home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
CD School House 9
/
CD School House 9.0 - Wayzata Technology (1994).iso
/
pc
/
games
/
dos
/
adven
/
gscape
/
sample.in3
< prev
next >
Wrap
Text File
|
1993-11-18
|
12KB
|
742 lines
>REMAR
SAMPLE ADVENTURE-- COMMAND SECTION.
SEE ALSO SAMPLE.IN1 AND SAMPLE.IN2
FLAG LIST:
1 0-FUSE NOT IN 1-FUSE IN.
2 0-DON'T ALLOW TELEPORT 1-ALLOW TELEPORT
3 0-FUSEBOX CLOSED 1-FUSEBOX OPEN
4 0-HAVEN'T NOTICED BLOWN FUSE 1-HAVE NOTICED BLOWN FUSE
101 # OF MOVES (DEFAULT OF FLAG 101)
IMPORTANT NOTE! Always write down on a
list somewhere (or comment in your code)
exactly what purpose you're assigning to
your flags. You'll never remember without it!
<
>COMND
* * COMAS, COLONS: AND "QUOTES" ARE ALLOWED IN
IF COMMENTS! "AIN'T, THAT: GREAT?"
FLAG>
101
50 If more than 50 moves game is lost.
DO
PRINT
18
END
<
>COMND
S *
IF
AT
5
FLAG= If south from computer room and no teleport,
2 send back to main room.
0
DO
GOTO
1
SHOW
<
>COMND
N *
IF
AT North from lit supply room.
6
DO
GOTO
1
SHOW
<
>COMND
N *
IF
AT
1
FLAG= If try to go N at main room and fuse not in
1 tell them it is dark and leave them
0 in main room
DO
PRINT
15
<
>COMND
DROP *
DO Drop any item anywhere
DROP
<
>COMND
N *
IF
AT
1 If north from center room
FLAG=
1 and fuse is in and door closed
1
FLAG=
3
0
DO go to computer room
GOTO
5
SHOW
<
>COMND
E *
IF
AT
1 If east from main room
DO go to cluttered room
GOTO
4
SHOW
<
>COMND
S *
IF
AT
1 If go south from central room
FLAG= and energy is on go to room 6
3 instead of room 3!
0
FLAG=
1
1
DO
GOTO
6
SHOW
<
>COMND
S *
IF
AT If south from center room
1 go to supply room
DO
GOTO
3
SHOW
<
>COMND
W *
IF
AT
1 If west from center room
DO go to observatory
GOTO
2
SHOW
<
>COMND
E *
IF
AT
2
DO If east from observatory
GOTO go to center room
1
SHOW
<
>COMND
N *
IF
AT
3 If north from utility room
DO go to center room
GOTO
1
SHOW
<
>COMND
W *
IF
AT
4
DO If west from cluttered room
GOTO go to center room
1
SHOW
<
>COMND
S *
IF
AT
3
DO If south from unlit supply room go to monster
GOTO room and munch 'em
7
SHOW
END
<
>COMND
S *
IF
AT If south from lit supply room, do the same.
6
DO
GOTO
7
SHOW
END
<
>COMND
SEARCH TELESCOPE
IF
AT If paper doesn't exist yet and
2 telescope is searched tell them
NOTEXIST they've found paper and move the
1 paper into the room
DO
GRAPH
8
PRINT
2
OBJ
1
2
<
>COMND
SEARCH TELESCOPE
IF
AT If they search the telescope after they've
2 found the paper show them something else.
PRESENT
1
DO
PRINT
4
<
>COMND
READ PAPER
IF
EXIST If they read the paper and they have the
1 paper, tell them what it says.
302
DO
PRINT
36
<
>COMND
OPEN FUSEBOX
IF
AT If they open a closed fusebox
3 tell them they did so!
FLAG=
3
0
DO
FLAGSET
3
1
PRINT
5
<
>COMND
OPEN FUSEBOX
IF
AT If they try to open an open fusebox
3 tell them they're senile.
FLAG=
3
1
DO
PRINT
6
<
>COMND
SEARCH FUSEBOX
IF If the fusebox is searched
AT and the fusebox is closed
3 and the fuse isn't in
FLAG= then tell them the
3 fusebox is closed.
0
FLAG=
1
0
DO
PRINT
23
<
>COMND
SEARCH FUSEBOX
IF
AT If the fusebox is searched
3 after the fuse is in
FLAG= and if the fusebox is still
1 open tell them the fusebox
1 is open and looking good.
FLAG=
3
1
DO
PRINT
24
<
>COMND
SEARCH FUSEBOX
IF
AT
3
FLAG=
3
1 If they search an open fusebox
FLAG=
4 and they haven't seen the blown fuse yet
0
DO
PRINT tell them a fuse is blown and
7
FLAGSET
4 set flag for having seen blown fuse.
1
<
>COMND
SEARCH FUSEBOX
IF
AT
3
FLAG= If they search the fusebox
3 and it is open
1
FLAG=
4 and they've already seen a fuse is blown
1
DO
PRINT tell them so!
8
<
>COMND
SEARCH FUSEBOX
IF If they search the fusebox
AT
3
FLAG= and the fusebox is open
3
1
FLAG=
1 and they've fixed the fuse
1
DO
PRINT tell them they see an open fusebox.
21
<
>COMND
OPEN BOXES
IF
AT
3
FLAG=
1
0
NOTEXIST
3
DO
PRINT
31
<
>COMND
SEARCH BOXES
IF
AT
3 If they search boxes and a fuse
NOTEXIST does not exist tell them they find
3 a fuse and move the fuse into the room.
DO (If fuse doesn't exist, they haven't found it
PRINT before, which means it exists in the box!)
9
OBJ
3
3
<
>COMND
SEARCH BOXES
IF If they search the boxes but they've
AT already picked up the fuse tell
3 them they're looped.
EXIST
3
302
DO
PRINT
10
<
>COMND
REPLACE FUSE
IF If they replace the fuse
AT
3
EXIST and they have the fuse to use
3
302
FLAG=
3 and fusebox is open
1
DO
PRINT
3 tell them they've fixed the fuse
FLAGSET
1 set the fuse as being replaced
1
OBJ
3 and move the fuse to limbo.
301
<
>COMND
REPLACE FUSE
IF
AT If they tru to replace the fuse but the
3 fusebox is closed then tell them
FLAG= the fusebox is closed.
3
0
EXIST
3
302
DO
PRINT
23
<
>COMND
REPLACE FUSE If they try to replace a fuse they
IF don't own let them know.
AT
3
NOTEXIST
3
DO
PRINT
22
<
>COMND
CLOSE FUSEBOX
IF
AT
3 If they close the fusebox
FLAG= and it is open
3
1
FLAG= and fuse hasn't been replaced
1
0
DO
FLAGSET
3 shut the fusebox door
0
PRINT and tell them OK you've shut it!
3
<
>COMND
CLOSE FUSEBOX
IF
AT
3 If try to close the fusebox
FLAG= and the fusebox is open
3
1
FLAG=
1 and the fuse is in place
1
DO
FLAGSET
3 Close the fusebox
0
GOTO and send them to room 6.
6
SHOW
<
>COMND
36-24-36 *
IF
AT
4 If they open the safe
EXIST
1 and have the paper
302
DO
PRINT tell them they've done so and
12
OBJ move the disk into the safe.
2
4
<
>COMND
OPEN SAFE
IF
AT If they try to just open the safe
4
DO tell them it's a locked safe.
PRINT
13
<
>COMND
GET DISKETTE
IF
NOTEXIST If they get the disk and it's not around
2
DO tell them they're screwy.
PRINT
14
<
>COMND
INSERT DISKETTE
IF
AT If they insert the disk
5
FLAG= and the fuse is replaced
1
1
FLAG= and the fusebox door closed
3
0
EXIST
2 and the disk exists
302
DO
PRINT Tell them the place is live with energy
16
FLAGSET
2 Set the teleport flag on.
1
<
>COMND
EXAM COMPUTER If exam computer describe.
IF
AT
5
DO
PRINT
33
<
>COMND
INVENTORY * List their inventory.
DO
INVEN
<
>COMND
LOOK *
DO Show the current location.
SHOW
<
>COMND
END *
DO End the game.
END
<
>COMND
QUIT * Quit the game.
DO
QUIT
<
>COMND
S *
IF
AT
5
FLAG= If they go south and
2 the teleporter is on
1 tell them they win the game.
DO
GOTO
8
SHOW
PRINT
1
END
<
>COMND
HELP * Display the help screen.
DO
PRINT
19
PRINT
32
<
>COMND
GET TELESCOPE If they try to get the
IF telescope, tell them it's
DO too durn heavy!
PRINT
28
<
>COMND
GET BOXES
IF
AT If they try to get the boxes
3 tell them they rattle.
NOTEXIST
3
DO
PRINT
27
<
>COMND
SEARCH DESK
IF If they search the desk tell them
AT they are wasting their time.
4
DO
PRINT
20
<
>COMND
OPEN DESK
IF
AT Does the same thing as SEARCH DESK
4 only it works with OPEN DESK instead.
DO It's not often this is needed but once
PRINT in a while it's the only way to cover
20 all bases!
<
>COMND
SEARCH SAFE
IF
AT If they search the safe and
4 the diskettes don't exist, tell them
NOTEXIST there's a big, heavy safe and show it
2
DO
GRAPH
9
PRINT
25
<
>COMND
SEARCH SAFE
IF If they search the safe after
AT finding the disk show them the
4 open safe and tell them there's a diskette
PRESENT
2
DO
GRAPH
11
PRINT
37
<
>COMND
SEARCH BLONDE
IF If they search the blonde
AT tell them they're a pervert.
2
EXIST
1
302
DO
PRINT
29
<
>COMND
GET BLONDE
IF If they get the blonde, kill them.
AT
2
DO
PRINT
30
END
<
>COMND
READ SIGN
IF
AT Can't read a sign in the dark.
3
DO
PRINT
34
<
>COMND
READ SIGN
IF
AT
6 Now they can read the sign.
DO
PRINT
35
<
>COMND
SAVE *
DO Save the game
SAVE
<
>COMND
LOAD *
DO
LOAD Load a previous game
<
>COMND
GET *
DO
OBJ STANDARD GET FUNCTION
0
302
INVEN
<
>COMND
* *
DO
PRINT If words OK but illogical
17 tell them about it.
<
>ENDIN