!INFORM GAME !LUCIAN BLEBEA !CIS 487 ASSIGNMENT 2 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Constant Story "THE CABIN"; Constant Headline "^by LUCIAN BLEBEA^"; Constant DEBUG; Include "parser"; Include "verblib"; Include "grammar"; !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ! initializing the point where the player starts [ Initialise; give player light; location = forest; print "^^ You have gathered some great firewood for your cabin and on your way back you got lost in the dense forest. You see a small trail in front of you. You assume that you came that way, so you follow the trail, but it seems that you are going deeper and deeper into the forest.. ^^"; ]; !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !in the forest you can find squirels, and you can go north to trail object forest "Forest" has light has static supporter enterable with name "Forest" "woods" "tree", description "You are surrounded by tall trees. Some Squirrels are running around on the brown carpet of fallen leaves. To the north you see a trail", before [; Take: if (player hasnt general) { give self general; move squirell to player; "Picked up squirell."; } ThrownAt: move squirell to location; "The squirell hits a tree nearby, falls down to earth, runs away and climbs another tree"; ], n_to trail; !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ! you need the squirell later in the game to give it to an old man object squirell "Squirell" forest has supporter with name "squirell", initial "One squirell is sitting still eating a walnut.", description "You approach the squirell, but it is not afraid of you. You start to pet it, and the squirell enjoys it"; !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !trail is another place where you can either go north or east object trail "Trail" has light has static with name "trail" "path", description "This trail looks like mud mixed with leaves, takes a right turn and continues farther into the deep woods", e_to treestump, s_to forest, n_to lockedfence; !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ! on the tree stump you find an axe which is critical for going further in the game object treestump "Tree stump" has static supporter enterable with name "stump" "tree stump", description "There is a rotten tree stump.", before [; Take: if (player hasnt general) { give self general; move axe to player; "Picked up axe."; } ThrownAt: move axe to location; "It bounces back and hits you in the leg. Ouch...You start bleeding. You rip off your shirt and tie your wound to stop the bleeding."; ], w_to trail; !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !axe is an object that you can use to cut trees, target practice etc object axe "Axe" treestump has supporter with name "axe" , initial "There is an axe lying on the stump. This axe looks new.", description "This axe looks new. It has something engraved on its handle. It says: Michel Hatcher"; !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !locked fence is a fence that will stop you from going north, you need to destroy it ot go further object lockedfence "Locked fence" trail with name "fence" "gate", initial "To the north you see a fence with a gate but it is locked.", description "A locked gate stops you from going north. Too bad you don't have a key. The fence is too tall to jump over it. You ask yourself:^ How can I get to the other side? ", n_to oldman, s_to trail; !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !this tree has to be cut with the axe to fall down on the fence to go further object tree "tree" lockedfence has light with name "tree" , initial "There is a big tree in front of the fence. The fence is locked with a lock.", description "If the tree would fall on the fence it would demolish part of it.", before[; ThrownAt: move axe to location; "You cut down the tree and it fell on the fence. The fence got demolished."; ], n_to oldman, s_to trail; !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !this old man is your only chance to beat the game, so listen for what he asks for, for him to give you the map object oldman "Old man" has static concealed supporter enterable, with name "old" "man" "oldman" "old man", initial "An old man is lying on the ground eating some nuts ", description "He looks old and wise. I wonder if he can help me find my cabin.^ I ask him if he would help me, he said yes on one condition: Go catch me a squirell. ", before[; ThrownAt: if (squirell in player) { move squirell to location; move map to oldman; "You give him the squirell and he hands you a map."; } else "I will give you a map once you catch me a damn squirell"; ], s_to lockedfence, e_to abandonedtrailer; !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !this is the map that tells you how to get home to your cabin object map "map" oldman has concealed, with name "map", description "This map shows your cabin on it and how to get to it. It shows an abandoned trailer to the east and your cabin to the south of the trailer "; !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !this trailer is a sign that the map is correct and that it will lead you home object abandonedtrailer "abandoned trailer" has light with name "trailer" "abandoned" "abandoned trailer" "junk", initial "This looks like the abandoned trailer that was shown on the map. I must be on the right way to my cabin. ", description "The trailer, or whatever is left of it, is rusted out completely and full of dirt, plants and leaves. ", s_to cabin, w_to oldman; !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !you have reached the cabin and you win the game object cabin "cabin" has light with name "cabin" "home" "house", initial "I can see a cabin. I wonder if I made it home. ", description "The Cabin. Yes, finally at home. All this runing around has made me hungry.^ Congratulations You beat the game! ";