Constant Story "THE TAKEOVER^"; Constant Headline "by Andrew Silveri^^ Please note: In this revision money is not relevant and the ATM card is not usable. When the player buys objects, he/she does not actually use money. In the next revision money will be required to buy objects. "; constant debug; !These are the libraries that are referenced by the compiler. Include "parser"; Include "verblib"; Include "grammar"; !The play action is defined specifically for playing instruments. [PlaySub; "Playing that won't win the game.";]; verb "play" "strum" * noun -> Play; !The Initialization routine is run at the start of the program automatically. [ Initialise; location = office; print "^^^^You are a corporate raider who has made billions off buying and dismantling companies. You have just received a call from Mr. Brimfire. He is the President and CEO of Fire Motor Company. You have met him once before at a black tie affair in which he took a dislike to the fact that you where not dressed formally. He has plotted with all the major shareholders to sell off the company and they want you to do the dirty work. This will result in the loss of hundreds of thousands of jobs but thats business as usual for a raider like yourself. You must make it to the airport within an hour to fly to Fire Motor Company Headquarters to seal the deal. Your spouse is at home with the children waiting for you to come home for your daughter's birthday party. You leave the office in such a rush that you forget your tie and sportcoat and realize you have no money.^^"; ]; !This room is where the player starts the game. No objects are found here, but !rather this room's purpose is to act as a central point from which all other rooms !branch off. Object office "office" has light, with name "office" "workplace" "penthouse", description "You are in your penthouse office. Out one window you can see your beautiful mansion on top of the hill. This is where your family preparing your daughter's birthday party. Out the other window you can see the airport.^(go north: home, go south: airport.)", n_to home, s_to airport ; !Your home initially is the sight of your daughter's birthday. Your daughter and spouse are part of the puzzle for !completing a goal. Once their puzzles are solved, the birhtday party is over. Object home "home" has light, with name "home" "house" "birthday party ", description "Your daughter's face lights up when you join her party and she immediately shows you all her presents! Several children are playing games and a clown is performing near by. Your spouse is relieved that you could make it and is looking forward to a kiss goodbye! You are hungry but dinner is not ready yet. You must hurry to the airport.", s_to airport; Object -> piece_of_cake "piece of cake" with description "A huge piece of cake is tempting you.", initial "A very large piece of chocolate birthday cake is being served to you. You can take it with you for a snack later.", name "cake" "piece", after [; Eat: "Delicious!"; ], has edible; Object -> spouse "spouse" has animate, with description "Don't forget to kiss your spouse goodbye!", initial "Kiss your spouse goodbye and you might be lucky enough to be given the ATM card.", name "spouse" "husband" "wife", life [; KISS: if (self hasnt general) { give self general; move ATM_card to player; "Your spouse is really happy! You are given the ATM card! "; } ]; Object -> ATM_card "ATM_card" has concealed with description "Your spouse has given you the ATM card!", name "ATM card" "card"; Object airport "airport" has light, with name "airport" "terminal" "flight", description "The poor musician asks you if you would please buy either the flute or the harp for $95 each so that he can feed his family.", initial "Outside the airport it is pitch dark and a torrential rain is pelting the ground. A wicked thunderstorm is off in the distance and a sudden burst of wind blows your hat off which then gets soaked. At the terminal entrance is a poor musician standing in the rain trying to sell a flute and harp. There is an ATM machine and your limit is $200. Also at the entrance is a fine clothing shop that has ties, hats and sportscoats. To the south is your airplane ready for boarding.", s_to airplane, n_to home; Object harp "harp" airport has concealed with description "Calming sounds are eminating from the harp as the musician strums", initial "A beautiful antique harp with fine etching that is a steal for $95. ", name "harp", before [; Buy: if (self hasnt general) { give self general; move harp to player; "The musician can now buy food for his family"; } ]; Object flute "flute" airport has concealed with description "Hypnotizing sounds are eminating from the flute as the musician plays", initial "A beautiful woodcarved flute that is a steal for $95. ", name "flute", before [; Buy: if (self hasnt general) { give self general; move flute to player; "The musician can now buy clothes for his family"; } ]; Object ATM "ATM" airport has scenery with description "You can withdraw up to your $200 limit.", initial "An ATM machine is available for use", name "ATM" "machine"; Object airplane "airplane" has light, with name "airplane" "plane" "jet", description "You are now sitting comfortably on the the thrifty airlines plane which serves no meals due to its discount rates. You plan on sleeping during the long flight. The flight attendant suggests ~take a nap because we don't provide food, drinks or entertainment on Thrifty Airlines. If you want to sleep just say the word down and we will turn the lights down.~ ", before [; StartDaemon(you_are_asleep); ], d_to you_are_asleep; Object you_are_asleep "you_are_asleep" with name "sleepy", description "", daemon [; StartTimer(sleep_timer, 0); ]; Object sleep_timer with time_left 0, time_out [; StopDaemon(you_are_asleep); StopTimer(sleep_timer); print "^An angelic voice whispers, ~Sweet Dreams ~ As the echoes fade, there is a blinding flash of light and a loud crashing boom!!!!). . .^^ As your eyes refocus, you look around...^"; PlayerTo(meadow); ]; Object meadow "meadow" has light, with name "meadow" "field", description "The beauty of the sparkling rainbow and the mystical stairway entice you to skip your board meeting.", initial " You wake up in astonishment to find yourself in a very beautiful meadow. Behind you is a cloud of smoke and flames. To the east are flowing high grasses and flowers leading to a rainbow. To the west is a natural winding staircase carved out of the side of a mountain encased in a foggy mist. Just below you is a descending escalator that has an eerie burning smell and a sign that says please enter for Fire Motor board meeting..^(go east: rainbow, go west: stairs, go down: escalator.)", e_to rainbow, w_to stairs, d_to escalator; Object rainbow "rainbow" has light, with name "rainbow" "flowers" "grass", description " A large hissing snake blocks your path to the rainbow!", w_to meadow, before [; play : if (noun==flute) { PlayerTo(heaven); "The snake is charmed into a hypnotic state. You proceed to climb the rainbow. You proceed through large golden gates to a beautiful place. The beauty and peacefullness of this place with the running streams and singing birds gives you the feeling of paradise. You suddenly realize your plane actually crashed and you are in heaven!! GAME OVER!!!"; } ]; Object snake "snake" rainbow has animate scenery with description "The hissing snake forbids you to enter the meadow and approach the rainbow", name "snake" "serpent", life [; Attack: "The snake lunges and sends you reeling back."; ThrowAt, Give: if (noun== piece_of_cake) { "The snake only eats rodents."; } ]; Object stairs "stairs" has light, with name "stairs" "mountain", description " A snarling three headed dog blocks the path!", e_to meadow, before [; Play: if (noun==harp) { PlayerTo(heaven); "The dogs are calmed and fall asleep. You can now successfully climb the stairs. You proceed through large golden gates to a beautiful place. The beauty and peacefullness of this place with the running streams and singing birds gives you the feeling of paradise. You suddenly realize your plane actually crashed and you are in heaven!! GAME OVER!!!"; } ]; Object three_headed_dog "three headed dog" stairs has animate scenery with description "A snarling three headed dog prevents you from entering the mysterious stair passage", name "three headed dog" "dogs" "dog", life [; Attack: "The dogs snap their fangs and send you reeling back."; ThrowAt, Give: if (noun== piece_of_cake) { PlayerTo(heaven); "The dog loves cake and is preoccupied. You can now successfully climb the stairs. You proceed through large golden gates to a beautiful place. The beauty and peacefullness of this place with the running streams and singing birds gives you the feeling of paradise. You suddenly realize your plane actually crashed and you are in heaven!! GAME OVER!!!"; } ]; Object escalator "escalator" has light, with name "escalator", description "The escalator leads to the Fire Motor board meeting", up_to meadow, after [;PlayerTo(hell);]; Object heaven "heaven" has light, with name "heaven", description ""; Object hell "hell" has light, with name "hell", description "You enter a sweaty hot room with a long table. Sitting around the table are some of the board members that had been on the same flight. At the very end of the table sits Mr. Brimfire. Behind him is a huge fireplace with an eerie crackling and moaning sound. You sign the papers he has prepared....Suddenly you realize that this is not Fire Motor Company...Mr. Brimfire exclaims...~Welcome to Hell!!!!~ GAME OVER!!!",