! ----------------------------------------------------------------------------
!  Adventureland 970902             One of the standard Inform 6 example games
!
!                                             Designed by Scott Adams: c. 1979
!                                                   Ported to Inform: 16.10.94
!                                                  Slightly corrected: 11.5.96
!                    Modernised to Inform 6 and library 6/1 or later: 11.11.96
!                                                  Two tiny bugs fixed: 2.9.97
! ----------------------------------------------------------------------------

Constant Story "ADVENTURELAND";
Constant Headline
          "^An Interactive Classic by Scott Adams (circa 1979/80)^";

Release 4;
Serial "970902";

Constant MAX_CARRIED = 6;
Constant MAX_SCORE = 100;

Replace BurnSub;

Include "Parser";
Include "VerbLib";

Global genie_gifts;
Global dark_warning;

Class Treasure
with depositpoints 7,
     after
     [; Take: if (location==Inside_Stump) "Taken!";
        Drop: if (location==Inside_Stump) "Safely deposited.";
     ];

Class Sign
with name "sign",
     short_name
     [;  print "sign reads- ", (object) self; rtrue;
     ],
 has static;

Class ScottRoom
with initial
     [;  give self ~visited;
     ],
     describe
     [ i c d;  print (string) self.description;
         print "^^Obvious exits: ";
         for (i=n_to: i<=d_to: i++)
             if (self.i ~= 0) c++;
         if (c==0) print "none!";
         else
         {   for (i=n_to: i<=d_to: i++)
                 if (self.i ~= 0)
                 {   if (d++>0) print ", ";
                     if (i==n_to) print "North";
                     if (i==s_to) print "South";
                     if (i==e_to) print "East";
                     if (i==w_to) print "West";
                     if (i==u_to) print "Up";
                     if (i==d_to) print "Down";
                 }
             print ".";
         }
         new_line;
         c=0; d=0;
         objectloop (i in self)
             if (i ~= player) { c++; give i concealed; }
         if (c==0) rtrue;
         print "^You can also see: ";
         objectloop (i in self)
             if (i ~= player)
             {   if (d++>0) print " - "; PrintShortName(i);
             }
         new_line; rtrue;
     ];

[ GamePreRoutine i c d;
  if (action~=##Inv) rfalse;
  c=0; d=0;
  objectloop (i in player) c++;
  if (c==0) "You're carrying nothing.";
  print "You're carrying:^";
  objectloop (i in player)
  {   if (d++>0) print " - "; PrintShortName(i);
  }
  new_line; rtrue;
];

[ GamePostRoutine i;
   if (action==##Look)
       objectloop (i in location)
           if (i ~= player && i has concealed)
               give i ~concealed;
   rfalse;
];

! ----------------------------------------------------------------------------
!   Into Adventureland...
! ----------------------------------------------------------------------------

ScottRoom Lake_Shore "Lakeside"
 with description "You're on the shore of a lake.",
      n_to Forest,  s_to Lake_Shore,  w_to Dismal_Swamp,
      d_to Quicksand,
      before
      [;  Swim: "Below you and before the lake is quicksand.";
      ],
 has  light;
Object -> water "water"
 with name "water", article "some",
      before
      [; Drink: "Boy, that really hit the spot.";
         Take: if (bottle notin player)
                   "You have nothing in which to carry the water.";
               <<Fill bottle>>;
         Insert: if (second == bottle) <<Fill bottle>>;
                   "You have nothing in which to carry the water.";
         Receive: if (noun == bottle) <<Fill bottle>>;
               remove noun; CDefArt(noun); " washes away into the lake.";
      ],
 has  scenery;
Treasure -> "*GOLDEN FISH*"
 with name "gold" "golden" "fish",
      each_turn
      [;  if (self notin player) rfalse;
          if (net notin player && random(100) <= 75)
          {   move self to Lake_Shore;
              "^The fish escape back to the lake.";
          }
          if ((water_in_the_bottle notin bottle
               || bottle notin player) && random(100)<=50)
          {   remove self; move dead_fish to player;
              "^Too dry. Fish die.";
          }
      ];
Object -> axe "rusty axe (magic word- BUNYON -on it)"
 with name "rusty" "axe",
      description "The magic word BUNYON is written on the haft.";
Sign -> "NO SWIMMING ALLOWED";
Object dead_fish "dead fish"
 with name "dead" "fish"
 has  edible;

ScottRoom Quicksand "Bog"
 with description "You're in a quick-sand bog.",
      before
      [;  Swim: if (child(player)==nothing)
                {   PlayerTo(Lake_Shore); rtrue; }
                "Something's too heavy.";
      ],
 has  light;
Treasure -> ox "*SMALL STATUE OF A BLUE OX*"
 with name "ox" "blue" "small" "statue";

ScottRoom Forest "Forest"
 with description "You're in a forest.",
      n_to Forest,  s_to Forest,  e_to Sunny_Meadow,  w_to Forest,
      u_to trees
 has  light;
Object -> trees "trees"
 with name "tree" "trees",
      before
      [;   Climb: <<Enter self>>;
      ],
      door_to Up_Oak, door_dir u_to
 has  open door static;

ScottRoom Up_Oak "Branch"
 with description "You're in a branch on the top of an old oak tree.^
                   To the east you see a meadow beyond a lake.",
      d_to Forest,
 has  light;

ScottRoom Sunny_Meadow "Meadow"
 with description "You're in a sunny meadow.",
      n_to Lake_Shore,  s_to Dismal_Swamp,  e_to Lake_Shore,
      w_to Forest,
 has  light;
Object -> dragon "sleeping Dragon"
 with name "dragon" "sleeping" "sleepy",
      before
      [;  WakeOther: deadflag=1; "The dragon wakes!";
      ],
      life
      [;  Order, Answer, Ask: "Shh! You don't want to wake the dragon.";
          Give:    "The dragon is too drowsy to notice.";
          ThrowAt: if (noun==axe)
                   {   move axe to location; "The dragon isn't bothered."; }
      ],
      each_turn
      [;  if (mud in location && random(100)<=50)
          {   deadflag=1;
              "Dragon smells something - awakens - attacks you!";
          }
      ],
 has  animate;
Sign -> "IN SOME CASES MUD IS GOOD, IN OTHERS...";
Treasure eggs "*DRAGON EGGS* (very rare)"
 with name "dragon" "eggs" "very" "rare", depositpoints 12;
Object gore "smoking hole - pieces of dragon and gore"
 with name "gore" "hole" "dragon" "smoking"
 has  static;

ScottRoom Hidden_Grove "Grove"
 with description "You're in a hidden grove.",
      n_to Forest,  e_to Dismal_Swamp,  w_to Forest,
 has  light;
Treasure -> "*JEWELLED FRUIT*"
 with name "jewelled" "jewel" "fruit",
      after
      [;  Eat: "Boy that really hit the spot!"; ],
 has  edible;
Sign -> "PAUL'S PLACE";

ScottRoom Dismal_Swamp "Dismal Swamp"
 with description "You're in a dismal swamp.",
      n_to Sunny_Meadow,  s_to Dismal_Swamp,  e_to Dismal_Swamp,
      w_to Hidden_Grove,  in_to 0,            u_to cypress_tree
 has  light;
Object -> cypress_tree "cypress tree"
 with name "cypress" "tree",
      before
      [;   Climb: <<Enter self>>;
           Cut:    if (axe notin player) rfalse;
                   remove self; move tree_remains to Dismal_Swamp;
                   Dismal_Swamp.in_to = tree_remains;
                   Dismal_Swamp.u_to = 0;
                   print "TIMBER..";
                   if (keys in Tree_Top)
                   {   remove keys;
                       ". Something fell from the treetop and vanished!";
                   }
                   ".";
      ],
      door_to Tree_Top, door_dir u_to
 has  open door static;

Object -> mud "evil smelling mud"
 with name "evil" "smelling" "mud", article "some",
      after
      [ f; Take:
               if (infected_bites in player) { remove infected_bites; f=1; }
               if (chigger_bites in player)  { remove chigger_bites; f=1; }
               if (f==1) "Boy that really hit the spot!";
      ],
      each_turn
      [;  if (self notin player) rtrue;
          if (random(100)<=5 &&
              (bottle notin player || water_in_the_bottle notin bottle))
          {   move self to Dismal_Swamp;
              "The mud dried up and fell off.";
          }
      ];

Object -> gas "swamp gas"
 with name "swamp" "gas", article "some",
      before
      [;  Take:
              if (distended_bladder in player) "Bladder full already.";
              if (wine_bladder notin player) "You have nothing suitable.";
              <<Insert self wine_bladder>>;
          Insert:
              if (second == distended_bladder) "The bladder's full.";
              if (second ~= wine_bladder)
                  "That won't hold gas.";
              move distended_bladder to player; remove wine_bladder;
              itobj = distended_bladder;
              "The bladder distends with swamp gas.";
      ],
 has  static;
Object -> slime "floating patch of oily slime"
 with name "patch" "oil" "slime" "oily",
      before
      [;  Take: brass_lantern.power=125; give brass_lantern general;
                remove self; move brass_lantern to player;
                "Magic oil attracts magic lamp. Lamp is now full.";
      ],
 has  static;
Object -> chiggers "chiggers"
 with name "chiggers", article "a swarm of",
      daemon
      [;  if (chigger_bites in player && mud notin player && random(100)<=10)
          {   remove chigger_bites; move infected_bites to player;
              "^Your chigger bites are now infected.";
          }
          if (infected_bites in player && random(100)<=8)
          {   deadflag=1;
              "^The bites have rotted your whole body.";
          }
          if (infected_bites notin player
              && chigger_bites notin player
              && slime in location && mud notin player
              && random(100)<=5)
          {   move chigger_bites to player;
              "^You're bitten by chiggers.";
          }
          if (infected_bites notin player
              && chigger_bites notin player
              && chiggers in player
              && random(100)<=30)
          {   move chigger_bites to player;
              "^You're bitten by chiggers.";
          }
      ];
Object chigger_bites "chigger bites"
 with name "chigger" "bites", article "some",
      before [; "The bites are annoying. Perhaps medicine would help?"; ];
Object infected_bites "infected chigger bites"
 with name "chigger" "bites" "infected", article "some",
      before [; "The bites are frightening. Get medicine!"; ];

Object tree_remains "hollow stump and remains of a felled tree"
 with name "tree" "stump" "hollow" "remains",
      door_to Inside_Stump, door_dir in_to
 has  open door static;

ScottRoom Tree_Top "Tree Top"
 with description "You're in the top of a tall cypress tree.",
      d_to Dismal_Swamp,
 has  light;

Object -> "spider web with writing on it"
 with name "spider" "web" "writing",
      description "~CHOP IT DOWN!~",
      before
      [;  Take: deadflag=1; "You're bitten by a spider.";
      ];
Object -> keys "ring of skeleton keys"
 with name "keys" "ring" "skeleton" "keyring";

ScottRoom Inside_Stump "Inside Stump"
 with description "You're in a large hollow damp stump in the swamp.",
      n_to Dismal_Swamp,  s_to Dismal_Swamp,  e_to Dismal_Swamp,
      w_to Dismal_Swamp,  u_to Dismal_Swamp,  d_to Root_Chamber,
 has  light;
Sign -> "LEAVE TREASURE HERE - (say 'SCORE')";
Object -> bottle "the bottle"
 with name "bottle" "jar" "flask",
      short_name
      [;  if (water_in_the_bottle in self) { print "bottle of water"; rtrue; }
          if (bees in self) { print "bottle of bees"; rtrue; }
          print "empty bottle"; rtrue;
      ],
      before
      [ x; LetGo:
            if (noun in bottle)
                "You're holding that already (in the bottle).";
        Receive:
            if (noun==water or bees) <<Fill self>>;
            "That won't go in the bottle.";
        Fill:
            if (child(bottle)~=0)
              "The bottle is full already.";
            if (water in location)
            {   move water_in_the_bottle to bottle;
                "The bottle is now full of water.";
            }
            if (bees in location)
            {   move bees to bottle;
                "The bottle is now full of bees.";
            }
            "There is nothing here with which to fill the bottle.";
        Empty: if (child(bottle)==0) "The bottle is already empty!";
            x=child(bottle);
            remove x;
            if (x==bees) { bees.released(); return; }
            "Your bottle is now empty and the ground is now wet.";
      ],
 has  container open;

Object -> brass_lantern "old fashioned lamp"
 with name "lamp" "fashioned" "lamp", article "an",
      power 125,
      daemon
      [ t; if (self hasnt on) { StopDaemon(self); rtrue; }
         t=--(self.power);
         if (t==0) give self ~on ~light;
         if (self in player or location)
         {   if (t==0) "Your lamp has run out of power.";
             if (t==30) "Your lamp is getting dim.";
         }
      ],
      before
      [; Examine: print "It is a shiny brass lamp";
               if (self hasnt on)
                   ". It is not currently lit.";
               if (self.power < 30)
                   ", glowing dimly.";
               ", glowing brightly.";
         Burn: <<SwitchOn self>>;
         Rub:  if (self has on) "No! It's too hot.";
               if (self hasnt general) "Nothing happens.";
               switch(++genie_gifts)
               {   1: move ring to location;
                      "A glowing genie appears -
                       drops something - then vanishes.";
                   2: move bracelet to location;
                      "A glowing genie appears -
                       drops something - then vanishes.";
                   3: if (ring in Inside_Stump)
                          score=score-ring.depositpoints;
                      remove ring; move player to Misty_Room;
                      "A genie appears - says ~boy you're selfish~ - takes
                       something - then vanishes!";
                   4: if (bracelet in Inside_Stump)
                          score=score-bracelet.depositpoints;
                      remove bracelet; move player to Misty_Room;
                      "A genie appears - says ~boy you're selfish~ - takes
                       something - then vanishes!";
                   default: "Nothing happens.";
               }
         SwitchOn: if (self.power <= 0) "It's run out.";
         Receive, Open:
               "You can't put things in the lamp.";
      ],
      after
      [; SwitchOn: give self light; StartDaemon(self);
             "Flameless lamp now on.";
         SwitchOff: give self ~light;
      ],
 has  switchable;

Treasure ring "*DIAMOND RING*"
 with name "diamond" "ring";
Treasure bracelet "*DIAMOND BRACELET*"
 with name "diamond" "bracelet";

Object water_in_the_bottle "bottled water" bottle
 with name "bottled" "water" "h2o", article "some",
      before
      [; Drink:  remove water_in_the_bottle; <<Drink water>>;
      ],
      description "It looks like ordinary water to me.";

ScottRoom Root_Chamber "Root Chamber"
 with description "You're in a root chamber under the stump.",
      u_to Inside_Stump,  d_to dark_hole,
 has  light;
Object -> dark_hole "dark hole"
 with description "Leading below.",
      door_dir d_to,
      door_to Semidark_Hole
 has  open door static;
Treasure -> "*POT OF RUBIES*"
 with name "pot" "of" "rubies";

ScottRoom Semidark_Hole "Hole"
 with description "You're in a semi-dark hole by the root chamber.",
      u_to Root_Chamber, d_to root_door
 has  light;
Object -> root_door "the door"
 with name "door",
      short_name
      [;  if (self has locked) { print "locked door"; rtrue; }
          if (self has open)
          {   print "open door with a hallway beyond"; rtrue; }
          print "closed door"; rtrue;
      ],
      before
      [;  ThrowAt:
              if (second==axe)
              {   give self ~locked ~lockable ~openable open;
                  "Lock shatters!";
              }
      ],
      door_to Long_Hall, door_dir d_to, with_key keys
 has  static door openable lockable locked;

ScottRoom Long_Hall "Hall"
 with description "You're in a long down-sloping hall.",
      u_to Semidark_Hole,  d_to Large_Cavern;

ScottRoom Large_Cavern "Cavern"
 with description "You're in a large cavern.",
      n_to Hive,  s_to Royal_Anteroom,  w_to Memory_RAM,
      u_to Long_Hall,  d_to Maze1;

ScottRoom Hive "Octagonal Hive"
 with description "You're in a large 8-sided room.",
      s_to Large_Cavern;
Treasure -> "*ROYAL HONEY*"
 with name "royal" "honey", article "some",
      before
      [;  Take:
              if (bees in location && mud notin player)
              {   deadflag=1; "Bees sting you."; }
          Drop:
              if (bear in location)
              {   remove self; give bear general;
                  "The bear eats the honey and falls asleep.";
              }
      ],
 has  edible;
Object -> bees "large African bees"
 with name "large" "african" "bees", article "a swarm of",
      released
      [;  move self to location;
          if (dragon in location)
          {   move eggs to location; remove dragon;
             "The bees attack the dragon which gets up and flies away...";
          }
          if (bear in location)
          {   move self to location;
              give bear ~general; deadflag=1;
             "Bees madden the bear. Bear then attacks you!";
          }
         "You release the bees.";
      ],
      before
      [;  Take:
              if (mud notin player)
              {   deadflag=1; "Bees sting you."; }
              if (bottle in player) <<Fill bottle>>;
              "You have nothing to carry the bees in.";
          Drop:
              if (self in bottle) { self.released(); rtrue; }
      ],
      each_turn
      [;  #IFNDEF DEBUG;
          !  A completely unfair rule! And in the original the bees are lost.
          if (self in bottle && random(100)<=8)
          {   move self to Hive; "^The bees in the bottle all suffocated."; }
          #ENDIF;
          if (self in bottle) rfalse;
          if (self in location && mud notin player && mud notin location &&
              random(100)<=8)
          {   deadflag=1; "Bees sting you."; }
      ];

ScottRoom Royal_Anteroom "Anteroom"
 with description "You're in a royal anteroom.",
      n_to Large_Cavern,  u_to Royal_Chamber;
Object -> wine_bladder "empty wine bladder"
 with name "empty" "wine" "bladder",
      before
      [;  Fill: if (gas notin location)
                    "The bladder could only just hold a vapour nowadays.";
                <<Insert gas self>>;
      ];
Object distended_bladder "distended gas bladder"
 with name "distended" "gas" "bladder",
      before
      [;  Open: move wine_bladder to parent(self); remove self;
                "Gas dissipates!";
      ];

ScottRoom Maze1 "Maze"
 with description "You're in a maze of pits.",
      n_to Maze2,  s_to Maze4,  e_to Maze4,  d_to Maze2;

ScottRoom Maze2 "Maze"
 with description "You're in a maze of pits.",
      w_to Maze3,  u_to Maze1;
Object -> flint_and_steel "flint and steel"
 with name "flint" "steel";

ScottRoom Maze3 "Maze"
 with description "You're in a maze of pits.",
      n_to Maze6,  s_to Maze1,  e_to Maze2,  w_to Maze5,
      u_to Maze5,  d_to Maze6;
Object -> "scratchings"
 with name "scratchings", article "strange",
      short_name "strange scratchings on rock reveals- ALADDIN WAS HERE",
 has  static;

ScottRoom Maze4 "Maze"
 with description "You're in a maze of pits.",
      n_to Maze1,  e_to Maze2,  w_to Maze1,  u_to Maze2;

ScottRoom Maze5 "Maze"
 with description "You're in a maze of pits.",
      s_to Maze6,  u_to Maze3,  d_to Maze6;

ScottRoom Maze6 "Maze"
 with description "You're in a maze of pits.",
      n_to Maze6,  s_to Maze1,  e_to Maze1,  w_to Maze4,
      u_to Maze3,  d_to Chasm_Bottom;
Treasure -> rug "*THICK PERSIAN RUG*"
 with name "thick" "persian" "rug" "carpet";
Object -> "arrow pointing down"
 with name "arrow"
 has  static;

ScottRoom Chasm_Bottom "Chasm"
 with description "You're in a bottom of a chasm. Above 2 ledges.
                   One has a bricked up window.",
      u_to Maze6;
Treasure -> net "*GOLDEN NET*"
 with name "gold" "golden" "net";
Sign -> "MAGIC WORD IS AWAY. X LA -(rest of sign is missing)";
Object -> lava "the lava"
 with name "stream" "of" "lava",
      short_name
      [;  print "stream of lava";
          if (self has general) print " with a brick dam";
          rtrue;
      ],
      description
      [;  if (self hasnt general)
            "There's something there all right! Maybe you should go there?";
          "Just more dammed lava.";
      ],
      before
      [;  Enter, Push, Pull, Take: "NO! It's too hot.";
      ],
 has  static;
Treasure firestone "*FIRESTONE* (cold now)"
 with name "firestone", depositpoints 11;

ScottRoom Narrow_Ledge_1 "Ledge"
 with description "You're on a narrow ledge by a chasm.
                   Across the chasm is a throne room.",
      before
      [;  Jump: if (firebricks in player)
                {   deadflag=1; "Oh no! Something was too heavy!"; }
                print "You leap across the chasm...^";
                PlayerTo(Narrow_Ledge_2); rtrue;
      ],
      w_to Royal_Chamber;

ScottRoom Royal_Chamber "Royal Chamber"
 with description "You're in the Royal Chamber.",
      d_to Royal_Anteroom, e_to 0;
Object -> bricked_window "bricked-up window"
 with name "window" "bricked" "brick" "bricks"
 has  static;
Object holed_window "bricked up window with a hole in it - beyond is a ledge"
 with name "window" "bricked" "hole" "ledge",
      door_dir e_to, door_to Narrow_Ledge_1
 has  static door open;
Object firebricks "loose fire bricks"
 with name "loose" "fire" "bricks", article "some",
      after
      [;  Take: "Taken. (Heavy!)";
          Drop: if (location~=Chasm_Bottom) rfalse;
                remove self; give lava general;
                move firestone to location;
                "The bricks dam the lava, revealing a *FIRESTONE*!";
      ];

ScottRoom Narrow_Ledge_2 "Ledge"
 with description
         "You're on a narrow ledge by the throne room-across chasm-ledge.",
      before
      [;  Sing:
          if (bear in location && bear hasnt general)
          {   move dead_bear to Chasm_Bottom;
              remove bear;
              "The bear got startled and fell off the ledge!";
          }
          Jump: print "You leap across the chasm...^";
                PlayerTo(Narrow_Ledge_1); rtrue;
      ],
      e_to
      [;  if (bear in location && bear hasnt general)
              "The bear won't let you!";
          return Throne_Room;
      ];
Treasure -> mirror "*MAGIC MIRROR*"
 with name "magic" "mirror",
      side_up 0,
      before
      [;  Take:
              if (bear in location && bear hasnt general)
                  "The bear won't let you!";
      ],
      after
      [;  Drop:
            if (rug in location)
            {   print "Mirror lands softly on the rug - lights up and says:^";
                self.side_up++;
                if (self.side_up % 2 == 1)
                  "*DRAGON STINGS* and fades. I don't get it - hope you do.";
                "Don't waste *HONEY*. Get mad instead. Dam lava!";
            }
            remove self; move broken_glass to location;
            "The mirror hits the floor and shatters into a million pieces!";
      ];
Object -> bear "the bear"
 with name "thin" "black" "bear",
      short_name
      [;  if (self has general) { print "sleeping bear"; rtrue; }
          print "thin black bear"; rtrue;
      ],
      before
      [;  WakeOther: give self ~general; "The bear rouses!^";
      ],
      life
      [;  Ask, Order, Answer: <<Sing>>;
          Attack, ThrowAt:
              if (self has general) <WakeOther self>;
              remove mirror; move broken_glass to location;
              "Oh no...Bear dodges...CRASH!";
      ],
 has  animate;
Object broken_glass "broken glass"
 with name "broken" "glass" "jagged" "fragments", article "some";
Object dead_bear "dead bear"
 with name "dead" "bear" "black" "thin"
 has  static;

ScottRoom Throne_Room "Throne Room"
 with description "You're in a throne room.",
      w_to Narrow_Ledge_2;
Treasure -> "*GOLD CROWN*"
 with name "gold" "golden" "crown";

ScottRoom Real_Trouble "Trouble!"
 with description
          "I think you're in real trouble. Here's a guy with a pitchfork!^^
           You lost *ALL* treasures.",
      initial
      [;  deadflag=3;
      ],
 has  light;

ScottRoom Memory_RAM "Ugly Place"
 with description
         "You're in the memory RAM of an IBM-PC. You took a wrong turn!",
      e_to Large_Cavern,
 has  light;
Sign -> "To the Architects - TSURRIS";

ScottRoom Misty_Room "Misty Room"
 with description "You're in a large misty room with strange letters
                   over the exits.",
      s_to Real_Trouble,  e_to Forest,  w_to Real_Trouble,
      u_to Up_Oak,  d_to Real_Trouble,
 has  light;
Sign -> "LIMBO. FIND RIGHT EXIT AND LIVE AGAIN!";

! ----------------------------------------------------------------------------
!   A soupcon of code
! ----------------------------------------------------------------------------

[ Initialise;
 location=Forest; score = 0;

 StartDaemon(chiggers);

 "^^^^^A voice booms out ...^
 Treasures have an * in their name. Say 'SCORE'^
 If you need a hint on something, try 'HELP'.^";
];

[ TimePasses i;
 if (location ~= Inside_Stump) rfalse;

 score=0;
 objectloop (i in Inside_Stump && i ofclass Treasure)
     score = score + i.depositpoints;

 if (score ~= 100) rfalse;

 deadflag=2;
 "Congratulations! By finding and depositing all 13 *TREASURES*, you
  have solved Scott Adams's ~Adventureland~ and it remains only to say
  that...";
];

[ AfterLife;
  if (deadflag==3) { deadflag=1; rfalse; }
  remove chigger_bites; remove infected_bites;
  deadflag=0; PlayerTo(Misty_Room);
];

[ PrintRank; "."; ];

[ DarkToDark;
 if (dark_warning==0)
 {   dark_warning=1; "It is now pitch dark.
                      If you proceed you will likely fall into a pit.";
 }
 if (random(4) == 1)
 {   deadflag=1;
     "You fell into a pit and broke every bone in your body!";
 }
 rfalse;
];

[ BunyonSub;
 if (axe notin player) "Nothing happens.";
 if (ox in player or location)
 {   move ox to Hidden_Grove;
     move axe to Hidden_Grove;
     "Something you're holding vibrated and...";
 }
 if (player notin Quicksand)
 {   move axe to Hidden_Grove;
     print "Something you're holding vibrated and...";
     <<Inv>>;
 }
 "Nothing happens.";
];

[ TsurrisSub;
 if (location ~= Memory_RAM) "Nothing happens.";
 "A voice booms out...^
  May all your teeth but one fall out, and may that one give you toothache.^
  (You can't help feeling you have stumbled on a private quarrel which is
   nothing to do with your game.)";
];

[ BurnSub;
 if (flint_and_steel notin player)
     "You have nothing to strike a light with.";
 if (noun==gas) "Gas needs to be contained before it will burn.";
 if (noun==distended_bladder)
 {   if (noun in player)
     {   remove noun; deadflag=1; "Gas bladder blew up in your hands!";
     }
     remove noun;
     print "Gas bladder blew up!^";
     if (dragon in location)
     {   remove dragon; move gore to location;
         "The dragon has been blown to bits!";
     }
     if (bricked_window in location)
     {   remove bricked_window;
         move holed_window to location; move firebricks to location;
         Royal_Chamber.e_to = holed_window;
         "The bricked window has been blown to bits!";
     }
     rtrue;
 }
 "That won't ignite.";
];

[ HelpSub;
  print "A voice booms out...^";
  print "Try:  LOOK,JUMP,SWIM,CLIMB,THROW,FIND,GO,TAKE,INVENTORY,SCORE.^";
  if (chigger_bites in player || infected_bites in player)
      "Medicine is good for bites.";
  if (location == Quicksand) "You may need magic words here.";
  if (location == Sunny_Meadow)
      "Only 3 things will wake the dragon. One of them is dangerous!";
  if (location == Hive)
      "Read the sign in the meadow!";
  if (location == Maze1 or Maze2 or Maze3
      || location == Maze4 or Maze5 or Maze6)
      "You may need magic words here.";
  if (location == Royal_Chamber) "Blow it up. Try the swamp.";
];

[ AwaySub;
 if (rug notin player || location~=Maze3) "Nothing happens.";
 print "Something you're holding vibrates, and...^";
 PlayerTo(Sunny_Meadow);
];

[ FindSub;
 "A voice booms out...^Find it yourself.";
];

! ----------------------------------------------------------------------------
!   Grammar: the usual grammar and some extensions
! ----------------------------------------------------------------------------

Include "Grammar";

Extend "cut"
               * "up" noun                      -> Cut
               * "down" noun                    -> Cut;

Verb "bunyon"   *                                -> Bunyon;
Verb "away"     *                                -> Away;
Verb "tsurris"  *                                -> Tsurris;
Verb "help"     *                                -> Help;
Verb "find"     * special                        -> Find;

! ----------------------------------------------------------------------------