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cablecar.inf
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cablecar.inf
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!################# Cablecar area start
Room Road "Mountain Road"
with description
[;
print "The car is standing on a narrow road, extending out of sight both to \
the north and south. Due to the raging blizzard, ~out of sight~ doesn't \
really say anything. A smaller road leads west.";
if(car notin location || car hasnt on)
"There are no other sounds than the hollow howling of the blizzard.";
"";
],
w_to ParkingArea,
n_to [; "You reconsider the situation and realize that if you drive away, \
your wife and children will probably die."; ],
s_to [; "You reconsider the situation and realize that if you drive away, \
your wife and children will probably die."; ],
cant_go_msg "You are lucky to have a car that can travel the roads in this \
kind of weather. Leaving the road, however, is out of question.",
before [;
Exit: if ((player in car) && (car in road))
"It would be suicidal to get out of the car right in the \
middle of nowhere.";
Go: if(player in car && noun == w_obj && car has on) {
print "You think about your family and realize that you \
don't have a choice. You drive away to the west, \
up to the research centre.^";
}
],
has light;
Object -> The_Road "road"
with description "The road is covered with snow. It goes on straight into \
the whirling snow in front of you.",
name "road",
has scenery;
Object Blizzard "blizzard"
with
name "snowstorm" "blizzard" "snow" "storm" "some",
description
"It's a really nasty blizzard, the worst one you have \
seen in years.",
found_in Road ParkingArea FrontOfBuilding CabinHall
RavineFloor Trail CabinHall2 Yard1 Yard2
BeforePoultry FrontOfRavine NarrowTrail
FrontOfShed Terrace DeadEnd NarrowTrack
BeforeCastle CastleEntrance Hallway2,
has scenery;
Room ParkingArea "Parking Area"
with
name "snowcapped" "cars" "old" "tracks" "mountain",
description
"This is a large parking area, with a few snowcapped cars on it. \
Most of it has recently been cleared of snow, and there are \
some tracks leading to a building to the west. One entrance is to \
the southwest, probably a garage, and another to the northwest. To the \
north you can barely make out a mountain beyond a ravine. You'd \
might be able to make it down into the ravine, if you gave it your best.",
doubledest 'parking' 'area',
e_to [;
if(NestedIn(Sphere, player))
"That's one awfully long way to walk. Why not take the car instead?";
print "Going back to the aliens without the metal sphere would mean \
death to your family. ";
if(SecurityLab has visited)
"You don't dare to take that risk.";
"Your only hope is trying to find it, no matter how hard it may seem.";
],
nw_to FrontOfBuilding, sw_to Garage, d_to trail, n_to trail,
w_to "A big snowdrift blocks your path in that direction, but there \
is an open yard to the northwest and an entrance to the southwest.",
in_to [;
if(car in self)
<<Enter Car>>;
else
<<Go sw_obj>>;
],
cant_go_msg "Hey! There's a blizzard going on, in case you forgot.",
before [;
Go: if ((player in Car) && (noun ~= e_obj))
"This seems to be a suitable area for leaving your car.";
if(player in Car && noun==e_obj && Car has on && nestedin(Sphere,Car))
{
Achieved(11);
deadflag=2;
print "You drive away from the research center and head \
back to the place where you met the aliens. When \
you approach the place the car suddenly stops again \
and you hear a familiar voice in the loudspeakers.^^\
~According to our instruments you have found the \
sphere. Please put it on the roadside and get back \
into the car again.~^^\
You do as the voice tells you and when you are back \
in the car again you see a shape coming towards you \
through the blizzard. It makes a halt in front of the \
sphere, stretches out an arm, grabs the sphere, turns \
around and disappears in the whirling snow.^^\
~We are most grateful, you have saved your planet \
from a great disaster and without you we would have \
been stuck in this place forever. Thank you.~^";
if(player.absorbed_radiation>20) {
print "^The aliens can continue to unknown destinations. \
Your fate is less fortunate however, since the sphere \
was quite radioactive, and your absorbed level is more \
than enough to cause fatal cancer within five years. \
Even so, you find some comfort in having saved your family.^";
} else {
print "^The aliens can continue to unknown destinations and \
you can return home, to enjoy the rest of the holiday with \
your family.^";
}
rtrue;
}
rfalse;
],
has light;
Object -> Mountain "mountain"
with
name "mountain" "mountainside",
before [;
Examine: "All you can see through the snow is a huge black silhouette.";
default: "The mountain lies further north, beyond the ravine.";
],
has scenery;
Object -> DummyRavineParking "ravine"
with
name "ravine",
description
"It lies a hundred metres or so from your current position. You can't \
see all that much from it through the whirling snow.",
before [;
Search: <<Examine noun>>;
Enter: <<Go n_to>>;
ThrownAt, Receive:
"The ravine too far away. Also, it seems stupid.";
JumpOver: "You know you could do it, but you'd probably crash into a pig \
in mid-air. Your mission is too important to take that risk.";
default: "What are you hoping to achieve? Go down into the ravine if it interests you.";
],
has scenery container open;
Object Tracks "tracks"
with name "recent" "tracks" "track",
description
"The tracks run from the building on the western side of the parking area. \
The most recent ones run to the northwestern entrance.",
found_in ParkingArea FrontOfBuilding,
has scenery;
Object DummyCabinBuilding "building"
with name "wooden" "building" "station",
description
"It is a large wooden building, standing at the western side of the parking area.",
found_in FrontOfBuilding ParkingArea Garage CabinHall,
before [;
Enter:
if(location==FrontOfBuilding) <<Go in_obj>>;
if(verb_word=='leave' && location==Garage or CabinHall) <<Go out_obj>>;
"Give a direction instead.";
],
has scenery;
Room FrontOfBuilding "Outside Building"
with description
"You stand in front of a large wooden building, which has probably \
been used as a barn earlier, but seems to have been converted into a \
cableway-station. A wide track continues west into the building, and \
southeast, back to the parking area.",
se_to ParkingArea, w_to CabinHall, in_to CabinHall,
has light;
Object CableHook "small hook"
with
name "small" "tiny" "metal" "hook",
description "It's a tiny metal hook.",
capacity 2,
before [;
Receive:
if((noun==CableKey or Note or Wrench)==false)
"It's a really tiny hook, only made for hanging up really tiny objects.";
],
has supporter concealed static;
Object -> CableKey "small key"
with
name "small" "little" "old" "not" "worn" "very"
"rarely" "used" "metal" "key",
description "It is a small metal key. It looks rather old if not very \
worn. It's not too bold a guess that it is rarely used.",
before [;
Turn:
if(self in CabinKeyhole) {
if(player notin Cabin)
"The key is mounted in the keyhole at the side of the control panel. \
You can't reach it from here.";
if(CabinPanel hasnt general) {
give CabinPanel general;
"All the lights on the panel start flashing. After about three \
seconds, all go dark again. Then the button with the peculiar \
floor-opening icon starts emitting a steady red light.";
}
give CabinPanel ~general;
"As you turn the key back again, the panel goes dark.";
}
"You turn the key around. Feels good. Pointless, though.";
];
Room CabinHall "Cable Car Terminal"
with
lastsound 0,
name "whistling" "whistle",
description [;
Puzzles.PuzzleSeen(EnterCentrePuzzle);
print "The south part of the room is occupied by a large concrete \
block emerging from the floor. A 2-inch wire, strongly attached \
to the concrete block, runs the length of the room and continues \
out through the large opening in the northern wall. The wire \
extends upwards at a low angle into the seemingly endless void \
of the snowstorm. A large doorway occupies the eastern wall, while \
there is a door with a sign next to it to the south.";
if(Cabin in self) print " A cable car is hanging from the wire.";
"";
],
each_turn [;
if(ServiceMan in Workshop && WorkshopDoor hasnt Open && random(5)<2 &&
self.lastsound<turns-3 && self.lastsound>=0) {
if(self.lastsound==0)
print "^You thought you could hear the faint sound of someone \
whistling nearby. Or it could have been the wind.^";
else
print "^There's that whistling sound again. It does sound like \
someone whistling.^";
self.lastsound=turns;
}
],
before [;
Listen: if(noun==0 && ServiceMan in Workshop && WorkshopDoor hasnt Open)
if(self.lastsound<0) "There's a faint whistling coming from the south.";
else print_ret (string) random("You can't hear anything special, really.",
"There seems to be a whistling sound coming from the south or west.",
"There seems to be a whistling sound coming from the south or east.");
],
singledest 'terminal',
! doubledest 'cable' 'hall',
e_to FrontOfBuilding, out_to FrontOfBuilding, s_to WorkshopDoor,
n_to [;
if(self hasnt general) {
give self general;
"In the last moment, you discover that the ravine \
is in that direction, and that the fall would be \
more than enough to cause your death.";
}
"Not unless you can levitate.";
],
has light;
Object -> CabinHallSign "yellow sign"
with
name "yellow" "security" "certificate" "steel" "plate" "sign" "metal",
description "It is a yellow steel plate \
with a security certificate fixed on it. It states that this \
cable car has successfully passed every annual inspection that \
has been made. The last one seems to have been in September 1938.",
before [;
Take:
"It's attached to the wall with two sturdy nails at the top. \
It's not going anywhere.";
Remove, Turn, Push, Pull, Search, LookUnder:
if(self has general) {
print "There is a hook behind the sign.";
if(child(CableHook)) {
print " Hanging from the hook";
WriteListFrom(child(CableHook),ISARE_BIT+ENGLISH_BIT);
print ".";
}
"";
}
move CableHook to CabinHall;
give self general;
"As you tug at the sign, you discover that it can indeed be folded \
upwards, revealing a hook with a key hanging from it!";
],
has concealed transparent;
SceneryContainer -> Trunk "trunk"
with
name "trunk" "old" "slightly" "worn",
describe [;
"^There's an old trunk standing at the eastern wall.";
],
description [;
print "It's an old, slightly worn trunk. ";
self.write_contents(true);
"";
],
before [;
Take, Remove:
print_ret "Taking ", (the) self, " wouldn't pass unnoticed. \
You'd better leave it.";
],
has ~static openable;
Object -> -> Wrench "wrench"
with name "wrench"
has weird;
Object -> LowerWire "wire"
with
name "wire" "rope" "steel" "2-inch",
description
"This is the 2-inch steel wire from which the cable car \
hangs.",
before [;
Go:
if(player notin self)
"You are not standing on the wire.";
if(Bow in player) {
print "It takes some practice, but you find that it isn't too hard \
to walk on the wire, using the bow as a balance rod. Carefully, \
step by step, you begin crossing the ravine. As the wire starts \
to bend slightly upwards it becomes harder, but you still make \
good progress until you can glimpse another building in the swirling \
snow. Then disaster strikes. A sudden gust of wind makes you loose \
your balance and you tumble down from the wire. Dropping the bow, you \
desperately reach out for the wire, catching it with one hand in the \
last moment. You drag yourself up onto the wire, and crawl the last \
few meters to the upper terminal.^";
remove Bow;
PlayerTo(UpperWire);
rtrue;
} else if(self hasnt general) {
give self general;
"Carefully you step onto the wire. It's very difficult to \
keep the balance, but you are learning fast and soon your \
frantic body movements are being more and more controlled. \
Step by step, you are walking out of the building. As the \
wire begins to bend upwards, your difficulties increase and \
you must force yourself to the limit of your capabilities. \
Suddenly, halfway over the ravine, a gust of wind make you \
lose your balance and fall down. Desperately you reach out for the \
wire, and get a hold on it in the last moment! Whew, that was \
close. You drag yourself up onto the wire again and head down to
the terminal.";
} else {
deadflag=1;
"You carefully step onto the wire again, determined not to repeat the \
mistakes of last time. This time it is easier to keep the balance, and \
you make fast progress until that tricky part where the wire starts \
bending upwards. Step by step you slowly head upwards. Three metres, \
five metres... and you slip on an icy spot. Once again you reach for \
the wire, but this time it is too late. Seconds later, your body lies on \
the ravine floor.";
}
Enter:
if(noun==self && player in self) <<Go self>>;
if(player notin CabinRoof)
"The wire is mounted more than three metres above you.";
move player to self;
"You climb onto the wire.";
Climb: <<Enter self>>;
GetOff:
if(parent(self)==parent(CabinRoof)) {
move player to CabinRoof;
"You jump down onto the cable car roof again.";
}
move player to parent(self);
"You jump down from the wire. A brave move, since the wire is \
mounted almost three metres above the floor. Luckily, it all \
went well this time.";
],
after [;
Receive: move noun to parent(self);
print_ret (The) noun, " falls down to the floor below.";
],
has static enterable supporter concealed;
[ move_cabin dest;
if(Cabin in dest) rfalse;
if(Cabin in CabinHall && superparent(player)==CabinHall && dest~=CabinHall)
print "^The cable car starts moving. Slowly at first, but \
gradually its speed increases. It leaves the terminal \
and begins crossing the ravine.^";
if(Cabin in CabinHall2 && superparent(player)==CabinHall2 &&
dest~=CabinHall2)
print "^The cable car starts moving again. It descends to the lower \
terminal.^";
else if(Cabin in CabinHall2 && superparent(player)==CabinHall &&
dest==CabinHall) {
print "^The cable car suddenly materialises in the snow outside the \
opening to the north. The humming stops as it comes to a halt \
in the middle of the hall.";
if(serviceman in Cabin)
print " The man in the cable car seems too occupied with the controls to \
notice your presence.";
print "^";
}
else if(Cabin in CabinHall && superparent(player)==CabinHall2 &&
dest==CabinHall2) {
print "^The cable car suddenly materialises in the snow outside the \
opening to the south. The humming stops as it comes to a halt \
in the middle of the hall.";
if(serviceman in Cabin)
print " The man in the cable car seems too occupied with the controls to \
notice your presence.";
print "^";
}
move Cabin to dest;
move CabinRoof to dest;
move CabinLadder to dest;
move CabinHatch to dest;
move CabinPanel to dest;
move CabinKeyhole to dest;
];
Object -> Cabin "cable car"
with
name "cabin" "cable" "car" "cab",
number 0,
describe [;rtrue;],
description
"The cable car hangs from a thick steel wire in the middle of the hall, \
gently rocking back and forth as the wind shakes the wire. It is quite \
small, and has openings on the short sides. There is a fairly \
complicated control panel mounted on one of the walls. You can also see \
a ladder leading up to a hatch set in the ceiling of the car.",
before [;
Receive: if(action_to_be==##PutOn) <<PutOn noun CabinRoof>>;
Switchon: <<Switchon CabinPanel>>;
Switchoff: <<Switchoff CabinPanel>>;
Enter:
if(player in CabinRoof) <<Go d_obj>>;
],
daemon [; ! set self.number=1 before starting this daemon.
if(deadflag>0) rtrue;
++self.number;
switch(self.number) {
3:
if(Cabin in CabinHall) {
move_cabin(CabinHall2);
} else {
move_cabin(CabinHall);
StopDaemon(Cabin);
}
if(player in CabinLadder || player in Cabin || player in CabinRoof) {
print "^You can't avoid observing \
that the ravine floor is about 50 metres below, and you feel \
a slight dizziness. A few minutes later, the journey comes to \
an end as the cable car enters another terminal, similar to the \
one you just left.^";
PlayerTo(parent(player)); ! to update references & look around.
}
19:
if(self in CabinHall2 && superparent(player)==CabinHall2)
print "^A humming sound is heard and the cable car starts vibrating.^";
20:
! move the cabin down again to block an exit which is far too easy.
StopDaemon(self);
if(self in CabinHall2) {
move_cabin(CabinHall);
if(player in Cabin || player in CabinRoof || player in CabinLadder) {
PlayerTo(parent(player),2); ! update references & look around
}
}
}
],
has static container open enterable transparent;
Object -> CabinKeyhole "keyhole"
with
name "key" "hole" "keyhole",
parse_name [; return NastyName(self); ],
description [;
print "Keyholes look like keyholes, I guess. This one does, for sure.";
if(CableKey in self)
print " There is a key in it.";
"";
],
before [;
Receive:
if(player notin Cabin)
"It is mounted at the side of the control panel. \
You can't reach it from here.";
if(noun~=CableKey)
"You do your best, but it just won't fit in. Strange.";
LetGo:
if(CabinPanel has general)
print "The glowing button goes dark again.^";
give CabinPanel ~general;
],
has container static open concealed;
Object -> CabinPanel "control panel"
with
name "floor" "opening" "panel" "button" "buttons" "icon" "icons" "red" "glowing" "floor-opening"
"peculiar",
parse_name [; return NastyName(self,2); ],
number 0,
description [;
print "There are many buttons on the panel, most with text in what you \
suspect is Italian, the rest with small icons which must have made \
sense to someone at some point. You think one of the icons depict \
the floor opening and someone falling out, but you are certainly not \
sure about your interpretation. ";
if(self has general) print "The button under that icon is glowing red. ";
print "There is also a keyhole ";
if(CableKey in CabinKeyhole) print "with a key in it ";
"at the side of the control panel.";
],
before [;
Switchon:
if(self has general) "The cable car has already been turned on.";
if(Cablekey notin CabinKeyHole) "There is no obvious way to turn the cable car on.";
<<Turn CableKey>>;
Switchoff:
if(self hasnt general) "The cable car is already turned off.";
if(Cablekey notin CabinKeyHole) "There is no obvious way to turn the cable car off.";
<<Turn CableKey>>;
Unlock:
<Insert second CabinKeyhole>;
if(second==CableKey) {
new_line;
<Turn second>;
}
rtrue;
Examine:
if(player notin Cabin) {
print "It has a lot of buttons. ";
if(self has general) "One of the buttons is glowing red.";
"They are all dark.";
}
Push:
if(player notin Cabin)
"The panel is inside the cable car. You can't reach it from here.";
if(self has general) {
if(Cabin.number==2 or 19) {
if(Cabin in CabinHall) {
Stopdaemon(Cabin);
Cabin.number=0;
}
else
Cabin.number=3;
print "The same red light as before flashes three times, then \
the vibrations stop and all is quiet again, except for the \
blizzard outside.";
if(self.number++<1)
print " You have now managed to both start and stop \
the cable car using only one button. The design of the control \
panel is even more of a mystery now.";
"";
}
else {
Cabin.number=1;
StartDaemon(Cabin);
"A red lamp at the top of the panel flashes once and the cable car \
starts vibrating.";
}
}
"These buttons have a nice feel to them. Just as distinct as you \
like them. Also, they make that nice little click sound when they hit \
the bottom. Nothing else happens.";
],
has static concealed;
Object -> CabinRoof "cable car roof"
with
name "cabin" "cable" "car" "roof" "ceiling",
parse_name [; return NastyName(self,3); ],
description [x y;
if(player in self) print "You are standing on the roof of the cable car. \
You can feel the cable car moving slowly in the wind. ";
print "There is a hatch mounted in the cable car roof, leading down into the cable car";
if(player in self or LowerWire or UpperWire) {
y=0; objectloop(x in self) if(x~=player) { y++; give x workflag; }
give player ~workflag;
if(y>0) {
print ". On the roof";
WriteListFrom(child(self),
ENGLISH_BIT+RECURSE_BIT+WORKFLAG_BIT+ISARE_BIT);
}
} else if(player in location && Bow in self) {
print ". You can see ", (the) Bow, " lying on the roof";
}
".";
],
before [;
GetOff:
if(CabinHatch hasnt open)
"The hatch is closed.";
if(Bow in player)
"You can't go through the hatch while carrying the bow. The bow is \
too big and the hatch is too narrow.";
move player to Cabin;
"Using the ladder you enter the cable car again.";
],
after [;
Receive:
if(noun==Bow) {
"After a few failed attempts you manage to put the unwieldy \
bow on the cable car roof.";
}
LetGo:
if(noun==Bow && player in location)
"Reaching up as far as you can, you tug at the bow and it \
comes crashing down from the cable car roof. You pick it up.";
],
has static supporter enterable concealed;
Object -> CabinLadder "cable car ladder"
with
name "cabin" "cable" "car" "ladder" "maintenance",
parse_name [; return NastyName(self,3); ],
description [;
print "It is a ladder set into the far wall of the cable car, \
leading up to ";
if(CabinHatch has open)
"an open hatch in the ceiling.";
"a closed hatch in the ceiling.";
],
before [;
Enter:
if(player in CabinRoof) <<GetOff CabinRoof>>;
<<Climb self>>;
Climb:
if(player notin Cabin && player notin CabinRoof && player notin self)
"The ladder is mounted in the cable car, quite far from where you are now.";
if(player in self) {
if(CabinHatch hasnt open)
"You find your way up blocked by a closed hatch above you.";
if(Bow in player)
"You can't go through the hatch while carrying the bow. The bow is \
too big and the hatch is too narrow.";
move player to CabinRoof;
"Climbing the ladder you pass through the hatch and \
find yourself on the cable car roof.";
} else {
move player to self;
"You climb onto the ladder.";
}
GetOff:
if(player in self) {
move player to Cabin;
"You climb down from the ladder.";
}
Examine: rfalse; ! always accept examine
default:
if(player notin self && player notin Cabin)
"The ladder is mounted inside the cable car. \
You can't reach it from here.";
],
after [;
Receive:
move noun to Cabin;
print_ret (The) noun, " falls down ", (the) self, ".";
],
has static supporter enterable concealed;
Object -> CabinHatch "cable car hatch"
with
name "cabin" "cable" "car" "hatch",
parse_name [; return NastyName(self,3); ],
description [;
if(player in CabinRoof)
print "It's the small hatch in the roof which you came through when \
you first got here. You could probably go through it again \
if you like.";
else
print "It's a small hatch in the ceiling of the cable car, probably \
there for maintenance purposes. It is placed right above the ladder.";
if (self has open)
" It is open.";
" At the moment, it is closed though.";
],
before [;
Enter:
if(player in CabinRoof) <<GetOff CabinRoof>>;
<<Climb CabinLadder>>;
Examine:
rfalse;
default:
if(player notin CabinLadder && player notin CabinRoof)
"The hatch is mounted in the cable car roof. You can't reach it from \
here.";
rfalse;
],
has static openable concealed;
[ CabinReachable obj write_comment throwat x lo lp;
! This routine checks if <obj> can be reached/touched from your
! current position when you are dealing with the cabin.
! Eg. You can't touch things on the floor when your are on the wire.
! obj: is the object to check
! write_comment: if true, write "The X is hard to reach from here." if failed.
! throwable: Check if possible to throw thing at obj, instead of reach/touch.
if(metaclass(obj)~=Object) rtrue; ! Not an object, probably a number.
! Where is the object? (unknown, room, in cabin, on cabin, on wire, player)
for(x=obj, lo=0 : lo==0 : x=parent(x))
switch(x) {
0: lo=-1;
Compass: lo=-1;
CabinHall, CabinHall2: lo=1;
Cabin, CabinLadder, CabinPanel, CabinKeyhole: lo=2;
CabinRoof: lo=3;
UpperWire, LowerWire, Girders: lo=4;
PlayerObject: lo=5;
}
! if(lo<0) rtrue; ! Things that are not actually here are always in scope
! Where is the player? (unknown, room, in cabin, on cabin, on wire)
for(x=player, lp=0: lp==0: x=parent(x))
switch(x) {
0: lp=-1;
CabinHall, CabinHall2: lp=1;
Cabin, CabinLadder, CabinPanel, CabinKeyhole: lp=2;
CabinRoof: lp=3;
UpperWire, LowerWire: lp=4;
}
! if(lp<0) rtrue; ! Player is not even here...
if(throwat) {
x=true;
switch(lp) {
1: if(lo==1 or 2) if(obj~=Cabin) x=false;
2: if(lo==1 or 3 or 4) x=false;
3: if(lo==2) x=false;
4: if(lo==2) x=false;
}
if(write_comment && x==false) print (The) obj, " is hard to hit from here.^";
} else {
! CabinHatch is reachable from cabin and cabin roof (generally speaking)
if(obj==CabinHatch && (lp==2 || lp==3)) rtrue;
! Cabin and CabinLadder are reachable from CabinRoof
if((obj==Cabin || obj==CabinLadder) && lp==3) rtrue;
x=true;
switch(lp) {
1: if(lo==3 or 4) x=false;
2: if(lo==1 or 3 or 4) x=false;
3: if(lo==1 or 2) x=false;
4: if(lo==1 or 2) x=false;
}
if(write_comment && x==false) {
print (The) obj;
if(obj has pluralname) print " are";
else print " is";
print " hard to reach from here.^";
}
}
return x;
];
AutoDoor WorkshopDoor "door"
with
found_in CabinHall Workshop,
before [;
Examine: print "It's a sturdy door with the kind of lock that can only be locked with \
a key from either side.^";
if(self hasnt open && ServiceMan in Workshop) {
print "^";
<<Listen self>>;
}
Listen:
if(self hasnt open && ServiceMan in Workshop) {
CabinHall.lastsound=-1;
"You hear the faint sound of someone whistling in there, although \
the door absorbs much of it. Also, there are strange noises, \
as if someone's building or repairing a machine.";
}
KnockOn:
if(self hasnt open && ServiceMan in Workshop) {
StartDaemon(ServiceMan);
print "Someone shouts ~Coming!~ from inside.^";
rtrue;
}
],
with_key NULL,
has locked lockable;
Room Workshop "Workshop"
with description
"There are quite a lot of tools, pieces of wood, and other junk \
scattered about the floor. A door leads north.",
n_to WorkshopDoor,
out_to WorkshopDoor,
has light;
Object -> Junk "junk"
with
name "junk" "tools" "tool" "piece" "pieces" "of" "wood" "other" "things"
"thing" "part" "lawnmower",
article "some",
description "Oh, there's all sorts of things you don't need in there. \
You can't help but to wonder why no one throws it away.",
before [;
Examine:;
Search:
"You find a thing that must have been a part of a lawnmower once. \
After close consideration, you put it back again.";
default:
"Trust me on this one, it's all rubbish.";
],
has scenery static concealed;
Room Garage "Garage"
with description
"You are in a sparsely furnished garage, with a wide doorway leading \
out set in the eastern wall.",
singledest 'garage',
e_to ParkingArea,
out_to ParkingArea,
has light;
Object -> Truck "truck"
with
name "truck" "volkswagen" "wreck" "frame",
initial "In the middle of the garage you can see a wrecked truck.",
description [;
print "This Volkswagen truck will need serious repair before it can get \
back on the road again. Its left side is smashed, the radiator \
has been leaking water and the whole frame is warped. On the \
front bumper you discover hair and stains of blood";
if(bolt hasnt general)
print ". On the rear part of the platform is a large bow. It \
has probably served as support for a tarpaulin, although none \
is to be seen now";
".";
],
before [ i j;
Search:
if(bolt hasnt general)
print "On the rear part of the platform is a large bow. It \
has probably served as support for a tarpaulin, although none \
is to be seen now. ";
objectloop(i in self && (i hasnt scenery && i hasnt concealed)) {
j=i;
}
if(j>0) {
print "On the truck you find ";
WriteListFrom(child(self),ENGLISH_BIT + CONCEAL_BIT);
".";
} else if(bolt hasnt general)
"";
else
"There's nothing on it.";
! " You find nothing else of interest.";
Enter: "There is no point in entering the wrecked truck.";
],
has static supporter;
Object -> -> Radiator "radiator"
with name "broken" "radiator",
description
"The radiator is broken, and tracks on its dirty surface shows \
how water has been leaking out of it. All water is now gone, and the accident \
which destroyed the truck must have taken place quite some time ago.",
before [;
Take, Remove: "The radiator is securely fastened to the rest of the truck.";
],
has scenery;
Object -> -> Gore "gore"
with name "gore" "stains" "stain" "of" "blood" "and" "hair" "on" "front"
"bumper",
article "some",
description "The hair is thick with dried blood and about three \
centimetres long. It could be hair from some animal, but it's really \
hard to tell.",
before [;
Examine, Search:;
Take, Remove:
"You've been down that road before. You still remember your mother's \
anger and disgust when you showed her the dead cat you had found. Some \
things just never seem to leave you. However, you can still leave this.";
default:
"It's just some dried blood and hair. You don't feel much like digging \
into it.";
],
has scenery;
Object -> -> Bow "bow"
with
name "bow" "metal" "pipes" "u-shaped" "u" "shaped",
description [;
print"It is made of three metal pipes, each about two meters \
long, which are welded together forming a U-shaped bow";
if(bolt hasnt general)
print ". It is fixed to the truck with a bolt";
".";
],
before [;
Take:
if (bolt hasnt general)
"The bow is fixed with a bolt and cannot be removed.";
give self ~concealed;
TakeIn:
if(Bolt in Truck)
<<TakeIn Bolt second>>;
],
has concealed weird huge;
Object -> -> Bolt "bolt"
with
name "bolt",
description "It's a rather large bolt with a six-sided head, tightly \
holding the bow in place.",
before [;
TakeIn, TurnWith:
if(second==Wrench && Wrench in player)
<<Take Bolt>>;
Take, Turn, Pull, Push:
if(Wrench in player && bolt hasnt general) {
give bolt general;
remove bolt;
move bow to Garage;
give bow ~concealed;
"You quickly remove the bolt using the wrench and the \
bolt falls to the ground. It then rolls through a drain grate. \
The bow falls to the floor with a rattle.";
}
if(bolt hasnt general)
"You can't get a grip on the head of the bolt with your
bare hands.";
],
has concealed;
Room Trail "Trail"
with
last_dir 0,
description [;
print "You are on a steep track about half way ";
if(self.last_dir==u_obj or s_obj)
print "up from";
else
print "down to";
print " the ravine floor. You can either continue ";
if(self.last_dir==u_obj or s_obj)
"upwards or go back down into the ravine.";
"down into the ravine or climb back up again.";
],
after [;
Go: self.last_dir=noun;
],
u_to ParkingArea, s_to ParkingArea, d_to RavineFloor,
has light;
Room RavineFloor "Ravine Floor"
with
description [;
print "The ravine floor is strewn with boulders and other \
objects blocking the way to the east and west. The steep
mountainside to the north looks unclimbable but to the south \
a small track winds up through the rubble. ";
if(IronDoor has open)
"The huge iron door has swung open and left a dark hole leading \
into the mountainside.";
"Almost covered by the snow, you spot a huge iron \
door in the mountainside to the north.";
],
singledest 'ravine',
doubledest 'ravine' 'floor',
s_to Trail, u_to Trail, n_to IronDoor,
has light;
Object -> MountainSide "mountainside"
with
name "mountain" "mountainside" "wall" "side" "rugged" "surface",
description
"The mountainside stretches almost vertically up from here. Its rugged surface is partly covered by snow and ice.",
before [;
Climb: "You're not Spiderman.";
],
has scenery;
Room CabinHall2 "Upper Cable Car Terminal"
with
description [;
print "The steel wire is held in a firm grip by three enormous \