25. If you go down to the woods today... (lines 2691-2826)
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Browsing Advent.inf
2691 Room In_Front_Of_Barren_Room "In Front of Barren Room"
2692 with name 'front' 'of' 'entrance' 'to' 'barren' 'room',
2693 description
2694 "You are standing at the entrance to a large, barren room.
2695 A sign posted above the entrance reads: ~Caution! Bear in room!~",
2696 w_to In_Limestone_Passage,
2697 u_to In_Limestone_Passage,
2698 e_to In_Barren_Room,
2699 in_to In_Barren_Room,
2700 has nodwarf;
2701
2702 Scenic -> "caution sign"
2703 with name 'sign' 'barren' 'room' 'caution',
2704 description "The sign reads, ~Caution! Bear in room!~";
2705
2706 ! ------------------------------------------------------------------------------
2707
2708 Room In_Barren_Room "In Barren Room"
2709 with name 'in' 'barren' 'room',
2710 description
2711 "You are inside a barren room.
2712 The center of the room is completely empty except for some dust.
2713 Marks in the dust lead away toward the far end of the room.
2714 The only exit is the way you came in.",
2715 w_to In_Front_Of_Barren_Room,
2716 out_to In_Front_Of_Barren_Room,
2717 has nodwarf;
2718
2719 Scenic -> "dust"
2720 with name 'dust' 'marks',
2721 description "It just looks like ordinary dust.";
2722
2723 Object -> Bear "large cave bear"
2724 with name 'bear' 'large' 'tame' 'ferocious' 'cave',
2725 describe [;
2726 if (self.is_following_you)
2727 "You are being followed by a very large, tame bear.";
2728 if (self.is_friendly == false)
2729 "There is a ferocious cave bear eyeing you from the far end of the room!";
2730 if (location == In_Barren_Room)
2731 "There is a gentle cave bear sitting placidly in one corner.";
2732 "There is a contented-looking bear wandering about nearby.";
2733 ],
2734 life [;
2735 Attack:
2736 if (axe in player) <<ThrowAt axe self>>;
2737 if (self.is_friendly)
2738 "The bear is confused; he only wants to be your friend.";
2739 "With what? Your bare hands? Against *his* bear hands??";
2740 ThrowAt:
2741 if (noun ~= axe) <<Give noun self>>;
2742 if (self.is_friendly)
2743 "The bear is confused; he only wants to be your friend.";
2744 move axe to location;
2745 axe.is_near_bear = true;
2746 "The axe misses and lands near the bear where you can't get at it.";
2747 Give:
2748 if (noun == tasty_food) {
2749 axe.is_near_bear = false;
2750 remove tasty_food;
2751 self.is_friendly = true;
2752 "The bear eagerly wolfs down your food, after which he seems to calm down considerably
2753 and even becomes rather friendly.";
2754 }
2755 if (self.is_friendly)
2756 "The bear doesn't seem very interested in your offer.";
2757 "Uh-oh -- your offer only makes the bear angrier!";
2758 Order, Ask, Answer:
2759 "This is a Bear of very little brain.";
2760 ],
2761 before [;
2762 Examine:
2763 print "The bear is extremely large, ";
2764 if (self.is_friendly) "but appears to be friendly.";
2765 "and seems quite ferocious!";
2766 Take, Catch:
2767 if (self.is_friendly == false) "Surely you're joking!";
2768 if (golden_chain has locked)
2769 "The bear is still chained to the wall.";
2770 self.is_following_you = true;
2771 StartDaemon(self);
2772 "Ok, the bear's now following you around.";
2773 Drop, Release:
2774 if (self.is_following_you == false) "What?";
2775 self.is_following_you = false;
2776 StopDaemon(self);
2777 if (Troll in location) {
2778 remove Troll;
2779 "The bear lumbers toward the troll, who lets out a startled shriek and scurries away.
2780 The bear soon gives up the pursuit and wanders back.";
2781 }
2782 "The bear wanders away from you.";
2783 ],
2784 daemon [;
2785 if (location == thedark) rfalse;
2786 if (self in location) {
2787 if (location == At_Breath_Taking_View)
2788 "^The bear roars with delight.";
2789 rfalse;
2790 }
2791 move self to location;
2792 "^The bear lumbers along behind you.";
2793 ],
2794 is_following_you false,
2795 is_friendly false,
2796 has animate;
2797
2798 Treasure -> golden_chain "golden chain"
2799 with name 'chain' 'links' 'shackles' 'solid' 'gold' 'golden' 'thick' 'chains',
2800 description "The chain has thick links of solid gold!",
2801 describe [;
2802 if (self has locked)
2803 "The bear is held back by a solid gold chain.";
2804 "A solid golden chain lies in coils on the ground!";
2805 ],
2806 with_key set_of_keys,
2807 before [;
2808 Take:
2809 if (self has locked) {
2810 if (Bear.is_friendly) "It's locked to the friendly bear.";
2811 "It's locked to the ferocious bear!";
2812 }
2813 Unlock:
2814 if (Bear.is_friendly == false)
2815 "There is no way to get past the bear to unlock the chain,
2816 which is probably just as well.";
2817 Lock:
2818 if (self hasnt locked) "The mechanism won't lock again.";
2819 ],
2820 after [;
2821 Unlock:
2822 "You unlock the chain, and set the tame bear free.";
2823 ],
2824 depositpoints 14,
2825 has lockable locked;
2826
Last updated 23 June 2004.
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