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Amiga MA Magazine 1998 #7
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amigamamagazinepolishissue1998.iso
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rozrywka
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rpg
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amigamud
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proving
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chasm.m
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/*
* Amiga MUD
*
* Copyright (c) 1997 by Chris Gray
*/
/*
* chasm.m - the chasm rooms area.
*/
/* the vertical chimney */
define tp_proving tp_chasm CreateTable()$
use tp_chasm
define tp_chasm r_chimneyTop CreateThing(r_provingCave)$
SetupRoomP(r_chimneyTop, "at the top of a circular ramp",
"The ramp slopes steeply but negotiably around a 20 foot diameter "
"vertical chimney in the stone. The chimney ends not far overhead, but "
"extends downward out of sight. A narrow passage heads east.")$
Connect(r_sewerCaveA2, r_chimneyTop, D_WEST)$
Scenery(r_chimneyTop, "chimney;20,foot,diameter,vertical.ramp.passage")$
define tp_chasm proc chimneyDrop(thing th)status:
thing me, here;
string name;
me := Me();
name := FormatName(th@p_oName);
if th@p_oCarryer ~= nil and th@p_oCreator = me then
here := Here();
Print("You drop the " + name + " which slides off the ramp and "
"disappears down the chimney.\n");
if not me@p_pHidden and CanSee(here, me) then
OPrint(Capitalize(CharacterNameG(me)) +
AAn(" drops", name) +
" which slides off the ramp and disappears down the "
"chimney.\n");
fi;
ZapObject(th);
DelElement(me@p_pCarrying, th);
succeed
else
Print("You'd better not drop the " + name + " here!\n");
fail
fi
corp;
AddRoomDropChecker(r_chimneyTop, chimneyDrop, false)$
r_chimneyTop@p_oListenString :=
"It is very quiet here, and no sound can be heard from the chimney."$
r_chimneyTop@p_oSmellString :=
"The air is perhaps a bit less stale than normal here - there might be "
"a very slight breeze coming up out of the chimney."$
define tp_chasm r_chimneyMiddle CreateThing(r_provingCave)$
SetupRoomP(r_chimneyMiddle, "on a ramp in a vertical chimney",
"The chimney ends just within sight overhead, but extends downward out of "
"sight. A tunnel heads west.")$
Connect(r_chimneyTop, r_chimneyMiddle, D_DOWN)$
Scenery(r_chimneyMiddle, "chimney;vertical.ramp.tunnel")$
AddRoomDropChecker(r_chimneyMiddle, chimneyDrop, false)$
r_chimneyMiddle@p_oSmellString :=
"The slight breeze seems to be coming from the tunnel."$
define tp_chasm r_chimneyBottom CreateThing(r_provingCave)$
SetupRoomP(r_chimneyBottom, "on a ramp in a vertical chimney",
"The chimney extends up and down out of sight.")$
Scenery(r_chimneyBottom, "chimney;vertical.ramp")$
AddRoomDropChecker(r_chimneyBottom, chimneyDrop, false)$
Connect(r_chimneyMiddle, r_chimneyBottom, D_DOWN)$
define tp_chasm p_pChimneyDepth CreateIntProp()$
define tp_chasm r_chimney CreateThing(r_tunnel)$
SetupRoomDP(r_chimney, "on a ramp in a vertical chimney",
"The chimney extends up and down out of sight.")$
Scenery(r_chimney, "chimney;vertical.ramp")$
AddRoomDropChecker(r_chimney, chimneyDrop, false)$
Connect(r_chimneyBottom, r_chimney, D_DOWN)$
UniConnect(r_chimney, r_chimney, D_DOWN)$
r_chimney@p_rNoMachines := true$
define tp_chasm proc chimneyDown()status:
thing me;
me := Me();
me@p_pChimneyDepth := me@p_pChimneyDepth + 1;
LeaveRoomStuff(r_chimney, D_DOWN, MOVE_SPECIAL);
EnterRoomStuff(r_chimney, D_UP, MOVE_SPECIAL);
fail
corp;
AddDownChecker(r_chimneyBottom, chimneyDown, false)$
AddDownChecker(r_chimney, chimneyDown, false)$
define tp_chasm proc chimneyUp()status:
thing me;
int depth;
me := Me();
depth := me@p_pChimneyDepth - 1;
if depth = 0 then
me -- p_pChimneyDepth;
LeaveRoomStuff(r_chimneyBottom, D_UP, MOVE_SPECIAL);
EnterRoomStuff(r_chimneyBottom, D_DOWN, MOVE_SPECIAL);
continue
else
me@p_pChimneyDepth := depth;
LeaveRoomStuff(r_chimney, D_UP, MOVE_SPECIAL);
EnterRoomStuff(r_chimney, D_DOWN, MOVE_SPECIAL);
fail
fi
corp;
AddUpChecker(r_chimney, chimneyUp, false)$
define tp_chasm r_tunnelX1 CreateThing(r_provingCave)$
SetupRoomP(r_tunnelX1, "in an east-west tunnel", "")$
Connect(r_chimneyMiddle, r_tunnelX1, D_WEST)$
define tp_chasm r_tunnelX2 CreateThing(r_provingCave)$
SetupRoomP(r_tunnelX2, "in an east-west tunnel",
"There is a faint greenish light coming from the west.")$
Connect(r_tunnelX1, r_tunnelX2, D_WEST)$
define tp_chasm r_tunnelX3 CreateThing(r_provingCave)$
SetupRoomP(r_tunnelX3, "in an east-west tunnel",
"There is a steady greenish light coming from the west.")$
Connect(r_tunnelX2, r_tunnelX3, D_WEST)$
/* the chasm area */
define tp_chasm o_chasm CreateThing(nil)$
FakeObject(o_chasm, nil, "chasm;deep",
"The chasm is a deep crack in the earth. It is so deep that you cannot "
"see the bottom, only blackness. The chasm is far too wide to jump "
"across.")$
define tp_chasm PR_CHASM1_ID NextEffectId()$
define tp_chasm proc drawChasm1()void:
if not KnowsEffect(nil, PR_CHASM1_ID) then
DefineEffect(nil, PR_CHASM1_ID);
GSetImage(nil, "Proving/chasm1");
IfFound(nil);
ShowCurrentImage();
Else(nil);
GSetPen(nil, C_DARK_GREY);
GAMove(nil, 0.0, 0.0);
GRectangle(nil, 0.5, 1.0, true);
GSetPen(nil, C_LIGHT_GREY);
GPolygonStart(nil);
GAMove(nil, 0.499, 0.65);
GADraw(nil, 0.25, 0.65);
GADraw(nil, 0.0, 0.75);
GADraw(nil, 0.0, 0.45);
GADraw(nil, 0.219, 0.35);
GADraw(nil, 0.234, 0.0);
GADraw(nil, 0.266, 0.0);
GADraw(nil, 0.281, 0.35);
GADraw(nil, 0.484, 0.35);
GADraw(nil, 0.484, 0.555);
GADraw(nil, 0.499, 0.555);
GPolygonEnd(nil);
GSetPen(nil, C_BLACK);
GPolygonStart(nil);
GAMove(nil, 0.484, 0.55);
GADraw(nil, 0.25, 0.55);
GADraw(nil, 0.0, 0.65);
GADraw(nil, 0.0, 0.55);
GADraw(nil, 0.25, 0.45);
GADraw(nil, 0.484, 0.45);
GPolygonEnd(nil);
Fi(nil);
EndEffect();
fi;
CallEffect(nil, PR_CHASM1_ID);
corp;
define tp_chasm CHASM1_MAP_GROUP NextMapGroup()$
define tp_chasm r_chasmModel1 CreateThing(r_tunnel)$
r_chasmModel1@p_rName := "on a ledge overlooking a chasm"$
r_chasmModel1@p_rName1 := "Chasm"$
r_chasmModel1@p_MapGroup := CHASM1_MAP_GROUP$
r_chasmModel1@p_rDrawAction := drawChasm1$
r_chasmModel1@p_rEnterRoomDraw := EnterRoomDraw$
r_chasmModel1@p_rLeaveRoomDraw := LeaveRoomDraw$
r_chasmModel1@p_oListenString :=
"You can hear water sounds coming up from the depths of the chasm, "
"but there is no way to tell what they are."$
r_chasmModel1@p_oSmellString :=
"The large size of this chamber, in combination with the slight "
"airflow through it, combine to make it reasonably fresh."$
Scenery(r_chasmModel1, "minerals;glowing.ledge.glow;green")$
monsterSet4(r_chasmModel1)$
SetThingStatus(r_chasmModel1, ts_readonly)$
define tp_chasm proc makeChasm1(string desc; fixed x, y)thing:
thing chasm;
chasm := CreateThing(r_chasmModel1);
if desc ~= "" then
chasm@p_rDesc := desc;
fi;
chasm@p_rContents := CreateThingList();
chasm@p_rExits := CreateIntList();
chasm@p_rCursorX := x;
chasm@p_rCursorY := y;
AddTail(chasm@p_rContents, o_chasm);
SetThingStatus(chasm, ts_wizard);
chasm
corp;
define tp_chasm r_chasm1 makeChasm1(
"You are at the east end of a large, narrow cave which is dominated by a "
"deep chasm running down the center. Glowing minerals in the ceiling of "
"the cave provide ample light. Narrow ledges on both sides of the chasm "
"give room for passage. You are on the south side of the chasm and there "
"is no visible way to get to the north side. The ledge continues to the "
"west, and a tunnel heads east.", 0.478, 0.6)$
Connect(r_tunnelX3, r_chasm1, D_WEST)$
Connect(r_tunnelX3, r_chasm1, D_EXIT)$
Scenery(r_chasm1, "tunnel")$
define tp_chasm r_chasm2 makeChasm1(
"The cave bends slightly here, with the west end angling slightly to the "
"south. Across the chasm, you can see a deep crack leading north from the "
"ledge on that side.", 0.259, 0.6)$
Connect(r_chasm1, r_chasm2, D_WEST)$
Scenery(r_chasm2, "crack;deep")$
define tp_chasm r_chasm3 makeChasm1("", 0.019, 0.7)$
Connect(r_chasm2, r_chasm3, D_WEST)$
define tp_chasm r_chasm4 makeChasm1(
"The ledge on this side of the chasm comes to an end here.", 0.471, 0.4)$
define tp_chasm r_chasm5 makeChasm1(
"A deep crack heads north from here.", 0.25, 0.4)$
Connect(r_chasm4, r_chasm5, D_WEST)$
Scenery(r_chasm5, "crack;deep")$
define tp_proving r_chasm6 makeChasm1(
"The crack comes to an end here in a solid rock wall. There is a sturdy "
"door in the rock, however.", 0.25, 0.04)$
r_chasm6@p_rName := "deep in the crack"$
Connect(r_chasm5, r_chasm6, D_NORTH)$
Scenery(r_chasm6,
"crack;deep.wall;solid,rock.beam;massive,wooden.strap;thick,iron")$
r_chasm6@p_rHintString := "The key is kept a fair ways away from here."$
define tp_chasm r_chasm7 makeChasm1("", 0.019, 0.49)$
Connect(r_chasm5, r_chasm7, D_WEST)$
define tp_chasm PR_CHASM2_ID NextEffectId()$
define tp_chasm proc drawChasm2()void:
if not KnowsEffect(nil, PR_CHASM2_ID) then
DefineEffect(nil, PR_CHASM2_ID);
GSetImage(nil, "Proving/chasm2");
IfFound(nil);
ShowCurrentImage();
Else(nil);
GSetPen(nil, C_DARK_GREY);
GAMove(nil, 0.0, 0.0);
GRectangle(nil, 0.5, 1.0, true);
GSetPen(nil, C_LIGHT_GREY);
GPolygonStart(nil);
GAMove(nil, 0.499, 0.75);
GADraw(nil, 0.25, 0.85);
GADraw(nil, 0.0, 0.85);
GADraw(nil, 0.0, 0.76);
GADraw(nil, 0.016, 0.76);
GADraw(nil, 0.016, 0.55);
GADraw(nil, 0.25, 0.55);
GADraw(nil, 0.499, 0.45);
GPolygonEnd(nil);
GSetPen(nil, C_BLACK);
GPolygonStart(nil);
GAMove(nil, 0.499, 0.65);
GADraw(nil, 0.25, 0.75);
GADraw(nil, 0.0, 0.75);
GADraw(nil, 0.0, 0.65);
GADraw(nil, 0.25, 0.65);
GADraw(nil, 0.499, 0.55);
GPolygonEnd(nil);
GSetPen(nil, C_MEDIUM_BROWN);
GAMove(nil, 0.109, 0.635);
GRectangle(nil, 0.03125, 0.14, true);
GSetPen(nil, C_BROWN);
GAMove(nil, 0.112, 0.635);
GRectangle(nil, 0.025, 0.14, true);
Fi(nil);
EndEffect();
fi;
CallEffect(nil, PR_CHASM2_ID);
corp;
define tp_chasm CHASM2_MAP_GROUP NextMapGroup()$
define tp_chasm r_chasmModel2 CreateThing(r_tunnel)$
r_chasmModel2@p_rName := "on a ledge overlooking a chasm"$
r_chasmModel2@p_rName1 := "Chasm"$
r_chasmModel2@p_MapGroup := CHASM2_MAP_GROUP$
r_chasmModel2@p_rDrawAction := drawChasm2$
r_chasmModel2@p_rEnterRoomDraw := EnterRoomDraw$
r_chasmModel2@p_rLeaveRoomDraw := LeaveRoomDraw$
r_chasmModel2@p_oListenString :=
"You can hear water sounds coming up from the depths of the chasm, "
"but there is no way to tell what they are."$
r_chasmModel2@p_oSmellString :=
"The large size of this chamber, in combination with the slight "
"airflow through it, combine to make it reasonably fresh."$
Scenery(r_chasmModel2, "minerals;glowing.ledge.glow;green")$
monsterSet4(r_chasmModel2)$
SetThingStatus(r_chasmModel2, ts_readonly)$
define tp_chasm proc makeChasm2(string desc; fixed x, y)thing:
thing chasm;
chasm := CreateThing(r_chasmModel2);
if desc ~= "" then
chasm@p_rDesc := desc;
fi;
chasm@p_rContents := CreateThingList();
chasm@p_rExits := CreateIntList();
chasm@p_rCursorX := x;
chasm@p_rCursorY := y;
AddTail(chasm@p_rContents, o_chasm);
SetThingStatus(chasm, ts_wizard);
chasm
corp;
define tp_chasm r_chasm8 makeChasm2("", 0.487, 0.71)$
Connect(r_chasm3, r_chasm8, D_WEST)$
define tp_chasm r_chasm9 makeChasm2(
"The cave takes another slight bend here, with the west end now going "
"pretty well straight west. You can see a bridge over the chasm just to "
"the west of here.", 0.256, 0.8)$
Connect(r_chasm8, r_chasm9, D_WEST)$
Scenery(r_chasm9, "bridge")$
define tp_chasm r_chasm10 makeChasm2(
"There is a bridge heading north across the chasm here. There are also "
"a lot of bones lying around here, some of them quite fresh, and some of "
"them quite large.", 0.124, 0.81)$
Connect(r_chasm9, r_chasm10, D_WEST)$
Scenery(r_chasm10, "bones;quite,large,fresh")$
define tp_chasm o_bridge CreateThing(nil)$
FakeObject(o_bridge, r_chasm10, "bridge;wooden",
"The bridge is built from wood and is fairly old, but it looks like it "
"should be able to support your weight.")$
o_bridge@p_Image := "Proving/chasmBridge"$
define tp_chasm r_chasm11 makeChasm2(
"The ledge on the other side of the chasm ends at this point in the cave, "
"but the one on this side leads right up to a tunnel opening. You can "
"smell some bad smells coming out of the tunnel.", 0.016, 0.81)$
Connect(r_chasm10, r_chasm11, D_WEST)$
Scenery(r_chasm11, "tunnel.opening;tunnel")$
r_chasm11@p_oSmellString :=
"The rank odour is quite strong. One component seems to be rotten meat, "
"and another unwashed bodies."$
define tp_chasm r_chasm12 makeChasm2("", 0.481, 0.5)$
Connect(r_chasm7, r_chasm12, D_WEST)$
define tp_chasm r_chasm13 makeChasm2(
"The cave takes another slight bend here, with the west end now going "
"pretty well straight west. You can see a bridge over the chasm just to "
"the west of here.", 0.259, 0.59)$
Connect(r_chasm12, r_chasm13, D_WEST)$
Scenery(r_chasm13, "bridge")$
define tp_chasm r_chasm14 makeChasm2(
"There is a bridge heading south across the chasm here. There are also "
"a lot of bones lying around here, some of them quite fresh, and some of "
"them quite large.", 0.124, 0.59)$
Connect(r_chasm13, r_chasm14, D_WEST)$
AddTail(r_chasm14@p_rContents, o_bridge)$
Scenery(r_chasm14, "bones;quite,large,fresh,old")$
define tp_chasm r_chasm15 makeChasm2(
"The ledge along this side of the chasm comes to an end here. You cannot "
"go any further to the west.", 0.03125, 0.59)$
Connect(r_chasm14, r_chasm15, D_WEST)$
define tp_chasm r_bridge makeChasm2("", 0.124, 0.7)$
r_bridge@p_rName := "on a bridge over a chasm"$
RoomName(r_bridge, "Bridge", "")$
Connect(r_chasm10, r_bridge, D_NORTH)$
Connect(r_chasm14, r_bridge, D_SOUTH)$
AddTail(r_bridge@p_rContents, o_bridge)$
ignore DeleteSymbol(tp_chasm, "makeChasm2")$
ignore DeleteSymbol(tp_chasm, "makeChasm1")$
/* here for a while is the stuff for the guardian troll */
define tp_chasm TROLL_HITS 50$
define tp_chasm p_mTrollActive CreateBoolProp()$
define tp_chasm p_pPlayerTryCross CreateBoolProp()$
define tp_chasm proc trollBridgeStepOn()status:
Me()@p_pPlayerTryCross := true;
continue
corp;
AddNorthChecker(r_chasm10, trollBridgeStepOn, false)$
define tp_chasm proc guardianTrollStep()void:
int hits;
thing me, target;
/* m_guardianTroll not defined yet! */
me := Me();
hits := me@p_pHitNow + 5;
if hits > TROLL_HITS then
hits := TROLL_HITS;
fi;
me@p_pHitNow := hits;
if me@p_mTrollActive then
target := me@p_pCurrentTarget;
if target ~= nil then
if AgentLocation(target) ~= r_bridge then
me -- p_pCurrentTarget;
if FindAgentWithFlag(r_bridge, p_pStandard) = nil then
/* nobody here - go back to bed */
me@p_mTrollActive := false;
SetAgentLocation(me, nil);
fi;
else
if Random(2) = 0 then
ignore MonsterHitPlayer(me, target, r_bridge);
PlayMonsterSound(me, nil);
else
MonsterAction(me);
fi;
fi;
else
if FindAgentWithFlag(r_bridge, p_pStandard) ~= nil then
/* someone here - dance for them */
MonsterAction(me);
else
me@p_mTrollActive := false;
SetAgentLocation(me, nil);
fi;
fi;
fi;
MonsterReschedule(me);
corp;
define tp_chasm proc guardianTrollKill(thing thePlayer, troll)bool:
Print("You have defeated the guardian troll! Nursing its wounds, it "
"climbs back under the bridge. You quickly take the opportunity to "
"dash the rest of the way across the bridge.\n");
OPrint(Capitalize(CharacterNameG(Me())) +
" has defeated the guardian troll!. "
"Nursing its wounds, it climbs back under the bridge.\n");
troll@p_mTrollActive := false;
troll -- p_pCurrentTarget;
ignore ForceAction(troll, DoUnShowIcon);
PlayMonsterSound(troll, thePlayer);
SetAgentLocation(troll, nil);
thePlayer -- p_pPlayerTryCross;
ignore EnterRoom(r_chasm14, D_NORTH, MOVE_NORMAL);
false
corp;
/* want the PLAYER to cross the bridge, not the troll! */
define tp_chasm proc doCrossBridge()status:
ignore EnterRoom(r_chasm14, D_NORTH, MOVE_NORMAL);
continue
corp;
/* called by ForceAction, so done by troll */
define tp_chasm proc guardianTrollGivePre()status:
thing it, trueMe;
string name;
trueMe := TrueMe();
it := It();
name := FormatName(it@p_oName);
if it@p_oCarryer ~= nil and it@p_oCreator = trueMe then
if MatchName(it@p_oName, "apple") ~= -1 then
/* troll is not too bright, any apple-ish thing is good enough! */
if trueMe@p_pPlayerTryCross then
SPrint(trueMe,
"The troll sniffs the apple and looks happy (or at "
"least as happy as a troll can look!). With an expression "
"something like delight, it takes a bite of the apple. "
"Seeing that it is preoccupied, you make a dash for the "
"far side. The troll notices and tries to stop you, "
"but you are able to duck under its arm and cross to "
"the other side. It turns and glares at you, but does "
"not pursue you.\n");
ABPrint(r_bridge, trueMe, trueMe,
Capitalize(CharacterNameG(trueMe)) +
" somehow gets past the troll and is "
"able to cross to the other side.\n");
trueMe -- p_pPlayerTryCross;
ignore ForceAction(trueMe, doCrossBridge);
else
SPrint(trueMe,
"The troll sniffs the apple and happily gobbles it down!\n");
fi;
else
SPrint(trueMe,
"The troll sniffs the " + name + " but isn't impressed. "
"It tosses the " + name + " over the side of the bridge.\n");
ABPrint(r_bridge, trueMe, trueMe,
"The troll tosses something over the side of the bridge.\n");
fi;
ZapObject(it);
DelElement(trueMe@p_pCarrying, it);
succeed
else
SPrint(trueMe,
"The troll sniffs the " + name + " but isn't impressed. " +
"It tosses the " + name + " back to you.\n");
fail
fi
corp;
define tp_chasm m_guardianTroll CreateMonsterModel("troll,tro;guardian",
"The guardian troll is quite large, standing about 7 feet tall and nearly "
"that much around. It has small beady eyes, a piglike snout and huge "
"tusks. Its arms are like tree-trunks, and its fingers have knifelike "
"claws. The guardian troll isn't wearing any armour, but its scales and "
"skin look thick enough to ward off all but the best sword thrusts.",
nil, guardianTrollStep, TROLL_HITS, 4, 6, 7, 30, 0)$
AddModelAction(m_guardianTroll, "bellows")$
AddModelAction(m_guardianTroll, "raises its fists and roars")$
AddModelAction(m_guardianTroll, "rumbles ominously")$
AddModelAction(m_guardianTroll, "glares threateningly")$
AddModelAction(m_guardianTroll, "grins nastily")$
AddModelAction(m_guardianTroll, "beckons encouragingly")$
AddModelAction(m_guardianTroll, "rubs its hands expectantly")$
AddModelAction(m_guardianTroll,
"frowns slightly and mutters \"You doctor? Keep away doctor!\"")$
m_guardianTroll@p_mTrollActive := false$
m_guardianTroll@p_mKillAction := guardianTrollKill$
m_guardianTroll@p_pGivePre := guardianTrollGivePre$
m_guardianTroll@p_Image := "Characters/guardianTroll"$
m_guardianTroll@p_mSound := "guardianTroll"$
SetupMachine(m_guardianTroll)$
CreateMachine(m_guardianTroll@p_pName, m_guardianTroll, nil,
DummyMonsterInit)$
ignore SetMachineActive(m_guardianTroll, guardianTrollStep)$
define tp_chasm proc trollBridgeCross()status:
if Me()@p_pPlayerTryCross then
if m_guardianTroll@p_mTrollActive then
Print("The guardian troll blocks your path.\n");
else
m_guardianTroll@p_mTrollActive := true;
Print("As you try to walk the rest of the way across the bridge, "
"there is a roar from somewhere underneath, and the "
"guardian troll quickly climbs out and blocks your way "
"across the bridge.\n");
/* could be someone crossing back and standing here */
OPrint("There is a roar from underneath the bridge, and the "
"guardian troll climbs out and confronts " +
CharacterNameG(Me()) + ".\n");
SetAgentLocation(m_guardianTroll, r_bridge);
ignore ForceAction(m_guardianTroll, DoShowIcon);
fi;
PlayMonsterSound(m_guardianTroll, Me());
fail
else
if m_guardianTroll@p_mTrollActive then
Print("Luckily, the guardian troll is occupied and doesn't "
"notice you messing around behind its back!\n");
fi;
continue
fi
corp;
AddNorthChecker(r_bridge, trollBridgeCross, false)$
define tp_chasm proc bridgeClimb()void:
if m_guardianTroll@p_mTrollActive then
Print("There is no way the troll is going to let you climb down into "
"its hidey-hole!\n");
else
Print("Climbing down into the hidey-hole of a troll is not a "
"good idea!\n");
fi;
corp;
AddSpecialCommand(r_bridge, "climb", bridgeClimb)$
define tp_chasm r_trollRoom CreateThing(r_provingCave)$
SetupRoomP(r_trollRoom, "in a squalid cave",
"This cave is quite large and is clearly home to a large number of "
"trolls. There are piles of bones and half-eaten meat everywhere, along "
"with other refuse not to be mentioned. The exit to the east admits a "
"steady green glow.")$
r_trollRoom@p_rDark := false$ /* override r_provingCave */
Connect(r_chasm11, r_trollRoom, D_WEST)$
Connect(r_chasm11, r_trollRoom, D_ENTER)$
Scenery(r_trollRoom,
"cave.bone;piles,pile,of.pile.meat;half-eaten,half,eaten.refuse.glow;green")$
r_trollRoom@p_oSmellString := "WHEW! The stink is indescribable!"$
r_trollRoom@p_rLastVisit := Time()$
r_trollRoom@p_Image := "Proving/trollRoom"$
define tp_chasm proc trollEnter(thing room)void:
thing me;
int now, i;
now := Time();
me := Me();
if me@p_pStandard and now - r_trollRoom@p_rLastVisit >= 300 then
r_trollRoom@p_rLastVisit := now;
for i from 0 upto Random(4) + 3 do
ignore CreateMonster(me, m_largeTroll, r_trollRoom);
od;
fi;
corp;
AddAnyEnterAction(r_trollRoom, trollEnter, false)$
unuse tp_chasm