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Text File  |  1993-11-18  |  12KB  |  742 lines

  1. >REMAR
  2. SAMPLE ADVENTURE-- COMMAND SECTION.
  3. SEE ALSO SAMPLE.IN1 AND SAMPLE.IN2
  4. FLAG LIST:
  5. 1   0-FUSE NOT IN  1-FUSE IN.
  6. 2   0-DON'T ALLOW TELEPORT  1-ALLOW TELEPORT
  7. 3   0-FUSEBOX CLOSED  1-FUSEBOX OPEN
  8. 4   0-HAVEN'T NOTICED BLOWN FUSE  1-HAVE NOTICED BLOWN FUSE
  9. 101 # OF MOVES (DEFAULT OF FLAG 101)
  10. IMPORTANT NOTE!  Always write down on a       
  11. list somewhere (or comment in your code)      
  12. exactly what purpose you're assigning to      
  13. your flags.  You'll never remember without it!
  14. <
  15.  
  16. >COMND                       
  17. * *                          COMAS, COLONS: AND "QUOTES" ARE ALLOWED IN
  18. IF                           COMMENTS!  "AIN'T, THAT: GREAT?"
  19. FLAG>                        
  20. 101                          
  21. 50                           If more than 50 moves game is lost.
  22. DO
  23. PRINT                                                                      
  24. 18                                                                         
  25. END                                                                        
  26. <                                                                          
  27.  
  28. >COMND
  29. S *
  30. IF
  31. AT
  32. 5
  33. FLAG=                        If south from computer room and no teleport,
  34. 2                            send back to main room.
  35. 0
  36. DO
  37. GOTO
  38. 1
  39. SHOW
  40. <
  41.  
  42. >COMND
  43. N *
  44. IF
  45. AT                           North from lit supply room.
  46. 6                            
  47. DO
  48. GOTO
  49. 1
  50. SHOW
  51. <
  52.  
  53. >COMND
  54. N *
  55. IF
  56. AT
  57. 1
  58. FLAG=                        If try to go N at main room and fuse not in
  59. 1                            tell them it is dark and leave them
  60. 0                            in main room
  61. DO
  62. PRINT
  63. 15
  64. <
  65.  
  66. >COMND
  67. DROP * 
  68. DO                           Drop any item anywhere
  69. DROP
  70. <
  71.  
  72. >COMND
  73. N *
  74. IF
  75. AT
  76. 1                            If north from center room
  77. FLAG=
  78. 1                            and fuse is in and door closed
  79. 1
  80. FLAG=
  81. 3
  82. 0
  83. DO                           go to computer room
  84. GOTO
  85. 5
  86. SHOW
  87. <
  88.  
  89. >COMND
  90. E *
  91. IF
  92. AT
  93. 1                            If east from main room
  94. DO                           go to cluttered room
  95. GOTO
  96. 4
  97. SHOW
  98. <
  99.  
  100. >COMND
  101. S *
  102. IF
  103. AT
  104. 1                                 If go south from central room
  105. FLAG=                             and energy is on go to room 6
  106. 3                                 instead of room 3!
  107. 0
  108. FLAG=
  109. 1
  110. 1
  111. DO
  112. GOTO
  113. 6
  114. SHOW
  115. <
  116.  
  117. >COMND
  118. S *
  119. IF
  120. AT                           If south from center room
  121. 1                            go to supply room
  122. DO
  123. GOTO
  124. 3
  125. SHOW
  126. <
  127.  
  128. >COMND
  129. W *
  130. IF
  131. AT
  132. 1                            If west from center room
  133. DO                           go to observatory
  134. GOTO
  135. 2
  136. SHOW
  137. <
  138.  
  139. >COMND
  140. E *
  141. IF
  142. AT
  143. 2
  144. DO                           If east from observatory
  145. GOTO                         go to center room
  146. 1
  147. SHOW
  148. <
  149.  
  150. >COMND
  151. N *
  152. IF
  153. AT
  154. 3                            If north from utility room
  155. DO                           go to center room
  156. GOTO
  157. 1
  158. SHOW
  159. <
  160.  
  161. >COMND
  162. W *
  163. IF
  164. AT
  165. 4
  166. DO                           If west from cluttered room
  167. GOTO                         go to center room
  168. 1
  169. SHOW
  170. <
  171.  
  172. >COMND
  173. S *
  174. IF
  175. AT
  176. 3
  177. DO                           If south from unlit supply room go to monster
  178. GOTO                         room and munch 'em
  179. 7
  180. SHOW
  181. END
  182. <
  183.  
  184. >COMND
  185. S *
  186. IF
  187. AT                           If south from lit supply room, do the same.
  188. 6
  189. DO
  190. GOTO
  191. 7
  192. SHOW
  193. END
  194. <
  195.  
  196.  
  197. >COMND
  198. SEARCH TELESCOPE
  199. IF
  200. AT                           If paper doesn't exist yet and
  201. 2                            telescope is searched tell them
  202. NOTEXIST                     they've found paper and move the
  203. 1                            paper into the room
  204. DO
  205. GRAPH
  206. 8
  207. PRINT
  208. 2
  209. OBJ
  210. 1
  211. 2
  212. <
  213.  
  214. >COMND
  215. SEARCH TELESCOPE
  216. IF
  217. AT                           If they search the telescope after they've
  218. 2                            found the paper show them something else.
  219. PRESENT
  220. 1
  221. DO
  222. PRINT
  223. 4
  224. <
  225.  
  226. >COMND
  227. READ PAPER
  228. IF
  229. EXIST                        If they read the paper and they have the
  230. 1                            paper, tell them what it says.
  231. 302
  232. DO
  233. PRINT
  234. 36
  235. <
  236.  
  237. >COMND
  238. OPEN FUSEBOX
  239. IF
  240. AT                           If they open a closed fusebox
  241. 3                            tell them they did so!
  242. FLAG=
  243. 3
  244. 0
  245. DO
  246. FLAGSET
  247. 3
  248. 1
  249. PRINT
  250. 5
  251. <
  252.  
  253. >COMND
  254. OPEN FUSEBOX
  255. IF
  256. AT                           If they try to open an open fusebox
  257. 3                            tell them they're senile.
  258. FLAG=
  259. 3
  260. 1
  261. DO
  262. PRINT
  263. 6
  264. <
  265.  
  266. >COMND
  267. SEARCH FUSEBOX
  268. IF                                If the fusebox is searched
  269. AT                                and the fusebox is closed
  270. 3                                 and the fuse isn't in
  271. FLAG=                             then tell them the
  272. 3                                 fusebox is closed.
  273. 0
  274. FLAG=
  275. 1
  276. 0
  277. DO
  278. PRINT
  279. 23
  280. <
  281.  
  282. >COMND
  283. SEARCH FUSEBOX
  284. IF
  285. AT                                If the fusebox is searched
  286. 3                                 after the fuse is in
  287. FLAG=                             and if the fusebox is still
  288. 1                                 open tell them the fusebox
  289. 1                                 is open and looking good.
  290. FLAG=
  291. 3
  292. 1
  293. DO
  294. PRINT
  295. 24
  296. <
  297.  
  298. >COMND
  299. SEARCH FUSEBOX
  300. IF
  301. AT
  302. 3
  303. FLAG=
  304. 3
  305. 1                            If they search an open fusebox
  306. FLAG=                        
  307. 4                            and they haven't seen the blown fuse yet
  308. 0                            
  309. DO
  310. PRINT                        tell them a fuse is blown and
  311. 7
  312. FLAGSET
  313. 4                            set flag for having seen blown fuse.
  314. 1
  315. <
  316.  
  317. >COMND
  318. SEARCH FUSEBOX
  319. IF
  320. AT
  321. 3
  322. FLAG=                        If they search the fusebox
  323. 3                            and it is open
  324. 1
  325. FLAG=
  326. 4                            and they've already seen a fuse is blown
  327. 1
  328. DO
  329. PRINT                        tell them so!
  330. 8
  331. <
  332.  
  333. >COMND
  334. SEARCH FUSEBOX
  335. IF                           If they search the fusebox
  336. AT
  337. 3
  338. FLAG=                        and the fusebox is open
  339. 3
  340. 1
  341. FLAG=
  342. 1                            and they've fixed the fuse
  343. 1
  344. DO
  345. PRINT                        tell them they see an open fusebox.
  346. 21
  347. <
  348.  
  349. >COMND
  350. OPEN BOXES
  351. IF
  352. AT
  353. 3
  354. FLAG=
  355. 1
  356. 0
  357. NOTEXIST
  358. 3
  359. DO
  360. PRINT
  361. 31
  362. <
  363.  
  364. >COMND
  365. SEARCH BOXES
  366. IF
  367. AT
  368. 3                            If they search boxes and a fuse
  369. NOTEXIST                     does not exist tell them they find
  370. 3                            a fuse and move the fuse into the room.
  371. DO                           (If fuse doesn't exist, they haven't found it
  372. PRINT                        before, which means it exists in the box!)
  373. 9
  374. OBJ
  375. 3
  376. 3
  377. <
  378.  
  379. >COMND
  380. SEARCH BOXES
  381. IF                           If they search the boxes but they've
  382. AT                           already picked up the fuse tell
  383. 3                            them they're looped.
  384. EXIST
  385. 3
  386. 302
  387. DO
  388. PRINT
  389. 10
  390. <
  391.  
  392. >COMND
  393. REPLACE FUSE
  394. IF                           If they replace the fuse
  395. AT
  396. 3
  397. EXIST                        and they have the fuse to use
  398. 3
  399. 302
  400. FLAG=
  401. 3                            and fusebox is open
  402. 1
  403. DO
  404. PRINT
  405. 3                            tell them they've fixed the fuse
  406. FLAGSET
  407. 1                            set the fuse as being replaced
  408. 1
  409. OBJ                         
  410. 3                            and move the fuse to limbo.
  411. 301
  412. <
  413.  
  414. >COMND
  415. REPLACE FUSE
  416. IF
  417. AT                           If they tru to replace the fuse but the
  418. 3                            fusebox is closed then tell them
  419. FLAG=                        the fusebox is closed.
  420. 3
  421. 0
  422. EXIST
  423. 3
  424. 302
  425. DO
  426. PRINT
  427. 23
  428. <
  429.  
  430. >COMND
  431. REPLACE FUSE                 If they try to replace a fuse they
  432. IF                           don't own let them know.
  433. AT
  434. 3
  435. NOTEXIST
  436. 3
  437. DO
  438. PRINT
  439. 22
  440. <
  441.  
  442. >COMND
  443. CLOSE FUSEBOX
  444. IF
  445. AT
  446. 3                            If they close the fusebox
  447. FLAG=                        and it is open
  448. 3
  449. 1
  450. FLAG=                        and fuse hasn't been replaced
  451. 1
  452. 0
  453. DO
  454. FLAGSET
  455. 3                            shut the fusebox door
  456. 0
  457. PRINT                        and tell them OK you've shut it!
  458. 3
  459. <
  460.  
  461. >COMND
  462. CLOSE FUSEBOX
  463. IF
  464. AT
  465. 3                            If try to close the fusebox
  466. FLAG=                        and the fusebox is open
  467. 3
  468. 1
  469. FLAG=
  470. 1                            and the fuse is in place
  471. 1
  472. DO
  473. FLAGSET
  474. 3                            Close the fusebox
  475. 0
  476. GOTO                         and send them to room 6.
  477. 6
  478. SHOW
  479. <
  480.  
  481. >COMND
  482. 36-24-36 *
  483. IF
  484. AT
  485. 4                            If they open the safe
  486. EXIST
  487. 1                            and have the paper
  488. 302
  489. DO
  490. PRINT                        tell them they've done so and
  491. 12
  492. OBJ                          move the disk into the safe.
  493. 2
  494. 4
  495. <
  496.  
  497. >COMND
  498. OPEN SAFE
  499. IF
  500. AT                           If they try to just open the safe
  501. 4
  502. DO                           tell them it's a locked safe.
  503. PRINT
  504. 13
  505. <
  506.  
  507. >COMND
  508. GET DISKETTE
  509. IF
  510. NOTEXIST                     If they get the disk and it's not around
  511. 2
  512. DO                           tell them they're screwy.
  513. PRINT
  514. 14
  515. <
  516.  
  517. >COMND
  518. INSERT DISKETTE
  519. IF
  520. AT                           If they insert the disk
  521. 5
  522. FLAG=                        and the fuse is replaced
  523. 1
  524. 1
  525. FLAG=                        and the fusebox door closed
  526. 3
  527. 0
  528. EXIST
  529. 2                            and the disk exists
  530. 302
  531. DO
  532. PRINT                        Tell them the place is live with energy
  533. 16
  534. FLAGSET
  535. 2                            Set the teleport flag on.
  536. 1
  537. <
  538.  
  539. >COMND
  540. EXAM COMPUTER                If exam computer describe.
  541. IF
  542. AT
  543. 5
  544. DO
  545. PRINT
  546. 33
  547. <
  548.  
  549. >COMND
  550. INVENTORY *                  List their inventory.
  551. DO
  552. INVEN
  553. <
  554.  
  555. >COMND
  556. LOOK *
  557. DO                           Show the current location.
  558. SHOW
  559. <
  560.  
  561. >COMND
  562. END *
  563. DO                           End the game.
  564. END
  565. <
  566.  
  567. >COMND
  568. QUIT *                       Quit the game.
  569. DO
  570. QUIT
  571. <
  572.  
  573. >COMND
  574. S *
  575. IF
  576. AT
  577. 5
  578. FLAG=                        If they go south and
  579. 2                            the teleporter is on
  580. 1                            tell them they win the game.
  581. DO
  582. GOTO
  583. 8
  584. SHOW
  585. PRINT
  586. 1
  587. END
  588. <
  589.  
  590. >COMND
  591. HELP *                            Display the help screen.
  592. DO
  593. PRINT
  594. 19
  595. PRINT
  596. 32
  597. <
  598.  
  599. >COMND
  600. GET TELESCOPE                If they try to get the
  601. IF                           telescope, tell them it's
  602. DO                           too durn heavy!
  603. PRINT
  604. 28
  605. <
  606.  
  607. >COMND
  608. GET BOXES
  609. IF
  610. AT                           If they try to get the boxes
  611. 3                            tell them they rattle.
  612. NOTEXIST
  613. 3
  614. DO
  615. PRINT
  616. 27
  617. <
  618.  
  619. >COMND
  620. SEARCH DESK
  621. IF                           If they search the desk tell them
  622. AT                           they are wasting their time.
  623. 4
  624. DO
  625. PRINT
  626. 20
  627. <
  628.  
  629. >COMND
  630. OPEN DESK
  631. IF
  632. AT                           Does the same thing as SEARCH DESK
  633. 4                            only it works with OPEN DESK instead.
  634. DO                           It's not often this is needed but once
  635. PRINT                        in a while it's the only way to cover
  636. 20                           all bases!
  637. <
  638.  
  639. >COMND
  640. SEARCH SAFE
  641. IF
  642. AT                           If they search the safe and
  643. 4                            the diskettes don't exist, tell them
  644. NOTEXIST                     there's a big, heavy safe and show it
  645. 2
  646. DO
  647. GRAPH
  648. 9
  649. PRINT
  650. 25
  651. <
  652.  
  653. >COMND
  654. SEARCH SAFE
  655. IF                           If they search the safe after
  656. AT                           finding the disk show them the
  657. 4                            open safe and tell them there's a diskette
  658. PRESENT                      
  659. 2
  660. DO
  661. GRAPH
  662. 11
  663. PRINT                        
  664. 37
  665. <
  666.  
  667. >COMND
  668. SEARCH BLONDE
  669. IF                           If they search the blonde
  670. AT                           tell them they're a pervert.
  671. 2
  672. EXIST
  673. 1
  674. 302
  675. DO
  676. PRINT
  677. 29
  678. <
  679.  
  680. >COMND
  681. GET BLONDE
  682. IF                           If they get the blonde, kill them.
  683. AT
  684. 2
  685. DO
  686. PRINT
  687. 30
  688. END
  689. <
  690.  
  691. >COMND
  692. READ SIGN
  693. IF
  694. AT                           Can't read a sign in the dark.
  695. 3
  696. DO
  697. PRINT
  698. 34
  699. <
  700.  
  701. >COMND
  702. READ SIGN
  703. IF
  704. AT
  705. 6                            Now they can read the sign.
  706. DO
  707. PRINT
  708. 35
  709. <
  710.  
  711. >COMND
  712. SAVE *
  713. DO                           Save the game
  714. SAVE
  715. <
  716.  
  717. >COMND
  718. LOAD *
  719. DO
  720. LOAD                         Load a previous game
  721. <
  722.  
  723. >COMND
  724. GET *
  725. DO
  726. OBJ                          STANDARD GET FUNCTION
  727. 0
  728. 302
  729. INVEN
  730. <
  731.  
  732.  
  733. >COMND
  734. * *
  735. DO
  736. PRINT                        If words OK but illogical
  737. 17                           tell them about it.
  738. <
  739.  
  740. >ENDIN
  741.  
  742.