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SOFTP5.INC
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SOFTP5.INC
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{ Softporn Adventure, include file 5 }
press : { push }
{========}
begin
if noun=_button then
begin
if your_place=b_bar then
begin
writeln;
write('A voice says ''What''s the password?'' (one word) ');
readln(password);
for i:=1 to length(password) do
password[i] := upcase(password[i]);
if copy(password,1,6)='BELLYB' then
begin
write_message('The curtain pulls back!!');
path[b_bar,east] := b_backrm;
end
else
write_message('Wrong!!');
end
else if your_place in [ c_htdesk, p_pntfoy ] then
begin
if is_here(_blonde) then
write_message('The blonde says ''You can''t go there!''')
else
begin
write_long_message( 37 );
if your_place=c_htdesk then
your_place := p_pntfoy
else
your_place := c_htdesk;
end;
end
else
not_yet_but_maybe_later
end {press/push button}
else
write_message('Pushy chump, eh???');
end; {press}
enter :
{========}
begin
if not is_here(noun) then
find_me_one
else if noun=_bushes then
your_place := p_garden
else if noun=_window then
begin
if window_broken then
your_place := b_inroom
else
not_yet_but_maybe_later;
end
else if noun=_door_west then
begin
if door_W_open then
your_place := d_disco
else
write_message('The door is closed')
end
else if noun=_elevator then
write_message('Push the button to enter the elevator')
else
I_cant_do_that
end; {enter}
eat :
{========}
begin
if (not is_here(noun)) and (not is_carried(noun)) then
find_me_one
else if noun in [ _blonde, _waitress, _hooker, _girl ] then
begin
write_long_message( 38 );
purgatory;
end
else if noun=_mushroom then
begin
write_long_message( 64 );
your_place := places( random(3) );
delay(600);
write_long_message( integer(your_place)+1 );
end
else if noun in [ _garbage, _apple_core ] then
write_message('Too moldy!')
else if noun=_apple then
write_message('Sorry ... not hungry!')
else if noun=_pills then
begin
write_long_message( 56 );
purgatory;
end
else
write_message('Tastes awful!');
end; {eat}
drink :
{========}
begin
if not is_carried(noun) then
I_dont_have_it
else
begin
case noun of
_whiskey: write_message
('This stuff is rot-gut! Give it to someone ... I don''t want it.');
_beer: write_message('Heh...heh...hey!!!! This stuff''s OK!');
_wine: write_message('Sour grapes....');
_water: write_message('Thanks!');
else write_message('Get your head examined!!!!');
end;
if noun in [_beer,_water] then
begin
object_place[noun] := nowhere;
objects_carried := objects_carried - 1;
end;
end;
end;
buy : { order }
{========}
begin
if (money<1) or (not is_carried(_wallet)) then
sorry_no_money
else
case noun of
_whiskey,_beer:
begin
if (your_place<>b_bar) then
not_yet_but_maybe_later
else
begin
if object_place[noun]<>nowhere then
write_message('Sorry ... all out!')
else
begin
write_message ('I give the bartender $100 and ' +
'he places it on the bar.');
money := money - 1;
object_place[noun] := your_place;
end;
end
end;
_wine:
begin
if (your_place<>d_disco) then
not_yet_but_maybe_later
else
begin
if object_place[noun]<>nowhere then
write_message('All out!')
else
begin
write_message
('The waitress takes $100 and says she''ll return');
delay(3000);
write_message('Poor service!!!');
delay(2000);
money := money - 1;
object_place[noun] := your_place;
end;
end
end;
_rubber,_magazine:
begin
if (your_place<>d_phrmcy) then
not_yet_but_maybe_later
else
begin
if is_here(noun) then
begin
if noun=_rubber then
buy_rubber
else
write_message('He takes $100 and gives me the magazine');
money := money - 1;
object_place[noun] := youhavit;
end
else
write_message('Sorry!!! --- sold out!');
end
end;
_hooker:
begin
if is_here(_hooker) then
write_message('You''ve already paid the pimp, stupid!!!!')
else
find_me_one;
end;
else
write_message('Money can''t buy everything!!!!');
end; {case}
end; {buy}
climb :
{========}
begin
if noun=_stool then
begin
if is_here(_stool) then
begin
OK;
stool_climbed := true;
end
else
write_message('It''s not on the floor here!');
end
else if is_here(noun) or is_carried(noun) then
I_cant_do_that
else
find_me_one;
end; {climb}
water :
{========}
begin
if noun in [_on,_off] then
begin
if not is_here(_sink) then
write_message('Find a working sink!')
else
begin
water_on := noun=_on;
if water_on then
begin
write_message('Water is running in the sink');
object_place[_water] := your_place;
end
else if not pitcher_full then
begin
OK;
object_place[_water] := nowhere;
end;
end;
end
else if not is_carried(_water) then
write_message('I have no water!')
else if not is_here(noun) then
find_me_one
else if noun=_seeds then
begin
object_place[_water] := nowhere;
pitcher_full := false;
if your_place=p_garden then
begin
write_message('A tree sprouts!!');
object_place[_tree] := your_place;
object_place[_seeds] := nowhere;
end
else
write_message('The seeds need better soil to grow.');
end
else
begin
write_message('It pours into the ground.');
object_place[_water] := nowhere;
pitcher_full := false;
end;
end; {water}
fill :
{========}
begin
if not (noun=_pitcher) then
I_cant_do_that
else if not is_carried(_pitcher) then
write_message('I don''t have it!')
else if not is_here(_sink) then
write_message('Find a working sink!!')
else if not water_on then
write_message('No water!!')
else if pitcher_full then
write_message('The pithcer is already full!')
else
begin
OK;
pitcher_full := true;
end
end; {fill}
pour :
{========}
begin
if not (noun=_water) then
I_cant_do_that
else if not is_carried(_pitcher) then
write_message('You have nothing to pour it with!')
else if not pitcher_full then
write_message('The pitcher is empty.')
else if (your_place<>p_garden) or (not is_here(_seeds)) then
write_message('It pours into the ground.')
else
begin
write_message('A tree sprouts!!');
object_place[_tree] := your_place;
end
end; {pour}
listen :
{========}
begin
if (not is_here(noun)) and (not is_carried(noun)) then
find_me_one
else if noun=_radio then
begin
if is_carried(_radio) then
begin
if radio_listened then
write_message('Punk rock!!!!!')
else
begin
write_message('An advertisement says ' +
'''Call 555-0987 for all your liquor needs!!!!''');
radio_listened := true;
end;
end
else
write_message('Take it and put it next to my ear!');
end
else
write_message('Quiet as a mouse in heat!');
end; {listen}
close :
{========}
begin
if not is_here(noun) then
find_me_one
else case noun of
_desk:
begin
_close(drawer_open);
if is_here(_newspaper) then
object_place[_newspaper] := nowhere;
end;
_closet:
begin
_close(closet_open);
if is_here(_doll) then
object_place[_doll] := nowhere;
end;
_cabinet:
if stool_climbed then
begin
_close(cabinet_open);
if is_here(_pitcher) then
object_place[_pitcher] := nowhere;
end
else
write_message('I can''t reach it!');
_door_west:
begin
_close(door_W_open);
path[d_entrnc,west] := nowhere;
end;
else
I_cant_do_that;
end;
end; {close}
jump :
{========}
begin
if your_place in [ b_balcny, b_wledge ] then
falling_down
else
write_message('Whoooopeeeee!!!');
end; {jump}