bl791/IFDB / games /source /basic /MIDNIGHT.BAS
bl791's picture
download
raw
22.7 kB
'MODULE 0 MAIN ******TOWNHOUSE*******1-24-91 2-3-94
'CHANGED FROM 7-9-90 VERSION TO ADD LOGON AND CHANGE NAME OF
'THE SAVE GAME FILE AND ADD VARIABLE CONVERTNUM TO KEEP TRACK
'OF THE NUMBER OF TERMS CONVERTED ON INPUT
'CHANGED TIMER &STRT
'CHANGED SAVE GAME TIMEF$ DATE$ 7-30-95
'snips added and int/5 on 12-4-95
'MOP FLOOR DIDN'T CHECK ROOM fixed on 12-18-95 NO MORE MOP-DUSTMOP*
'REPORT STUFF ADDED 3-5-96 TOWNDATA.TXT 10-15-96
CLS:DIM FLAG(30),OBJ$(18),OBJ2$(18)
STRT=TIMER
CALL LOGON
LOCATE 12,12:PRINT "ONE MOMENT PLEASE...."
CALL SETUP 'MODULE 1 SET UP VARIABLES
CALL TURN 'MODULE 2 RUN TURNS
CALL CLOSING 'MODULE 3 END OF GAME STUFF
END
'MODULE 0.1 LOGON
SUB LOGON
SHARED ANSWER$()
DIM ANSWER$(305)
INPUT "YOUR NAME-NUMBER PLEASE";ANSWER$(0)
LET ANSWER$(0)=ANSWER$(0)+" "+TIME$+" "+DATE$
END SUB
'MODULE 1 SETUP
SUB SETUP
CALL ROOMINFO 'MODULE 1.1 READ ROOM INFORMATION
CALL ROOMOBJECTS 'MODULE 1.2 READ ROOM OBJECTS
CALL MOVEMENTTABLE 'MODULE 1.3 READ MOVEMENT TABLE
CALL INVENTORY 'MODULE 1.4 INITIALIZE INVENTORY ARRAY
' TO AN EMPTY LIST
CALL OTHERS 'MODULE 1.5 INITIALIZE OTHER VARIABLES
END SUB
'MODULE 1.1 ROOMINFO
SUB ROOMINFO
SHARED DESCRIPTION$(),NUMBERROOMS,DESCRIBEFLAG(),ROOMDESCRIBE$(),ROOMDES2$()
READ NUMBERROOMS
DIM DESCRIPTION$(NUMBERROOMS),DESCRIBEFLAG(NUMBERROOMS),ROOMDESCRIBE$(NUMBERROOMS)
DIM ROOMDES2$(NUMBERROOMS)
FOR I = 1 TO NUMBERROOMS
READ DESCRIPTION$(I)
NEXT I
DATA 13, PANTRY,BOTTOM OF THE STAIRWELL,KITCHEN,LOWER HALL, LIBRARY
DATA LIVING ROOM,CLOSET,ATTIC,MASTER BEDROOM,UPPER HALL
DATA BATHROOM,TOP OF THE STAIRWELL,SMALL BEDROOM
FOR I=1 TO NUMBERROOMS
LET DESCRIBEFLAG(I)=1
LET ROOMDESCRIBE$(I)="EMPTY"
LET ROOMDES2$(I)="EMPTY"
NEXT I
END SUB
'MODULE 1.2 ROOM OBJECT INFORMATION
SUB ROOMOBJECTS
SHARED ROOMOBJECT$(),NUMBERROOMS
DIM ROOMOBJECT$(NUMBERROOMS,15)
FOR I=1 TO NUMBERROOMS
FOR J=1 TO 15
LET ROOMOBJECT$(I,J)="EMPTY"
NEXT J
NEXT I
END SUB
'MODULE 1.3 MOVEMENTTABLE
SUB MOVEMENTTABLE
SHARED MOVEMENTTABLE(),NUMBERROOMS
DIM MOVEMENTTABLE(NUMBERROOMS,6)
FOR I=1 TO NUMBERROOMS
FOR J = 1 TO 6
READ MOVEMENTTABLE(I,J)
NEXT J
NEXT I
DATA 0,3,0,0,0,0
DATA 0,4,0,0,12,0
DATA 1,5,4,0,0,0
DATA 2,6,0,3,0,0
DATA 3,0,6,0,0,0
DATA 4,0,0,5,0,0
DATA 0,0,0,0,0,0
DATA 0,10,0,0,0,0
DATA 7,11,10,0,0,0
DATA 8,12,13,9,0,0
DATA 9,0,0,0,0,0
DATA 10,0,0,0,0,2
DATA 0,0,0,10,0,0
END SUB
'MODULE 1.4 INVENTORY
SUB INVENTORY
SHARED INVENTORY$()
DIM INVENTORY$(5)
FOR I=1 TO 5
LET INVENTORY$(I)="EMPTY"
NEXT I
END SUB
'MODULE 1.5 OTHERS
SUB OTHERS
SHARED GAMESTATE$,ROOM,TURNNUMBER,ROOMOBJECT$(),THING$,INVENTORY$(),_
FLAG(),OBJ$(),OBJ2$(),DESCRIBEFLAG(),ROOMDESCRIBE$(),ROOMDES2$(),_
CONVERTNUM
LET ROOM = 6 'START IN LIVING ROOM
LET TURNNUMBER =0
DANGEROUS=1
LET THING$=""
FOR I=1 TO 30:LET FLAG(I)=0:NEXT I 'SET FLAGS TO 0
'FLAG # MEANING OF 0 FLAG# MEANING OF 0
' 1 GAME NOT OVER 2 DISHES NOT WASHED
'FOR 1, 1 MEANS GAME WON -1 GAME LOST 2 MEANS GAME QUIT
' 3 PANTRY DOOR NOT UNLOCKED 4 HALL NOT MOPPED
' 5 CLOTHES NOT WASHED 6 LIGHTS NOT ON
' 7 TELEPHONE NOT ANSWERED 8 SINK NOT CLEANED
' 9 ATTIC DOOR NOT UNLOCKED 10 DUMMY
'11 CLOTHES NOT PICKED UP
LET ROOMOBJECT$(1,1)="WASHER-DRYER*"
LET ROOMOBJECT$(1,2)="EMPTYCLEAN-CLOTHES*"
LET ROOMOBJECT$(3,1)="DUSTMOP"
LET ROOMOBJECT$(3,2)="EMPTYKEY"
LET ROOMOBJECT$(3,3)="SINK*"
LET ROOMOBJECT$(4,1)="DUST"
LET ROOMOBJECT$(4,2)="EMPTYNOTE"
LET ROOMOBJECT$(5,1)="SIGN*"
LET ROOMOBJECT$(5,2)="TELEPHONE*"
LET ROOMOBJECT$(6,1)="COUCH*"
LET ROOMOBJECT$(8,1)="EMPTYLATCHFREE"
LET ROOMOBJECT$(9,1)="DIRTY-CLOTHES"
LET ROOMOBJECT$(11,1)="SINK*"
LET ROOMOBJECT$(11,2)="EMPTYHAIRPIN"
LET CONVERTNUM=18
FOR I=1 TO CONVERTNUM 'READ IN WORD!* CONVERSION
READ OBJ$(I),OBJ2$(I)
NEXT I
DATA SIGN,SIGN*,DISHES,DISHES*,TELEPHONE,TELEPHONE*,MOP,DUSTMOP
DATA PHONE,TELEPHONE*,PIN,HAIRPIN,HAIR,HAIRPIN,CLOTHES,DIRTY-CLOTHES
DATA DIRTY,DIRTY-CLOTHES,WASHER,WASHER-DRYER*,DRYER,WASHER-DRYER*
DATA MACHINE,WASHER-DRYER*,CAN,LATCHFREE,LATCH,LATCHFREE
DATA SPRAY,LATCHFREE,DIRTY,DISHES*,SINK,SINK*,COUCH,COUCH*
END SUB
'MODULE 2 TURN
SUB TURN
SHARED FLAG(),TURNNUMBER
DO UNTIL FLAG(1) <> 0
FLAG(14)=0
TURNNUMBER = TURNNUMBER + 1
IF TURNNUMBER=295 THEN BEEP 3:_
PRINT "Type SAVE GAME and then QUIT":_
PRINT "You can then return to this spot by typing":_
PRINT "TOWNHOUSE (at the DOS prompt) and later,":_
PRINT "as a command, RESTORE GAME":_
PRINT "Please forgive the necessary inconvenience."
IF TURNNUMBER=300 THEN FLAG(1)=2
CALL DESCRIBE 'MODULE 2.1 DESCRIBE THE ROOM
CALL COMMANDS 'MODULE 2.2 INPUT THE COMMANDS
CALL EVALUATE 'MODULE 2.3 EVALUATE COMMANDS
LOOP
END SUB
'MODULE 2.1 DESCRIBE THE CURRENT ROOM
SUB DESCRIBE
SHARED DESCRIPTION$(),ROOM,MOVEMENTTABLE(),ROOMOBJECT$(),FLAG(),_
TURNNUMBER,INVENTORY$(),THING$,OBJECT$,DESCRIBEFLAG(),ROOMDESCRIBE$(),_
ROOMDES2$()
IF TURNNUMBER=1 THEN CALL GAMESTARTER 'MODULE 2.1.1
IF DESCRIBEFLAG(ROOM)=1 THEN PRINT "You are in the ";DESCRIPTION$(ROOM)
IF DESCRIBEFLAG(ROOM)=0 THEN__
PRINT ROOMDESCRIBE$(ROOM):PRINT ROOMDES2$(ROOM):DESCRIBEFLAG(ROOM)=1
DELAY 0.3
PRINT "The noticeable exits are: ";
IF MOVEMENTTABLE(ROOM,1)<>0 THEN PRINT "NORTH ";
IF MOVEMENTTABLE(ROOM,2)<>0 THEN PRINT "SOUTH ";
IF MOVEMENTTABLE(ROOM,3)<>0 THEN PRINT "EAST ";
IF MOVEMENTTABLE(ROOM,4)<>0 THEN PRINT "WEST ";
IF MOVEMENTTABLE(ROOM,5)<>0 THEN PRINT "UP ";
IF MOVEMENTTABLE(ROOM,6)<>0 THEN PRINT "DOWN ";
PRINT
DELAY 0.3
PRINT "The noticeable objects are: ";
COUNTER=0
FOR I=1 TO 15
LET STUFF$= ROOMOBJECT$(ROOM,I)
IF LEFT$(STUFF$,5)<>"EMPTY" THEN PRINT " ";ROOMOBJECT$(ROOM,I);_
:COUNTER=COUNTER+1
NEXT I
IF COUNTER=0 THEN PRINT "noticeably absent!";
PRINT
DELAY 0.3
PRINT "You are carrying: ";
COUNTER=0
FOR I= 1 TO 5
IF INVENTORY$(I)<>"EMPTY" THEN COUNTER=COUNTER + 1:_
PRINT INVENTORY$(I);" ";
NEXT I
IF COUNTER = 0 THEN PRINT "nothing at all."
PRINT
DELAY 0.3
PRINT
'CLOTHES WASHED(5) AND PHONE NOT ANSWERED(7)
IF FLAG(5)=1 AND FLAG(7)=0 THEN PRINT "The phone is ringing. ANSWER it!"
'IN KITCHEN(3) AND DISHES NOT WASHED(2)
IF ROOM=3 AND FLAG(2)=0 THEN PRINT "The sink is full of dirty dishes."
'IN HALL(4) AND NOT SWEPT-4-
IF ROOM=4 AND FLAG(4)=0 THEN PRINT "The floor is covered with dust."
'CLOTHES NOT PICKED UP(11) AND ROOM=BEDROOM (9)
IF ROOM=9 AND FLAG(11)=0 THEN PRINT "The floor is littered with dirty clothes.":_
FLAG(11)=1
'ROOM=BATHROOM(11) AND SINK NOT CLEANED (8)
IF ROOM=11 AND FLAG(8)=0 THEN PRINT "The sink is filthy and you should CLEAN SINK"
PRINT
END SUB
'MODULE 2.1.1 GAME STARTER -- PRINT OUT INTRODUCTORY REMARKS
SUB GAMESTARTER
CLS
PRINT " WELCOME TO THE TOWNHOUSE ADVENTURE!"
PRINT
PRINT " Mr. and Mrs. Graham have gone out to a movie and left "
PRINT "you to babysit their daughter, Anna. "
PRINT
PRINT " Somehow, you have fallen asleep on the living room"
PRINT "couch! In your dream, Mr. and Mrs. Graham came home, found"
PRINT "Anna missing, and berated you severely (and rightly so)."
PRINT
PRINT " Amid waves of utter humiliation, you awaken suddenly"
PRINT "in a cold sweat. You are on the couch and everything seems"
PRINT "fine. But is it? You'll soon find out!"
PRINT
PRINT " Give COMMANDs as verb then object, such as GO NORTH ,"
PRINT " READ SIGN, ANSWER PHONE, WASH DISHES, MOP FLOOR,"
PRINT "PICK LOCK, SPRAY LATCHFREE, and so forth."
PRINT
PRINT " Exceptions to this two-word sentence rule are single-"
PRINT "letter COMMANDs such as N to GO NORTH, U to GO UP, and"
PRINT "so forth. Remember, not GO N, just N "
PRINT " p.s. Don't try to GET objects ending in an *, e.g., COUCH*,"
PRINT "as they are quite unobtainable-- if you know what I mean."
PRINT "If you're through taking notes, press the ENTER key to begin"
DO WHILE LEN(INKEY$)=0:LOOP
CLS
END SUB
'MODULE 2.1.2 ERASER ERASES ONE LINE OF TEXT
SUB ERASER
REM FOR I=1 TO 12:PRINT " ";:NEXT I
END SUB
'MODULE 2.2 COMMANDS
SUB COMMANDS
SHARED VERB$, OBJECT$,ROOM,DESCRIPTION$(),FLAG(),INVENTORY$(),_
ROOMOBJECT$(),OBJ$(),OBJ2$(),C$,ANSWER$(),TURNNUMBER,CONVERTNUM
IF FLAG(1)<>0 THEN EXIT SUB
IF FLAG(14)=1 THEN EXIT SUB
' BE SURE THAT INPUT IS OK DUMMY2=0
DUMMY2=0
DO UNTIL DUMMY2=1
'C$=THE INPUTTED COMMAND SENTENCE - MAY BE MORE THAN 2 WORDS
'BUT ONLY THE FIRST TWO WORDS ARE ACCEPTED
' THE FIRST IS CALLED VERB$ AND THE SECOND OBJECT$
LET C$=""
PRINT:PRINT
PRINT "*****************************************************************"
DO UNTIL C$<>""
INPUT "COMMAND";C$ 'GET THE RAW SENTENCE
LOOP
REM SPACES TAKE OFF LEADING AND PERHAPS TRAINING CHR$(32)'S
DO WHILE RIGHT$(C$,1)=CHR$(32)
LET C$=LEFT$(C$,LEN(C$)-1)
LOOP
LET C$=UCASE$(C$)
LET I=1 'LETTER COUNTER
DO WHILE NOT (ASC (MID$(C$,I,1)) = 32) AND NOT (I= LEN(C$))
'LOOP TO LOOK FOR FIRST SPACE
LET I = I + 1 'WHICH SHOULD DENOTE END OF FIRST
LOOP 'WORD
LET VERB$=MID$(C$,1,I) 'ASSIGN THOSE CHARACTERS TO VERB$
LET ANSWER$(TURNNUMBER)=C$
LET OBJECT$ = MID$(C$,I+1,LEN(C$)) 'ASSIGN REST OF SENTENCE TO OBJECT$
IF LEN(OBJECT$)<>0 THEN VERB$=LEFT$(VERB$,LEN(VERB$)-1)
FOR J=1 TO 18 'CONVERT OBJECT$ LACKING * OR !
IF OBJECT$=OBJ$(J) THEN LET OBJECT$=OBJ2$(J)
NEXT J
'CHECK FOR EXTRA WORDS
COUNTER=0
FOR J=1 TO LEN(OBJECT$)
LET DUMMY$=MID$(OBJECT$,J,1)
IF DUMMY$=CHR$(32) THEN COUNTER=COUNTER+1
NEXT J
IF COUNTER<>0 THEN PRINT "One space (two words) only, please." _
ELSE DUMMY2=1
LOOP
END SUB
'MODULE 2.3 EVALUATE THE COMMANDS
SUB EVALUATE
SHARED VERB$, OBJECT$,ROOM,DIRECTION,MOVEMENTTABLE(),NUMBERROOMS,_
ROOMOBJECT$(),ITEMNUMBER,TURNNUMBER,THING$,INVENTORY$(),FLAG()
IF FLAG(1)<>0 THEN EXIT SUB
IF FLAG(14)=1 THEN EXIT SUB
SELECT CASE VERB$
CASE "QUIT"
LET FLAG(1)=2 'GAME NOT WON(1) OR LOST(-1):EXIT SELECT
CASE "SAVE"
IF OBJECT$<>"GAME" THEN PRINT "SAVE GAME":EXIT SELECT
OPEN "TOWNSAV.BAS" FOR OUTPUT AS #1
WRITE #1,ROOM
FOR I=1 TO 5
LET DUMMY$=""
FOR J=1 TO LEN(INVENTORY$(I))
LET DUMMY$=DUMMY$+CHR$(ASC(MID$(INVENTORY$(I),J,1))+4)
NEXT J
WRITE #1,DUMMY$
NEXT I
FOR I=1 TO NUMBERROOMS
FOR J=1 TO 15
LET DUMMY$=""
FOR K=1 TO LEN (ROOMOBJECT$(I,J))
LET DUMMY$=DUMMY$+CHR$(ASC(MID$(ROOMOBJECT$(I,J),K,1))+4)
NEXT K
WRITE #1,DUMMY$
NEXT J
NEXT I
FOR I=1 TO 30
WRITE #1,FLAG(I)
NEXT I
CLOSE #1
PRINT "OK
EXIT SELECT
CASE "RESTORE", "LOAD"
IF OBJECT$<> "GAME" THEN PRINT "RESTORE GAME":EXIT SELECT
OPEN "TOWNSAV.BAS" FOR INPUT AS #1
INPUT #1,ROOM
FOR I=1 TO 5
INPUT #1,DUMMY$
LET INVENTORY$(I)=""
FOR J=1 TO LEN(DUMMY$)
LET INVENTORY$(I)=INVENTORY$(I)+CHR$(ASC(MID$(DUMMY$,J,1))-4)
NEXT J
NEXT I
FOR I=1 TO NUMBERROOMS
FOR J=1 TO 15
INPUT #1,DUMMY$
LET ROOMOBJECT$(I,J)=""
FOR K=1 TO LEN (DUMMY$)
LET ROOMOBJECT$(I,J)=ROOMOBJECT$(I,J)+CHR$(ASC(MID$(DUMMY$,K,1))-4)
NEXT K
NEXT J
NEXT I
FOR I=1 TO 30
INPUT #1,FLAG(I)
NEXT I
CLOSE #1
PRINT "OK
EXIT SELECT
CASE "INVENTORY","I"
COUNTER=0
PRINT " You carry: ";
FOR I= 1 TO 5
IF INVENTORY$(I)<>"EMPTY" THEN COUNTER=COUNTER + 1:_
PRINT INVENTORY$(I);" ";
NEXT I
IF COUNTER = 0 THEN PRINT "Nothing at all" :EXIT SELECT
PRINT:EXIT SELECT
CASE "GO","MOVE","N","S","E","W","U","D"
IF LEN (VERB$)=1 THEN OBJECT$=VERB$
IF OBJECT$="NORTH" OR OBJECT$="N" THEN DIRECTION = 1
IF OBJECT$="SOUTH" OR OBJECT$="S" THEN DIRECTION = 2
IF OBJECT$="EAST" OR OBJECT$="E" THEN DIRECTION = 3
IF OBJECT$="WEST" OR OBJECT$="W" THEN DIRECTION = 4
IF OBJECT$="UP" OR OBJECT$="U" THEN DIRECTION = 5
IF OBJECT$="DOWN" OR OBJECT$="D" THEN DIRECTION = 6
IF ROOM=3 AND DIRECTION=1 AND FLAG(3)=0 THEN _
PRINT "Can't enter pantry -- door locked.":EXIT SELECT
IF ROOM=2 AND DIRECTION=5 AND FLAG(6)=0 THEN_
PRINT "Can't climb stairs -- Too dark!":EXIT SELECT
IF ROOM=9 AND DIRECTION=1 AND FLAG(1)=0 THEN_
PRINT "Can't enter closet -- SPRAY latch with LATCHFREE":EXIT SELECT
IF ROOM=10 AND DIRECTION=1 AND FLAG(9)=0 THEN_
PRINT "Can't enter attic -- Door locked!":EXIT SELECT
IF MOVEMENTTABLE (ROOM,DIRECTION) = 0 THEN _
PRINT "You can't go that way" ELSE _
LET ROOM = MOVEMENTTABLE (ROOM,DIRECTION)
EXIT SELECT
CASE "GET","TAKE","PLUCK","EXTRACT","PULL"
IF ROOM=4 AND OBJECT$="DUST" THEN _
PRINT "Try- MOP FLOOR ":EXIT SELECT
IF FNPRESENT = 0 THEN PRINT "I don't see ";OBJECT$:EXIT SELECT
IF RIGHT$(OBJECT$,1)="*" THEN PRINT "I can't handle it":EXIT SELECT
FOR I=1 TO 5
IF INVENTORY$(I)="EMPTY" THEN INVENTORY$(I)=OBJECT$:_
PRINT "GOT IT":ROOMOBJECT$(ROOM,ITEMNUMBER)="EMPTY":_
EXIT SELECT
NEXT I
PRINT "You're carrying too much. Drop something."
CASE "PUT","DROP","GIVE"
THING$=OBJECT$
IF FNCARRY=0 THEN PRINT "You don't have the ";OBJECT$:EXIT SELECT
FOR J=1 TO 15
IF ROOMOBJECT$(ROOM,J)="EMPTY"THEN ROOMOBJECT$(ROOM,J)=OBJECT$_
:LET INVENTORY$(ITEMNUMBER)="EMPTY" :PRINT "OK":_
EXIT SELECT
NEXT J
PRINT "This room is full, take it elsewhere":EXIT SELECT
CASE "READ"
THING$=OBJECT$
IF OBJECT$="NOTE" AND FNCARRY=0 THEN_
PRINT "GET the NOTE first.":EXIT SELECT
IF OBJECT$="NOTE" THEN _
PRINT "It says- CLAP HANDS to turn on the lights.":_
EXIT SELECT
IF OBJECT$="SIGN*" THEN PRINT "It says - incoming calls only.":_
EXIT SELECT
PRINT "Try READ SIGN* OR READ NOTE ":EXIT SELECT
CASE "OIL","LUBRICATE","GREASE","SPRAY"
THING$="LATCHFREE"
IF FNCARRY=0 THEN PRINT "You don't have the LATCHFREE":EXIT SELECT
IF ROOM=9 THEN PRINT "The latch and door open easily.":_
FLAG(1)=1:EXIT SELECT
PRINT "Not here":EXIT SELECT
CASE "DRINK","EAT"
PRINT "This is not the time to worry about your stomach":EXIT SELECT
CASE "UNLOCK"
IF ROOM=10 THEN PRINT "Try- PICK LOCK.":EXIT SELECT
THING$="KEY"
IF FNCARRY=0 THEN PRINT "You'll need a key.":_
EXIT SELECT
IF ROOM=3 AND FLAG(3)=0 THEN PRINT "The pantry door is open!":_
FLAG(3)=1:INVENTORY$(ITEMNUMBER)="EMPTY":EXIT SELECT
PRINT "No lock here":EXIT SELECT
CASE "PICK"
IF ROOM=3 THEN PRINT "Try- UNLOCK DOOR":EXIT SELECT
THING$="HAIRPIN"
IF FNCARRY=0 THEN PRINT "GET the HAIRPIN ":EXIT SELECT
IF ROOM=10 AND FLAG(9)=0 THEN FLAG(9)=1:_
PRINT "The attic door is now open!":EXIT SELECT
PRINT "This is the wrong place.":EXIT SELECT
CASE "MOP","DUSTMOP","DUST","SWEEP"
THING$="DUSTMOP"
IF FNCARRY=0 THEN PRINT "GET the DUSTMOP ":EXIT SELECT
IF ROOM<>4 THEN PRINT "Not here.":EXIT SELECT
IF ROOM=4 AND FLAG(4)=0 THEN FLAG(4)=1:_
PRINT "You see a NOTE on the newly cleaned floor!":_
ROOMOBJECT$(4,2)="NOTE":ROOMOBJECT$(4,1)="EMPTY":EXIT SELECT
PRINT "That didn't help.":EXIT SELECT
CASE "CLEAN"
IF ROOM=3 THEN PRINT "Try- WASH DISHES ":EXIT SELECT
IF ROOM=11 AND FLAG(8)=0 THEN _
PRINT "The sink is now clean -- You see something!":_
ROOMOBJECT$(11,2)="HAIRPIN":FLAG(8)=1:EXIT SELECT
PRINT "That didn't help.":EXIT SELECT
CASE "WASH"
IF OBJECT$="DISHES*" AND ROOM=3 AND FLAG(2)=0 THEN_
PRINT "Under the now clean dishes you see something!":_
FLAG(2)=1:ROOMOBJECT$(3,2)="KEY":EXIT SELECT
THING$=OBJECT$
IF OBJECT$="DIRTY-CLOTHES" AND FNCARRY=0 THEN_
PRINT "GET the CLOTHES first.":EXIT SELECT
IF OBJECT$="DIRTY-CLOTHES" AND ROOM=1 AND FLAG(5)=0 THEN_
PRINT "That was painless.":FLAG(5)=1:ROOMOBJECT$(1,2)=_
"CLEAN-CLOTHES*":INVENTORY$(ITEMNUMBER)="EMPTY":_
OBJ2$(8)="CLEAN-CLOTHES*":EXIT SELECT
PRINT "Try- CLEAN SINK ":EXIT SELECT
CASE "CLAP"
PRINT "The lights on the stairs just went on!":FLAG(6)=1:EXIT SELECT
CASE "SNEEZE","SNEZE"
IF ROOM<>8 THEN PRINT "Go to the attic.":EXIT SELECT
IF FLAG(10)=0 THEN ROOMOBJECT$(8,1)="LATCHFREE":_
PRINT "Dust clears, revealing a can of LATCHFREE spray.":_
EXIT SELECT
PRINT "That's nothing to sneeze at.":EXIT SELECT
CASE "FLIP"
PRINT "HEADS!..... You lose.":EXIT SELECT
CASE "BREAK"
PRINT "Temper......Temper...":EXIT SELECT
CASE "CLIMB"
PRINT "Try- GO UP ":EXIT SELECT
CASE "STICK"
PRINT "Try- PICK LOCK ":EXIT SELECT
CASE "JUMP"
PRINT "Come back down to earth!":EXIT SELECT
CASE "PHONE","TELEPHONE"
PRINT "Try- READ SIGN ":EXIT SELECT
CASE "ANSWER"
IF FLAG(7)=0 AND FLAG(5)=1 AND ROOM=5 THEN FLAG(7)=1:_
PRINT "A voice says -- Go to attic and SNEEZE LOUDLY ":_
EXIT SELECT
PRINT "Not now or not here":EXIT SELECT
CASE "CALL"
PRINT "That didn't work ... Try something else.":EXIT SELECT
CASE "USE"
IF ROOM=4 THEN PRINT "Try- MOP FLOOR ":EXIT SELECT
PRINT "Try something more specific, like PICK LOCK ":EXIT SELECT
CASE "DO"
PRINT "Try- WASH DISHES ":EXIT SELECT
CASE "SIT","REST","LIE"
PRINT "This is no time for rest -- The game is afoot!":EXIT SELECT
CASE ELSE
PRINT "I don't know that verb":EXIT SELECT
END SELECT
END SUB
'MODULE 2.3.1 DEFINE THE FUNCTION- IS THE OBJECT PRESENT?
DEF FNPRESENT
SHARED ROOMOBJECT$(),OBJECT$,ITEMNUMBER
FOR J=1 TO 15
IF ROOMOBJECT$(ROOM,J)=OBJECT$ THEN _
FNPRESENT=1:ITEMNUMBER=J:EXIT DEF
NEXT J
FNPRESENT=0
END DEF
'MODULE 2.3.2 DEFINE THE FUNCTION- IS IT BEING CARRIED?
DEF FNCARRY
SHARED INVENTORY$(),THING$,ITEMNUMBER
FOR I = 1 TO 5
IF INVENTORY$(I)=THING$ THEN FNCARRY = 1: ITEMNUMBER = I: EXIT DEF
NEXT I
FNCARRY=0
END DEF
'MODULE 2.4 UPDATE DATA
SUB UPDATE
END SUB
'MODULE 3 CLOSING
SUB CLOSING
SHARED FLAG(),TURNNUMBER,ANSWER$(),STRT
PRINT
IF FLAG(1)=1 THEN PRINT "You enter the closet to find Anna fast asleep":_
PRINT "and completely unharmed! You are so relieved. Just then,":_
PRINT "Anna's parents come home and marvel at the clean house! They":_
PRINT "Give you an extra $10 and nominate you as babysitter of the year!":_
PRINT:_
PRINT " ***** HOORAY FOR YOU!! YOU'VE WON THE GAME!! ****"
FOR I=1 TO 6:PRINT: NEXT I
INPUT "BE SURE THAT YOUR DISK IS IN THE DRIVE AND PRESS RETURN";DUMMY$
DIM DTA(40),DTA$(10)
OPEN "REPORT.DTA" FOR INPUT AS #1
REM RETRIEVES OLD DATA FROM REPORT.DTA
FOR I=1 TO 40
INPUT #1,DTA(I)
NEXT I
FOR I=1 TO 10
INPUT #1,DTA$(I)
NEXT I
CLOSE #1
LET DTA(7)=FLAG(1):LET DTA(32)=DTA(32)+INT((TIMER-STRT)/6)
OPEN "REPORT.DTA" FOR OUTPUT AS #1
REM SENDS UPDATED DATA TO REPORT.DTA (WITH NAIME$)
FOR I=1 TO 40
WRITE #1,DTA(I)
NEXT I
FOR I=1 TO 10
WRITE #1,DTA$(I)
NEXT I
CLOSE #1
OPEN "TOWNDATA.TXT" FOR APPEND AS #2
PRINT #2,TIME$
FOR I=0 TO TURNNUMBER
IF I/5=INT(I/5) THEN PRINT #2,ANSWER$(I) ELSE PRINT #2,ANSWER$(I),
NEXT I
PRINT #2,INT((STRT-TIMER)/6)
CLOSE #2
PRINT
PRINT "This game is over. Type TOWNHOUSE to play again."
END SUB
'END OF PROGRAM

Xet Storage Details

Size:
22.7 kB
·
Xet hash:
170c455bdc97957270520cb70fc160074f83caa7cf4da6a0f500c2fdfe3f7e3e

Xet efficiently stores files, intelligently splitting them into unique chunks and accelerating uploads and downloads. More info.