The Reliques of Tolti-Aph

An interactive fiction by Graham Nelson (2005) - the Inform 7 source text

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Section E(j) - The force labyrinth spell

[All players are given this spell as a sort of Get Out of Jail Free card, but it tends not to be as good as they imagine. It forces a map connection to work between a given pair of adjacent caves, and can be used if one is stranded by one of the Earthquake hazards.]

Instead of casting force labyrinth at when Terra Incognita is closed, say "The never-children laugh once again."

Before casting force labyrinth at:
    if the location is not a labyrinth room, say "That spell has efficacy only in the Maze of Royal Beasts." instead.[1]

To force a path (way - direction) from (place - room):
    let the current position be the grid position of the location;
    let the new position be the vector sum of the current position and the vector of the way;
    if the new position is <0,0,0>, stop;
    let the new room be the room at the new position;
    if the new room is Solid Rock
    begin;
        if a labyrinth room is acceptable
        begin;
            let the new room be a random acceptable labyrinth room;
            let the current position be the grid position of the location;
            position the new room at the new position;
        otherwise;
            stop;
        end if;
    end if;
    now the new room is Earthquake-undamaged;
    change the way exit of the location to the new room;
    let the reverse way be the opposite of the way;
    change the reverse way exit of the new room to the location.

Effect of casting force labyrinth at:
    record outcome "the whole area before you fills with mist, momentarily leaving your mind a blur";
    if the room north from the location is Solid Rock, force a path north from the location;
    if the room east from the location is Solid Rock, force a path east from the location;
    if the room south from the location is Solid Rock, force a path south from the location;
    if the room west from the location is Solid Rock, force a path west from the location;
    continue the action.

Note

[1]. This is a before rule, unconventionally, to stop players from wasting precious STR finding out what the spell is supposed to do.