!\--------------------------------------------------------------------------- PG's fooling & messing mansion starting from the HUGO v2.5 SHELL (good also for v 3.x) by Kent Tessman (c) 1995-1998 ---------------------------------------------------------------------------\! ! Uncomment the following to use a precompiled version of the Hugo Library: ! #set PRECOMPILED_LIBRARY ! Uncomment the following to include the HugoFix Debugging Library: ! #set DEBUG ! Uncomment the following to include verb stub routines: ! #set VERBSTUBS #ifset DEBUG #switches -d #endif !add new verbs here verb "poo", "shit", "defecate" * doShit verb "pee", "piss", "urinate" * doPiss #include "verblib.g" ! grammar must come first #ifset PRECOMPILED_LIBRARY #link "hugolib.hlb" #else #include "hugolib.h" #endif routine init { counter = -1 STATUSTYPE = 1 ! score/turns TEXTCOLOR = DEF_FOREGROUND BGCOLOR = DEF_BACKGROUND SL_TEXTCOLOR = DEF_SL_FOREGROUND SL_BGCOLOR = DEF_SL_BACKGROUND prompt = ">" color TEXTCOLOR, BGCOLOR ! cls Font(BOLD_ON | DEFAULT_FONT) "Messing House" Font(BOLD_OFF) "An Interactive house developing & experimenting\n" "Copyleft (L) by PGDE,2016" print BANNER player = you ! player initialization location = entrance old_location = location move player to location FindLight(location) DescribePlace(location) location is visited CalculateHolding(player) verbosity = 2 ! I always prefer verbose Activate(crap_daemon) #ifset USE_PLURAL_OBJECTS InitPluralObjects #endif } #ifset PRECOMPILED_LIBRARY replace main { #else routine main { #endif counter = counter + 1 PrintStatusLine run location.each_turn runevents RunScripts if parent(speaking)~=location speaking = 0 } player_character you "you" {nouns "me" "myself" long_desc {"an Imp. Not the daemonic variety, of course. the IF variety, to be precise."} } ! ! *** ROOMS *** ! room entrance "Entrance" { long_desc {"the entrance of this house.As the name imply, there's a corridor north, and two rooms are east and west. An ornate staircase lead up to the gray mist of unimplementness"} n_to corridor1 w_to study e_to ball } room corridor1 "S end of corridor" { long_desc {"You are at the south end of the corridor, whose of course, continues north, and side rooms are east and west."} s_to entrance n_to corridor2 e_to kitchen w_to parlor } room corridor2 "N end of corridor" { long_desc {"the corridor ends here. Of course, other rooms are east and west. North a large windowed door led to the drawing room."} s_to corridor1 n_to drawing w_to relax e_to storage } room drawing "Drawing room" { long_desc {"the northernmost room of this floor is, a rather ample and well lit drawing room, separated to the back garden by a patio, the window door toward it are south of here."} s_to corridor2 n_to patio } room patio "Patio" { long_desc {"This is the patio at the back of this mansion. the usual paraphernalia of sofas and small tables are here. North some steps led to the garden,shrouded in the mist of unimplementness"} s_to drawing } room study "Study" { long_desc {"This mansion's study. a large mahogany desk is in front of you, and beside it, a small table hold a sort of computer or calculator. on the southern wall is a sizeable library, and, opposite it, a wardrobe"} e_to entrance } room ball "Ball room" { long_desc {"this room is a room for gatherings; the tables around, albeit lavish, can be easily moved around, so can be used for either ball, dinner, or more formal parties. \n a stair lead up to an overlooking gallery south, and below it is a door "} w_to entrance u_to gallery s_to bath_guest } room bath_guest "Guest's bathroom" { long_desc {"this small but elegant bathroom is for guests,and its neatness is always kept."} n_to ball } room gallery "Gallery above ballroom" { long_desc {"This is the gallery above the ballroom. [to be fleshed later]"} d_to ball } room kitchen "Kitchen" { long_desc {"A well-equipped kitchen, with all trapping and paraphernalia for cooking"} w_to corridor1 } room parlor "parlor" { long_desc {"A parlor, for private conversations, plotting, &c. "} e_to corridor1 } room relax "Relax room" { long_desc {"This room is obvious dedicated to relaxing: aside comfy sofas, there's a stereo and a large TV, with video players hooked to it, and a green table for playing cards."} e_to corridor2 } room storage "Storage room" { long_desc {"This room is used for storage of nifty and sundry items."} w_to corridor2 } ! ! OBJECTS ! object mysuitcase "suitcase" { in entrance noun "case", "suitcase" short_desc {"a brown suitcase lies on the floor."} long_desc {"the stock Hugo suitcase. only brown instead of green."} adjective "brown" after { object DoGet { "picking up the suitcase, you notice that is very light. surely is empty." } } } ! ! TEMPLATES ! room template "template" { long_desc {""} } ! ! miscellany, testing and general fooling around ! ! the little routines below is for private fun, not for release. ! (if any release came from this fooling & messing around, that is...) !scatological routine 4 test routine doShit { if location = bath_guest "you sit on the toilet, raise your gown and defecate.\B Why men so love my buttocks ?\b you always wondered." else "better hold until sitting on toilet.." } ! "frontal" scatological routine 4 test. routine doPiss { if location = bath_guest "you sit on the toilet, raise your gown and piss from your pussy." else "let's find a toilet first..." } ! borrowed from the vault sample. to be tested later. ! This basic daemon is simply a trigger that checks every turn to see ! if 10 turns have passed. If so, it prints a brief section of prose ! before deactivating itself. (It is also deactivated if the player ! pre-emptively searches the bump in the ground.) daemon crap_daemon {} event crap_daemon { if counter = 8 { "\nThe familiar pressure inside your back signal that you must sooner or later do the little necessity of evacuating. Because is a little pressure, you figure that you haven't urgency at all." event_flag = true Deactivate(crap_daemon) } }