! ------------------------------------------------------------------------------ ! George Constanza : Looking for Love ! Inform Text Adventure ! CIS 587 Project #1 ! David Carver ! 10/14/2002 ! ------------------------------------------------------------------------------ Constant Story "George Constanza : Looking for Love Release 0.1a"; ! the MAX_SCORE associated with the game Constant MAX_SCORE 42; Constant Headline "^Written by David Carver^ This is a game about nothing!^^ Actually, it does have an objective. The objective of the game is go on a^ date with Marisa Tomei. How well the date goes, depends on what is 'brought'^ to it. The game contains a number of 'amusements' including Kramer, Jerry, ^ Elaine, the Smoking Indian, Frank Costanza, and the Soup Nazi.^^ You wake up from a long sleep in your old bed at your parent's house^ at 3344 Queens Blvd. Flushing, NY (Queens). You hear loud voices coming^ from the other end of the house.^ Yada, Yada, Yada! You are George Constanza. Good luck!^^"; Include "Parser"; Include "VerbLib"; Include "Grammar"; ! setup some constants to be used with the subway car's destination Constant BROOKLYN = 1; Constant LOWER = 2; Constant MIDTOWN = 3; Constant UPPER = 4; Constant QUEENS = 5; !***************************************************************************** ! Classes used in the game !***************************************************************************** !----------------------------------------------------------------------------- ! Class Subway_car. The subway is the transportation mechanism used to get ! George to different burroughs. The game contains three burroughs and ! Manhattan has three different areas to discover. !----------------------------------------------------------------------------- Class Subway_car has static with destination, destName, name "subway" "car" "subway car" "train", initial [; switch(random(5)) { 1: self.destination = BROOKLYN; self.destName = "Brooklyn"; 2: self.destination = LOWER; self.destName = "Lower East Side"; 3: self.destination = MIDTOWN; self.destName = "Midtown"; 4: self.destination = UPPER; self.destName = "Upper West Side"; 5: self.destination = QUEENS; self.destName = "Queens"; } "There is a subway car waiting to leave the station."; ], description [; "It's an old MTA subway car waiting to leave the station.^ The train is heading to ", (string)self.destName, "."; ], before [; enter: if (player notin self) { if (player in Subway_B && self.destination == BROOKLYN) "Don't be silly, George. You're already in ",(string)self.destName, "."; else if (player in Subway_L && self.destination == LOWER) "Don't be silly, George. You're already in ",(string)self.destName, "."; else if (player in Subway_M && self.destination == MIDTOWN) "Don't be silly, George. You're already in ",(string)self.destName, "."; else if (player in Subway_U && self.destination == UPPER) "Don't be silly, George. You're already in ",(string)self.destName, "."; else if (player in Subway_Q && self.destination == QUEENS) "Don't be silly, George. You're already in ",(string)self.destName, "."; else { move player to self; switch(self.destination) { BROOKLYN: PlayerTo(Subway_B,1); LOWER: PlayerTo(Subway_L,1); MIDTOWN: PlayerTo(Subway_M,1); UPPER: PlayerTo(Subway_U,1); QUEENS: PlayerTo(Subway_Q,1); } "You are on a train going to ", (string)self.destName, ".^ After a very interesting ride.....^ You've arrived in ", (string)self.destName,".^ You exit the subway car and are now at the station."; } } "You are already on the train."; ]; !***************************************************************************** ! Location : Queens !***************************************************************************** !----------------------------------------------------------------------------- ! Location: George's Bedroom !----------------------------------------------------------------------------- Object Bedroom "George's Bedroom" with description [; if (glasses in player) "You are in George's Bedroom at his parent's house in Queens.^ There's a dresser with a mirror hanging over it on the wall opposite the bed."; "You are in George's Bedroom at his parent's house in Queens.^ You are as blind as a bat, George. Perhaps you could use your glasses?"; ], e_to door_To_Hallway; !----------------------------------------------------------------------------- ! Bedroom door. You'll need the glasses before you can leave the room. !----------------------------------------------------------------------------- Object -> door_To_Hallway "bedroom door" with desciption "It's a bedroom door.", name "door", when_closed "There's a closed door on the far side of the room.", when_open "There's a hallway to the east.", door_to Hallway, door_dir [; if (glasses in player) return e_to; else { move player to Bedroom; "You better find those glasses before you leave the room, George."; } ], before [; Open: if (glasses notin player) "You can't seem to find the handle. You really need the glasses."; ], with_key glasses, has static door openable; !----------------------------------------------------------------------------- ! nightstand. The glasses are on the nightstand. !----------------------------------------------------------------------------- Object nightstand "nightstand" Bedroom has supporter with name "nightstand" "stand" "night", description "There is a nightstand next to the bed.", before [; Take,Push,Pull: "There's no sense in doing that."; Open: "The nightstand doesn't have any drawers to open."; ]; !----------------------------------------------------------------------------- ! glasses You'll need the glasses before you can leave the room. !----------------------------------------------------------------------------- Object glasses "pair of glasses" nightstand has scored with name "glasses" "specs" "glass", description "You need these glasses to see, George.^ Your eyes aren't getting any better.", before [; Take: move glasses to player; "You put the glasses on and you can see. The room looks quite different."; Drop: "That wouldn't be a good idea. You won't be able to see."; ]; !----------------------------------------------------------------------------- ! dresser. The wallet sits on top of the dresser !----------------------------------------------------------------------------- Object dresser "dresser" Bedroom has concealed has supporter with name "dresser" "dresser", description [; if (glasses in player && wallet in player) "It's a fine dresser for 1950s standards."; if (glasses in player && wallet notin player) "It's a fine dresser for 1950s standards.^ There's a wallet on top of the dresser."; "I don't see a dresser in this room."; ], before [; Take,Push,Pull: if (glasses in player) "There's no sense in doing that. You'd only hurt your back, George."; "I don't see a dresser in this room."; Open: if (glasses in player) "There's just a bunch of old clothes in the drawers. The clothes remind you^ of a slimmer, younger, more handsome George."; "I don't see a dresser in this room."; ]; !----------------------------------------------------------------------------- ! mirror. barter with the vendor at the antique shop with the mirror !----------------------------------------------------------------------------- Object mirror "mirror" Bedroom with name "mirror", description [; if (glasses in player) "It's an oval Art Deco style mirror."; "I don't see a mirror in this room."; ], before [; Take: if (glasses in player) { move mirror to player; "You've taken the mirror. It might be worth something."; } "I don't see a mirror in this room."; give: if (mirror in player) { if (player in Antique_Shop) { move mirror to antique_clerk; move smoking_indian to player; "You barter with the antique clerk and he agrees to^ trade the Art Deco mirror for the smoking indian.^ What a deal! Kramer would love the smoking indian."; } else "There is not a clerk to give the slip."; } else "You don't have a mirror."; ]; !----------------------------------------------------------------------------- ! wallet. need the wallet to buy things, and drive car !----------------------------------------------------------------------------- Object wallet "wallet" dresser with name "wallet" "billfold", description [; if (glasses in player) "It's your wallet."; "I don't see a wallet in this room."; ], before [; Take: move wallet to player; "You've taken your wallet."; Open: "It contains a driver's license, cash, a video rental^ card, some credit cards, and a library card."; ]; !----------------------------------------------------------------------------- ! Hallway in parents' house !----------------------------------------------------------------------------- Object Hallway "Hallway, Paths = E, W, N" has scored with description "You are in the hallway outside of George's bedroom.^ You see a bedroom to the west, a bathroom to the north,^ and the hallway continues to the east to the kitchen.^", e_to Kitchen, n_to Bathroom, w_to Bedroom; !----------------------------------------------------------------------------- ! Bathroom !----------------------------------------------------------------------------- Object Bathroom "Bathroom, Paths = S" has supporter with description "You are in the bathroom. It smells very aromatic, unlike the^ bathroom at your apartment. An exit lies to the south.^", s_to Hallway; !----------------------------------------------------------------------------- ! toilet. Serves no purpose in the game !----------------------------------------------------------------------------- Object toilet "nice, clean toilet" bathroom with name "toilet", description "The toilet is unbelievably clean.", before [; Take: "You'd never be able to lift it."; Open: "Your mother will be angry, George."; ], has static; !----------------------------------------------------------------------------- ! Kitchen !----------------------------------------------------------------------------- Object Kitchen "Kitchen, Paths = E, W" has supporter with description "You are in the kitchen. Frank and Estelle Constanza are here.^ They are talking about something of little interest to you.^ To the east leads to the driveway.^", w_to Hallway, e_to Driveway; !----------------------------------------------------------------------------- ! frank. Frank is fun to talk to. He does not say anything worthwhile ! Frank does not provide any help, just some comedic humour. !----------------------------------------------------------------------------- Object frank "Frank Constanza" Kitchen has animate scenery, with name "frank" "Frank" "dad" "father", description "Frank Constanza is a proud man with a lot of crazy^ ideas. He is a quirky man with a big temper.", before [; talk: switch(random (6)) { 1: "He says, 'Serenity Now!'"; 2: "He says, 'Do you want a piece of me?'"; 3: "He starts talking about the Festivus Festival."; 4: "He wants you to go into business with him."; 5: "He says, 'Have you seen the new Buick?'"; 6: "He starts talking about a business deal with Kramer."; } kiss: "You must be joking!"; ]; !----------------------------------------------------------------------------- ! estelle. Estelle is not much fun. She is only scenery. !----------------------------------------------------------------------------- Object estelle "Estelle Costanza" Kitchen has animate scenery, with name "estelle" "Estelle" "mom" "mother", description "Estelle Constanza is an elderly woman that treats^ you like a baby.", before [; talk: "She says, 'Every day it's something else with you. I don't know anything about^ you any more. Who are you? What kind of life are you leading? Who knows ^ what you're doing? Maybe you're making porno films."; kiss: "Oh, Georgie!"; ]; !----------------------------------------------------------------------------- ! countertop. George's keys and a Reader's Digest sit on the countertop !----------------------------------------------------------------------------- Object countertop "countertop" Kitchen has supporter static with name "counter" "countertop", description "The countertop is squeaky clean."; !----------------------------------------------------------------------------- ! George's keys. needed to unlock George's apartment !----------------------------------------------------------------------------- Object keys "set of keys" countertop with name "keys" "key", description "A large set of keys dangle on an old key chain.", before [; Take: move keys to player; "You've taken the set of keys."; ]; !----------------------------------------------------------------------------- ! Readers Digest. A Seinfeldian prop, worthless to the game !----------------------------------------------------------------------------- Object digest "Readers Digest" countertop with name "digest" "Readers Digest" "reader" "readers digest", description "It's a recent copy of a Readers Digest.", before [; Take: "Are you nuts? Did you forget that your father collects those?"; ], has static; !----------------------------------------------------------------------------- ! Driveway. Frank's car is here (can't be used), and also a trashcan !----------------------------------------------------------------------------- Object Driveway "Driveway, Paths = W, N" has static supporter with description "You are in the driveway of your parents' house.^ West leads back into the house.^ North heads to the street in front of the house.^", w_to Kitchen, n_to Street; !----------------------------------------------------------------------------- ! car. It's locked and not openable. !----------------------------------------------------------------------------- Object car "shiny, new Buick" Driveway with name "car" "Buick" "door" "car door", description "It's a brand new 2002 Buick Century.", before [; Open: "You'll need the keys to open the door and do you really^ think Frank is gonna give you the keys to his new car?"; ], has static; !----------------------------------------------------------------------------- ! trashcan. The trashcan contains a shirt. !----------------------------------------------------------------------------- Object trashcan "battered steel trashcan" Driveway has static supporter with name "can" "trash" "trashcan", description "It's a trashcan.", before [; lookunder: if (self hasnt general) { give self general; move paint_shirt to player; "You've found a paint shirt."; } ]; !----------------------------------------------------------------------------- ! paint shirt. It's under the trashcan and contains a note !----------------------------------------------------------------------------- Object paint_shirt "paint shirt" Driveway has scenery with name "shirt" "paint" "paint shirt", description "It's the shirt you wore last week to help your^ father paint the recreation room.", before [; inspect: if (self hasnt general) { give self general; move note to player; move paint_shirt to trashcan; "A note falls out of the shirt's pocket,^ you grab the note, and throw the^ shirt in the trash."; } Take: "What do you want the paint shirt for? Leave it in the trash."; ]; !----------------------------------------------------------------------------- ! note. contained in paint shirt. it's the phone number for Marisa Tomei! !----------------------------------------------------------------------------- Object note "perfumed note" Driveway has scenery scored with name "note", description "It is a perfumed note. It has a name and a phone number.^ Wow! It's the phone number of Marisa Tomei!^ Maybe you should give her a call, George?"; !----------------------------------------------------------------------------- ! Street !----------------------------------------------------------------------------- Object Street "Street, Paths = N, S" has supporter with description "You are standing in the street outside of your^ parents' house. There is a subway station to^ the north. South leads to the driveway.^", n_to Subway_Q, s_to Driveway; !----------------------------------------------------------------------------- ! trashcan #2. It serves no purpose in the game. !----------------------------------------------------------------------------- Object trashcan2 "a grey, steel trashcan" Street with name "can" "trash" "trashcan", description "It's a trashcan filled with garbage. I guess it's garbage day.", has static; !----------------------------------------------------------------------------- ! Subway in Queens !----------------------------------------------------------------------------- Object Subway_Q "Subway Station in Queens, Paths = S" has supporter with description "You are at a subway station. The public transportation^ system in New York City is really astounding to you.^ South leads back your parents' house.^", s_to Street; !----------------------------------------------------------------------------- ! subway car. It takes you from one burrough to the next. The subway takes ! George to Brooklyn, Lower East West, Midtown, Upper West Side, and Queens. !----------------------------------------------------------------------------- Subway_car subway_car_q "subway car" Subway_Q with name "queens"; !----------------------------------------------------------------------------- ! A map of the MTA. !----------------------------------------------------------------------------- Object map_Q "MTA map on the wall" Subway_Q with name "map" "subway map", description "The map details the subway system. Boy, it sure is confusing.", has static; !***************************************************************************** ! Location : Brooklyn !***************************************************************************** !----------------------------------------------------------------------------- ! Subway in Brooklyn !----------------------------------------------------------------------------- Object Subway_B "Subway Station in Brooklyn, Path = E" has supporter with description "You are at a subway station. The public transportation^ system in New York City is really astounding to you.^ East leads to the street.", e_to B_Street1; !----------------------------------------------------------------------------- ! A map of the MTA. !----------------------------------------------------------------------------- Object map_B "MTA map" Subway_B with name "map" "subway map", description "The map details the subway system. Boy, it sure is confusing.", has static; !----------------------------------------------------------------------------- ! subway car. It takes you from one burrough to the next. The subway takes ! George to Brooklyn, Lower East West, Midtown, Upper West Side, and Queens. !----------------------------------------------------------------------------- Subway_car subway_car_b "subway car" Subway_B with name "brooklyn"; !----------------------------------------------------------------------------- ! B_Street1 !----------------------------------------------------------------------------- Object B_Street1 "Street, Paths = E, W" with description "You are on a street in Brooklyn. It continues to the east and to^ the west is subway station.", e_to B_Street2, w_to Subway_B; !----------------------------------------------------------------------------- ! B_Street2 !----------------------------------------------------------------------------- Object B_Street2 "Street, Paths = W, N, S" with description "You are on a street in Brooklyn. The street runs behind you^ to the west and south. A laundry shop is to the north.", w_to B_Street1, n_to Laundry_Shop, s_to B_Street3; !----------------------------------------------------------------------------- ! Laundry Shop !----------------------------------------------------------------------------- Object Laundry_Shop "Laundry Shop, Paths = S" with description "You are in a laundry shop. The exit leads to the south.", s_to B_Street2; !----------------------------------------------------------------------------- ! laundry clerk. If you have a laundry slip and give it to the clerk, he will ! return a nice, starched oxford shirt. !----------------------------------------------------------------------------- Object laundry_clerk "laundry clerk" Laundry_Shop has animate, with name "clerk" "laundry clerk", description "The laundry clerk is a short man somewhere in his 50s.^ He looks a bit tired, probably from being overworked.", before [; talk: switch(random (6)) { 1: "He tells you this is best place for laundry in Brooklyn."; 2: "Apparently, he's not a Yankees' fans, and has some very^ unkind words about Mr. Steinbrenner."; 3: "He recommends impressing a woman by taking her to Mendy's Restaurant."; 4: "He tells you about new laundry by the pound promotion."; 5: "He offers you a cup of coffee."; 6: "He apparently loves basketball and reminesces about Willis Reed."; } kiss: "You must be joking!"; ]; !----------------------------------------------------------------------------- ! clean shirt. If George has the laundry slip and gives it to the laundry ! clerk, the clerk will give him a nice, clean oxford shirt. !----------------------------------------------------------------------------- Object clean_shirt "clean shirt" Laundry_Shop has scored scenery clothing, with name "clean" "clean shirt" "shirt", description "It's a nice, clean oxford dress shirt.", before [; if (player in George_Apartment) "You put on the clean oxford dress shirt."; "You should wait until you get back to your apartment.^ You wouldn't want to get arrested for indecent exposure!"; ]; !----------------------------------------------------------------------------- ! B_Street3 !----------------------------------------------------------------------------- Object B_Street3 "Street, Paths = E, N, S" with description "You are on a street in Brooklyn. The street continues to the^ south. There's an antique shop to the east.", e_to Antique_Shop, n_to B_Street2, s_to B_Street4; !----------------------------------------------------------------------------- ! Antique Shop !----------------------------------------------------------------------------- Object Antique_Shop "Antique Shop, Paths = W" with description "You are in an antique shop. The exit leads to the west.", w_to B_Street3; !----------------------------------------------------------------------------- ! antique clerk. The clerk does not provide any interesting conversation. If ! George gives him the mirror, he will give George the smoking indian. !----------------------------------------------------------------------------- Object antique_clerk "antique clerk" Antique_Shop has animate, with name "clerk" "antique clerk", description "The antique clerk is a studious-looking man somewhere in his^ 60s. He is very energetic and seems willing to make a deal.", before [; talk: switch(random (6)) { 1: "He says, 'How about those Mets?'"; 2: "He says, 'Piazza is a helluva ball player."; 3: "He is far too busy to talk to you."; 4: "He says he is looking for an Art Deco mirror for a customer."; 5: "He says the guy down the street has the best hotdogs in Brooklyn."; 6: "He ignores you."; } kiss: "You must be joking!"; ]; !----------------------------------------------------------------------------- ! smoking indian. George receives the smoking indian in a trade for the mirror ! that is in his bedroom at his mother's house. !----------------------------------------------------------------------------- Object smoking_indian "smoking indian" Antique_Shop has scored scenery with name "smoking" "indian" "smoking indian", description "It's a hand carved, five feet tall wooden indian. It would make^ an interesting gift for Kramer or something to put at your office.", before [; give : if (player in Tom_Restaurant) { move smoking_indian to kramer; move cigar to player; "You give the smoking Indian to Kramer. He is so estastic^ so much so that he gives you a fine cigar."; } "You better save it for Kramer, George."; ]; !----------------------------------------------------------------------------- ! B_Street4 !----------------------------------------------------------------------------- Object B_Street4 "Street, Paths = N, S" with description "You are on a street in Brooklyn. The street continues to the^ south. North is where you come from.", n_to B_Street3, s_to B_Street5; !----------------------------------------------------------------------------- ! B_Street5 !----------------------------------------------------------------------------- Object B_Street5 "Street, Paths = N" with description "You are on a street in Brooklyn. The street dead ends to the^ south. North is where you come from.", n_to B_Street4; !----------------------------------------------------------------------------- ! hotdog vendor. The hotdog vendor is another character provided for ! amusement. George can buy hot dogs from him. !----------------------------------------------------------------------------- Object hotdog_vendor "hotdog vendor" B_Street5 has scenery animate, with name "vendor" "hotdog vendor", description "The hotdog vendor is a heavy-set man who really loves^ his job. He claims he has the best hotdogs in Brooklyn.", before [; talk: "He's really busy selling hotdogs and doesn't have time to talk."; ]; !----------------------------------------------------------------------------- ! hotdog. You can buy a hotdog from the hotdog vendor. This has been put in ! the game for amusement. !----------------------------------------------------------------------------- Object hotdog "hotdog" B_Street5 has edible, with name "hotdog" "dog", initial "There is a hotdog vendor selling delicious hotdogs.", description "The hotdog looks and smells delicious.", before [; buy: if (wallet in player) { move hotdog to player; "You buy one of the delicious hotdogs from the vendor."; } else "You don't have any money. Perhaps, you need to find your wallet."; eat: if (hotdog in player) { move hotdog to hotdog_vendor; "That was delicious!"; } "You haven't purchased a hotdog from the vendor."; take: "You'd be thrown in jail for stealing, George."; ]; !***************************************************************************** ! Location : Upper West Side !***************************************************************************** !----------------------------------------------------------------------------- ! Subway in Upper West Side !----------------------------------------------------------------------------- Object Subway_U "Subway Station in Upper West Side, Path = E" has supporter with description "You are at a subway station. The public transportation^ system in New York City is really astounding to you.^ East leads to the street.", e_to U_Street1; !----------------------------------------------------------------------------- ! A map of the MTA. !----------------------------------------------------------------------------- Object map_U "MTA map" Subway_U with name "map" "subway map", description "The map details the subway system. Boy, it sure is confusing.", has static; !----------------------------------------------------------------------------- ! subway car. It takes you from one burrough to the next. The subway takes ! George to Brooklyn, Lower East West, Midtown, Upper West Side, and Queens. !----------------------------------------------------------------------------- Subway_car subway_car_u "subway car" Subway_U with name "upper"; !----------------------------------------------------------------------------- ! U_Street1 !----------------------------------------------------------------------------- Object U_Street1 "Street, Paths = E, W, S" with description "You are on a street in the Upper West Side. The street continues^ to the east to Mendy's Restaurant and to the south. To the west^ is the subway.", w_to Subway_U, e_to Mendys_Restaurant, s_to U_Street3; !----------------------------------------------------------------------------- ! U_Street2 !----------------------------------------------------------------------------- Object U_Street2 "Street, Paths = W, N, S" with description "You are on a street in the Upper West Side. The street continues^ to the west and south. To the north is Mendy's Restaurant.", w_to U_Street3, n_to Mendys_Restaurant, s_to U_Street4; !----------------------------------------------------------------------------- ! U_Street3 !----------------------------------------------------------------------------- Object U_Street3 "Street, Paths = E, N, S" with description "You are on a street in the Upper West Side. The street continues^ to the east, north, and south.", e_to U_Street2, n_to U_Street1, s_to U_Street5; !----------------------------------------------------------------------------- ! U_Street4 !----------------------------------------------------------------------------- Object U_Street4 "Street, Paths = E, W, N, S" with description "You are on a street in the Upper West Side. The street continues^ to the north and west. To the south is the Humane Society and to^ the north is West Side Jewelry.", e_to WestSide_J, w_to U_Street5, n_to U_Street2, s_to Humane_Society; !----------------------------------------------------------------------------- ! U_Street5 !----------------------------------------------------------------------------- Object U_Street5 "Street, Paths = E, W, N" with description "You are on a street in the Upper West Side. The street continues^ to the north and east. To the west is the West Side YMCA.", e_to U_street4, w_to YMCA, n_to U_Street3; !----------------------------------------------------------------------------- ! Mendy's Restaurant. This is a "safe" place to take a date. Everything is ! good, but nothing is great. This is the final goal of the game. If you ! invite Marisa Tomei here, have a clean shirt, your wallet, and the necklace ! you will win the ultimate prize. !----------------------------------------------------------------------------- Object Mendys_Restaurant "Mendy's Restaurant, Paths = W, S" with description [; "You are in Mendy's Restaurant.^ Paths lead out of the restaurant to the west and south."; ], w_to U_Street1, s_to U_Street2; !----------------------------------------------------------------------------- ! mendy. He's the owner of the restaurant. This is a "safe" place to bring ! a date. !----------------------------------------------------------------------------- Object mendy "Mr. Mendy" Mendys_Restaurant has animate scenery, with name "mendy" "Mr. Mendy", initial "Your old pal Mendy is here.", description "Mendy is a nice man you've been friends with for years.", before [; talk: switch(random (6)) { 1: "He encourages you to take a woman to his restaurant."; 2: "He asks about Frank and Estelle Costanza."; 3: "He asks about Jerry."; 4: "He asks about Kramer."; 5: "He asks about your dating life."; 6: "He asks about Vandalay Industries."; } kiss: "You aren't that good of friends!"; ]; !----------------------------------------------------------------------------- ! hidden room. The player will be moved to this room if the date goes ! extremely well with marisa. This is a scored room. !----------------------------------------------------------------------------- Object hidden_room "hidden" Mendys_Restaurant has scenery scored, with name "hidden", description "hidden"; !----------------------------------------------------------------------------- ! Humane Society !----------------------------------------------------------------------------- Object Humane_Society "Humane Society, Paths = N" with description "You are at the New York City Humane Society.^ The door to the north leads back to the street.", n_to U_Street4; !----------------------------------------------------------------------------- ! humane society clerk. If George finds the lost dog and then talks to the ! clerk, he will collect the reward. !----------------------------------------------------------------------------- Object humane_clerk "clerk" Humane_Society has animate, with name "clerk" "humane society clerk", initial "There is a clerk behind the counter.", description "The clerk appears to be a very kind individual.", before [; talk: if (dog in player) { move dog to humane_clerk; move reward to player; "Apparently, there is a nice reward for finding the lost^ Shitz-hu. You give the clerk the dog and she gives you^ the reward for finding the dog."; } "She tells you about a reward for a lost dog."; kiss: "You aren't that good of friends!"; ]; !----------------------------------------------------------------------------- ! reward. You receive the reward if you return the lost dog to the clerk. !----------------------------------------------------------------------------- Object reward "reward for returning dog" Humane_Society has scenery scored with name "reward", description "It's two tickets for a Knicks' game. That must have been some dog."; !----------------------------------------------------------------------------- ! West Side Jewelry !----------------------------------------------------------------------------- Object Westside_J "Westside Jewelry, Paths = W" with description "You are at West Side Jewelry. I bet this stuff is expensive.^ The door to the west leads back to the street.", w_to U_Street4; !----------------------------------------------------------------------------- ! clerk. One of the talk actions of the clerk is to tell George about a ! beautiful necklace he has just gotten in. If he gives !----------------------------------------------------------------------------- Object jewelry_clerk "clerk" Westside_J has animate, with name "clerk" "jewelry clerk", initial "There is a jewelry clerk behind the counter.", description "The clerk looks a little shady.", before [; talk: switch(random (3)) { 1: "He is with a customer and ignores you."; 2: "He tells you he will beat any price on anything in the city."; 3: "He pulls out a beatiful necklace and shows it to you."; } kiss: "You aren't that good of friends!"; ]; !----------------------------------------------------------------------------- ! necklace !----------------------------------------------------------------------------- Object necklace "ornate necklace" Westside_J has scenery with name "ornate necklace" "necklace", description "It's a beautiful necklace. Any woman would love to have it.", before [; buy: if (wallet in player) { move necklace to player; "You buy the necklace and the jeweler even giftwraps it for you."; } "Your credit cards are in your wallet and you don't have your wallet."; ]; !----------------------------------------------------------------------------- ! YMCA !----------------------------------------------------------------------------- Object YMCA "Westside YMCA, Paths = E" with description "You are at the West Side YMCA. You should have come here^ years ago, George.^ The door to the east leads back to the street.", e_to U_Street5; !----------------------------------------------------------------------------- ! bodybuilder. Another amusing character. !----------------------------------------------------------------------------- Object bodybuilder "bodybuilder" YMCA has animate, with name "body" "bodybuilder" "builder", initial "There is a monstrous bodybuilder here.", description "He is looks a little angry.", before [; talk: switch(random (10)) { 1: "He says, 'I'm here to pump you up' in a pretty good Arnold voice."; 2: "He says, 'Let's go lift some weights.'"; 3: "He is busy flexing!"; 4: "He is busy drinking a protein shake."; 5: "He is taking a nap."; 6: "He is doing squats."; 7: "He is posing in the mirror."; 8: "He says, 'So you wanna get ripped?'"; 9: "He doesn't pay any attention to you."; 10: "He is busy doing curls."; } kiss: "You are looking for trouble, George!"; ask: "You mumble something incoherent to him."; ]; !***************************************************************************** ! Location : Lower East Side !***************************************************************************** !----------------------------------------------------------------------------- ! Subway in Lower East Side !----------------------------------------------------------------------------- Object Subway_L "Subway Station in Lower East Side, Path = E" has supporter with description "You are at a subway station. The public transportation^ system in New York City is really astounding to you.^ East leads to the street.", e_to L_Street1; !----------------------------------------------------------------------------- ! A map of the MTA. just adds to the scenery !----------------------------------------------------------------------------- Object map_L "MTA map" Subway_L with name "map" "subway map", description "The map details the subway system. Boy, it sure is confusing.", has static; !----------------------------------------------------------------------------- ! subway car. It takes you from one burrough to the next. The subway takes ! George to Brooklyn, Lower East West, Midtown, Upper West Side, and Queens. !----------------------------------------------------------------------------- Subway_car subway_car_l "subway car" Subway_L with name "lower"; !----------------------------------------------------------------------------- ! L_Street1 !----------------------------------------------------------------------------- Object L_Street1 "Street, Paths = W, S" with description "You are on a street in the Lower East Side. The street continues^ to the south. West leads back to the subway station.", w_to Subway_L, s_to L_Street2; !----------------------------------------------------------------------------- ! L_Street2 !----------------------------------------------------------------------------- Object L_Street2 "Street, Paths = N" with description "You are on a street in the Lower East Side. You decide you don't^ want to wander around too much since you are unfamiliar with^ the Lower East Side. The street runs beind you to the north.", n_to L_Street1; !----------------------------------------------------------------------------- ! lost dog. if you can pick it up and return it to the Humane Society, you ! will get a reward. !----------------------------------------------------------------------------- Object dog "lost dog" L_Street2 has scored with name "dog" "lost" "lost dog", initial "There is a lost dog here.", description "It's a small, well groomed dog, more than likely a Shitz-hu.^ The dog is apparently lost.", before [; take: switch(random (4)) { 1: "The dog runs through your arms."; 2: "He thinks you are playing and runs around you in a circle."; 3: move dog to player; "After a little effort, you manage to pick up the dog."; 4: "He barks at you and doesn't allow you to pick him up."; } ]; !***************************************************************************** ! Location : Mid Town !***************************************************************************** !----------------------------------------------------------------------------- ! Subway in Mid Town !----------------------------------------------------------------------------- Object Subway_M "Subway Station in Mid Town, Path = N, S" has supporter with description "You are at a subway station. The public transportation^ system in New York City is really astounding to you.^ East leads to the street.", s_to M_Street1; !----------------------------------------------------------------------------- ! A map of the MTA. just adds to the scenery !----------------------------------------------------------------------------- Object map_M "MTA map" Subway_M with name "map" "subway map", description "The map details the subway system. Boy, it sure is confusing.", has static; !----------------------------------------------------------------------------- ! subway car. It takes you from one burrough to the next. The subway takes ! George to Brooklyn, Lower East West, Midtown, Upper West Side, and Queens. !----------------------------------------------------------------------------- Subway_car subway_car_m "subway car in Midtown's station" Subway_M with name "midtown"; !----------------------------------------------------------------------------- ! M_Street1 !----------------------------------------------------------------------------- Object M_Street1 "Street, Paths = E, N" with description "You are on a street in Mid Town. It continues to the east and^ to the north is the subway station.", e_to M_Street2, n_to Subway_M; !----------------------------------------------------------------------------- ! M_Street2 !----------------------------------------------------------------------------- Object M_Street2 "Street, Paths = E, W, N, S" with description "You are on a street in Mid Town. It continues east, west, and^ south. To the north is Tom's Restaurant, your favorite diner.", e_to M_Street3, w_to M_Street1, n_to Tom_Restaurant, s_to M_Street6; !----------------------------------------------------------------------------- ! M_Street3 !----------------------------------------------------------------------------- Object M_Street3 "Street, Paths = W, N" with description "You are on a street in Mid Town. It can go west and north.^ To the south is a beautiful park.", w_to M_Street2, n_to M_Street4, s_to Park; !----------------------------------------------------------------------------- ! M_Street4 !----------------------------------------------------------------------------- Object M_Street4 "Street, Paths = E, W, S" with description "You are on a street in Mid Town. It continues to the east^ and south. To the west is Tom's Restaurant, your favorite diner.", e_to M_Street5, w_to Tom_Restaurant, s_to M_Street3; !----------------------------------------------------------------------------- ! M_Street5 !----------------------------------------------------------------------------- Object M_Street5 "Street, Paths = E, W" with description "You are on a street in Mid Town. It continues to the west.^ To the east is Jerry's apartment building.", w_to M_Street4, e_to Jerry_Apartment; !----------------------------------------------------------------------------- ! stickball players. Provided for amusement. !----------------------------------------------------------------------------- Object stickball_players "stickball players" M_Street5 has animate static with name "players" "stickball" "stickball players" "kids", initial "There are a bunch of kids playing stickball in the street.", description "The players are really serious about the game.", before [; talk : "They are too busy to talk to you, George."; play : "You ask them to play and receive laugh an effatit no!"; ]; !----------------------------------------------------------------------------- ! M_Street6 !----------------------------------------------------------------------------- Object M_Street6 "Street, Paths = E, W, N" with description "You are on a street in Mid Town. It continues to the east^ to a park and north. To the west is your apartment building.", e_to Park, w_to George_Building, n_to M_Street2; !----------------------------------------------------------------------------- ! M_Street7 !----------------------------------------------------------------------------- Object M_Street7 "Street, Paths = N, S" with description "You are on a street in Mid Town. It continues to the south.^ To the north is Jerry's apartment building.", n_to Jerry_Apartment, s_to M_Street8; !----------------------------------------------------------------------------- ! M_Street8 !----------------------------------------------------------------------------- Object M_Street8 "Street, Paths = W, N" with description "You are on a street in Mid Town. It continues to the north.^ To the west is Fitzpatrick's Bar.", w_to Fitzpatrick_Bar, n_to M_Street7; !----------------------------------------------------------------------------- ! Park. George can sit down and relax for awhile on the bench. !----------------------------------------------------------------------------- Object Park "Park, Paths = E, W, N, S" with description "You are in a beautiful park. It feels very tranquil. Somehow,^ all of your problems are gone... for the moment. The street^ resumes to the west and north. East leads to Fitzpatrick's^ and south leads to the Soup Nazi's.", e_to Fitzpatrick_Bar, w_to M_Street6, n_to M_Street3, s_to Soup_Nazi_Shop; !----------------------------------------------------------------------------- ! Soup Nazi's Shop. You can buy some soup from the world famous Soup Nazi. !----------------------------------------------------------------------------- Object Soup_Nazi_Shop "Soup Nazi's Shop, Paths = N" with description "You are at the Soup Nazi's Shop. The exit is to the north.", n_to Park; !----------------------------------------------------------------------------- ! soup nazi. George can talk to the Soup Nazi and buy some soup. If he gives ! the soup to Elaine, he gets a nice compliment (score). !----------------------------------------------------------------------------- Object soup_nazi "soup nazi" Soup_Nazi_Shop has animate with name "soup nazi" "nazi", initial "The Soup Nazi is standing behind the counter stirring soup.", description "He's a real SOB, but one of the Master Soup Artists in the world.", before [; talk : "I wouldn't do that, you won't get any soup."; ]; !----------------------------------------------------------------------------- ! soup. If George gives the soup to Elaine, he gets a nice compliment (score). !----------------------------------------------------------------------------- Object soup "soup" Soup_Nazi_Shop with name "soup", initial "The soup smells incredible!", description "It smells incredible. Elaine would sure love it.", before [; buy : if (wallet in player) { move soup to player; "You buy a bowl of the Nazi's wonderful soup."; } "You don't have your wallet."; take : "Watch yourself, George!"; give : if (player in Tom_Restaurant) { move soup to elaine; move gratitude to player; "You give the soup to Elaine. She is very excited!^ She swears to take back all the bad things she^ has ever said about you."; } "You better save that soup for Elaine, George."; ]; !----------------------------------------------------------------------------- ! George's Apartment Building !----------------------------------------------------------------------------- Object George_Building "George's Apartment Building, Paths = E, U" with description "You are in front of George's Apartment Building.^ East leads back to the street.", e_to M_Street6, u_to door_to_building; !----------------------------------------------------------------------------- ! apartment building door. You'll need to have the keys to enter the building. !----------------------------------------------------------------------------- Object -> door_to_building "apartment door" with desciption "It's a steel door with a glass pane in the middle.", initial "You are standing in front of the door to your apartment building.", name "door", when_closed "You are standing in front of the door to your apartment building.^", when_open "There's an elevator that leads up to your apartment.^", door_to george_apartment, door_dir [; if (keys in player) return u_to; else { move player to George_Building; "You need the keys to unlock the door."; } ], before [; Unlock: if (keys notin player) "You don't have keys to unlock the door."; !"You unlock the door."; Open: if (keys notin player) "You need to unlock the door with the keys first."; !"Through the open door, you see an elevator leading up to your apartment."; ], with_key keys, has static door openable lockable locked; !----------------------------------------------------------------------------- ! George's Apartment. There is a phone in George's Apartment from which he ! can call Marisa Tomei and invite her to dinner. !----------------------------------------------------------------------------- Object George_Apartment "George's Apartment, Paths = D" with description "Your apartment is extremely clean. The maid must have been^ here recently. It feels nice to be back at your apartment.", d_to [; if (phone in player) "Hang up the phone first."; return George_Building; ]; !----------------------------------------------------------------------------- ! laundry slip. The laundry slip allows George to pick up a nice clean shirt ! at the laundry shop. If George goes on a date with a clean shirt, he will ! pick up some extra scoring points. Item needs to move to George's apartment. !----------------------------------------------------------------------------- Object laundry_slip "laundry slip" George_Apartment with name "slip" "laundry slip" "laundry", initial "There's a laundry slip on the counter.", description "It's a laundry slip for an oxford dress shirt. The slip is dated^ from last week. The laundry shop is located in Brooklyn. Why^ didn't you pick a place closer to home, George?", before [; give: if (laundry_slip in player) { if (player in Laundry_Shop) { move laundry_slip to laundry_clerk; move clean_shirt to player; "You give the clerk the laundry slip and.....^ After a few minutes, he returns with a clean shirt."; } else "There is not a clerk to give the slip."; } else "You don't have a laundry slip."; ]; !----------------------------------------------------------------------------- ! the idea of jerry object. It's placed in the apartment so that George can ! try to call him. !----------------------------------------------------------------------------- Object jerry_idea "jerry" George_Apartment has scenery static with name "jerry" "seinfeld" "jerry seinfeld", description "", before [; call, talk : "Just go over to Jerry's Apartment."; ]; !----------------------------------------------------------------------------- ! the idea of kramer object. It's placed in the apartment so that George can ! try to call him. !----------------------------------------------------------------------------- Object kramer_idea "kramer" George_Apartment has scenery static with name "kramer", description " ", before [; call, talk : "Kramer ripped his phone out of the wall."; ]; !----------------------------------------------------------------------------- ! the idea of elaine object. It's placed in the apartment so that George can ! try to call her. !----------------------------------------------------------------------------- Object elaine_idea "elaine" George_Apartment has scenery static with name "elaine", description "", before [; call,talk : "I wouldn't bother Elaine while she's at work."; ]; !----------------------------------------------------------------------------- ! the idea of Marisa Tomei object. It's placed in the apartment so that George ! can call her. !----------------------------------------------------------------------------- Object marisa_idea "marisa" George_Apartment has scenery static with name "marisa" "tomei", description "", before [; call : if (note in player) { if (phone in player) { "You dial the number for Marisa Tomei^ She answers in a very sensual voice.^ (Constanza is no longer Lord of the Idiots!)"; } "You need to pick up the phone and call her first."; } "If only you had the note that contains her number. Hmmm...^ When was the last time you saw it? The last time you remember^ seeing it was when you were painting with your father."; talk : if (phone in player) { if (note in player) { "You listen to Marisa. You aren't too concerned about^ what she is saying, you just love listening to her voice."; } "If only you had the note that contains her number. Hmmm...^ When was the last time you saw it? The last time you remember^ seeing it was when you were painting with your father."; } "You need to pick up the phone and call her first."; invite: if (phone in player) { if (note in player) { move marisa to Mendys_Restaurant; move host to Mendys_Restaurant; "You plan a date to meet her at Mendy's Restaurant in an hour."; } "If only you had the note that contains her number. Hmmm...^ When was the last time you saw it? The last time you remember^ seeing it was when you were painting with your father."; } "You need to pick up the phone and call her first."; ]; !----------------------------------------------------------------------------- ! Marisa Tomei. The grand prize of the game. If George calls her, she will ! meet him at Mendy's Restaurant. If he has the wallet, necklace, and a clean ! shirt he is sure to make a good impression. !----------------------------------------------------------------------------- Object marisa "marisa" George_Apartment has static scenery, with name "phony", description ""; !----------------------------------------------------------------------------- ! host. When George shows up to Mendy's Restaurant and Marisa Tomei is there, ! the host escorts them to a table. !----------------------------------------------------------------------------- Object host "host" George_Apartment has static, with name "host", initial [; if (marisa in Mendys_Restaurant) { if (wallet in player) { if (necklace in player) { if (clean_shirt in player) { PlayerTo(hidden_room); deadflag = 5; "The host of the restaurant escorts you to a private^ table in a remote part of the restaurant. The ambience^ ambience is incredible--- candles, men playing violins,^ and.........^ You've done it this time, Costanza. She had the^ time of her life. She admired your clean shirt,^ the fabulous food, and the beatiful necklace.^ She has fallen head-over-heels for you, George.^ You live happily everafter."; } else { deadflag = 4; "The host of the restaurant escorts you to a private^ table in a remote part of the restaurant. The ambience^ ambience is incredible--- candles, men playing violins,^ and.........^ Dinner was a great start, George, but you could^ have worn a clean shirt."; } } else if (clean_shirt in player) { deadflag = 3; "The host of the restaurant escorts you to a private^ table in a remote part of the restaurant. The ambience^ ambience is incredible--- candles, men playing violins,^ and.........^ Dinner was a great start, she admired the clean shirt,^ but you could have done a little more."; } else { deadflag = 2; "The host of the restaurant escorts you to a private^ table in a remote part of the restaurant. The ambience^ ambience is incredible--- candles, men playing violins,^ and.........^ Dinner was a great start, but somehow your stimulating^ conversation wasn't quite enough tonight."; } } else { deadflag = 1; "The host of the restaurant escorts you to a private^ table in a remote part of the restaurant. The ambience^ ambience is incredible--- candles, men playing violins,^ and.........^ After a nice dinner with Marisa, you realize you^ don't have your wallet. You've blown it George.^ She runs out of the restaurant and tells you to lose^ her number. Costanza, Lord of the Idiots!"; } } ], description [; ]; !----------------------------------------------------------------------------- ! phone. if George has the note from the paint shirt, he is able to call Marisa ! Tomei and make a date with her. !----------------------------------------------------------------------------- Object phone "telephone" George_Apartment has static with name "phone" "telephone", initial "There is a telephone hanging on the wall.", description "It is an older style telephone with a long, elastic cord.", before [; pickup, take : if (phone notin player) { move phone to player; "You pick up the phone, listen for a dialtone, and are^ ready to make a call."; } "You've already picked up the phone."; drop, hangup : if (phone in player) { move phone to George_Apartment; "You hang the phone back up on the wall."; } "You aren't holding the phone."; ], has static; !----------------------------------------------------------------------------- ! Jerry's Apartment Building !----------------------------------------------------------------------------- Object Jerry_Apartment "Street, Paths = W, S" with description "You in front of Jerry's apartment building. The street runs^ to the west and south from here.", w_to M_Street5, s_to M_Street7; !----------------------------------------------------------------------------- ! buzzer. The buzzer for Jerry's apartment. You can press the button, but ! Jerry's not home. !----------------------------------------------------------------------------- Object buzzer "buzzer" Jerry_Apartment has static with name "buzzer" "button", initial "There's a buzzer for the intercom to Jerry's apartment.", desription "The buzzer button is white and sets off the buzzer in Jerry's^ apartment.", before [; press, push, ring : "You push the buzzer to Jerry's apartment but don't^ get any response. I don't think he's home. You^ should check Tom's Restaurant down the street."; ]; !----------------------------------------------------------------------------- ! Fitzpatrick's Bar. It's the famous bar where George went with employees of ! the Houston Astros. It's provided for enjoyment. !----------------------------------------------------------------------------- Object Fitzpatrick_Bar "Street, Paths = E, W" with initial "Being in Fitzpatrick's Bar reminds you of the night you spent^ there with employees of the Houston Astros.", with description "You are at Fitzpatrick's Bar. The bar is not open for business.^ Apparently, there was a fire last night. Exits are to the^ west and the east.", w_to Park, e_to M_Street8; !----------------------------------------------------------------------------- ! Tom's Restaurant. The gang is here. At Tom's Restaurant dialog has been ! pulled from various episodes and randomly spoken by Jerry, Elaine, George, ! and Kramer !----------------------------------------------------------------------------- Object Tom_Restaurant "Tom's Restaurant, Paths = E, W, S" with description "You are at Tom's Restautant. The best diner in the city.^ There are two doors out to the east and south.", e_to M_Street4, s_to M_Street2; !----------------------------------------------------------------------------- ! jerry. George's best friend and a real funny guy. !----------------------------------------------------------------------------- Object jerry "Jerry" Tom_Restaurant has animate, with name "jerry" "Seinfeld" "Jerry Seinfeld", initial "Your best friend Jerry Seinfeld is sitting in a booth.", description "He's sporting the ultra-cool mullet he's always had.", before [; talk: switch(random (8)) { 1: print"George : It's not working Jerry, It's just not working.^", "Jerry : What is it that isn't working?^", "George : Why did it all turn out like this for me?^", "I had so much promise. I was personable.^", "I was bright. Oh, maybe not academically speaking,^", "but I was perceptive. I always know when someone's^", "uncomfortable at a party. It all became very clear to me^", "sitting out there today, that every decision I've ever made^", "in my entire life has been wrong. My life is the complete^", "opposite of everything I want it to be. Every instinct I have^", "in every aspect of life, be it something to wear, something^", "to eat... It's all been wrong.^"; 2: print"George : What kind of a person are you?^", "Jerry : I think I'm pretty much like you -- only successful.^"; 3: print"George : There's gotta be more to life than this. What gives you pleasure?^", "Jerry : Listening to you. I listen to this for fifteen minutes and I'm on top^", "of the world. Your misery is my pleasure.^"; 4: print"Jerry is busy eating a sandwich.^"; 5: print"You and Jerry discuss women.^", "George : Oh, what's the point? When I like them, they don't like me, when^", "they like me, I don't like them. Why can't I act with the ones I like^", "the same way I do with the ones I don't like?^", "Jerry : Well, you've only got another fifty years or so to go before it'll all be over...^"; 6: print"George : Do you hear yourself?^", "Jerry : I'm sorry this is what comes from living under a nazi regime.^"; 7: print"Jerry : Any hanningans around here?^"; 8: print"You are Costanza, Lord of the Idiots.^"; } kiss: "You aren't that good a friends!"; ask: "Jerry is too busy talking."; ]; !----------------------------------------------------------------------------- ! elaine. A member of the fab four and an ex-girlfriend of Jerry's. !----------------------------------------------------------------------------- Object elaine "Elaine" Tom_Restaurant has animate, with name "elaine", initial "Elaine is sitting across the table from him.", description "She's a pretty woman, kinda short, big wall o' hair, face like a frying pan", before [; talk: switch(random (8)) { 1: print"Elaine : Hey, who do you think is the most unattractive world leader?^", "Jerry : Living or all time?^", "Elaine : All time.^", "Jerry : Well, if it's all time, then there's no contest. It begins and ends with Brezhnev^.", "Elaine : I dunno. You ever get a good look at DeGaulle?^", "George : Lyndon Johnson was uglier than DeGaulle.^", "Elaine : I got news for you. Golda Meir could make 'em all run up a tree.^"; 2: print"Elaine : You know, sometimes when I think you are the shallowest man I have ever met,^", "you somehow manage to drain a little more out of the pool.^"; 3: print"Elaine : Why do they call it a wedgie?^"; 4: print"Elaine motions to the high talker sitting at another table.^"; 5: print"Elaine is talking about staging Susie's death.^"; 6: print"She explains how she hasn't soup from the Soup Nazi in a long time.^"; 7: print"Elaine : I went to a bar and came home late, and yada yada I had sex with the guy.^"; 8: print"Elaine : Don't you know what's going on here? I've become George!^"; } kiss: "You'd just get slapped for trying that!"; ]; !----------------------------------------------------------------------------- ! kramer. Kramer is the next door neighbor of Jerry Seinfeld that just !somehow wiggled his way into Jerry's life. Cosmo borrows everything from !Jerry, & returns nothing. Jerry's refrigerator it seems is Kramer's as well. !----------------------------------------------------------------------------- Object kramer "Kramer" Tom_Restaurant has animate, with name "kramer", initial "Kramer is on the side of the table opposite Jerry and Elaine.", description "He's a tall, lanky doofus, with a...with a bird-face and hair like the Bride of Frankenstein.", before [; talk: switch(random (8)) { 1: print"Kramer talks to you about wearing boxer shorts.", "Kramer : There's nothing holding me in place. I'm flipping, I'm flopping.^"; 2: print"Kramer : The next one of you that opens up your mouth and says something, you're gonna have to deal with me!^"; 3: print"He asks about Frank Costanza's cooking ability.^"; 4: "Kramer on the Soup Nazi: Yes, It's an indian soup, brought to perfection by one of the great soup artists in the modern ara.^"; 5: print"Getty up!^"; 6: print"Kramer talks about going into business with Poppy, so people can make their own pies.^"; 7: print"Kramer : I need the secure packaging of Jockeys. My boys need a house!^"; } kiss: "George, you know better than that!^"; ]; !----------------------------------------------------------------------------- ! gratitude. The gratitude you receive from Elaine for give her soup !----------------------------------------------------------------------------- Object gratitude "infinite gratitude from Elaine" Tom_Restaurant has scored scenery, with name "gratitude", description "Infinite gratitude from Elaine for giving her soup.", before [; drop: "You don't want to lose this."; ]; !----------------------------------------------------------------------------- ! cigar. The cigar you get from Kramer for giving him the smoking Indian. !----------------------------------------------------------------------------- Object cigar "fine cigar" Tom_Restaurant has scenery scored, with name "cigar", description "It's a fine Upmann cigar.", before [; drop: "You don't want to lose this."; ]; !***************************************************************************** ! New verbs used in the game !***************************************************************************** [ inspectSub; "There is no reason to inspect that.";]; [ talkSub; ;]; [ callSub; "There is not a phone to call someone with.";]; [ pickupSub; ;]; [ hangupSub; ;]; [ inviteSub; "There is no one here to invite.";]; [ playSub; "I am not sure what you want to do.";]; [ pressSub; "I am not sure what you want to press.";]; [ ringSub; "Ring the bell, school is session, sucker!";]; Verb "inspect" * noun -> inspect; Verb "talk" * 'to' noun -> talk * noun -> talk; Verb "call" * noun -> call * noun 'on' noun -> call; verb "pickup" * noun -> pickup; verb "hangup" * noun -> hangup; verb "invite" * noun -> invite; verb "play" * noun -> play; !verb "press" * noun -> press; verb "ring" * noun -> ring; extend 'unlock' * noun 'with' noun -> unlock * noun -> unlock; !----------------------------------------------------------------------------- ! Initialise the game !----------------------------------------------------------------------------- [ Initialise; give player light; !Constant MAX_SCORE = 42; location = Bedroom; !location = Subway_M; !move keys to player; !move note to player; !move dog to player; !move laundry_slip to player; !move wallet to player; !move mirror to player; ];