Constant Story "Grounded"; Constant Headline "^An interactive fiction^ by: Justin Lado^"; Constant DEBUG; Include "parser"; Include "verblib"; Include "grammar"; Object Start_Bedroom "Your 'prison'" with description "Normally your favorite place, the even the hall to the west looks more inviting right now.", w_to Hall_One, has light; Object Hall_One "A long, dusty hallway" with description "The bric-a-brac of this hallway has always annoyed you. Your sister is in her room to the south, the bathroom is to the north and the stairwell is west. Your bedroom lies east.", s_to SisterRoom, n_to Bathroom, w_to Stairwell_One, e_to Start_Bedroom, has light; !20 Object SisterRoom "The bonanza of pink, home of the brat" with description "Your sister is lying on her bed. 'Mom's still mad at you, don't talk to me.' How hospitable. The hallway is to the north.", n_to Hall_One, has light; Object Bathroom "A sparlking bathroom" with description "The bathroom has recently been cleaned by the brat. The hallway is south.", s_to Hall_One, has light; Object Stairwell_One "The way down" with description "Family pictures line the stairs down. Someone left the attic stairs open going up.", d_to Stairwell_Two, u_to Attic, e_to Hall_One, has light; Object Attic "Antique Roadshow heaven" with description "Dust covers the floor, often two or more inches of it. The stairwell is below you.", d_to Stairwell_One, !40 has ; Object Stairwell_Two "Thirty-two steps seperate you from the upstairs" with description "The spiral stairs acsend to the second floor. The living room is east.", u_to Stairwell_One, e_to LivingRoom, has light; Object LivingRoom "The family gathering place" with description "The TV is still on. The foyer is to the south. A pleasant aroma comes from the kitchen to the north. The stairwell is west, and your parents room is to the east.", e_to ParentRoom, w_to Stairwell_Two, n_to Kitchen, s_to Foyer, has light; Object Foyer "The exit is in sight" with description "The way out! The door to the south is the exit. The living room is north.", n_to LivingRoom, s_to ExitDoor, !60 has light; Object ExitDoor "This should have a giant 'Exit' sign on it" with description "Locked! Crap! Stupid key-only locks. The foyer is north.", n_to Foyer, has light; Object Kitchen "A pleasant aroma is coming from the stove" with description "Looks like Mom's cooking chicken. The living room is to the south.", s_to LivingRoom, has light; Object ParentRoom "The master suite" with description "Your father is playing World of Warcraft on his computer in the corner. 'Aren't you grounded?' The living room is to the west.", w_to LivingRoom, has light; Object Sister "brat" SisterRoom with name "sister" "brat", description "Your younger sister, who is always swathed in pink. She's playing with a can of Coke and reading a book.", !80 life [; Give: if (noun == Bear) { "~Gimme that adorable bear.~ As she rips the bear from your hands, she drops her Coke. It rolls under her bed. Better get it!"; } if (noun ~= Bear) { "Bad idea.";} ], has animate; Object Father "dad" ParentRoom with name "dad" "pop" "father", description "He seems rather focused on World of Warcraft.", life [; Give: if (noun == Cola) { "~Wow, thanks son, I really needed a drink.~ He opens the well-shaken can, and it explodes on him.^^ Gyrating madly, he doesn't notice the house key slip from his pocket and fall under the desk. He storms from the room, swearing. ^ Get that key."; } ], has animate; !100 Object Key "large key" ParentRoom with name "key", description [; "The house key"; ], before [; Give: "You don't really want to."; ], after [; Take: score = score +1; ], has concealed; !100 Object Remote "remote control" Kitchen with name "remote" "control" "remote control", description [; "the TV remote"; !120 ], before [; Give: "You don't really want to."; ], after [; Take: score = score +1; ], has switchable; Object Medicine_Cabinet "medicine cabinet" Bathroom with name "cabinet" "medicine cabinet" "vanity", description "The medicine cabinet usually holds various things.", after [; !120 Open: score = score + 1; ], has static container openable; Object Flashlight "flashlight" Medicine_Cabinet with name "flashlight", !140 description "A working flashlight", before [; Give: "You don't really want to."; ], after [; Take: score = score + 1; SwitchOn: if (location == thedark) { give Attic light; } if (location ~= thedark) { "The light comes on, but doesn't help. You should turn it back off."; !140 } ], has switchable; Object Bear "pink bear" Attic with name "bear" "pink bear", description "A fluffy pink bear", !160 before [; Give: if (location ~= SisterRoom) "You don't really want to."; ], after [; Take: score = score + 1; ], has ; Object Cola "cola" SisterRoom with name "coke" "cola", description "A refreshing drink, but its pretty shaken", after [; Give: if (location ~= ParentRoom) "You don't really want to."; ], !180 has concealed; Object Exit_Door "The Exit" ExitDoor with name "door" "exit", description "Bloody locked doors.", with_key Key, !before [; !Open: !(if Exit_Door == locked){ ! "The door is locked still, you need to find the key.";}, !(if Exit_Door == unlocked) { ! "You have freed yourself from the tyrannical sentence of your mother. Go enjoy the day.", ! deadflag = 2; !}, after [; Open: "You are free of you mother's tyrannical punishments. Go enjoy the day.", deadflag = 2; ], has static door lockable locked openable; [ Initialise; location = Start_Bedroom; print"^^^Chores suck. So does being grounded. After not doing the former, you've been given the latter. But it is far too nice of a day to pay any heed to that, especially when Mom left for the store.^^^"; ];