, but you can't *) PrintMessage 43 (* with a broken leg *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND ANY Chance 20 IsCarrying 215 (* Broken leg *) PrintMessage 44 (* Leg is healed *) BlankLine Destroy 215 (* get rid of broken leg *) END_COMMAND COMMAND ANY Chance 25 AtLocation 11 (* room in wall *) InRoom 301 (* Guard *) GetIt 215 (* give broken leg *) GoToRoom 10 (* guard throws you into room 10 *) PrintMessage 42 PutInCurrentRoom 204 (* rope goes in to room also *) DoneWithTurn (* no further action -- get next input *) END_COMMAND (***************************************************) (* Automatic commands to control meeting horse *) (* and have horse follow player *) (***************************************************) COMMAND ANY Present 303 (* horse *) FlagOFF 7 (* hasn't met horse yet *) TurnFlagON 7 (* now has met *) PrintMessage 83 (* met horse *) BlankLine END_COMMAND COMMAND ANY FlagON 7 (* has met horse *) AtLocation 19 (* in courtyard *) PutInCurrentRoom 304 (* grazing horse *) END_COMMAND COMMAND ANY FlagON 7 (* has met horse *) IsSomeWhere 216 (* drawbridge is down *) AtLocationGT 1 (* outside castle *) AtLocationLT 7 (* not in cave *) NOT AtLocation 3 (* not at top of tree *) PutInCurrentRoom 304 (* grazing horse *) END_COMMAND COMMAND ANY FlagON 7 (* has met horse *) IsSomeWhere 216 (* drawbridge is down *) AtLocation 43 (* thick woods *) PutInCurrentRoom 304 (* grazing horse *) END_COMMAND COMMAND ANY FlagON 7 (* has met horse *) IsSomeWhere 216 (* drawbridge is down *) AtLocation 12 (* top of hill *) SendToRoom 304 45 (* grazing horse goes to winning room *) END_COMMAND (***************************************************) (* Automatic commands to control meeting toad *) (* and have toad follow player and speak *) (***************************************************) COMMAND ANY Present 300 (* toad *) TurnFlagON 5 (* has met toad *) END_COMMAND COMMAND ANY IsSomewhere 300 (* toad exists *) FlagON 5 (* has met toad *) PutInCurrentRoom 300 (* put toad in room *) VerbIsDirection (* moving to another location *) PrintMessage 80 (* the toad follows you *) END_COMMAND COMMAND ANY Chance 50 Present 300 (* horny toad *) PrintMessage 66 (* Toad says Rib-bit *) BlankLine END_COMMAND (***************************************************) (* Automatic commands to control meeting princess *) (* and have princess follow player *) (***************************************************) COMMAND ANY Present 302 (* princess *) TurnFlagON 6 (* has met princess *) END_COMMAND COMMAND ANY IsSomewhere 302 (* princess exists *) FlagON 6 (* has met princess *) PutInCurrentRoom 302 (* put princess in room *) VerbIsDirection (* moving to another location *) PrintMessage 81 (* the princess follows you *) END_COMMAND (***************************************************) (* Automatic commands to control skull speaking *) (***************************************************) COMMAND ANY Chance 10 Present 245 (* Skull *) PrintMessage 57 (* Skull speaks *) PrintMessage 26 (* Baron sucks eggs *) BlankLine END_COMMAND COMMAND ANY Present 245 (* Skull *) AtLocation 28 (* A cavern with glowing walls *) PrintMessage 57 (* Skull speaks *) PrintMessage 58 (* Beware the vampire *) BlankLine END_COMMAND COMMAND ANY Present 245 (* Skull *) AtLocation 31 (* east end of cavern *) PrintMessage 57 (* Skull speaks *) PrintMessage 59 (* Beware the chest *) BlankLine END_COMMAND COMMAND ANY Present 245 (* Skull *) AtLocation 40 (* A secret passageway *) PrintMessage 57 (* Skull speaks *) PrintMessage 60 (* Beware the gold bars *) BlankLine END_COMMAND (***************************************************) (* Automatic commands to control appearance of *) (* vampire bats and their biting of player *) (***************************************************) COMMAND ANY Chance 50 InRoom 246 (* vampire bat *) NOT IsWearing 252 (* Silver cross *) PrintMessage 63 (* Bat just bit you *) GoToRoom 42 (* go limbo *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND ANY Chance 80 AtLocation 29 (* room with strange smell *) NOT InRoom 246 (* vampire bat *) PutInCurrentRoom 246 (* put bat in room *) PrintMessage 65 (* you hear bat wings flapping *) LookAtRoom END_COMMAND (***************************************************) (* Automatic commands whenever player is swimming *) (* -- matches get soggy *) (* -- torch goes out *) (* -- piranha eat player *) (***************************************************) COMMAND ANY AtLocation 13 (* in water *) Present 207 (* dry matches *) SwapLocations 207 208 (* swap with wet soggy matches *) END_COMMAND COMMAND ANY AtLocation 13 (* in water *) Present 210 (* blazing torch *) SwapLocations 210 203 (* swap with unlit torch *) TurnCounterOFF 1 (* no longer counting number of turns torch is lit *) END_COMMAND COMMAND ANY Chance 80 AtLocation 13 (* in water *) InRoom 217 (* Piranha *) PrintMessage 1 (* hear strange sound *) PrintMessage 38 (* you made as tasty meal *) KillPlayer (* go to limbo *) DoneWithTurn (* no further action -- get next input *) END_COMMAND (***************************************************) (* Last -- Specific VERB,NOUN & OBJECT commands*) (* Part executed only when VERB,NOUN,OBJECT *) (***************************************************) COMMAND CLIMB ROPE Present 204 (* Rope with hook *) PrintMessage 30 (* Throw it first *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND CLIMB ROPE InRoom 229 (* Drawbridge rope *) GoToRoom 15 (* catwalk *) PrintMessage 39 (* climb up rope... *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND CLIMB ROPE InRoom 234 (* hanging rope *) AtLocation 15 (* catwalk *) GoToRoom 14 (* outer wall *) PutInCurrentRoom 234 (* hanging rope *) PrintMessage 41 (* climb down rope... *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND CLIMB ROPE InRoom 234 (* hanging rope *) AtLocation 14 (* outer wall *) GoToRoom 15 (* catwalk *) PutInCurrentRoom 234 (* hanging rope *) PrintMessage 39 (* climb up rope... *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND CLIMB ROPE InRoom 234 (* hanging rope *) AtLocation 11 (* room in wall *) GoToRoom 10 (* large cavern *) PutInCurrentRoom 234 (* hanging rope *) PrintMessage 41 (* climb down rope... *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND CLIMB ROPE InRoom 234 (* hanging rope *) AtLocation 10 (* large cavern *) GoToRoom 11 (* room in wall *) PutInCurrentRoom 234 (* hanging rope *) PrintMessage 39 (* climb up rope... *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND CLIMB WALL AtLocation 10 (* large cavern *) PrintMessage 34 (* too high to climb!! *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND CLIMB WALL AtLocation 14 (* outer wall *) PrintMessage 34 (* too high to climb!! *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND GO PASSAGE InRoom 224 (* secret passage *) GoToRoom 40 (* passageway *) PrintMessage 15 (* OK... *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND ENTER PASSAGE InRoom 224 (* secret passage *) GoToRoom 40 (* passageway *) PrintMessage 15 (* OK... *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND GO OPENING AtLocation 10 (* large cavern *) PrintMessage 34 (* too high to climb!! *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND GO DRAWBRIDGE InRoom 216 (* lowered bridge *) AtLocation 4 (* water's edge *) GoToRoom 19 (* Courtyard *) PutInCurrentRoom 216 (* lowered bridge *) PrintMessage 19 (* you walk across bridge *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND GO DRAWBRIDGE InRoom 216 (* lowered bridge *) AtLocation 19 (* Courtyard *) GoToRoom 4 (* water's edge *) PutInCurrentRoom 216 (* lowered bridge *) PrintMessage 19 (* you walk across bridge *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND GO DRAWBRIDGE InRoom 212 (* Raised bridge *) PrintMessage 8 (* Sorry, you can't *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND GO COFFIN InRoom 243 (* open coffin *) GoToRoom 28 (* cavern *) PrintMessage 15 (* OK... *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND GO LEDGE PrintMessage 8 (* Sorry, you can't *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND JUMP ANY GetIt 215 (* Broken leg *) PrintMessage 6 (* That's not safe! *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND GET ANY InRoom 301 (* angry guard *) PrintMessage 8 (* Sorry, you can't *) PrintMessage 25 (* Guard won't allow *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND GET ANY IsCarrying 215 (* Broken leg *) PrintMessage 8 (* Sorry, you can't *) PrintMessage 43 (* with broken leg *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND GET KEY InRoom 259 (* unconscious guard *) IsNowhere 253 (* guard's keys *) GetIt 253 (* get his keys *) PrintMessage 82 (* you search guard and find keys *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND GET ROPE InRoom 234 (* hanging rope *) Destroy 234 (* hanging rope *) GetIt 204 (* Rope with hook *) PrintMessage 15 (* OK... *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND GET BOOK InRoom 224 (* secret passage *) IsNowhere 232 (* Scott book *) GetIt 232 (* Scott book *) PrintMessage 15 (* OK... *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND GET BOOK AtLocation 24 (* Baron's chamber *) InRoom 223 (* Bookcase *) SwapLocations 223 224 GetIt 231 (* adventure hint book *) PrintMessage 15 (* OK... *) PrintMessage 1 (* hear strange sound *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND GET CHEST AtLocation 35 (* Baron's stronghold *) Present 249 (* Chest *) SendToRoom 249 26 (* send chest to east tower room *) PrintMessage 79 (* It disappears in a puff of blue smoke *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND GET SKULL AtLocation 27 (* family crypt *) InRoom 245 (* skull *) PrintMessage 57 (* skull speaks *) PrintMessage 58 (* beware the vampire *) END_COMMAND COMMAND GET SIGN NOUNInRoom (* any sign is here *) PrintMessage 22 (* Voice booms out *) PrintMessage 23 (* leave the sign alone *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND GET WATER PrintMessage 8 (* sorry, but you can't *) PrintMessage 11 (* you've no container *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND GET BAR InRoom 254 (* open door *) SwapLocations 254 255 (* put closed door in room *) GetIt 251 (* gold bar *) PrintMessage 15 (* OK *) BlankLine ChangePassageway 4 0 (* Close exit to west *) PrintMessage 64 (* door slams shut *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND GET COBWEB NOUNinRoom (* cobwebs are here *) PrintMessage 68 (* Spider bites you *) GoToRoom 42 (* Go to Limbo *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND LIGHT MATCHES Present 207 (* dry matches *) PrintMessage 85 (* It burns for a few minutes and then goes out *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND LIGHT MATCHES Present 208 (* soggy matches *) PrintMessage 8 (* Sorry, but you can't *) PrintMessage 31 (* matches too wet *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND LIGHT TORCH Present 203 (* torch *) Present 207 (* dry matches *) SwapLocations 203 210 (* swap to blazing torch *) PrintMessage 15 (* OK... *) TurnCounterON 1 (* start count for light being lit *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND LIGHT TORCH Present 203 (* torch *) Present 208 (* soggy matches *) PrintMessage 8 (* Sorry, but you can't *) PrintMessage 31 (* matches too wet *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND LIGHT TORCH Present 203 (* torch *) NOT Present 207 (* dry matches *) PrintMessage 8 (* Sorry, you can't *) PrintMessage 46 (* don't have resources *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND LIGHT WOOD Present 267 (* fire wood *) Present 208 (* soggy matches *) PrintMessage 31 (* matches too wet *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND LIGHT WOOD Present 267 (* fire wood *) NOT Present 207 (* dry matches *) PrintMessage 8 (* Sorry, you can't *) PrintMessage 46 (* don't have resources *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND LIGHT WOOD ATlocation 18 (* west end of great hall *) Present 267 (* fire wood *) Present 207 (* dry matches *) SwapLocations 267 273 PrintMessage 37 (* that feels good!! *) InRoom 235 (* unlit fireplace *) SwapLocations 236 235 (* put blazing fireplace in room *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND LIGHT WOOD Present 267 (* fire wood *) Present 207 (* dry matches *) PutInCurrentRoom 267 (* fire wood *) SwapLocations 267 273 PrintMessage 37 (* that feels good!! *) LookAtRoom DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND LIGHT FIRE Present 267 (* fire wood *) Present 208 (* soggy matches *) PrintMessage 31 (* matches too wet *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND LIGHT FIRE Present 267 (* fire wood *) NOT Present 207 (* dry matches *) PrintMessage 8 (* Sorry, you can't *) PrintMessage 46 (* don't have resources *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND LIGHT FIRE ATlocation 18 (* west end of great hall *) Present 267 (* fire wood *) Present 207 (* dry matches *) SwapLocations 267 273 PrintMessage 37 (* that feels good!! *) InRoom 235 (* unlit fireplace *) SwapLocations 236 235 (* put blazing fireplace in room *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND LIGHT FIRE Present 267 (* fire wood *) Present 207 (* dry matches *) PutInCurrentRoom 267 (* fire wood *) SwapLocations 267 273 PrintMessage 37 (* that feels good!! *) LookAtRoom DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND EXTINGUISH TORCH Present 210 (* blazing torch *) PrintMessage 15 (* OK... *) SwapLocations 203 210 TurnCounterOFF 1 (* stop count of light being on *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND EXTINGUISH FIRE WITH WINE Present 273 (* blazing fire *) Present 226 (* fine wine *) Destroy 226 (* fine wine *) SwapLocations 273 272 PrintMessage 67 (* extinguish fire with wine *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND EXTINGUISH FIRE Present 273 (* blazing fire *) PrintMessage 8 (* Sorry, you can't *) PrintMessage 72 (* Don't have water *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND DROP ANY AtLocation 12 (* Top of hill *) NOUNpresent SendNOUNToRoom 45 (* send noun to winning room *) PrintMessage 79 (* It disappears in a puff of blue smoke *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND DROP ALL AtLocation 12 (* Top of hill *) SendAllToRoom 45 (* send items being carried noun to winning room *) PrintMessage 84 (* They disappear in a puff of blue smoke *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND DROP PILLS IN WATER AtLocation 4 (* water's edge *) IsCarrying 220 (* sleeping pills *) SwapLocations 221 217 Destroy 220 (* sleeping pills *) PrintMessage 15 (* OK... *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND DROP PILLS AtLocation 13 (* in water *) IsCarrying 220 (* sleeping pills *) SwapLocations 221 217 Destroy 220 (* sleeping pills *) PrintMessage 15 (* OK... *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND DROP LEG IsCarrying 215 (* Broken leg *) PrintMessage 22 (* voice booms out *) PrintMessage 24 (* Don't be silly! *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND DROP WINE ON FIRE Present 273 (* blazing fire *) Present 226 (* fine wine *) Destroy 226 (* fine wine *) SwapLocations 273 272 (* swap blazing fire for soggy wood *) PrintMessage 67 (* extinguish fire with wine *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND POUR WINE ON FIRE Present 273 (* blazing fire *) Present 226 (* fine wine *) Destroy 226 (* fine wine *) SwapLocations 273 272 PrintMessage 67 (* extinguish fire with wine *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND DROP WINE NOT Present 273 (* blazing fire *) Present 226 (* wine *) Destroy 226 (* wine *) PrintMessage 73 (* bottle shatters *) PrintMessage 12 (* what a waste *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND THROW WINE ON FIRE Present 273 (* blazing fire *) Present 226 (* fine wine *) Destroy 226 (* fine wine *) SwapLocations 273 272 PrintMessage 67 (* extinguish fire with wine *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND THROW PILLS IN WATER AtLocation 4 (* water's edge *) IsCarrying 220 (* sleeping pills *) SwapLocations 221 217 Destroy 220 (* sleeping pills *) PrintMessage 15 (* OK... *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND THROW PILLS AtLocation 13 (* in water *) IsCarrying 220 (* sleeping pills *) SwapLocations 221 217 Destroy 220 (* sleeping pills *) PrintMessage 15 (* OK... *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND THROW ANY NOUNPresent (* any noun *) AtLocation 36 (* south ledge *) OR AtLocation 30 (* north ledge *) DestroyNOUN (* any noun *) TurnFlagON 2 (* has thrown something *) PrintMessage 52 (* It disappears into the chasm *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND THROW ROPE AtLocation 14 (* outer wall *) OR AtLocation 10 (* large cavern *) Present 204 (* Rope with hook *) Destroy 204 (* Rope with hook *) PutInCurrentRoom 234 (* hanging rope *) PrintMessage 29 (* rope catches *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND OPEN ANY InRoom 301 (* angry guard *) PrintMessage 25 (* Guard won't allow *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND OPEN EGG Present 274 (* golden egg *) PrintMessage 10 (* crack egg -- sparrow appears *) SwapLocations 274 279 (* replace egg with eggshell pieces *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND OPEN DOOR InRoom 213 (* closed door *) IsUnLocked 213 (* door is unlocked *) SwapLocations 213 237 (* put open door in room *) ChangePassageway 1 31 (* open passage north to room 31 *) PrintMessage 4 (* The door is now open *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND OPEN DOOR InRoom 256 (* closed door *) IsUnLocked 256 (* door is unlocked *) SwapLocations 262 256 (* put open door in room *) SwapLocations 270 271 (* put open door on other side -- also *) ChangePassageway 4 39 (* open passage west to room 39 *) PrintMessage 4 (* The door is now open *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND OPEN DOOR InRoom 270 (* closed door *) IsUnLocked 270 (* door is unlocked *) SwapLocations 270 271 (* put open door in room *) SwapLocations 262 256 (* put open door on other side -- also *) ChangePassageway 3 41 (* open passage east to room 41 *) PrintMessage 4 (* The door is now open *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND OPEN DOOR InRoom 255 (*closed door*) IsUnLocked 255 (* door is unlocked *) SwapLocations 254 255 ChangePassageway 4 40 (* open passage west to room 40 *) PrintMessage 4 (* It's open *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND OPEN BOOK PrintMessage 15 (* OK... *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND OPEN CHEST NOT AtLocation 45 (* Winning room *) PrintMessage 69 (* Baron appears and kills you *) KillPlayer (* Go to Limbo *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND OPEN COFFIN InRoom 242 (* closed coffin *) SwapLocations 242 243 PrintMessage 15 (* OK... *) ChangePassageway 10 28 (* open passage down to room 28 *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND ATTACK GUARD InRoom 301 (* angry guard *) AtLocation 39 (* near dungeon cell *) SwapLocations 259 301 (* put unconscious guard in room *) PrintMessage 49 (* It was a fierce fight *) PrintMessage 51 (* but you won! *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND ATTACK GUARD InRoom 301 (* angry guard *) GoToRoom 41 (* Cell *) PrintMessage 49 (* It was a fierce fight *) PrintMessage 50 (* but you lost! *) SendAllToRoom 17 (* Guard's takes stuff to his quarters *) SendtoRoom 202 41 (* Put shining lamp in dungeon cell with you *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND SEARCH GUARD InRoom 259 (* unconscious guard *) GetIt 253 (* get his keys *) PrintMessage 82 (* you search guard and find keys *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND FIND KEY InRoom 259 (* unconscious guard *) GetIt 253 (* get his keys *) PrintMessage 82 (* you search guard and find keys *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND FIND KEY IsNowhere 259 (* unconscious guard *) PrintMessage 36 (* try the harp *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND FIND ANY PrintMessage 18 (* don't see it *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND HELP ANY RoomNeedsLight (* will be dark if no light *) NOT LightPresent (* no light in room *) PrintMessage 17 (* You are in real trouble... *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND HELP ANY AtLocation 36 (* south ledge *) OR AtLocation 30 (* north ledge *) FlagON 2 (* has thrown something *) TurnFlagOFF 2 PrintMessage 56 (* Sorry about that ... *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND HELP ANY IsCarrying 215 (* Broken leg *) PrintMessage 47 (* time heals all things *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND CRACK EGG Present 274 (* golden egg *) PrintMessage 10 (* crack egg -- sparrow appears *) SwapLocations 274 279 (* replace egg with eggshell pieces *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND BREAK DOOR WITH AXE AtLocation 41 (* Cell *) IsCarrying 227 (* Axe *) SwapLocations 256 262 SwapLocations 270 271 PrintMessage 15 (* OK... *) PrintMessage 40 (* Timber !! *) ChangePassageway 4 39 (* open passage to room 39 *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND BREAK DOOR WITH AXE AtLocation 39 (* passage outside Cell *) IsCarrying 227 (* Axe *) SwapLocations 256 262 SwapLocations 270 271 PrintMessage 15 (* OK... *) PrintMessage 40 (* Timber !! *) ChangePassageway 3 41 (* open passage to room 41 *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND BREAK DOOR WITH AXE AtLocation 11 (* small room in cave *) IsCarrying 227 (* Axe *) SwapLocations 213 237 PrintMessage 15 (* OK... *) PrintMessage 40 (* Timber !! *) ChangePassageway 1 31 (* open passage to room 31 *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND BREAK DOOR PrintMessage 9 (* rush door with shoulder *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND BREAK ANY NOT Present 227 (* axe *) PrintMessage 8 (* Sorry, you can't *) PrintMessage 13 (* don't have resources *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND TUNE HARP Present 222 (* harp *) NOT Present 233 (* harp tuning key *) PrintMessage 8 (* Sorry, you can't *) PrintMessage 13 (* don't have resources *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND TUNE HARP Present 222 (* harp *) Present 233 (* harp tuning key *) PrintMessage 20 (* you tune the harp *) TurnFlagON 3 (* harp has now been tuned *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND EXAMINE HARP Present 222 (* harp *) FlagON 3 (* harp is in tune *) PrintMessage 48 (* harp is in tune *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND PLAY HARP Present 222 (* harp *) FlagON 3 (* harp is in tune *) PrintMessage 32 (* play harp beautifully *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND PLAY HARP Present 222 (* harp *) IsNowhere 233 (* harp tuning key *) PutInCurrentRoom 233 (* harp tuning key *) PrintMessage 1 (* hear strange sound *) LookAtRoom END_COMMAND COMMAND CUT TREE IsCarrying 227 (* Axe *) AtLocation 2 (* dense forest *) OR AtLocation 43 (* thick woods *) PrintMessage 40 (* Timber !! *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND CUT ROPE InRoom 229 (* Drawbridge rope *) IsCarrying 227 (* Axe *) SwapLocations 229 216 (* put lowered drawbridge in room *) Destroy 212 (* Raised bridge *) PrintMessage 78 (* Drawbridge may now be crossed *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND CUT ANY NOT Present 227 (* axe *) PrintMessage 8 (* Sorry, you can't *) PrintMessage 13 (* don't have resources *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND TALK TO PRINCESS Present 302 (* Princess *) PrintMessage 5 (* chat with princess *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND TALK TO GUARD Present 301 (* Guard *) GoToRoom 41 (* Cell *) PrintMessage 3 (* chat with guard *) PrintMessage 49 (* It was a fierce fight *) PrintMessage 50 (* but you lost! *) SendAllToRoom 17 (* Guard's takes stuff to his quarters *) SendtoRoom 202 41 (* Put shining lamp in dungeon cell with you *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND TALK TO TOAD Present 300 (* toad *) PrintMessage 2 (* chat with toad *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND ASK TOAD ABOUT ANY Present 300 (* toad *) PrintMessage 2 (* chat with toad *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND ASK GUARD ABOUT ANY Present 301 (* Guard *) GoToRoom 41 (* Cell *) PrintMessage 3 (* chat with guard *) PrintMessage 49 (* It was a fierce fight *) PrintMessage 50 (* but you lost! *) SendAllToRoom 17 (* Guard's takes stuff to his quarters *) SendtoRoom 202 41 (* Put shining lamp in dungeon cell with you *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND ASK PRINCESS ABOUT ANY Present 302 (* Princess *) PrintMessage 7 (* ask princess *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND READ BOOK IsCarrying 231 (* adventure hint book *) IsNowhere 238 (* large diamond *) PrintMessage 35 (* something fell out *) BlankLine PutInCurrentRoom 238 (* large diamond *) LookAtRoom END_COMMAND COMMAND RIDE HORSE Present 304 (* Baron's horse *) PrintMessage 21 (* You ride the horse for a while *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND KISS TOAD Present 300 (* toad *) SwapLocations 300 302 PrintMessage 54 (* Toad turns into princess! *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND KISS PRINCESS AtLocation 45 (* winning room *) Present 302 (* princess *) PrintMessage 61 (* last kiss for princess!! *) PlusScore 50 (* get special BONUS for being a true romantic! *) WinGame (* one last kiss to win *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND KISS PRINCESS NOT AtLocation 12 (* Top of hill *) Present 302 (* princess *) PrintMessage 55 (* kiss princess!! *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND KISS PRINCESS AtLocation 12 (* Top of hill *) Present 302 (* princess *) PrintMessage 86 (* Oh! Rapture!! *) GoToRoom 45 (* Win Game Room *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND KISS ANY NOT AtLocation 12 (* Top of hill *) PrintMessage 24 (* Don't be silly! *) DoneWithTurn (* no further action -- get next input *) END_COMMAND COMMAND DEBUG ToggleFlag 0 (* toggle diagnostic mode *) DoneWithTurn (* no further action -- get next input *) END_COMMAND