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island.inf
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island.inf
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! Calypso part 3 : Island
!
! +------------------------------------+
! | Island tip | Island one |
! | (landing point)| (sand) |
! | | |
! | Island two | Island three |
! | (spade) | (plinth/doll) |
! +------------------------------------+
object island_tip "Tip of the island",
with name 'shore' 'shoreline' 'island',
description "This small island sits in the middle of the
boating lake and is populated by many trees. South will
take you further into the island, and east will take you
along the small shoreline.",
n_to [;
if (player in boat && oar in player)
{
print "Using the oar, you manage to paddle across
the water.";
return(boating_lake);
}
else
{
"You would need to paddle in the boat.";
}
],
e_to island_one,
s_to island_two,
has light;
object island_one "Island",
with name 'shore' 'shoreline',
description "The small island continues along the lake.
Trees continue along the coast although are a little
thinner here. West leads back along the island's shore,
while south takes you to a clearing.",
w_to island_tip,
s_to island_three,
has light;
object -> clearing "clearing",
with name 'clearing',
description "Nearby the trees thin a little, creating what
seems to be some sort of clearing.",
found_in island_one island_two,
has scenery;
object -> sand "sand", ! Todo: wet property, set to true when mix
with name 'sand',
wet false,
description "The sand is fine and dry."
has pluralname;
object trees "trees"
with name 'trees',
description "The trees populate this attractive little
island, making it a suitable centrepiece for the lake
itself.",
found_in island_tip island_one island_two island_three,
has scenery pluralname;
object island_two "Island",
with description "The trees become quite densely populated here,
giving the place a much darker feel. North takes you
back to the island tip and east takes you further into
the island trees.",
n_to island_tip,
e_to island_three,
has light;
Object -> spade "spade"
with name 'spade',
working false,
initial "A discarded garden spade lies here.",
description [;
if (self.working) ! repaired by h/w shopkeep
{
"The spade looks as good as new, ready to take on
any piece of earth that gets in its way.";
}
else
{
"The head of the spade is broken, which
unfortunately precludes it from its job of actually
digging anything.";
}
];
object island_three "Island clearing",
with name 'ship' 'moon' 'moss',
description "The far end of the island. Trees continue to
populate the island, but give way to a small clearing
here with a huge stone plinth in the middle.",
n_to island_one,
w_to island_two,
has light;
object -> plinth "Plinth",
with name 'plinth',
! Maybe this has same monster/something carving as the
! sun dial / weather vane.
description "The plinth is made of stone, with elaborate
carvings running up the sides. Seemingly here a while,
it is covered in patches of moss. Fixed on the top is a
small raised stone block.",
has scenery;
object -> plinth_block "block",
with name 'block',
description "The stone block looks like it is made to slide
down into the plinth itself.",
after [;
Receive:
if (noun==beer_glass)
{
if (sand in beer_glass)
{
remove beer_glass;
move gold_figure to location;
score++;
"With a satisfying click, the block slides down
into the plinth, and a small opening appears at
the bottom, out of which slides a small golden
figure, before the opening closes again.";
}
else
{
"It doesn't quite seem heavy enough.";
}
}
else
{
"The block moves slightly, but it seems the wrong
weight.";
}
],
has scenery supporter;
object -> carvings "carvings",
with name 'carvings',
description "The carvings are covered in moss, but after
careful study you can make out a ship and what seems to
be a moon.",
has pluralname scenery;
object gold_figure "golden figure",
with name 'gold' 'golden' 'figure' 'figurine',
description "A solid gold figure. Upon closer examination,
you notice the figure is not dissimilar to you.";