!!! Fixes applied after submission: !!! Various spelling corrections. ('Peddle' has been left in as a synonym for 'pedal.') !!! shed_button, red_button and white_button have been given static !!! straightened connection between crossroad and storage !!! scoring in floor now leads to room with crate !!! switched white-lights and red-lights description of storage room !!! Replaced ^'s in strange symbols with @@94 !!! 'halo' and 'light' synonyms for lights object. !Segment 3 of IFwhispers. Thanks to Baf for the opportunity to contribute! Hope I do the game justice! !Special thanks to Serhei for the pointers and openings, but damned if I could work out how to link it all that way ... :) !Excuse my probably poor and round about way of programming. Blame the short time period and beginner programmer. !Our way of linking the rooms of the last segment with the rooms of this segment Object shed_button "button" shed with name 'button' 'pedal' 'peddle' 'foot', author "MauiPotiki", initial [; if (player in shed) { "There is a pedal towards the back right of the shed. The metal floor here is textured, and heavily scored, as if something heavy has been dragged onto it."; } else { "There is a pedal on the right, near the door. The metal floor here is textured, and heavily scored, as if something heavy has been dragged on and off of it."; } ], description "It appears to be a pedal of some sort, a hefty button that can be easily stood on to activate.", before [; Push: if (player in shed) { if (self has general) { print "You put your foot down against the pedal. You hear a grinding as the floor starts to move downward, slowly. After a long period, you find yourself down in the small chamber again.^"; PlayerTo(corridor); return;} else { print "You put your foot down against the pedal. There is a hissing, as if a seal has been broken, and with a lurch, the floor starts to move beneath you. Steadily, it continues to descend, leaving you in darkness as the walls pass. Then, after a considerable passage of time, you see a sudden pulse of red light before you. Then again, softly fading. You realise that you are passing a number of windows of sorts. Beyond, again a red light swells into being, giving you a glimpse of a vast space beyond, the passing windows of opportunity, before fading again.^^Another slow swelling of light. With each passing window and each swelling of red light, you comprehend more. Vast size. Metal. Ladders. Then, without warning, the floor slows and stops, leaving you facing a closed door.^"; give self general; PlayerTo(corridor); return; } } else { print "You put your foot down against the pedal. You hear a grinding, and feel a slight lurch as the floor starts to move upwards, slowly. After a long period of time, you find yourself up in the shed.^"; PlayerTo(shed); return; } Enter: <>; ], found_in shed corridor has static; !--Classes! this is in case you want to extend any of the complex, and yet still have the stale air, and the ceiling lights ... of course you'll also have to code the alternative on/off light descs. Class Complex has light; ! Taken from Serheis code, but if baf will allow it ... I think its only fair for consistancy ! ! If you add more rooms to the cornfield, then make them of this class ! so that they will contain the glass ceiling and the corn; ! Class CornLoc; ! !--Objects common to the undercomplex ! Wiffy air, it's found in all of the undercomplex Object badair "bad air" with name 'air' 'smell', author "MauiPotiki", description "You can't see air, but you sure as hell can smell it.", before [; Smell: "The smell in the air is stale, like this complex has been closed up for a length of time."; ], found_in [; return location ofclass Complex; ], has scenery; ! the lights on the ceilings and such Object lights "lights" with name 'lights' 'red' 'emergency' 'halo' 'light', author "MauiPotiki", description [; if (self has general) { print_ret "It looks like one continuous strip of light set into the wall. A plastic cover of some sort, perhaps. It lends a gentle white light to the surrounds. The light is strong enough though that it lights things well."; } else { print_ret "A continuous strip of light, set into the wall. It swells a deep shade of red, then descends into darkness again. Rhythmic, like the complex itself is breathing."; } ], before [; SwitchOff: "If only you could find the controls to do so, but then the complex would be in almost complete darkness."; ], found_in [; return location ofclass Complex; ], has scenery; ! a note about the lights; usually I would have given the lights an on/off flag, but because I can't set that at the start of the game, I've opted for a general flag. If it has it, the lights are in their white, light giving status. If not, then it's in emergency mode. As you can see with the following room, the main complex has two descs, depending on status. !--And now the rest of our additions! Complex corridor "Undercomplex, delivery chamber" with description [; if (lights has general) { print_ret "You find yourself in a small, metal room, about the size of an elevator. The walls about you are a cold, smooth metal, broken only by a line of white light that circles the room about the height of your head. The light is smooth and gentle, casting a warmth about the small room. Before you, to the north, is a door, although you can only tell because of the slight grooves in the floor near it."; } else { print_ret "You find yourself in a dark, small room. About the height of your head, a red line of light circles the chamber. It pulses slowly, to a bright red that casts the small room in a strange glow, back to complete darkness, and then back again. Only as the light comes can you make out the fact this chamber has almost no features at all. To the north, seems to be a door of some sort. Something you can only make out because of the grooves in the floor near it."; } ], n_to [; print "As you move towards the door, it opens soundlessly. It unnerves you.^"; return crossroad; ], author "MauiPotiki", has light; !- Complex crossroad "Undercomplex, primary apex" with description [; if (lights has general) { print_ret "The chamber you are standing in is truly massive, lit by a halo of gentle white light that circles the walls further up. The chamber itself is almost a perfect globe, a smooth, cold surgical metal. Something that even the calming white light doesn't change. Above you, somehow suspended in mid air, is a circular catwalk of some sort. Four ladders, at cardinal points, lead up to it. Also at the cardinal points, are doors. To the south is a much smaller one than the other four, set only a little into the globe-like structure of the walls. To the south, is a series of small windows, lined up to near the top of the room. The floor is textured, and scored from the south door to the west, as if something heavy has been dragged across it."; } else { print_ret "The chamber you are standing in is truly massive, but it's something that takes a while to comprehend. Drowned in complete blackness, followed by a smooth flood of red light, It pulses in and out slowly, disturbingly like the pace of breathing. The light itself seems to be coming from a halo that circles the room, high above you. Then you realise that this chamber is a perfect globe. Somewhere above, metal shapes reveal themselves. Over time, with the pulsing of light, you make it out to be a circular catwalk of some sort. Four ladders leading from the floor up to it. Large, slightly inset doors stand at the cardinal points. A smaller, man-sized one to the south."; } ], s_to corridor, n_to outside_it, u_to [; <>; ], e_to storage, w_to railway, author "MauiPotiki", has light; Object catwalk "catwalk" crossroad with name 'catwalk' 'metal', author "MauiPotiki", description [; if (lights has general) { print_ret "A series of catwalks that circle above your head, far above. It would serve as the perfect vantage point to keep an eye on what's happening below on ground level."; } else { print_ret "It's hard to make out too much more detail about the catwalks above you head other than the basics. The slow pulsing of red light makes it somewhat hard."; } ], has scenery; Object ladders "ladders" crossroad with name 'ladder' 'ladders', author "MauiPotiki", description "Four ladders that lead up to the catwalks far above your head. They are sturdy, and quite a bit of a climb.", before [; Climb: print "You make your way up one of the ladders. It's quite a climb, but eventually you make it up to the top.^"; PlayerTo(catwalk_room); return; ], has scenery; !- Complex outside_it "Undercomplex, northern corridor" with description [; if (lights has general) { print_ret "A corridor, featureless, and almost totally uninteresting, other than the same tubular, round construction of the rest of the undercomplex. A line of light along either wall lends a warm, white glow to the corridor, lighting your way without problem. To the south is the large door to the main apex. North stands a very heavy door, one almost like some sort of vault. Just at the foot of it is a large symbol, cut into the floor."; } else { print_ret "As the two lines of light along either wall above you head pulses in and out, you make out what appears to be a tubular corridor. To the south is the large door to the main apex. To the north is a truly huge door, like some sort of vault. As you stare at it, the red light pulsing in and out, you feel as if you can almost hear the sound of breathing."; } ], s_to crossroad, has light; !a door somewhere important? Object symbol "symbol" outside_it with name 'symbol' 'markings' 'large', description "You make out a symbol that is marked in the floor, like a giant signpost of what might lie ahead; ($). It's like the other strange signs you have seen here. If only you had a means of translating it effectively.", author "MauiPotiki", has scenery; !- Complex storage "Undercomplex, dead end?" with description [; if (lights hasnt general) { print_ret "A short, tubular corridor from the main apex, and you find yourself in what appears to be a smaller mate to the main room. A halo of red light circles the globular chamber, breathing in and out slowly. From what you can make out in the rhythmic light, there are no features at all in this chamber."; } else { print_ret "A short, tubular corridor leads from the main apex to this chamber. It is pretty much a smaller mate to the main chamber. The same globular construction. A halo of white light about the walls above lend a warmth to the room, yet still doesn't seem to make the cold, metallic walls any more friendly. There seems to be no features at all to this room. Or purpose, that you can make out."; } ], w_to crossroad, author "MauiPotiki", has light; Object head_of_corn "head of corn" storage with name 'head' 'of' 'corn', author "MauiPotiki", initial [; if (lights has general) { print_ret "A head of corn lays here, almost as if casually discarded ..."; } else { print_ret "As the red light pulses in and out, you make out an object on the floor. Initially, it's unnerving. For some reason spooking you with its presence. What lays there, left discarded. As you begin to make it out, the red light surging into being, you realise what it is. A head of corn ..."; } ], description "A head of corn, that looks almost fresh. For some reason, seeing it spooks you.", before [; Eat: "You can't bring yourself to eat it, even if you were hungry. Such an ugly thing."; Take: move self to player; print_ret "You hesitate, but after a moment reach out and take the head of corn. You try to ignore the fact that it just creeps you out. Not that you can work out why ..."; Drop: move self to location; print_ret "You discard the head of corn, dropping it aside like something you'd much rather see the last of. Such an ugly thing."; ]; !- Complex catwalk_room "Undercomplex, catwalks" with description [; if (lights has general) { print_ret "You stand on a circular catwalk that hangs above the main apex. Above you, still, is the halo of warm white light that circles the walls. It's clear that you have a perfect vantage with which to watch what's going on below you. Within the center of the catwalk is a series of controls. They look unlike anything you have seen before. Most of them have strange symbols near them."; } else { print_ret "You take the time to make out where you stand as the red light strobes in and out smoothly. It would appear to be some sort of circular catwalk well above the main apex. Within the center of the catwalk there is what looks like a series of controls of some sort."; } ], d_to crossroad, author "MauiPotiki", has light; Object strange_symbols "symbols" catwalk_room with name 'symbols' 'strange' 'writing', author "MauiPotiki", description "It's no language you know of. You see different symbols and writing next to various controls; [|||]. >>>. !@@94@@94&. $$$$. +++++. You feel it's prudent not to mess with the controls, not knowing what they do.", has scenery; Object controls "controls" catwalk_room with name 'controls' 'control' 'panels' 'buttons' 'computers' 'computer', author "MauiPotiki", description "The center of the catwalks are made up of numerous controls. They don't look like any computers you've seen before. You decide it might be best not to mess with the controls. For now at least.", before [; Push, Pull: "You decide against that."; ], has scenery; Object red_button "red button" catwalk_room with name 'red' 'button', author "MauiPotiki", initial [; if (self hasnt general) { print "A red button among the controls pulses at the same pace as the lights in the complex."; } else { print "A red button among the controls sits dull and unlit."; } ], description [; if (self hasnt general) { print "A red button among the controls pulses at the same pace as the lights in the complex."; } else { print "A red button among the controls sits dull and unlit."; } ], before [; Push: if (self has general) { print_ret "You push the button, but nothing happens."; } else { give self general; give lights general; give white_button general; print_ret "You push the button, and with a light whirring, the red lights fade, and are replaced by a warm white light. It strengthens slowly, yet unlike the red light, it doesn't fade. The complex is lit in a new light, one that makes it far easier to see. Another button suddenly lights up on the control panel."; } ] has static; Object white_button "white button" catwalk_room with name 'white' 'button', author "MauiPotiki", initial [; if (self hasnt general) { "A white button nearby is dull. "; } else { "A white button nearby is bright and lit. "; } ], description [; if (self hasnt general) { "The white button is dull and unlit.."; } else { "The white button is brightly lit."; } ], before [; Push: if (self hasnt general) { print_ret "You push the button, but nothing happens."; } else { give self general; move displays to location; print_ret "You push the white button and hear a rather satisfactory hum. Around you, displays suddenly start to light up and come into life. As if you have restored power to them. For the most part, the controls still remain totally alien to you. But the displays are something you can easily understand."; } ] has static; Object displays "displays" with name 'display' 'displays' 'screens', author "MauiPotiki", description [; if (self hasnt general) { give self general; print_ret "The displays look to be partially holographic, dotted about the inner control rigs of the catwalk. It's hard to make some of them out, but it would appear that they are security views of some sort. At least that's the impression you get of them, as they all seem to be images of the outside. They flicker in and out but the more you focus on them, the more you start to make out.^^Most of the displays initially seem to be of a glass dome of some description. The light that makes it through its featureless surface is dim and grey. Then you see fields of corn. Endless and ordered. Row upon row. Ordered by measures of 20 feet. That strangely significant number. It occurs to you how incredibly still the corn is. And in turn, how incredibly quiet it is here on the catwalk. No sounds other than what your making.^^As the images and displays dance before your eyes, you make out more. The huge metallic cube among the corn. The body there, so horrible and dead and still. As you stare more and more at the displays of the corn, something looks out of place. You can't make it out at first, then slowly you do. There are people in the corn ... as still and unmoving as the corn itself. Perhaps too quick a guess at first, but you realise why you thought they were people. You stare back at the display that covers the giant cube and the body there. Then back to others of the corn.^^There are bodies among the corn ... dead bodies. Seeming almost as countless as the corn itself. But all concentrated about one side of the glass dome. The disturbing thing is that you can never see an entire body. Only hints, yet so many hints that the reality is harsh before you. An arm here. A foot there. Half a face stares up out of the corn at you. Eyes locked on yours. You feel fear rushing up within you, turning away from the horrible scenes."; } else { print "You can't bring yourself to stare back on the displays. You catch the surveillance of the glass dome and the cube occasionally, but find yourself recoiling at the sight of the corn. You see that half covered face staring back at you in your mind. You make your way back down the ladder, away from the catwalks.^"; PlayerTo(crossroad); return; } ], has scenery; !- Complex railway "Undercomplex, transport" with description [; if (lights has general) { print_ret "You find yourself in what appears to be a much wider tubular construct than the corridors that connect this undercomplex. The same line of light circles the walls, far up above you, casting a warm white light upon the same metallic walls as everywhere here. The floor is of the same construction, and the gouges that mark the floor from the small lift to hear terminate at what appears to be a platform of some sort. A large monorail track disappears into into the northern wall, where there looks to be a heavy door of sorts."; } else { print_ret "The slowly brightening and fading red light continues to light your surrounds. Here is what appears to be much of the same, but the tubular construct here is oblonged. What appears to be some sort of monorail track takes up the bulk of the chamber, disappearing into the northern wall. It's hard to make out much more features here."; } ], e_to crossroad, author "MauiPotiki", has light; Object large_box "metal crate" railway with name 'metal' 'crate' 'box' 'large', author "MauiPotiki", description "A heavy metal crate, it looks as if it would take a lot to lift. A lot more than you could manage alone. But from the gouges in the floor, it doesn't look as if this is the one that was bought down from above.", before [; Push, Pushdir, Take: "You try it, but this crate wasn't meant to be moved by a mere man."; ], has openable; !--Well that's it. Good luck, and I hope I've passed on enough info for you to be able to do something with it!