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Amiga Plus Extra 1996 #3
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AmigaPlus_CD-ROM-EXTRA_Nr.3.bin
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aminet-spiele
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role on
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tacl
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junglesource.zoo
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CaveRooms1
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Text File
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1989-09-11
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8KB
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398 lines
*
* Sample T.A.C.L. Aventure Game source code © 1989 by Kevin Kelm
*
ROOM Dark_Death * if player is here, he's done for
CODE
T You stumble in the darkness and break your neck.
CALL BuyTheFarm
ENDCODE
ENDROOM * what could be simpler?!? :)
*
*
*
ROOM Cavern_Entrance
DEFAULT
N Dark_Death
S Dark_Death
W Small_Meadow
U Small_Meadow
ENDDEFAULT
CODE
IF InCaverns = 0 THEN
T You pause inside the entrance to let your eyes adjust to the dusky
T grey light.
EQU InCaverns 1
ENDIF
IF Cavern_Entrance NOT VISITED THEN
T You are standing in the entrance of a natural cavern. To your east
T and up is the warm light of day, which grows dimmer as it creeps down
T the wet walls of the cave.
T Tunnels lead off to the north and to the south.
IMAGE Cavern_Entrance Entrance
SHOW Entrance
ELSE
T Cavern Entrance.
ENDIF
IF CanSee = 0 THEN
T It is too dark to see into the side tunnels-- be very careful!
LINK Cavern_Entrance N Dark_Death
LINK Cavern_Entrance S Dark_Death
ELSE
LINK Cavern_Entrance N Rock_Slide
LINK Cavern_Entrance S Stair_Well
ENDIF
ENDCODE
ENDROOM
*
*
*
ROOM Rock_Slide
CODE
T You step into the narrow, winding tunnel and squeeze between the walls.
T After about ten meters, you disturb the rocks in the east wall and cause
T a rockslide, which kills you instantly.
CALL BuyTheFarm
ENDCODE
ENDROOM
*
*
*
ROOM Stair_Well
DEFAULT
N Cavern_Entrance
D Spiral_Stairs
ENDDEFAULT
CODE
IF CanSee = 1 THEN
IF Stair_Well NOT VISITED THEN
T You are in a small, cold room. In its floor is a neatly carved spiral
T staircase, leading down! A cold draft whispers from the hole. You
T hear from it a dim roaring sound.
IMAGE Stair_Well Top_of_Stairs
SHOW Top_of_Stairs
ELSE
T Top of spiral stairs.
ENDIF
ELSE
T Unable to see anything, you stumble into some kind hole in the
T floor and break you leg. You expire after several hours of delerium
T at the bottom of the hole.
CALL BuyTheFarm
ENDIF
ENDCODE
ENDROOM
*
*
*
ROOM Spiral_Stairs
DEFAULT
U Stair_Well
D Cavernous_Hall
ENDDEFAULT
CODE
IF Spiral_Stairs NOT VISITED THEN
T Your boots scuff the slimy grit on the solid stone steps as you walk.
T Below you is a dark passage, and the stairs wind upward above your head.
IMAGE Spiral_Stairs Stairs
SHOW Stairs
ELSE
T Spiral staircase.
ENDIF
ENDCODE
ENDROOM
*
*
*
ROOM Cavernous_Hall
DEFAULT
U Spiral_Stairs
E Dark_Passage
S Small_Room
ENDDEFAULT
CODE
IF Cavernous_Hall NOT VISITED THEN
T You are in a very large and long chamber with a smooth floor and rough,
T sloping walls and ceiling. There is a small tunnel in the east wall and
T another at the other end of the room in the south wall.
IMAGE Cavernous_Hall Big_Hall
SHOW Big_Hall
ELSE
T Cavernous Hall.
ENDIF
ENDCODE
ENDROOM
*
*
*
ROOM Dark_Passage
DEFAULT
W Cavernous_Hall
E Broken_Floor_Hall
ENDDEFAULT
CODE
IF Dark_Passage NOT VISITED THEN
T You are in a 3-meter-wide, east-west running passage.
IMAGE Dark_Passage Std_Tunnel
SHOW Std_Tunnel
ELSE
T Dark Passage.
ENDIF
ENDCODE
ENDROOM
*
*
*
ROOM Broken_Floor_Hall
CODE
T As you walk along, the floor gives way and you plummet into a pit of
T spikes!!! You have died!
CALL BuyTheFarm
ENDCODE
ENDROOM
*
*
*
ROOM Small_Room
DEFAULT
N Cavernous_Hall
S Dead_End
ENDDEFAULT
CODE
T You are in a small room with an exit to the north.
IF DoorState < 3 THEN
T There is also an exit to the south.
IF DoorState = 0 THEN
T A large stone wall is slowly covering the south exit!
IMAGE Small_Room SRoom_Door1
SHOW SRoom_Door1
ELSIF DoorState = 1 THEN
T The exit to the south is almost closed!
IMAGE Small_Room SRoom_Door2
SHOW SRoom_Door2
ELSIF DoorState = 2 THEN
T The stone block slams shut over the southern exit! The booming echo
T returns from the cavernous hall behind you as it dies.
DIRECTIONS Small_Room N
IMAGE Small_Room SRoom_Door3
SHOW SRoom_Door3
ENDIF
ELSIF DoorState = 5 THEN
T You hear a rumbling sound the west wall of the room slides
T down to reveal an western passage!
DIRECTIONS Small_Room N W
LINK Small_Room W Western_Passage
IMAGE Small_Room SRoom_Door4
SHOW SRoom_Door4
ELSIF DoorState > 5 THEN
T There is also an exit to the west.
ENDIF
ADD DoorState 1
ENDCODE
ENDROOM
*
*
*
ROOM Dead_End
CODE
T You safely dive under the falling stone just as it slams shut behind
T you. After resting for a moment, you dust yourself off and stand up
T for a look around.
T
T You discover that you are trapped in a small room of solid stone along
T with the skeletons of adventurers who made the same decision. After
T trying desperately to get out, you sit down beside the remains of
T Professor Pendelbrot, who disappeared several years ago. You discover
T that he is no longer an engaging conversationalist. After a few days
T you dehydrate, die and wait for the ~inext ~nunlucky adventurer.
CALL BuyTheFarm
ENDCODE
ENDROOM
*
*
*
ROOM Western_Passage
DEFAULT
E Small_Room
W Shifting_Room
ENDDEFAULT
CODE
IF Western_Passage NOT VISITED THEN
T You are in an east-west passage of average width and height.
IF Lever IS Pulled THEN
IMAGE Western_Passage Switch_Hall2
SHOW Switch_Hall2
ELSE
IMAGE Western_Passage Switch_Hall1
SHOW Switch_Hall1
ENDIF
ELSE
T Eastern Passage.
ENDIF
ENDCODE
ENDROOM
*
*
*
ROOM Shifting_Room
DEFAULT
E Western_Passage
ENDDEFAULT
CODE
IF WallState = 0 THEN
T You step into a room that is littered with crushed bones and other
T debris.
T
T The walls begin to close in on you!
IMAGE Shifting_Room Crunch1
SHOW Crunch1
ELSIF WallState = 1 THEN
T The walls continue to close in. They are about 8 feet apart now!
IMAGE Shifting_Room Crunch2
SHOW Crunch2
ELSIF WallState = 2 THEN
T Still moving, the walls can now be touched!
IMAGE Shifting_Room Crunch3
SHOW Crunch3
ELSIF WallState = 3 THEN
T The walls are almost shoulder's width apart now!
IMAGE Shifting_Room Crunch4
SHOW Crunch4
ELSIF WallState = 4 THEN
IF Height < 2 THEN
T The walls slam shut with finality, punctuating your life with an
T exclamation point.
CALL BuyTheFarm
ELSE
T It seems that only the bottom 20 feet of the walls were moving; the
T walls slam shut just as you reach the top. You are standing on the
T tops of the lower walls in a small room. Glancing behind, you notice
T that your exit has been sealed off, but there is a passage to the west.
DIRECTIONS Shifting_Room W
LINK Shifting_Room W Ornate_Passage
IMAGE Shifting_Room Crunch5
DIRECTIONS Western_Passage E
SHOW Crunch5
ENDIF
ELSIF WallState > 4 THEN
IF Shifting_Room NOT VISITED THEN
T You are in a small room with a seam down the middle of the floor.
T There is an exit to the west.
ELSE
T Top of the Shifting Room.
ENDIF
ENDIF
ADD WallState 1
ENDCODE
ENDROOM
*
*
*
ROOM Ornate_Passage
DEFAULT
S Sacred_Chamber
E Shifting_Room
ENDDEFAULT
CODE
IF Ornate_Passage NOT VISITED THEN
T You find yourself in a short passage with ornate stone carvings and
T colorful paintings on the walls and ceiling. The passage goes east and
T turns south.
IMAGE Ornate_Passage Ornate
SHOW Ornate
ELSE
T Ornate Passage.
ENDIF
ENDCODE
ENDROOM
*
*
*
ROOM Sacred_Chamber
ATTRIB
FirstVisited Y
ENDATTRIB
DEFAULT
N Ornate_Passage
ENDDEFAULT
CODE
IF Sacred_Chamber IS FirstVisited THEN
IMAGE Sacred_Chamber Sacred1
UNSET Sacred_Chamber FirstVisited
ENDIF
IF Sacred_Chamber NOT VISITED THEN
T You are in a large, cold chamber. The walls are covered with
T Mayan writing and there is an altar in the center of the room.
T There is an exit to the north.
IF SlabPushed = 1 THEN
T To the south is an open secret doorway.
IF Idol IN Sacred_Chamber THEN
SHOW Sacred3
ELSE
SHOW Sacred4
ENDIF
ELSE
IF Idol IN Sacred_Chamber THEN
SHOW Sacred1
ELSE
SHOW Sacred2
ENDIF
ENDIF
ELSE
T Sacred Chamber.
ENDIF
ENDCODE
ENDROOM
*
*
*