(ADLAN EXAMPLE ADVENTURE) OPTIONS 2; 0; ; <^L>; ENDOPTIONS MESSAGES S <, small, weak and feeble, murmuring "water... water...">; T ; C <, rusted closed>; W ; O ; $1 ; $2 ; $3 ; $4 ; ENDMESSAGES WORDS north/n; south/s; east/e; west/w; look/l; at; (look and look at) examine; inventory/i/carry; take/get/grab/seize; pick; (pick up) up/u/climb; drop/leave; put; (put down) down/d/descend; fill; oil/lubricate; water/irrigate; stop/quit; ENDWORDS (Status letters: Immovable, Small, Tall, Closed, full of Oil, full of Water) OBJECTS plant/hydrangea,IS,,,; bottle/flask/flagon,,,,<< The bottle is small and made of brown glass. The stopper does not fit properly.>; gate,IC,,,<< The gate has some particularly fine scrollwork on it; alas, all rusted and tarnished.>; ENDOBJECTS PLACES [r1] r1,- - r2 -,plant,<< You are at the west end of an oval room, carved from grey stone. A shaft of light comes through a hole high in the ceiling. In the floor of the room are two pits, one at this end, one at the other. In the wall above you is a hole, large enough for a person, but too high to reach.>,{}, { if both typed down and not typed put { moveto p1 describe loop } if both status plant is T and both typed up and not typed pick { moveto x describe loop (Climbing the plant) } }; r2,- - - r1,gate, picture , << You are at the east end of an oval room. In the east wall is an alcove with a gate across it. There is a pit in the floor at this end of the room.>, { if both describing and status gate is C { print <\The alcove is blocked by the gate.> } },{ if both typed down and not typed put { moveto p2 describe loop } }; p1,- - - -,bottle,<< You are in a steep-sided pit under the west end of the oval room. Some rough handholds have been cut to allow climbing out of the pit.>,{}, { if both typed up and not typed pick { moveto r1 describe loop } }; p2,- - - -,,<< You are in a deep pit under the east end of the oval room. Gravel makes climbing difficult. There is a pool of oil on the ground in the pit.>,{}, { if both typed up and not typed pick { moveto r2 describe loop } }; a1,- - - r2,,<< You are in the alcove behind the gate. A small stream of water trickles from a crack in the wall.>,{},{}; x,----,,<< Well done. You have completed an extremely unchallenging adventure! Now write a better one.>,{ quit },{}; carry,----,,<>,{},{}; ENDPLACES START { ink 0 blue ink 1 brightwhite print <^L WELCOME TO THE EXAMPLE ADVENTURE All that you have to do is escape from the cave! Press any key to begin.> key } BEFORE { if describing { print <\\Obvious exits:> exits < N> < S> < E> < W> < none> cr if count here { print <\You can also see:\> list here } } print <\^P^X*^X> } AFTER { if typed stop { quit } if typed [examine/look at] { if find item 1 at here/carry { examine item 1 done } print $2 done } if typed look { describe done } if typed inventory { if count carry { print list carry done } print done } if typed [take/pick up] { if find item 1 at carry { print done } if not find item 1 at here { print $2 done } if status item 1 is I { print done } move item 1 from here to carry print $1 done } if typed [drop/put down] { if not find item 1 at carry { print $3 done } move item 1 from carry to here print $1 done } if typed fill { if not find item 1 at carry { print $3 done } if both not equal item 1=bottle and item 1 { print done } if at p2 { unmake bottle W (empty out any water) make bottle O (fill with oil) print $1 done } if at a1 { unmake bottle O (empty out oil) make bottle W (fill with water) print $1 done } print done } if typed oil { if not find item 1 at here { print $2 done } if not both find bottle at carry and status bottle is O { print done } if equal item 1 = gate { print unmake bottle O (empty the bottle) unmake gate C (open the gate) link east from r2 to a1 (allow player to go through) done } if equal item 1 = plant { print <"Yuch" says the plant, shaking the oil of it's leaves.> unmake bottle O done } print $4 done } if typed water { if not find item 1 at here { print $2 done } if not both find bottle at carry and status bottle is W { print done } if equal item 1 = gate { print unmake bottle W (empty the bottle) done } if equal item 1 = plant { print << The plant spurts into furious growth, climbing up and up until it reaches the hole in the wall.> unmake bottle W (empty the bottle) unmake plant S make plant T (make the plant tall) done } print $4 done } print }