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snowbound.t
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#charset "us-ascii"
/*
* Include the main header for the standard TADS 3 adventure library.
* Note that this does NOT include the entire source code for the
* library; this merely includes some definitions for our use here. The
* main library must be "linked" into the finished program by including
* the file "adv3.tl" in the list of modules specified when compiling.
* In TADS Workbench, simply include adv3.tl in the "Source Files"
* section of the project.
*
* Also include the US English definitions, since this game is written
* in English.
*/
#include <adv3.h>
#include <en_us.h>
/*
* Our game credits and version information. This object isn't required
* by the system, but our GameInfo initialization above needs this for
* some of its information.
*/
versionInfo: GameID
IFID = 'c111f0d6-5304-4aab-b6a7-03d7952f7b49'
name = 'Snowbound'
byline = 'by Alexander van Oostenrijk'
htmlByline = 'by <a href="mailto:alex.vanoostenrijk@gmail.com">
Alexander van Oostenrijk</a>'
version = '1'
authorEmail = 'Alexander van Oostenrijk <alex.vanoostenrijk@gmail.com>'
desc = 'Put a brief "blurb" about your game here'
htmlDesc = 'Put a brief "blurb" about your game here'
;
/*
* The "gameMain" object lets us set the initial player character and
* control the game's startup procedure. Every game must define this
* object. For convenience, we inherit from the library's GameMainDef
* class, which defines suitable defaults for most of this object's
* required methods and properties.
*/
gameMain: GameMainDef
/* the initial player character is 'me' */
initialPlayerChar = me
showIntro()
{
"Tired, trudging through the deep snow, you wipe sleet from your face
using a gloved hand. Face all but numb, you barely feel the encrusted
ice on your glove rake across your cheek. The hand inside the glove lost
all feeling a while ago. What started out as a hiking trip in the foothills
of the Andes mountains has turned into a full-blown survival nightmare in no
time at all.
\b
The trail map Ray had Googled up and printed on a sheet of paper has turned to
mush in the rain. Rain turned to snow, falling thickly even now, and in the white
world that surrounds you now a map would be of little use anyway.
\b
A whining baby, he called you when you suggested turning back when it
started to rain. Ray just had to get to this viewpoint just over the hill.
(<i>Suck it up, man! Grow a pair!</i>) There'd even been a sign stating in Spanish,
English and German,
\b
\tIN CASE OF BAD WEATHER, DO NOT ATTEMPT THE TRAIL BEYOND THIS POINT.
\b
To Ray, that had been like a red cloth to a bull. Nothing bad could possibly
happen to <i>that</i> guy.
\b
<q>Ray! Wait up!</q> He doesn't hear you. The snow swallows up all sounds.
He's disappeared beyond a group of snow-covered boulders up ahead, leaving you
no choice but to hustle and catch up.
\b";
}
;
/*
* Define the player character. The name of this object is not
* important, but it MUST match the name we use to initialize
* gameMain.initialPlayerChar above.
*
* Note that we aren't required to define any vocabulary or description
* for this object, because the class Actor, defined in the library,
* automatically provides the appropriate definitions for an Actor when
* the Actor is serving as the player character. Note also that we don't
* have to do anything special in this object definition to make the
* Actor the player character; any Actor can serve as the player
* character, and we'll establish this one as the PC in main(), below.
*/
+ me: Actor
location = SnowyHillside
;