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- /* cvmsg.c
- * class messages:
- *
- * these indicate the scores required for particular ratings.
- * Each entry consists of a number and a message; if the number
- * is posistive, it is the score required for the rating, and if
- * the number is negative, it indicates how close to the maximum
- * score you must be for the rating. Watch out for -1, which
- * terminates the list.
- *
- * magic messages
- *
- * messages for some special things, kept together for reference.
- *
- * arbitrary messages
- *
- * "*" appearing as the first character of any of these messages
- * indicates that delivery of the message should result in
- * termination of any multiple-command input line currently
- * being processed.
- *
- * Some of the messages are declared out of order, to accomodate
- * limitations on the token length in my C compiler.
- *
- ***********************************************************************/
-
- #include <stdio.h>
- #include <string.h>
- #include "cvmsg.h"
-
- struct cmsg ctext[] = {
- {10,"You are obviously a rank amateur. Better luck next time.\n"},
- {50,"Your score qualifies you as a novice-class spelunker.\n"},
- {75,"You have achieved the rating: \"Experienced Spelunker\".\n"},
- {125,"You may now consider yourself a \"Seasoned Spelunker\".\n"},
- {175,"You are now a \"Senior Spelunker\".\n"},
- {225,"You attained a \"First Class Spelunker\" score.\n"},
- {300,"You have reached \"Junior Master\" status.\n"},
- {-25,"Your score puts you in Master Spelunker class C.\n"},
- {-20,"Your score puts you in Master Spelunker class B.\n"},
- {-5,"Your score puts you in Master Spelunker class A.\n"},
- {0,"All of Cavedom gives tribute to you, Spelunker Grandmaster!\n"},
- {-1}};
-
-
- char *mmsg[] = {
- "",
-
- "A large cloud of green smoke appears in front of you. It clears away to\n\
- reveal a tall wizard, clothed in grey. He fixes you with a steely glare\n\
- and declares, \"This expedition has lasted too long.\" With that, he makes\n\
- a single pass over you with his hands, and everything around you fades\n\
- away into a grey nothingness.\n",
-
- "Even wizards have to wait longer than that!\n",
-
- "I'm terribly sorry, but Crystal Cave is closed. Our hours are:\n",
-
- "Only wizards are permitted within the cave right now.\n",
-
- "We do allow visitors to make short explorations during our off hours.\n\
- Would you like to do that?\n",
-
- "Crystal Cave is open to regular spelunkers at the following hours:\n",
-
- "", /* 7 put into cvmotd.c */
-
- "Only a wizard may continue an expedition this soon.\n",
-
- "I suggest you continue your expedition at a later time.\n",
-
- "Do you wish to see the hours?\n",
-
- "Do you wich to change the hours?\n",
-
- "New magic word (null to leave it unchanged):\n",
-
- "New magic number (zero to leave it unchanged):\n",
-
- "", /* 14 put into cvmotd.c */
-
- "", /* 15 put into cvmotd.c */
-
- "", /* 16 put into cvmotd.c */
-
- "", /* 17 put into cvmotd.c */
-
- "That is not what I thought it was. Do you know what I thought it was?\n",
-
- "Oh, dear, you really are a wizard! Sorry to have bothered you . . .\n",
-
- "", /* 20 put into cvmotd.c */
-
- "New hours specified by defining \"Prime Time\". Give only the hour\n\
- (e.g. 14, not 14:00 or 2PM). Enter a negative number after the last pair.\n",
-
- "New hours for Crystal Cave:\n",
-
- "", /* 23 put into cvmotd.c */
-
- "", /* 24 put into cvmotd.c */
-
- "", /* 25 put into cvmotd.c */
-
- "Do you wish to (re)schedule the next holiday?\n",
-
- "To begin how many days from today?\n",
-
- "To last how many days (zero if no holiday)?\n",
-
- "To be called what (up to 20 characters)?\n",
-
- "Too small! Assuming minimum value (45 minutes).\n"
- };
-
-
- static char MSG157[] = "\
- I know of places, actions, and things. Most of my vocabulary describes\n\
- places, and is used to move you there. To move, try words like PATH, UP,\n\
- DOWN, BARN, LEAVE, ENTER, EAST, WEST, NE, NW, etc. Objects may be\n\
- manipulated using some of the action words that I know. Usually, you'll\n\
- need to type both the object and the action word (in either order), but\n\
- some objects also imply verbs; in particular, \"INVENTORY\" implies \"TAKE\n\
- INVENTORY\", which causes me to list what you're carrying. The objects have\n\
- side effects. Usually, people having trouble moving just need to try a few\n\
- more words: folks trying unsuccessfully to manipulate an object are trying\n\
- something beyond their (or my!) capabilities and should try a completely\n\
- different tack. I'll describe some of the more unusual aspects of the cave\n\
- if you ask me (for example, say \"DESCRIBE TREES\").\n\
- \n\
- MORE - HIT ENTER TO CONTINUE\n";
-
- static char MSG158[] = "\n\
- If you think your problems are the fault of the program, you can let me\n\
- know through electronic mail. At this time, November 25, 1987, I can be\n\
- reached at email address kevin@kosman.uucp.\n\
- \n\
- To speed the game, you can sometimes move long distances with a single\n\
- word. For example, \"BARN\" usually gets you to the barn from anywhere\n\
- above ground except when lost in the woods. Also, note that cave\n\
- passages turn a lot, and that leaving a room to the north does not\n\
- guarantee entering the next from the south! ...Good Luck!\n";
-
-
-
- static char MSG142[] = "\
- If you want to end your expedition early, say \"QUIT\". To suspend your\n\
- expedition such that you can continue later, say \"SUSPEND\" (or \"PAUSE\"\n\
- or \"SAVE\"). Later, you say \"RESTORE\" or \"CONTINUE\" to restore the game.\
- \n\
- To see how well you're doing, say \"SCORE\". To get full credit for a\n\
- treasure, you must have left it safely in the building, though you get\n\
- partial credit just for locating it. You lose points for getting killed,\n\
- or for quitting, though the former costs you more. There are also points\n\
- based on how much (if any) of the cave you've managed to explore; in\n\
- particular, there is a large bonus just for getting in (to distinguish\n\
- the beginners from the rest of the pack), and there are other ways to\n\
- determine whether you've been through some of the more harrowing sections.\n\
- \n\
- If you think you've found all the treasures, just keep exploring for a\n\
- while. If nothing interesting happens, you haven't found them all yet.\n\
- If something interesting does happen, it means you're getting a bonus and\n\
- have an opportunity to garner many more points in the master's section.\n\
- I may occasionally offer hints if you seem to be having trouble. If I\n\
- do, I'll warn you in advance how much it will affect your score to accept\n\
- the hints. Finally, to save paper or time, you may specify \"BRIEF\", which\n\
- tells me never to repeat the full description of a place unless you\n\
- explicitly ask me to.\n";
-
- char *rmsg[] =
- {
- NULL, /* no message zero */
-
- /* 1: */ "\
- You are near Crystal Cave Park, where others have found fortunes in\n\
- treasure and gold, though it is rumored that some who enter are never\n\
- seen again. Magic is said to work in the cave. I will be your eyes and\n\
- hands. Direct me with commands of 1 or 2 words. Several commands may\n\
- be input on one line, as in \"IN. GET LAMP, KEYS. OUT\". If you simply\n\
- type \"AGAIN\", I will repeat your last command string.\n\
- \n\
- If you get stuck, type \"HELP\" for some general hints. For information\n\
- on how to end your expedition, etc., type \"INFO\".\n\
- \n\
- This game is based on, and is intended as a sequel to, the adventure\n\
- game developed by Willie Crowther at Stanford. The original FORTRAN\n\
- author of this version is unknown. This version was recoded in C and\n\
- ported to the UNIX PC by Kevin O'Gorman around January 1, 1986.\n",
-
- /* 2: */ "*\
- A little dwarf with a big knife blocks your way.\n",
-
-
- /* 3: */ "\
- A little dwarf just walked around a corner, saw you, threw a little axe\n\
- at you (which missed), cursed, and ran away.\n",
-
- /* 4: */ "\
- There is a threatening little dwarf in the room with you!\n",
-
- /* 5: */ "\
- One sharp nasty knife is thrown at you.\n",
-
- /* 6: */ "\
- None of them hit you.\n",
-
- /* 7: */ "*\
- One of them gets you!\n",
-
- /* 8: */ "\
- There is no one here to pay.\n",
-
- /* 9: */ "*\
- There is no way to go that direction.\n",
-
- /* NOTE: The following message is number-coordinated with vocabulary
- section 3. BEWARE. */
- /* 10: */ "*\
- I am unsure how you are facing. Use compass points or nearby objects.\n",
-
- /* 11: */ "*\
- I don't know in from out here. Use compass points or name something in\n\
- the general direction you want to go.\n",
-
- /* 12: */ "*\
- I don't know how to apply that word here.\n",
-
- /* 13: */ "*\
- I don't understand that.\n",
-
- /* 14: */ "*\
- I'm game. Would you care to explain how?\n",
-
- /* 15: */ "\
- Sorry, but I am not allowed to give more details. I will repeat the long\n\
- description of your location:\n",
-
- /* 16: */ "*\
- It is now pitch dark. If you proceed you will likely fall into a pit.\n",
-
- /* 17: */ "\
- If you prefer, simply type N rather than NORTH.\n",
-
- /* 18: */ "\
- There is a Ranger behind you! He says:\n",
-
- /* 19: */ "*\
- The rapids are too swift to cross.\n",
-
- /* 20: */ "*\
- You don't have your wallet!\n",
-
- /* 21: */ "*\
- Your wallet is empty.\n",
-
- /* 22: */ "*\
- Do you really wish to quit now?\n",
-
- /* 23: */ "*\
- You fell into a pit and broke every bone in your body!\n",
-
- /* 24: */ "\
- You are already carrying it.\n",
-
- /* 25: */ "*\
- You can't be serious!\n",
-
- /* 26: */ "\
- The boat is already untied.\n",
-
- /* 27: */ "\
- The boat is already tied.\n",
-
- /* 28: */ "*\
- There is nothing here with a lock.\n",
-
- /* 29: */ "*\
- You aren't carrying it.\n",
-
- /* 30: */ "*\
- The boat is a wreck!\n",
-
- /* 31: */ "*\
- You have no keys.\n",
-
- /* 32: */ "\
- The boat was in the path of the wall of water.\n",
-
- /* 33: */ "*\
- I don't know how to lock or unlock such a thing.\n",
-
- /* 34: */ "\
- It was already locked.\n",
-
- /* 35: */ "\
- The door is now locked.\n",
-
- /* 36: */ "\
- The door is now unlocked.\n",
-
- /* 37: */ "\
- It was already unlocked.\n",
-
- /* 38: */ "*\
- You have no source of light.\n",
-
- /* 39: */ "\
- Your lamp is now on.\n",
-
- /* 40: */ "\
- Your lamp is now off.\n",
-
- /* 41: */ "\
- The dam crashes open with a mighty roar. A gigantic wall of water leaps\n\
- across the lake and down the stream passage, destroying everything in its\n\
- path.\n",
-
- /* 42: */ "\
- Nothing happens.\n",
-
- /* 43: */ "*\
- Where?\n",
-
- /* 44: */ "*\
- There is nothing here to attack.\n",
-
- /* 45: */ "*\
- You were in the boat. . .You are dead!!!\n",
-
- /* 46: */ "\
- The flooding dam filled the cave mouth with debris (and nearly killed the\n\
- Ranger). The Park Service ordered the closing of Crystal Cave to\n\
- tourists so there's nobody here to let you in (even if the gate wasn't\n\
- jammed shut!)\n",
-
- /* 47: */ "\
- You killed a little dwarf.\n",
-
- /* 47: */ "\
- You attack a little dwarf, but he dodges out of the way.\n",
-
- /* 49: */ "*\
- With what? Your bare hands?\n",
-
- /* NOTE: The following message is number-coordinated with vocabulary
- section 3. BEWARE. */
- /* 50: */ "\
- Good try, but that is an old worn-out magic word.\n",
-
- /* 51: */ NULL,
-
- /* 52: */ "\
- It misses.\n",
-
- /* 53: */ "*\
- It gets you!\n",
-
- /* 54: */ "\
- Okay.\n",
-
- /* 55: */ "*\
- You can't unlock the keys.\n",
-
- /* 56: */ "*\
- Be thankful, there really is no way to get past the boulders.\n",
-
- /* 57: */ "\
- For an instant, you catch sight of a doorway, but it immediately wavers\n\
- and then disappears.\n",
-
- /* 58: */ "*\
- In an underground cave, you'll need a compass in order to use compass\n\
- point directions.\n",
-
- /* 59: */ "\
- I can only tell you what you see as you move about and manipulate things.\n\
- I cannot tell you where remote things are.\n",
-
- /* 60: */ "*\
- I don't know that word.\n",
-
- /* 61: */ "*\
- What?\n",
-
- /* NOTE: coordinated with the 'hints' array in cvlocs.c */
- /* 62: */ "*\
- Are you trying to get into the cave?\n",
-
- /* NOTE: coordinated with the 'hints' array in cvlocs.c */
- /* 63: */ "\
- The gate is very solid and has a hardened steel lock. The Ranger won't\n\
- let you in without paying, and you don't have your wallet. I would\n\
- recommend that you find where you left your wallet.\n",
-
- /* NOTE: The following message is number-coordinated with vocabulary
- section 3. BEWARE. */
- /* 64: */ "\
- The trees of the forest are large hardwood oak and maple, with an\n\
- occasional grove of pine or spruce. There is quite a bit of undergrowth,\n\
- largely birch and ash saplings plus nondescript bushes of various sorts.\n\
- This time of year visibility is quite restricted by all the leaves, but\n\
- travel is quite easy if you detour around the spruce and berry bushes.\n",
-
- /* 65: */ "\
- Welcome to the Crystal Cave expedition. Would you like instructions?\n",
-
- /* NOTE: The following message is number-coordinated with vocabulary
- section 3. BEWARE. */
- /* 66: */ "\
- Digging without a shovel is quite impractical. Even with a shovel,\n\
- progress is unlikely.\n",
-
- /* 67: */ "\
- Blasting requires dynamite.\n",
-
- /* NOTE: The following message is number-coordinated with vocabulary
- section 3. BEWARE. */
- /* 68: */ "\
- I'm as confused as you are.\n",
-
- /* NOTE: The following message is number-coordinated with vocabulary
- section 3. BEWARE. */
- /* 69: */ "\
- Mist is a white vapor, usually water, seen from time to time in caverns.\n\
- It can be found anywhere but is frequently a sign of a deep pit leading\n\
- down to water.\n",
-
- /* 70: */ "\
- Your feet are now wet.\n",
-
- /* 71: */ "\
- I think I just lost my appetite.\n",
-
- /* 72: */ "\
- Thank you, it was delicious.\n",
-
- /* 73: */ "\
- You have taken a drink of water. The water tastes strongly of minerals,\n\
- but is not unpleasant. It is extremely cold.\n",
-
- /* 74: */ "*\
- You can't read the compass in the dark.\n",
-
- /* 75: */ "\
- Rubbing the electric lamp is not particularly rewarding. Anyway, nothing\n\
- exciting happens.\n",
-
- /* 76: */ "\
- Peculiar. Nothing unexpected happens.\n",
-
- /* 77: */ "\
- The ground is now wet.\n",
-
- /* 78: */ "*\
- You can't pour that.\n",
-
- /* 79: */ "\
- The ground is now wet and sticky.\n",
-
- /* 80: */ NULL,
-
- /*************************************************************************
- * NOTE: messages 81 through 89 are reserved for dying and getting
- * resurrected. This is hardwired into the various code pieces.
- *************************************************************************/
-
- /* 81: */ "*\
- Oh dear, you seem to have gotten yourself killed. Do you want me to try\n\
- to reincarnate you?\n",
-
- /* 82: */ "*\
- All right. By the way, I've never done this before, so don't blame me if\n\
- something goes wr.....\n\
- --- POOF!! ---\n\
- You are engulfed in a cloud of sulfurous white smoke. Coughing and\n\
- gasping, you emerge from the smoke and find....\n",
-
- /* 83: */ "*\
- Oh-oh! I daresay you've done it again. The reincarnation worked last\n\
- time. Do you want me to give it a go again?\n",
-
- /* 84: */ "*\
- Okay. I used the white last time, let's see what this does.....\n\
- \n\
- | | F O O P | |\n\
- OOPS!\n\
- The smoke is a nauseous purple this time, and as it clears,\n",
-
- /* 85: */ "*\
- I say there, this is becoming tiresome. Shall we try again?\n",
-
- /* 86: */ "*\
- Right. What does this do??\n\
- \n\
- PPPP OOO OOO FFFFF\n\
- X P P O O O O F X\n\
- X X PPPP O O O O FFFF X X\n\
- X P O O O O F X\n\
- P OOO OOO F\n\
- \n\
- My goodness, that was a good one! Bilious black smoke encircles you,\n\
- clearing to show that....\n",
-
- /* 87: */ "*\
- You clumsy oaf, you've done it again. I don't know how long I can keep\n\
- this up. Do you want me to try reincarnating you again?\n",
-
- /* 88: */ "*\
- Okay, now where did I put my orange smoke?.... >POOF!<\n\
- Everything disappears in a dense cloud of orange smoke.\n",
-
- /* 89: */ "*\
- Now you've really done it. I'm out of colored smoke. You don't expect\n\
- me to do a decent reincarnation without any colored smoke, do you?\n",
-
- /* 90: */ "*\
- Okay, if you're so smart, do it yourself! I'm leaving!\n",
-
- /* 91: */ "*\
- Sorry, but I can no longer seem to remember how it was you got here.\n",
-
- /* 92: */ "*\
- You can't carry anything more. You'll have to drop something first.\n",
-
- /* 93: */ "\
- You already have a saved game. Do you want to overwrite it?\n",
-
- /* 94: */ "\
- I believe what you want is right here with you.\n",
-
- /* NOTE: The following message is number-coordinated with vocabulary
- section 3. BEWARE. */
- /* 95: */ "\
- Bugbears are great hairy goblin giants. Despite their size and shambling\n\
- gait, they move very quietly and attack without warning whenever they can.\n",
-
- /* 96: */ "\
- With a grate of dry bones, the skeleton stands! It is coming after you!\n",
-
- /* 97: */ "\
- As you drop the chest, the skeleton crumples to the ground.\n",
-
- /* 98: */ "\
- You're not carrying anything.\n",
-
- /* 99: */ "You are currently carrying the following:\n",
-
- /* 100: */ "*\
- You can't get past the skeleton.\n",
-
- /* 101: */ "\
- The skeleton swings at you and misses!\n",
-
- /* 102: */ "*\
- The skeleton swings at you...He gets you!\n",
-
- /* 103: */ "\
- You fool, dwarves eat only coal. Now you've made him really mad..\n",
-
- /* 104: */ "*\
- You have nothing in which to carry it.\n",
-
- /* 105: */ "*\
- You can't cut that!\n",
-
- /* 106: */ "*\
- There is nothing here with which to fill it.\n",
-
- /* 107: */ "*\
- The rope is anchored. You will have to untie it first.\n",
-
- /* 108: */ "*\
- If you cut it again, it will be too short to be useful.\n",
-
- /* 109: */ "*\
- You can't fill that.\n",
-
- /* 110: */ "*\
- Don't be ridiculous.\n",
-
- /* 111: */ "\
- You clutch convulsively at the rocks, but you are falling...\n",
-
- /* 112: */ "\
- There is a sullen glow from the ruby.\n",
-
- /* 113: */ "*\
- The Ranger comments:\n\
- \"You've been to the pig sinkhole. You can't come in here smelling like\n\
- that. Go take a shower!\"\n",
-
- /* 114: */ "*\
- How, by swimming?\n",
-
- /* 115: */ "*\
- The Ranger won't let you in without paying.\n",
-
- /* 116: */ "*\
- The dwarves' knives vanish as they strike the walls of the cave.\n",
-
- /* 117: */ "*\
- Something with you won't fit. You had best take inventory and drop\n\
- something.\n",
-
- /* 118: */ "\
- The boat is tied.\n",
-
- /* 119: */ "*\
- The boat won't fit.\n",
-
- /* 120: */ "*\
- You quickly discover that you are unable to swim (or to breathe under\n\
- water). Unfortunately, I don't know how to swim either. You have just\n\
- drowned.\n",
-
- /* NOTE: coordinated with the 'hints' array in cvlocs.c */
- /* 121: */ "*\
- Are you trying to get further into the cave?\n",
-
- /* NOTE: coordinated with the 'hints' array in cvlocs.c */
- /* 122: */ "\
- The water behind the dam is higher, and thus must be the source. If you\n\
- can lower the water level back there, you may be able to get through.\n",
-
- /* NOTE: The following message is number-coordinated with vocabulary
- section 3. BEWARE. */
- /* 123: */ "\
- In the time maze, there are paths in all directions, both past and future.\n",
-
- /* 124: */ "*\
- A compelling force prevents you from moving in that direction.\n",
-
- /* 125: */ "\
- After a few steps, you are thrown violently back.\n",
-
- /* NOTE: The following message is number-coordinated with vocabulary
- section 3. BEWARE. */
- /* 126: */ "\
- The scroll seems to be held tightly wound by a powerful magic force.\n\
- Peering in the ends reveals some archaic writing in the form of a poem\n\
- or perhaps an incantation, but I am unable to decipher any of it for you.\n",
-
- /* 127: */ "\
- There is a faint curse from the darkness behind you.\n",
-
- /* 128: */ "\
- Out from the shadows behind you pounces a bearded pirate. \"Har, har,\" he\n\
- chortles, \"I'll just take all this booty and hide it away with me chest,\n\
- deep in the grotto!\" He snatches your treasure and vanishes into the\n\
- gloom.\n",
-
- /* 129: */ "*\
- A sepulchral voice reverberating through the cave, says, \"Cave closing\n\
- soon. All spelunkers exit immediately through Main Office.\"\n",
-
- /* 130: */ "*\
- A mysterious recorded voice groans into life and announces:\n\
- \"This exit is closed. Please leave via Main Office.\"\n",
-
- /* 131: */ "*\
- It looks as though you're dead. Well, seeing as how the cave has closed\n\
- anyway, I think we'll just call it a day.\n",
-
- /* 132: */ "*\
- The sepulchral voice intones, \"The cave is now closed.\" As the echoes\n\
- fade, there is a blinding flash of light (and a small puff of white\n\
- smoke). . . . You immediately feel the menacing presence of hundreds of\n\
- pairs of unseen eyes upon you. As your eyes re-focus, you look around\n\
- and find. . .\n",
-
- /* 133: */ "*\
- Stunned and almost drowned, you manage to swim to the nearby shore.\n",
-
- /* 134: */ "*\
- Stunned, you drop all your treasures (which sink to the bottom, out of\n\
- reach). Almost drowned, you manage to swim to the nearby shore.\n",
-
- /* 135: */ "*\
- Grendl pounces - - -\n\
- and gets you!\n",
-
- /* 136: */ "*\
- It doesn't seem to work here.\n",
-
- /* 137: */ "\
- Grendl pounces - - -\n\
- but luckily falls upon your sword, and dies!!\n",
-
- /* 138: */ "\
- I daresay whatever you want is around here somewhere.\n",
-
- /* NOTE: The following message is number-coordinated with vocabulary
- section 3. BEWARE. */
- /* 139: */ "\
- I don't know the word \"STOP\". Use \"QUIT\" if you want to give up.\n",
-
- /* 140: */ "*\
- You can't get there from here.\n",
-
- /* 141: */ "\
- The axe bounces off harmlessly, and falls to one side.\n",
-
- /* NOTE: The following message is number-coordinated with vocabulary
- section 3. BEWARE. */
- /* 142: */ MSG142, /************ message too long, so fiddle *********/
-
- /* 143: */ "*\
- From what?\n",
-
- /* NOTE: coordinated with the 'hints' array in cvlocs.c */
- /* 144: */ "*\
- Are you trying to return to the time maze?\n",
-
- /* NOTE: coordinated with the 'hints' array in cvlocs.c */
- /* 145: */ "\
- In the time maze, there are paths in all directions, both past and\n\
- future. (You could have gotten this hint for free if you had asked me.)\n",
-
- /* 146: */ "*\
- It is beyond your power to do that.\n",
-
- /* NOTE: The following message is number-coordinated with vocabulary
- section 3. BEWARE. */
- /* 147: */ "*\
- I don't know how.\n",
-
- /* 148: */ "\
- The spices fly through the air, forming a fine cloud. The dragon rears\n\
- back triumphantly, ready to blast you, when the spices make him sneeze\n\
- explosively, and his fire is extinguished. A very crestfallen and woe-\n\
- begone dragon looks up at you and says \"Mind if I tag along, Boss?\"\n",
-
- /* 149: */ "\
- You killed a little dwarf. The body vanishes in a cloud of greasy black\n\
- smoke.\n",
-
- /* 150: */ "\
- You killed the kobold. The body vanishes in a could of black smoke.\n",
-
- /* 151: */ "\
- The bugbear grabs the keys and unlocks the chain.\n",
-
- /* NOTE: The following message is number-coordinated with vocabulary
- section 3. BEWARE. */
- /* 152: */ "\
- That was intended as a rhetorical question.\n",
-
- /* 153: */ "\
- For a moment, you are dangling precariously from the end of a 60 foot\n\
- section of rope above an 80 foot drop...\n\
- I am taking the liberty of assisting you back up the rope.\n",
-
- /* 154: */ "\
- We're already flying.\n",
-
- /* 155: */ "*\
- On what?\n",
-
- /* 156: */ "\
- Okay, from now on I'll only describe a place in full the first time you\n\
- come to it. To get the full description, say \"LOOK\".\n",
-
- /* 157: */ MSG157, /* part 1 of HELP text */
-
- /* 158: */ MSG158, /* part 2 of HELP text */
-
- /* 159: */ NULL,
-
- /* NOTE: The following message is number-coordinated with vocabulary
- section 3. BEWARE. */
- /* 160: */ "\
- The balrog is a hideous creature of immense strength who dwells in dark,\n\
- forbidding places. He fears nothing and strikes out violently at any-\n\
- thing which disturbs him.\n",
-
- /* 161: */ "*\
- You are halfway down the windshaft and falling rapidly. It seems that\n\
- you were transported to just above where the shelf used to be.\n\
- The next thing you know...\n",
-
- /* 162: */ "\
- There is a rumbling sound deep within the earth.\n",
-
- /* 163: */ "\
- Your speaking started a rock slide. One particularly large rock hit the\n\
- shelf, destroying it totally.\n",
-
- /* 164: */ "\
- The axe misses and lands near the bugbear where you can't get at it.\n",
-
- /* 165: */ "*\
- With what? Your bare hands? Against his bear hands?\n",
-
- /* 166: */ "\
- Okay, but I hope you weren't counting on the dragon eating that!\n",
-
- /* 167: */ "\
- The rope has a knot in it, so I think I'll just untie it for you.\n",
-
- /* 168: */ "\
- If you cut it now, the rope will fall and you'll lose it.\n",
-
- /* 169: */ NULL,
-
- /* 170: */ NULL,
-
- /* 171: */ NULL,
-
- /* NOTE: coordinated with the 'hints' array in cvlocs.c */
- /* 172: */ "*\
- Do you need help getting into the hole?\n",
-
- /* NOTE: coordinated with the 'hints' array in cvlocs.c */
- /* 173: */ "\
- In order to multiply your treasure further, something you already know\n\
- must be divided.\n",
-
- /* 174: */ "*\
- There is nothing here to eat.\n",
-
- /* 175: */ "*\
- Do you want the hint?\n",
-
- /* NOTE: coordinated with the 'hints' array in cvlocs.c */
- /* 176: */ "*\
- Do you need help getting out of the maze?\n",
-
- /* NOTE: coordinated with the 'hints' array in cvlocs.c */
- /* 177: */ "\
- You can make the passages look less alike by dropping things.\n",
-
- /* NOTE: coordinated with the 'hints' array in cvlocs.c */
- /* 178: */ "\
- When lost in the woods, the safest approach is to stay in one place and\n\
- wait for someone to find you. Since nobody is likely to find you in here\n\
- if you just wait, I recommend that you head down whenever possible and\n\
- try to find the river by the cave entrance.\n",
-
- /* NOTE: coordinated with the 'hints' array in cvlocs.c */
- /* 179: */ "*\
- Do you need help getting out of the woods?\n",
-
- /* 180: */ "\
- Only the lamp can be turned on or off.\n",
-
- /* 181: */ "\
- Your lamp was already on.\n",
-
- /* 182: */ "\
- Your lamp was already off.\n",
-
- /* 183: */ "\
- Your lamp is getting dim. You'd best start wrapping this up, unless you\n\
- can find some fresh batteries. I seem to recall there were some in the\n\
- timemaze.\n",
-
- /* 184: */ "\
- Your lamp has run out of power.\n",
-
- /* 185: */ "*\
- There's not much point in wandering around out here, and you can't\n\
- explore the cave without a lamp. So let's just call it a day.\n",
-
- /* 186: */ "\
- There is a faint curse from the darkness behind you. As you turn toward\n\
- it, the beam of your lamp falls across a bearded pirate. He is carrying\n\
- a large chest. \"Shiver me timbers!\" he cries, \"I've been spotted.\n\
- I'd best hie meself off to the grotto to hide me chest.\" With that, he\n\
- vanishes into the gloom.\n",
-
- /* 187: */ "\
- Your lamp is getting dim. You'd best go back for those batteries.\n",
-
- /* 188: */ "\
- Your lamp is getting dim. I'm taking the liberty of replacing the\n\
- batteries.\n",
-
- /* 189: */ "\
- Your lamp is getting dim, and you're out of spare batteries. You'd best\n\
- start wrapping this up.\n",
-
- /* NOTE: The following message is number-coordinated with vocabulary
- section 3. BEWARE. */
- /* 190: */ "\
- \"In Cornwall there was a Stone of power -- the Seige Perilous. It was\n\
- said to be able to judge a man, determine his worth, and then deliver him\n\
- to his fate. Arthur was supposed to have learned of its power from\n\
- Merlin, and incorporated it among the seats of the Round Table.\"\n",
-
- /* 191: */ "\
- Thank you, how refreshing to relax. These old bones are not what they\n\
- used to be.\n",
-
- /* 192: */ "\
- We're already sitting.\n",
-
- /* NOTE: The following message is number-coordinated with vocabulary
- section 3. BEWARE. */
- /* 193: */ "\
- The Djinn are free-willed, intelligent, air-elemental spirits. They will\n\
- not harm you, but may aid you if they are present.\n",
-
- /* NOTE: The following message is number-coordinated with vocabulary
- section 3. BEWARE. */
- /* 194: */ "\
- Kobolds are evil, dwarf-like creatures, more closely related to goblins.\n\
- They are more dangerous than dwarves, however.\n",
-
- /* 195: */ "*\
- I'm afraid I don't understand.\n",
-
- /* 196: */ "*\
- The bugbear gets you, and gives you a big bear hug, breaking every bone\n\
- in your body!\n",
-
- /* 197: */ "\
- Okay.\n\
- Oops. . .\n\
- Sorry about that. . .\n\
- How clumsy of me. . .\n",
-
- /* 198: */ "*\
- How, by flying?\n",
-
- /* 199: */ "\
- The wind catches the carpet, capsizing it and dropping you off!\n\
- Unburdened, it sails off as you plummet to the bottom!\n",
-
- /* 200: */ "*\
- Is this acceptable?\n",
-
- /* 201: */ "\
- There's no point in suspending a demonstration game.\n",
-
- /* 202: */ "\
- I can't find it in the dark.\n",
-
- /* 203: */ "\
- The dragon belches forth a ball of flame in your direction, which misses.\n\
- You are unable to pick up anything though, because of the heat.\n",
-
- /* 204: */ "*\
- There is nothing here to tie the rope around.\n",
-
- /* 205: */ "*\
- You have no rope.\n",
-
- /* 206: */ "*\
- Your rope will not reach.\n",
-
- /* 207: */ "*\
- You have nothing to cut with.\n",
-
- /* 208: */ "*\
- Due to your sloppy workmanship, the knot in the rope has come untied\n\
- while you were halfway down. You have fallen 45 feet onto some very\n\
- sharp rocks.\n",
-
- /* 209: */ "\
- Okay.\n\
- The Djinni, his service finished, vanishes.\n",
-
- /* 210: */ "*\
- Seven men, wearing grey business suits and carrying briefcases, surround\n\
- you and identify themselves as representatives of the Internal Revenue\n\
- Service! With absolutely no show of emotion, they report:\n\
- \"We understand that you have been accumulating some un-declared\n\
- income. We wish to discuss this matter with you.\"\n\
- You have been taxed to death!\n",
-
- /* 211: */ "*\
- The way is blocked.\n",
-
- /* 212: */ "*\
- An immense white dragon lumbers out of the door, breathing incandescently\n\
- hot balls of fire at you, all of which get you! He then beats you\n\
- severely about the head and shoulders with his wings, which have long,\n\
- sharp talons on the edges! He finally jumps up and down on you, over and\n\
- over and over and over and over and over and over and...You get the idea.\n\
- You are dead.\n",
-
- /* 213: */ "*\
- The guard, Patrolman Pete, comes running out of the doorway, waving his\n\
- pistol and shouting:\n\
- \"This area is off-limits. You shouldn't come here.\"\n\
- Just then, he trips and falls. The gun discharges, putting a bullet\n\
- through your heart. You are dead!\n",
-
- /* 214: */ "\
- As you speak, several large rocks drop down the shaft and carom off the\n\
- shelf. While they narrowly miss you, they raise a great cloud of dust\n\
- and start numerous cracks in the rock.\n",
-
- /* 215: */ "\
- You miss but manage to catch the near edge of the bridge and swing back\n\
- up onto it.\n",
-
- /* 216: */ "\
- You just manage to catch the far edge of the bridge and swing up onto it.\n",
-
- /* 217: */ "\
- Things are looking awfully bleak.\n",
-
- /* 218: */ "\
- Jump!\n",
-
- /* 219: */ "\
- You drop through an impenetrable gloom. Oppressive fear gathers, clawing\n\
- at you. You are sinking into the depths of Hell, with no salvation in\n\
- sight. The clammy, black air whistling past is the only sound filling\n\
- your fear-crazed mind. You are tumbling endlessly, spinning over and\n\
- over. Suddenly, you feel your descent slowing! With a rush, you finally\n\
- come to a landing and find...\n",
-
- /* 220: */ "*\
- All directions are down. Please be more specific.\n",
-
- /* 221: */ "*\
- I don't know how to play such a thing.\n",
-
- /* 222: */ "\
- The sweet music attracts the unicorn.\n",
-
- /* 223: */ "*\
- The orc priest grabs you and efficiently converts you into a pile of\n\
- greasy rubble!\n",
-
- /* 224: */ "\
- You drop through an impenetrable gloom. Oppressive fear gathers, clawing\n\
- at you. You are sinking into the depths of Hell, with no salvation in\n\
- sight. The clammy, black air whistling past is the only sound filling\n\
- your fear-crazed mind. You are tumbling endlessly, spinning over and\n\
- over. Below you, a roar arises from an unseen source, and gets louder\n\
- and louder!! Suddenly, you break into a lighted area, and immediately\n\
- crash into the depths of an almost bottomless pool of water!\n",
-
- /* NOTE: The following message is number-coordinated with vocabulary
- section 3. BEWARE. */
- /* 225: */ "\
- Hey! Watch it! This adventure is rated \"G\"\n",
-
- /* NOTE: The following message is number-coordinated with vocabulary
- section 3. BEWARE. */
- /* 226: */ "\
- Unicorns are magical creatures. Though immortal in ordinary terms, they\n\
- are frequently prey to careless arrows or deceitful behavior. Their\n\
- shyness is legendary, although they will often overcome their fear to\n\
- befriend a virgin or to help one in mortal peril. It is said that a\n\
- unicorn's horn is proof against death!\n",
-
- /* 227: */ "\
- Are you a wizard?\n",
-
- /* 228: */ "\
- Very well.\n",
-
- /* 229: */ "\
- Do you wish to change the message of the day?\n"
- };
-
- extern void encode();
-
- void fixrmsg() {
- register int m;
-
- for (m=0; m <= 229; m++) {
- register char *msg;
- msg = rmsg[m];
- if (*msg == '*') msg++;
- encode(msg);
- }
- };
-