![]() Global Dim itemName.s (#itm_count - 1 ) item names for each item indexĭeclare setLocation ( *ord3D, x, y, z ) Read.i directions (dirText (x ) \name ) \z Read.i directions (dirText (x ) \name ) \y Read.i directions (dirText (x ) \name ) \x Global NewMap ord3D ( ) coordinate offsets Global NewMap dirIndex.i (#dir_count - 1 ) index for each name Global Dim dirText.dirText (#dir_count - 1 ) direction text for each direction index #count_roomDescriptions = 14 count of room Descriptions Global NewMap *commands ( ) hash of commands and their functions, all use the same prototypeĭata.i #dir_Nowhere: Data.s "nowhere", "nowhere", "to nowhere": Data.i 0, 0, 0ĭata.i #dir_North : Data.s "north", "south", "to the north" : Data.i 0, 1, 0ĭata.i #dir_South : Data.s "south", "north", "to the south" : Data.i 0, - 1, 0ĭata.i #dir_East : Data.s "east", "west", "to the east" : Data.i 1, 0, 0ĭata.i #dir_West : Data.s "west", "east", "to the west" : Data.i - 1, 0, 0ĭata.i #dir_Up : Data.s "up", "down", "in the ceiling" : Data.i 0, 0, 1ĭata.i #dir_Down : Data.s "down", "up", "in the floor" : Data.i 0, 0, - 1ĭata.s "featureless room", "cold dark room", "very stinky room", "small but comfortable room"ĭata.s "room with an incredible echo! Yahollaydoo!", "room resembling a window-less jail"ĭata.s "green room", "black room", "blue room", "brown sad room", "room which breathes pain"ĭata.s "mysterious room", "yellow room", "room with a think layer of dust" Prototype.s command_prt (cmd.s ) each command acts on an input string and returns the unused portion Global NewMap *locations.room ( ) "xx,yy,zz" hash of locations and their associated room data #ConsoleWidth = 79 character width of console The player can make their way to the Prize Room but there's nothing or they can take the ladder and drop it in a room that’s more convenient. When the player finds a ladder, they can either move up a level from that room, so they may have to hunt around a bit for a new ladder. The player will have to leave the ladder behind when they go up a level, Every room, except the prize room, may randomly have gold, a sledge and/or a A ladder is needed to move between levels. A sledge is needed to gain access to rooms the player doesn’t have There are three kinds of items in the different rooms: sledges, gold and To move out of the start room, the player needs to break a hole in a wall, All other rooms the player creates by moving around. At the start of the game, only two rooms exist, the Start and the Prize room. are the same as inventory, a is the same as attack. alias (existing command name) (new command name) The player can rename the room with this command. Display everything the player is carrying. Or drop everything the player is carrying. The player won’t be able to move if there isn’t Here is a description of all of the commands: Get some gold to ask for hints (from the program) and move a ladder into a room to go up if necessary and attack walls to make exits. 'take all equip sledge a north n' will perform four actions: take all, equip sledge, ttack north, orth).Ī simple outlay of the play strategy is: Take and equip a sledge. The program also allows the stacking of commands if they are separated by a space (i.e. 'name "this room").Īn additional command 'ask' was implemented for providing hints in finding the randomly placed Prize Room. The 'name' command can use a double-quoted string if spaces wanted to be included in the name (i.e. Commands include attack, drop, take, equip, alias, name, inventory, and directions. This version is a more or less direct translation of the version done in Perl (See RCRPG/Perl) with some additional functionality added. You may find other members of RCRPG at Category:RCRPG.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |