'MODULE 0 MAIN ******CURSED CASTLE******9-2-90
'CHANGED GAMEDTA.BAS TO CURSAV.BAS ON 1-24-91
'CHANGED TURNNUMBER TO GYNTURN FOR GIANT TURNS 18FEB92
'CHANGED TIMER ON 2-3-94
'CHANGED SAVE GAME TIME$ DATE$ 7-30-95
'snips added 12-18-95 i/5
'REPORT ADDED 3-5-96 CURSDATA.TXT 10-24-96
CLS:DIM FLAG(30),OBJ$(30),OBJ2$(30)
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$(I)
NEXT I
DATA 16,DUNGEON,STAIRCASE,ARMORY,STAIRCASE,WALK-IN FIREPLACE
DATA BANQUET HALL,THRONE ROOM,COURTYARD,GATEHOUSE,BLACKSMITH'S
DATA STABLES,STAIRCASE,DRAWING ROOM,BEDCHAMBER,BEDCHAMBER
DATA TOWER
FOR I=1 TO NUMBERROOMS
LET DESCRIBEFLAG(I)=1
LET ROOMDESCRIBE$(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 0,0,2,0,0,0
DATA 0,3,0,1,4,0
DATA 2,0,0,0,0,0
DATA 0,6,0,0,12,2
DATA 0,0,6,0,0,0
DATA 4,7,8,5,0,0
DATA 6,0,0,0,0,0
DATA 11,10,9,6,0,0
DATA 0,0,0,8,0,0
DATA 8,0,0,0,0,0
DATA 0,8,0,0,0,0
DATA 14,15,0,13,16,4
DATA 0,0,12,0,0,0
DATA 0,12,0,0,0,0
DATA 12,0,0,0,0,0
DATA 0,0,0,0,0,12
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$()
LET TURNNUMBER =0
LET THING$=""
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 FIRE NOT MADE
'FOR 1, 1 MEANS GAME WON -1 GAME LOST 2 MEANS GAME QUIT
' 3 OATMEAL NOT MADE 4 THRONE NOT BROKEN
' 5 TYPE CARRYOVER FLAG 6 WATER NOT IN BUCKET
' 7 PUMP NOT OILED 8 GIANT NOT FLED
' 9 DUNGEON NOT DESCRIBED 10 SWORD PICKED UP
'11 GOLD! NOT DUG 12 STABLES NOT DESCRIBED
'13 COURTYARD NOT DESCRIBED 15 THRONE ROOM NOT DESCRIBED
'14 NEED TO EXIT TURN (GIANT OR DOG IN STREET)
FOR I=1 TO 20
READ ROOM,J,ROOMOBJECT$(ROOM,J)
NEXT I
DATA 1,1,EMPTYGOLD!,3,1,EMPTYSWORD,5,1,KETTLE*,5,2,EMPTYFIRE*
DATA 7,2,THRONE*,6,1,EMPTYGIANT*,7,1,SIGN*,8,1,PUMP*
DATA 9,1,EMPTYSHOVEL,9,2,EMPTYBUCKET,10,1,FLINT-STEEL
DATA 11,1,STRAW,11,2,EMPTYOATS,13,1,EMPTYHAIR-OIL
DATA 13,2,EMPTYPEARLS!,13,3,SIGN*,14,1,EMPTYRUBIES!
DATA 15,1,EMPTYEMERALDS!,16,1,EMPTYDIAMONDS!
DATA 16,2,AXE
'THE STARTING ROOM IS THE BANQUET HALL - 6
ROOM=6
FOR I=1 TO 20 'READ IN WORD!* CONVERSION
READ OBJ$(I),OBJ2$(I)
NEXT I
DATA SIGN,SIGN*,PEARL,PEARLS!,PEARLS,PEARLS!,OIL,HAIR-OIL
DATA HAIR,HAIR-OIL,GOLD,GOLD!,KETTLE,KETTLE*,FIRE,FIRE*
DATA GIANT,GIANT*,THRONE,THRONE*,PUMP,PUMP*,FLINT,FLINT-STEEL
DATA STEEL,FLINT-STEEL,RUBY,RUBIES!,RUBIES,RUBIES!
DATA DIAMOND,DIAMONDS!,DIAMONDS,DIAMONDS!
DATA EMERALD,EMERALDS!,EMERALDS,EMERALDS!
DATA PUMP,PUMP*
END SUB
'MODULE 2 TURN
SUB TURN
SHARED FLAG(),TURNNUMBER,GYNTURN
DO UNTIL FLAG(1) <> 0
FLAG(14)=0
TURNNUMBER = TURNNUMBER + 1
GYNTURN=GYNTURN+1
IF TURNNUMBER=295 THEN BEEP 3:_
PRINT "Type SAVE GAME and then QUIT":_
PRINT "You can then return to this spot by typing":_
PRINT "CURSED (at the DOS prompt) and later,":_
PRINT "as a command, RESTORE GAME":_
PRINT "Please forgive the necessary inconvenience."
IF TURNNUMBER=300 THEN FLAG(1)=2
CALL DESCRIBE 'MODULE 2.1 DESCRIBE THE ROOM
CALL COMMANDS 'MODULE 2.2 INPUT THE COMMANDS
CALL EVALUATE 'MODULE 2.3 EVALUATE COMMANDS
LOOP
END SUB
'MODULE 2.1 DESCRIBE THE CURRENT ROOM
SUB DESCRIBE
SHARED DESCRIPTION$(),ROOM,MOVEMENTTABLE(),ROOMOBJECT$(),FLAG(),_
TURNNUMBER,INVENTORY$(),THING$,OBJECT$,DESCRIBEFLAG(),ROOMDESCRIBE$(),_
ROOMDES2$(),GYNTURN
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
'IN DUNGEON THE FIRST TIME
IF ROOM=1 AND FLAG(9)=0 THEN FLAG(9)=1:_
PRINT "The dungeon has the only dirt floor in the castle."
'IN THRONE ROOM FOR THE FIRST TIME
IF ROOM=7 AND FLAG(15)=0 THEN FLAG(15)=1:_
PRINT "The throne is sturdy and made out of wood."
'IN STABLES FOR THE FIRST TIME
IF ROOM=11 AND FLAG(12)=0 THEN FLAG(12)=1:_
PRINT "The straw here is as dry as tinder."
'IN COURTYARD FOR THE FIRST TIME
IF ROOM=8 AND FLAG(13)=0 THEN FLAG(13)=1:_
PRINT "The rusty water pump needs to be oiled."
'
' TEN TURNS UP AND GIANT RETURNS YOU TO BANQUET HALL
IF GYNTURN=10 AND FLAG(3)=1 AND FLAG(8)=0 AND FLAG(10)=0 THEN _
PRINT "The GIANT drags you back to the warm hall; says he hates cold food.":_
GYNTURN=1:ROOM=6:FLAG(14)=1:EXIT SUB
'GIANT DOESN'T GET YOU IF YOU HAVE THE SWORD- RESET TURNNUMBER TO 1
IF GYNTURN=10 AND FLAG(10)=1 THEN GYNTURN=1
'GIANT FLEES AT SIGHT OF SWORD
IF ROOM=6 AND FLAG(10)=1 AND FLAG(8)=0 THEN FLAG(8)=1:_
PRINT "The cowardly GIANT flees at the sight of the sword!":_
ROOMOBJECT$(6,1)="EMPTY":FLAG(14)=1:ROOMOBJECT$(9,1)="SHOVEL":_
EXIT SUB
PRINT
END SUB
'MODULE 2.1.1 GAME STARTER -- PRINT OUT INTRODUCTORY REMARKS
SUB GAMESTARTER
CLS
PRINT " WELCOME TO CURSED CASTLE!"
PRINT
PRINT " Come along on a creepy adventure to far-off places."
PRINT" Battle GIANTS! Find treasures! MAKE OATMEAL!"
PRINT
PRINT " While on a vacation to Scotland, you fall asleep "
PRINT "reading about the human-eating GIANT that supposedly used"
PRINT "to terrorize old castle towns."
PRINT " In your dream you find yourself in the banquet hall "
PRINT "of an abandoned castle. You are very cold and hungry."
PRINT "If you do not build a fire soon, you will die!"
PRINT
PRINT " Give commands as VERB then OBJECT, such as GO NORTH,"
PRINT "READ SIGN, BUILD FIRE, OIL PUMP, DIG DIRT, CHOP"
PRINT "THRONE, and so forth."
PRINT
PRINT " Exceptions to this two-word sentence rule are single-"
PRINT "letter commands such as N to GO NORTH (not GO N, just N),"
PRINT "U to GO UP, and D to GO DOWN."
PRINT " P.S. Don't try to GET objects ending in an *, e.g., KETTLE*,"
PRINT "as they are quite unobtainable. Note also that things appear"
PRINT "and disappear suddenly in dreams. Keep you wits about you!"
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
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$)-1)
FOR J=1 TO 20 'CONVERT OBJECT$ 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$(),FLAG(),_
GYNTURN
IF FLAG(1)<>0 THEN EXIT SUB
IF FLAG(14)=1 THEN EXIT SUB
SELECT CASE VERB$
CASE "QUIT","Q","AWAKEN","WAKE"
LET FLAG(1)=2 'GAME NOT WON(1) OR LOST(-1):EXIT SELECT
CASE "SAVE"
IF OBJECT$<>"GAME" THEN PRINT "SAVE GAME":EXIT SELECT
OPEN "CURSAV.BAS" FOR OUTPUT AS #1
WRITE #1,ROOM
FOR I=1 TO 5
LET DUMMY$=""
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$<> "GAME" THEN PRINT "RESTORE GAME":EXIT SELECT
OPEN "CURSAV.BAS" FOR INPUT AS #1
INPUT #1,ROOM
FOR I=1 TO 5
INPUT #1,DUMMY$
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 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=7 AND RIGHT$(OBJECT$,1)="!" THEN _
PRINT "Best leave the treasures here, love":EXIT SELECT
THING$="BUCKET"
IF FNCARRY=0 AND OBJECT$="WATER" THEN _
PRINT "GET the BUCKET":EXIT SELECT
IF OBJECT$="WATER" AND FLAG(7)=0 THEN _
PRINT "OIL the PUMP first. It's rusty.":EXIT SELECT
IF OBJECT$="WATER" AND ROOM <> 8 THEN _
PRINT "GO to the courtyard":EXIT SELECT
IF OBJECT$="WATER" THEN FLAG(6)=1:_
PRINT "The BUCKET is full of nice WATER.":EXIT SELECT
IF FNPRESENT = 0 THEN PRINT "I don't see ";OBJECT$:EXIT SELECT
IF RIGHT$(OBJECT$,1)="*" THEN PRINT "I can't handle it":EXIT SELECT
IF OBJECT$="SWORD" THEN FLAG(10)=1
FOR I=1 TO 5
IF INVENTORY$(I)="EMPTY" THEN INVENTORY$(I)=OBJECT$:_
PRINT "Got it.":ROOMOBJECT$(ROOM,ITEMNUMBER)="EMPTY":_
EXIT SELECT
NEXT I
IF OBJECT$="SWORD" THEN FLAG(10)=0
PRINT "You're carrying too much. DROP something.":EXIT SELECT
CASE "PUT","DROP","GIVE"
THING$=OBJECT$
IF FNCARRY=0 THEN PRINT "You don't have the ";OBJECT$:EXIT SELECT
IF OBJECT$="SWORD" THEN PRINT "You'll need the SWORD.":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"
IF OBJECT$="SIGN*" AND ROOM=7 THEN _
PRINT "It says - DROP TREASURES! such as GOLD!":_
PRINT "here and type SCORE":EXIT SELECT
IF OBJECT$="SIGN*"AND ROOM=13 THEN _
PRINT "Recipe for OATMEAL -> DROP OATS and water BUCKET":_
PRINT "at kettle and MAKE OATMEAL":EXIT SELECT
PRINT "Try READ SIGN* ":EXIT SELECT
CASE "OIL","LUBRICATE","GREASE","HAIR-OIL"
THING$="HAIR-OIL"
IF FNCARRY=0 THEN PRINT "You don't have the HAIR-OIL":EXIT SELECT
IF ROOM=8 THEN PRINT "Now you can GET the WATER.":_
FLAG(7)=1:EXIT SELECT
PRINT "You are in the wrong place":EXIT SELECT
CASE "DRINK"
PRINT "You are not thirsty":EXIT SELECT
CASE "EAT"
IF FLAG(3)=0 THEN PRINT "MAKE OATMEAL first":EXIT SELECT
PRINT "You are in the wrong place":EXIT SELECT
CASE "BREAK","CHOP","CUT"
IF FLAG(4)=1 THEN _
PRINT "The only thing worth breaking was the THRONE":EXIT SELECT
IF ROOM<>7 THEN PRINT "GO to the throne room":EXIT SELECT
THING$="AXE"
IF FNCARRY=0 THEN PRINT "GET the AXE":EXIT SELECT
PRINT "Whew! Now you have some WOOD for a fire":_
ROOMOBJECT$(7,2)="WOOD":FLAG(4)=1:_
INVENTORY$(ITEMNUMBER)="EMPTY":EXIT SELECT
CASE "STRIKE"
PRINT "Try - MAKE FIRE ":EXIT SELECT
CASE "FILL"
PRINT "Try - GET WATER":EXIT SELECT
CASE "PUMP"
PRINT "Try - GET WATER ":EXIT SELECT
CASE "SCORE"
IF ROOM<>7 THEN PRINT "Return to the THRONE ROOM":EXIT SELECT
SCORE=0
FOR I=1 TO 10
LET STUFF$=ROOMOBJECT$(7,I)
IF RIGHT$(STUFF$,1)="!" THEN SCORE=SCORE+20
NEXT I
PRINT "Your SCORE is ";SCORE
IF SCORE=100 THEN PRINT "YOU WIN!!!!! FANTASTIC JOB!!!":_
FLAG(1)=1:EXIT SELECT
PRINT (100-SCORE);" points to go!":EXIT SELECT
CASE "DIG","SHOVEL"
THING$="SHOVEL"
IF FNCARRY=0 THEN PRINT "GET the SHOVEL":EXIT SELECT
IF ROOM<>1 THEN PRINT "The floor is solid rock here":EXIT SELECT
IF FLAG(11)=1 THEN PRINT "Nothing else to DIG":EXIT SELECT
PRINT "YOU HIT SOMETHING!":ROOMOBJECT$(1,1)="GOLD!":_
FLAG(11)=1:EXIT SELECT
CASE "KILL","MURDER","SLAY"
PRINT "GET a suitable weapon":EXIT SELECT
CASE "MAKE","BUILD","PREPARE","COOK"
IF ROOM<>5 THEN PRINT "GO to the FIREPLACE":EXIT SELECT
'MAKE FIRE OPTIONS
IF OBJECT$<>"FIRE*" THEN GOTO JUMPOVER
IF FLAG(2)=1 THEN PRINT "There is a fire!":EXIT SELECT
OBJECT$="FLINT-STEEL":IF FNPRESENT=0 THEN _
PRINT "DROP FLINT-STEEL here":EXIT SELECT
OBJECT$="STRAW":IF FNPRESENT=0 THEN _
PRINT "DROP STRAW here":EXIT SELECT
OBJECT$="WOOD":IF FNPRESENT=0 THEN _
PRINT "DROP WOOD here":EXIT SELECT
FLAG(2)=1:PRINT "You now have a lovely, warm fire":_
ROOMOBJECT$(5,2)="FIRE*":ROOMOBJECT$(9,2)="BUCKET":_
ROOMOBJECT$(11,2)="OATS":ROOMOBJECT$(13,1)="HAIR-OIL":_
FLAG(5)=1
OBJECT$="FLINT-STEEL":IF FLAG(5)=1 AND FNPRESENT=1 THEN _
ROOMOBJECT$(5,ITEMNUMBER)="EMPTY"
OBJECT$="STRAW":IF FLAG(5)=1 AND FNPRESENT=1 THEN _
ROOMOBJECT$(5,ITEMNUMBER)="EMPTY"
OBJECT$="WOOD":IF FLAG(5)=1 AND FNPRESENT=1 THEN _
ROOMOBJECT$(5,ITEMNUMBER)="EMPTY"
IF FLAG(5)=1 THEN FLAG(5)=0:EXIT SELECT
'JUMPOVER TO MAKE OATMEAL OPTIONS
JUMPOVER:
IF LEFT$(OBJECT$,3)<>"OAT" AND OBJECT$<>"FOOD" THEN _
PRINT "Try - BUILD FIRE or MAKE OATMEAL":EXIT SELECT
IF FLAG(2)=0 THEN PRINT "BUILD FIRE first":EXIT SELECT
IF FLAG(3)=1 THEN PRINT "Once is enough!":EXIT SELECT
IF FLAG(6)=0 THEN PRINT "GET WATER in the bucket first":_
EXIT SELECT
OBJECT$="BUCKET":IF FNPRESENT=0 THEN _
PRINT "DROP BUCKET here first":EXIT SELECT
OBJECT$="OATS":IF FNPRESENT=0 THEN _
PRINT "DROP OATS here first":EXIT SELECT
FLAG(3)=1:PRINT "The oatmeal was filling. Just then, a GIANT arrives,":_
PRINT "eats the remaining OATMEAL, pokes you gently in the stomach":_
PRINT "and wanders into the HALL.":ROOMOBJECT$(6,1)="GIANT*":_
GYNTURN=1:FLAG(5)=1
IF FLAG(5)=1 THEN ROOMOBJECT$_
(13,2)="PEARLS!":ROOMOBJECT$(16,1)="DIAMONDS!":_
ROOMOBJECT$(14,1)="RUBIES!":ROOMOBJECT$(15,1)="EMERALDS!":_
ROOMOBJECT$(3,1)="SWORD"
IF FLAG(5)=1 THEN FLAG(5)=0:EXIT SELECT
CASE "USE"
PRINT "To do what? Try something more specific."
EXIT SELECT
CASE ELSE
PRINT "I don't know that VERB":EXIT SELECT
END SELECT
END SUB
'MODULE 2.3.1 DEFINE THE FUNCTION- IS THE OBJECT PRESENT?
DEF FNPRESENT
SHARED ROOMOBJECT$(),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$(),STRT
PRINT
IF FLAG(1)=1 THEN PRINT " ***** HOORAY FOR YOU!! YOU'VE WON THE GAME!! ****"
PRINT
FOR I=1 TO 6: PRINT:NEXT I
INPUT "BE SURE THAT YOUR DISK IS IN THE DRIVE AND PRESS ENTER";DUMMY$
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(8)=FLAG(1):LET DTA(33)=DTA(33)+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 "CURSDATA.TXT" FOR APPEND AS #2
PRINT #2,TIME$
FOR I=0 TO TURNNUMBER
IF INT(I/5)=I/5 THEN PRINT #2,ANSWER$(I) ELSE PRINT #2,ANSWER$(I),
NEXT I
PRINT #2,INT((STRT-TIMER)/6),INT(1000*RND(0))
CLOSE #2
PRINT "This game is over. Type CURSED to play again."
END SUB