commenting of Penthouse's Bedroom logic

This commit is contained in:
Frater 2021-04-18 17:29:47 +02:00
commit dac713a235
42 changed files with 342 additions and 210 deletions

150
LSL1.wag
View file

@ -11,7 +11,7 @@
Author = Sierra
About = ""
GameVersion = ""
LastEdit = "16-04-21 16:49:48"
LastEdit = "18-04-21 04:58:26"
PlatformType = 2
Platform = "C:\Program Files (x86)\ScummVM\scummvm.exe"
DOSExec = ""
@ -24,16 +24,16 @@
[Logic0]
ID = Logic_Start
Size = 13777
CRC32 = &H78A1E866
CompCRC32 = &H78A1E866
CRC32 = &H285D7355
CompCRC32 = &H285D7355
Description = ""
IsRoom = False
[Logic1]
ID = Logic_Title
Size = 553
CRC32 = &HFD40D6B3
CompCRC32 = &HFD40D6B3
CRC32 = &H4FFDF214
CompCRC32 = &H4FFDF214
Description = ""
IsRoom = True
@ -64,8 +64,8 @@
[Logic6]
ID = Logic_Title_Exit
Size = 3572
CRC32 = &H9C209EA2
CompCRC32 = &H9C209EA2
CRC32 = &HB58840C4
CompCRC32 = &HB58840C4
Description = "This screen decide if the player can go to the game or should answer few questions..."
IsRoom = True
@ -80,72 +80,72 @@
[Logic9]
ID = Logic_DarkAlley
Size = 794
CRC32 = &HDB20999D
CompCRC32 = &HDB20999D
CRC32 = &H60ED446C
CompCRC32 = &H60ED446C
Description = ""
IsRoom = True
[Logic10]
ID = Logic_Taxi
Size = 3668
CRC32 = &HA93927CA
CompCRC32 = &HA93927CA
CRC32 = &H4943E3D9
CompCRC32 = &H4943E3D9
Description = ""
IsRoom = True
[Logic11]
ID = Logic_MainGame
Size = 1958
CRC32 = &H3FDFE520
CompCRC32 = &H3FDFE520
CRC32 = &H5DE6FBD6
CompCRC32 = &H5DE6FBD6
Description = ""
IsRoom = True
[Logic12]
ID = Logic_Leftys_Alley
Size = 6273
CRC32 = &H6DAD7F0D
CompCRC32 = &H6DAD7F0D
CRC32 = &H177921EE
CompCRC32 = &H177921EE
Description = ""
IsRoom = True
[Logic13]
ID = Logic_Leftys_Bathroom
Size = 3685
CRC32 = &H756E69CC
CompCRC32 = &H756E69CC
CRC32 = &H43A2AF14
CompCRC32 = &H43A2AF14
Description = ""
IsRoom = True
[Logic14]
ID = Logic_Leftys_Doorhall
Size = 2477
CRC32 = &H58CA1F60
CompCRC32 = &H58CA1F60
CRC32 = &HA00C794C
CompCRC32 = &HA00C794C
Description = ""
IsRoom = True
[Logic15]
ID = Logic_Leftys_Mainroom
Size = 7606
CRC32 = &H5F13266E
CompCRC32 = &H5F13266E
CRC32 = &HB546140A
CompCRC32 = &HB546140A
Description = ""
IsRoom = True
[Logic16]
ID = Logic_Leftys_PimpsRoom
Size = 5037
CRC32 = &H799CC56C
CompCRC32 = &H799CC56C
CRC32 = &H8BBD1CB3
CompCRC32 = &H8BBD1CB3
Description = ""
IsRoom = True
[Logic17]
ID = Logic_Hookers_Room
Size = 5001
CRC32 = &HAF769E5B
CompCRC32 = &HAF769E5B
CRC32 = &H9CF35AA
CompCRC32 = &H9CF35AA
Description = ""
IsRoom = True
@ -168,176 +168,176 @@
[Logic21]
ID = Logic_Liquor_Inside
Size = 5172
CRC32 = &H63A403BB
CompCRC32 = &H63A403BB
CRC32 = &HC6C640E7
CompCRC32 = &HC6C640E7
Description = ""
IsRoom = True
[Logic22]
ID = Logic_Liquor_Exterior
Size = 6059
CRC32 = &H40F037CA
CompCRC32 = &H40F037CA
CRC32 = &H4CF28DD1
CompCRC32 = &H4CF28DD1
Description = ""
IsRoom = True
[Logic23]
ID = Logic_Disco_Exterior
Size = 2336
CRC32 = &H6D68F236
CompCRC32 = &H6D68F236
CRC32 = &H4A95E155
CompCRC32 = &H4A95E155
Description = ""
IsRoom = True
[Logic24]
ID = Logic_Disco_Inside
Size = 3836
CRC32 = &H5D9C3467
CompCRC32 = &H5D9C3467
CRC32 = &HA1B69263
CompCRC32 = &HA1B69263
Description = ""
IsRoom = False
[Logic25]
ID = Logic_Fawn
Size = 5529
CRC32 = &H2B6260D1
CompCRC32 = &H2B6260D1
CRC32 = &H9514D598
CompCRC32 = &H9514D598
Description = ""
IsRoom = False
[Logic31]
ID = Logic_Casino_Inside
Size = 1405
CRC32 = &H2F94D504
CompCRC32 = &H2F94D504
CRC32 = &H4940E67D
CompCRC32 = &H4940E67D
Description = ""
IsRoom = False
[Logic32]
ID = Logic_Casino_Outside
Size = 2388
CRC32 = &H9E74A846
CompCRC32 = &H9E74A846
CRC32 = &H3B953CAE
CompCRC32 = &H3B953CAE
Description = ""
IsRoom = True
[Logic33]
ID = Logic_Chapel_Outside
Size = 999
CRC32 = &H400F66A6
CompCRC32 = &H400F66A6
CRC32 = &HC46E91EE
CompCRC32 = &HC46E91EE
Description = ""
IsRoom = True
[Logic34]
ID = Logic_Chapel_Inside
Size = 4026
CRC32 = &H1149151F
CompCRC32 = &H1149151F
CRC32 = &HDD1CEC3C
CompCRC32 = &HDD1CEC3C
Description = ""
IsRoom = False
[Logic35]
ID = Logic_Casino_Lift_0
Size = 2450
CRC32 = &H27DC9691
CompCRC32 = &H27DC9691
CRC32 = &H42979E26
CompCRC32 = &H42979E26
Description = ""
IsRoom = False
[Logic36]
ID = Logic_Casino_Cabaret
Size = 8789
CRC32 = &HB278E27
CompCRC32 = &HB278E27
CRC32 = &HA3E6EE5E
CompCRC32 = &HA3E6EE5E
Description = ""
IsRoom = False
[Logic37]
ID = Logic_Casino_Game_SlotMachine
Size = 1683
CRC32 = &H2EFBDD84
CompCRC32 = &H2EFBDD84
CRC32 = &H55026053
CompCRC32 = &H55026053
Description = ""
IsRoom = False
[Logic38]
ID = Logic_Casino_Game_TableCard
Size = 4942
CRC32 = &H80CAC40D
CompCRC32 = &H80CAC40D
CRC32 = &H934138BE
CompCRC32 = &H934138BE
Description = ""
IsRoom = False
[Logic40]
ID = Logic_Casino_Lift
Size = 3881
CRC32 = &HE7136856
CompCRC32 = &HE7136856
CRC32 = &HC10B48B5
CompCRC32 = &HC10B48B5
Description = ""
IsRoom = False
[Logic41]
ID = Logic_Casino_HoneyMoon
Size = 6021
CRC32 = &HCB8667ED
CompCRC32 = &HCB8667ED
CRC32 = &H5E3BD2C9
CompCRC32 = &H5E3BD2C9
Description = ""
IsRoom = False
[Logic42]
ID = Logic_Casino_Lift_Penthouse
Size = 7679
CRC32 = &HD552032F
CompCRC32 = &HD552032F
CRC32 = &H32C1DB25
CompCRC32 = &H32C1DB25
Description = ""
IsRoom = False
[Logic43]
ID = Logic_Casino_Penthouse_Hottub
Size = 6767
CRC32 = &HF6623F80
CompCRC32 = &HF6623F80
CRC32 = &HD5C3DB8E
CompCRC32 = &HD5C3DB8E
Description = ""
IsRoom = False
[Logic44]
ID = Logic_Casino_Penthouse
Size = 3323
CRC32 = &HA871A4EB
CompCRC32 = &HA871A4EB
CRC32 = &HF2022CF3
CompCRC32 = &HF2022CF3
Description = ""
IsRoom = False
[Logic45]
ID = Logic_Casino_Penthouse_Bed
Size = 10727
CRC32 = &HB63B4680
CompCRC32 = &HB63B4680
CRC32 = &H77D4E7E8
CompCRC32 = &HC8A5B369
Description = ""
IsRoom = False
[Logic50]
ID = Logic_SetValues
Size = 105
CRC32 = &H2D334E9D
CompCRC32 = &H2D334E9D
CRC32 = &HBC38BC5F
CompCRC32 = &HBC38BC5F
Description = ""
IsRoom = False
[Logic51]
ID = Logic_Setup
Size = 390
CRC32 = &HAA6F7D2E
CompCRC32 = &HAA6F7D2E
CRC32 = &HD48404F2
CompCRC32 = &HD48404F2
Description = ""
IsRoom = False
[Logic52]
ID = Logic_Debug
Size = 867
CRC32 = &H602EC737
CompCRC32 = &H602EC737
CRC32 = &HB7718066
CompCRC32 = &HB7718066
Description = ""
IsRoom = False
@ -376,8 +376,8 @@
[Logic57]
ID = Logic_Street_Outside
Size = 2441
CRC32 = &HD0EE5C5C
CompCRC32 = &HD0EE5C5C
CRC32 = &H6C08A920
CompCRC32 = &H6C08A920
Description = ""
IsRoom = False
@ -423,7 +423,7 @@
BkgdImg = ""
[Picture7]
ID = Picture7
ID = Pct_Black
Size = 6
Description = ""
BkgdImg = ""
@ -906,7 +906,7 @@
Visible3 = True
[Sound15]
ID = Sound15
ID = SFX_doll_flight
Size = 76
Description = ""
Key = 0
@ -978,7 +978,7 @@
Visible3 = True
[Sound24]
ID = Sound24
ID = Music_Grivoise
Size = 1536
Description = ""
Key = 0
@ -1811,7 +1811,7 @@
Description = ""
[View169]
ID = View169
ID = Casino_penthouse_Cabinet_Door
Size = 451
Description = ""

View file

@ -1 +1 @@
21 18 3|62,5|2|5 0|-4|10|6 -485|-200|-200|-770|-257|-500 396|1582|197|790 R|1|True|0|True|0|0|001:1:5:0:0:0|002:1:5:0:0:0 R|6|True|1|True|2|0|001:11:5:0:0:0 R|8|True|14|True|10|2 R|9|True|13|True|10|0 R|10|True|3|True|4|2|001:8:5:0:0:0|006:33:3:0:0:0|005:32:3:0:0:0|004:23:3:0:0:0|003:22:3:0:0:0|002:11:1:0:0:0 R|11|True|2|True|4|0|001:19:5:0:0:0|003:10:3:0:0:0|002:12:2:0:0:0|004:15:1:0:0:0 R|12|True|9|True|8|0|002:17:1:0:0:0|001:11:4:0:0:0 R|13|True|12|True|6|-4|001:14:4:0:0:0 R|14|True|11|True|4|-4|001:15:3:0:0:0|002:13:2:0:0:0 R|15|True|10|True|4|-2|003:16:2:0:0:0|002:14:1:0:0:0|001:11:3:0:0:0 R|16|True|15|True|6|-2|002:17:1:0:0:0|001:15:4:0:0:0 R|17|True|16|True|8|-2|001:16:3:0:0:0|002:12:3:0:0:0 R|19|True|4|True|10|-2 R|21|True|17|True|1|6|001:22:1:0:0:0 R|22|True|5|True|1|4|001:19:5:0:0:0|003:21:3:0:0:0|002:10:1:0:0:0 R|23|True|6|True|4|4|001:19:5:0:0:0|002:10:1:0:0:0 R|32|True|7|True|5|4|001:19:5:0:0:0|002:10:1:0:0:0 R|33|True|8|True|6|4|001:19:5:0:0:0|002:10:1:0:0:0 U|16|True
21 18 3|62,5|2|5 0|-4|10|6 -485|-200|-200|-770|-257|-500 396|1582|197|790 R|1|True|0|True|0|0|001:1:5:0:0:0|002:1:5:0:0:0 R|6|True|1|True|2|0|001:11:5:0:0:0 R|8|True|14|True|10|2 R|9|True|13|True|10|0 R|10|True|3|True|4|2|001:8:5:0:0:0|006:33:3:0:0:0|005:32:3:0:0:0|004:23:3:0:0:0|003:22:3:0:0:0|002:11:1:0:0:0 R|11|True|2|True|4|0|001:19:5:0:0:0|003:10:3:0:0:0|002:12:2:0:0:0|004:15:1:0:0:0 R|12|True|9|True|8|0|002:17:1:0:0:0|001:11:4:0:0:0 R|13|True|12|True|6|-4|001:14:4:0:0:0 R|14|True|11|True|4|-4|001:15:3:0:0:0|002:13:2:0:0:0 R|15|True|10|True|4|-2|003:16:2:0:0:0|002:14:1:0:0:0|001:11:3:0:0:0 R|16|True|15|True|6|-2|002:17:1:0:0:0|001:15:4:0:0:0 R|17|True|16|True|8|-2|001:16:3:0:0:0|002:12:3:0:0:0 R|19|True|4|True|10|-2 R|21|True|17|True|1|6|001:22:1:0:0:0 R|22|True|5|True|1|4|001:19:5:0:0:0|003:21:3:0:0:0|002:10:1:0:0:0 R|23|True|6|True|4|4|001:19:5:0:0:0|002:10:1:0:0:0 R|32|True|7|True|5|4|001:19:5:0:0:0|002:10:1:0:0:0 R|33|True|8|True|6|4|001:19:5:0:0:0|002:10:1:0:0:0 U|16|True U|11|True|001:19:5:0|003:10:3:0|002:12:2:0|004:15:1:0

View file

@ -88,3 +88,10 @@
#define boolHasFreshBreath f66 [ Is Larry has a fresh breath ?
#define varTimer_FreshBreath_Minutes v72
#define varTimer_freshBreath_Seconds v71
#define boolSecondHasChange f44 [ Second has changed ?
#define varJumpToRoom v76 [ Change the current Room (jump)
#define boolDisabledRoomJump f48 [ Set to disable any room jump
#define varJumpEdgeEgoHit v78 [ Saved Edge Ego Hit variable
#define varCurrentRoom v77
#define varEgoPosX v38
#define varEgoPosY v39

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@ -1,5 +1,5 @@
if (isset(newRoom))
{ reset(f33); load.view(Slot_cherry); load.view(YouWin); load.logics(Logic_Casino_GameWon); load.sound(Sound3); load.sound(Sound4); load.pic(currentRoom); draw.pic(currentRoom); discard.pic(currentRoom); animate.obj(o13); set.priority(o13, 15); set.view(o13, Slot_cherry); set.loop(o13, 2); position(o13, 56, 106); animate.obj(Obj_animatedPNJ2); set.view(Obj_animatedPNJ2, Slot_cherry); set.loop(Obj_animatedPNJ2, 0); set.cel(Obj_animatedPNJ2, 3); position(Obj_animatedPNJ2, 46, 87); draw(Obj_animatedPNJ2); stop.cycling(Obj_animatedPNJ2); animate.obj(Obj_animatedPNJ3); set.view(Obj_animatedPNJ3, Slot_cherry); set.loop(Obj_animatedPNJ3, 0); set.cel(Obj_animatedPNJ3, 3); position(Obj_animatedPNJ3, 69, 87); draw(Obj_animatedPNJ3); stop.cycling(Obj_animatedPNJ3); animate.obj(Obj_animatedPNJ4); set.view(Obj_animatedPNJ4, Slot_cherry); set.loop(Obj_animatedPNJ4, 0); set.cel(Obj_animatedPNJ4, 3); position(Obj_animatedPNJ4, 93, 87); draw(Obj_animatedPNJ4); stop.cycling(Obj_animatedPNJ4); animate.obj(Obj_animatedPNJ1); ignore.horizon(Obj_animatedPNJ1); set.view(Obj_animatedPNJ1, Slot_cherry); set.loop(Obj_animatedPNJ1, 1); position(Obj_animatedPNJ1, 50, 10); show.pic(); v200 = 1; set(f201); set(f48); v207 = 2; call(Logic_Casino_GameWon); print.at("\n RESULTS " "PAYS\n|--------------------------------|\n| Cherry | | " " | 1 |\n| Cherry | Cherry | | 2 |\n| Cherry | Cherry | " "Cherry | 4 |\n|--------|--------|--------|-----|\n| Orange | " "Orange | | 2 |\n| Orange | Orange | Orange | 4 " "|\n|--------|--------|--------|-----|\n| Seven | Seven | | " " 3 |\n| Seven | Seven | Seven | 5 " "|\n|--------|--------|--------|-----|\n| Bar | Bar | Bar | " " 7 |\n|--------------------------------|\n", 2, 2, 36); print("\nPress F4 to decrease bet.\n\nPress F6 to increase bet.\n\nPress F8 " "to pull handle.\n"); set(noScript); return(); } set(f69); if (isset(f201) && controller(c4))
{ reset(f33); load.view(Slot_cherry); load.view(YouWin); load.logics(Logic_Casino_GameWon); load.sound(Sound3); load.sound(Sound4); load.pic(currentRoom); draw.pic(currentRoom); discard.pic(currentRoom); animate.obj(o13); set.priority(o13, 15); set.view(o13, Slot_cherry); set.loop(o13, 2); position(o13, 56, 106); animate.obj(Obj_animatedPNJ2); set.view(Obj_animatedPNJ2, Slot_cherry); set.loop(Obj_animatedPNJ2, 0); set.cel(Obj_animatedPNJ2, 3); position(Obj_animatedPNJ2, 46, 87); draw(Obj_animatedPNJ2); stop.cycling(Obj_animatedPNJ2); animate.obj(Obj_animatedPNJ3); set.view(Obj_animatedPNJ3, Slot_cherry); set.loop(Obj_animatedPNJ3, 0); set.cel(Obj_animatedPNJ3, 3); position(Obj_animatedPNJ3, 69, 87); draw(Obj_animatedPNJ3); stop.cycling(Obj_animatedPNJ3); animate.obj(Obj_animatedPNJ4); set.view(Obj_animatedPNJ4, Slot_cherry); set.loop(Obj_animatedPNJ4, 0); set.cel(Obj_animatedPNJ4, 3); position(Obj_animatedPNJ4, 93, 87); draw(Obj_animatedPNJ4); stop.cycling(Obj_animatedPNJ4); animate.obj(Obj_animatedPNJ1); ignore.horizon(Obj_animatedPNJ1); set.view(Obj_animatedPNJ1, Slot_cherry); set.loop(Obj_animatedPNJ1, 1); position(Obj_animatedPNJ1, 50, 10); show.pic(); v200 = 1; set(f201); set(boolDisabledRoomJump); v207 = 2; call(Logic_Casino_GameWon); print.at("\n RESULTS " "PAYS\n|--------------------------------|\n| Cherry | | " " | 1 |\n| Cherry | Cherry | | 2 |\n| Cherry | Cherry | " "Cherry | 4 |\n|--------|--------|--------|-----|\n| Orange | " "Orange | | 2 |\n| Orange | Orange | Orange | 4 " "|\n|--------|--------|--------|-----|\n| Seven | Seven | | " " 3 |\n| Seven | Seven | Seven | 5 " "|\n|--------|--------|--------|-----|\n| Bar | Bar | Bar | " " 7 |\n|--------------------------------|\n", 2, 2, 36); print("\nPress F4 to decrease bet.\n\nPress F6 to increase bet.\n\nPress F8 " "to pull handle.\n"); set(noScript); return(); } set(f69); if (isset(f201) && controller(c4))
{ --v200; v207 = 2; call(Logic_Casino_GameWon); } if (isset(f201) && controller(c6))
{ if (v200 < 20)
{ ++v200; } else
@ -44,4 +44,4 @@ if (isset(newRoom))
{ sound(Sound4, f53); } if ((controller(CtrlHelp) || isset(f203)))
{ reset(f203); v207 = 2; call(Logic_Casino_GameWon); print.at("\n RESULTS " "PAYS\n|--------------------------------|\n| Cherry | | " " | 1 |\n| Cherry | Cherry | | 2 |\n| Cherry | Cherry | " "Cherry | 4 |\n|--------|--------|--------|-----|\n| Orange | " "Orange | | 2 |\n| Orange | Orange | Orange | 4 " "|\n|--------|--------|--------|-----|\n| Seven | Seven | | " " 3 |\n| Seven | Seven | Seven | 5 " "|\n|--------|--------|--------|-----|\n| Bar | Bar | Bar | " " 7 |\n|--------------------------------|\n", 2, 2, 36); print("\nPress F4 to decrease bet.\n\nPress F6 to increase bet.\n\nPress F8 " "to pull handle.\n"); } if (isset(gameRestored))
{ v207 = 2; call(Logic_Casino_GameWon); } if (isset(boolQuestionnaireFailedOnce))
{ reset(f48); reset(noScript); reset(f87); reset(f93); v76 = 31; } return(); [ Messages #message 1 "\nPress F4 to decrease bet.\n\nPress F6 to increase bet.\n\nPress F8 to pull handle.\n" #message 2 "\n RESULTS PAYS\n|--------------------------------|\n| Cherry | | | 1 |\n| Cherry | Cherry | | 2 |\n| Cherry | Cherry | Cherry | 4 |\n|--------|--------|--------|-----|\n| Orange | Orange | | 2 |\n| Orange | Orange | Orange | 4 |\n|--------|--------|--------|-----|\n| Seven | Seven | | 3 |\n| Seven | Seven | Seven | 5 |\n|--------|--------|--------|-----|\n| Bar | Bar | Bar | 7 |\n|--------------------------------|\n" #message 3 "You insert zero dollars, and pretend to pull the handle." #message 4 "You win zero dollars!" #message 5 "Is this your idea of a good time?" #message 6 "This machine has a $20.00 limit." #message 7 "You can't bet more than you have." #message 8 "It's an electronic slot machine. When you tire of playing, just type \"stop.\"" #message 9 "" #message 10 "" #message 11 "Don't be in such a hurry!" #message 12 "Slow down!" #message 13 "What are you? A \"Type-A\" personality?"
{ reset(boolDisabledRoomJump); reset(noScript); reset(f87); reset(f93); varJumpToRoom = 31; } return(); [ Messages #message 1 "\nPress F4 to decrease bet.\n\nPress F6 to increase bet.\n\nPress F8 to pull handle.\n" #message 2 "\n RESULTS PAYS\n|--------------------------------|\n| Cherry | | | 1 |\n| Cherry | Cherry | | 2 |\n| Cherry | Cherry | Cherry | 4 |\n|--------|--------|--------|-----|\n| Orange | Orange | | 2 |\n| Orange | Orange | Orange | 4 |\n|--------|--------|--------|-----|\n| Seven | Seven | | 3 |\n| Seven | Seven | Seven | 5 |\n|--------|--------|--------|-----|\n| Bar | Bar | Bar | 7 |\n|--------------------------------|\n" #message 3 "You insert zero dollars, and pretend to pull the handle." #message 4 "You win zero dollars!" #message 5 "Is this your idea of a good time?" #message 6 "This machine has a $20.00 limit." #message 7 "You can't bet more than you have." #message 8 "It's an electronic slot machine. When you tire of playing, just type \"stop.\"" #message 9 "" #message 10 "" #message 11 "Don't be in such a hurry!" #message 12 "Slow down!" #message 13 "What are you? A \"Type-A\" personality?"

View file

@ -3,7 +3,7 @@ if (isset(newRoom))
{ load.view(Game_Card_Shuffle); } else
{ load.view(Game_Cards_Draw); } load.pic(currentRoom); draw.pic(currentRoom); animate.obj(o15); ignore.objs(o15); position(o15, 61, 55); if (monitorType != MONO)
{ set.view(o15, Game_Card_Shuffle); } else
{ set.view(o15, Game_Cards_Draw); } animate.obj(o13); ignore.objs(o13); set.view(o13, YouWin); position(o13, 54, 82); v255 = 2; v227 = 1; v219 = 45; show.pic(); v229 = 6; call(Logic_Casino_inGame); print("\nPress F4 when ready to play.\n\nPress F6 for another card.\n\nPress " "F8 to stand.\n\nTo change the amount of your bet, type \"change " "bet.\"\n"); set(f48); set(noScript); return(); } set(f69); if ((controller(CtrlHelp) || said("help")))
{ set.view(o15, Game_Cards_Draw); } animate.obj(o13); ignore.objs(o13); set.view(o13, YouWin); position(o13, 54, 82); v255 = 2; v227 = 1; v219 = 45; show.pic(); v229 = 6; call(Logic_Casino_inGame); print("\nPress F4 when ready to play.\n\nPress F6 for another card.\n\nPress " "F8 to stand.\n\nTo change the amount of your bet, type \"change " "bet.\"\n"); set(boolDisabledRoomJump); set(noScript); return(); } set(f69); if ((controller(CtrlHelp) || said("help")))
{ set(f245); } if ((said("tip", "blond") || said("add", "blond", "bucks") || said("add", "bucks", "blond")))
{ print("\"I'm sorry, Sir. We're not permitted to accept gratuities!\""); } if ((controller(c4) || said("bargain", "fingers") || said("bargain", "card") || said("bargain")))
{ v219 = 45; if (v236 > 0)
@ -74,7 +74,7 @@ if (isset(newRoom))
{ set(f245); } if ((said("examine") || said("examine", "desk")))
{ v219 = 45; print("You are sitting at a blackjack table in the casino. There is a sign on " "the table titled \"House Rules.\""); } if ((said("examine", "blond") || said("examine", "blond")))
{ print("She's a beautiful young lady, but you vow to keep your thoughts on the " "game."); } if ((said("ask", "blond") || said("ask", "blond")))
{ print("\"Please, no talking at the tables.\""); } Label4: if (isset(f44))
{ print("\"Please, no talking at the tables.\""); } Label4: if (isset(boolSecondHasChange))
{ --v219; if (v219 == 1)
{ set(f245); } } if (isset(f245))
{ reset(f245); print("\n HOUSE RULES\n\nThis table has a $20.00 limit. Bets must be a " "multiple of $2.00.\n\nDealer must hit 16, and must stand on " "17.\n\nBlackjack pays 1-1/2 to 1 odds.\n\nAny six cards under 22 " "wins.\n"); print("\nInsurance bets are offered whenever the dealer shows an ace. They " "are half your bet, and pay 2 to 1 odds.\n\nYou may split a pair or " "surrender whenever you have only two cards.\n\nYou may double down if " "your cards total 10 or 11 points.\n"); print("\nPress F4 when ready to play.\n\nPress F6 for another card.\n\nPress " "F8 to stand.\n\nTo change the amount of your bet, type \"change " "bet.\"\n"); v219 = 45; } if (isset(boolTimingDelayOut))
@ -204,6 +204,6 @@ if (isset(newRoom))
{ sound(Sound5, f53); } if ((varTitlePageStep == 6 || varTitlePageStep == 204 || varTitlePageStep == 205 || varTitlePageStep == 231 || varTitlePageStep == 232))
{ sound(Sound7, f53); } } if (isset(gameRestored))
{ v229 = 6; call(Logic_Casino_inGame); } if (isset(f255))
{ reset(f48); reset(noScript); reset(f87); v76 = 31; } if (isset(boolCallDebugger) && isset(boolDebugInGame))
{ reset(boolDisabledRoomJump); reset(noScript); reset(f87); varJumpToRoom = 31; } if (isset(boolCallDebugger) && isset(boolDebugInGame))
{ if ((v223 != v217 || v224 != v218 || v222 != v216))
{ v229 = 7; call(Logic_Casino_inGame); } } return(); [ Messages #message 1 "You are sitting at a blackjack table in the casino. There is a sign on the table titled \"House Rules.\"" #message 2 "Do you want insurance? " #message 3 "Amount in dollars: $" #message 4 "Please bet an even number of dollars (2, 4, 6, etc.). The house does not keep half-dollars." #message 5 "The dealer has blackjack!" #message 6 "Surrendering your cards, you are refunded half of your bet." #message 7 "You bet zero dollars, receive zero cards, and win zero dollars and zero cents." #message 8 "You can play all night like this!" #message 9 "Your insurance bet pays 2 to 1." #message 10 "Please answer \"y\" or \"n\"." #message 11 "You are busted." #message 12 "The dealer busted." #message 13 "She's a beautiful young lady, but you vow to keep your thoughts on the game." #message 14 "It's a push!" #message 15 "\"Thanks for playing,\" says the dealer, finally cracking a smile. \"Come back anytime.\"" #message 16 "You lose!" #message 17 "You have blackjack." #message 18 "Six cards make a winner." #message 19 "You can only " #message 20 " when you have two cards." #message 21 "\"Please, no talking at the tables.\"" #message 22 "That's not a pair." #message 23 "\"I'm sorry, Sir. We're not permitted to accept gratuities!\"" #message 24 "%m19double when you have 10 or 11 points." #message 25 "%m19split%m20" #message 26 "%m19surrender%m20" #message 27 "You don't have enough money!" #message 28 "Don't be in such a hurry. Finish this hand first!" #message 29 "It's too late now. This hand is already being played." #message 30 "You can't bet more than you have." #message 31 "$20.00 is the maximum bet at this table." #message 32 "" #message 33 "" #message 34 "Your first hand " #message 35 "%m34is a push!" #message 36 "%m34wins!" #message 37 "%m34loses!" #message 38 "%m34busted!" #message 39 "%m43is a push!" #message 40 "%m43wins!" #message 41 "%m43loses!" #message 42 "%m43busted!" #message 43 "Your split hand " #message 44 "Please wait until it's your turn." #message 45 "\n HOUSE RULES\n\nThis table has a $20.00 limit. Bets must be a multiple of $2.00.\n\nDealer must hit 16, and must stand on 17.\n\nBlackjack pays 1-1/2 to 1 odds.\n\nAny six cards under 22 wins.\n" #message 46 "\nInsurance bets are offered whenever the dealer shows an ace. They are half your bet, and pay 2 to 1 odds.\n\nYou may split a pair or surrender whenever you have only two cards.\n\nYou may double down if your cards total 10 or 11 points.\n" #message 47 "\nPress F4 when ready to play.\n\nPress F6 for another card.\n\nPress F8 to stand.\n\nTo change the amount of your bet, type \"change bet.\"\n"

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View file

@ -6,8 +6,8 @@ if (isset(newRoom))
{ move.obj(Obj_animatedPNJ1, 73, 36, 2, boolTimingDelayOut); varTitlePageStep = 200; } else
{ if (v79 < v200)
{ move.obj(Obj_animatedPNJ1, 73, 167, 2, boolTimingDelayOut); varTitlePageStep = 200; } else
{ move.obj(Obj_animatedPNJ1, 73, 128, 2, boolTimingDelayOut); varTitlePageStep = 100; } } draw(Obj_animatedPNJ1); draw(Obj_animatedPNJ2); stop.update(Obj_animatedPNJ2); set.cel.v(Obj_animatedPNJ6, v200); draw(Obj_animatedPNJ6); set.view(ego, Larry_StandAndWalk); set.loop(ego, 2); set.priority(ego, 12); v38 = 76; v39 = 126; position.v(ego, v38, v39); } else
{ draw(Obj_animatedPNJ3); stop.update(Obj_animatedPNJ3); set.loop(Obj_animatedPNJ1, 0); set.cel(Obj_animatedPNJ1, 0); position(Obj_animatedPNJ1, 73, 128); draw(Obj_animatedPNJ1); stop.update(Obj_animatedPNJ1); v200 = 4; draw(Obj_animatedPNJ4); stop.update(Obj_animatedPNJ4); set.loop(ego, 0); v38 = 9; v39 = 132; position.v(ego, v38, v39); draw(ego); start.motion(ego); } show.pic(); if (previousRoom == 41)
{ move.obj(Obj_animatedPNJ1, 73, 128, 2, boolTimingDelayOut); varTitlePageStep = 100; } } draw(Obj_animatedPNJ1); draw(Obj_animatedPNJ2); stop.update(Obj_animatedPNJ2); set.cel.v(Obj_animatedPNJ6, v200); draw(Obj_animatedPNJ6); set.view(ego, Larry_StandAndWalk); set.loop(ego, 2); set.priority(ego, 12); varEgoPosX = 76; varEgoPosY = 126; position.v(ego, varEgoPosX, varEgoPosY); } else
{ draw(Obj_animatedPNJ3); stop.update(Obj_animatedPNJ3); set.loop(Obj_animatedPNJ1, 0); set.cel(Obj_animatedPNJ1, 0); position(Obj_animatedPNJ1, 73, 128); draw(Obj_animatedPNJ1); stop.update(Obj_animatedPNJ1); v200 = 4; draw(Obj_animatedPNJ4); stop.update(Obj_animatedPNJ4); set.loop(ego, 0); varEgoPosX = 9; varEgoPosY = 132; position.v(ego, varEgoPosX, varEgoPosY); draw(ego); start.motion(ego); } show.pic(); if (previousRoom == 41)
{ print("You close the door behind you, and jiggle the knob to confirm it is " "locked."); } return(); } reset(f205); if (posn(ego, 73, 119, 83, 127))
{ set(f205); } if (isset(f205))
{ set.priority(ego, 11); } else
@ -56,7 +56,7 @@ if (isset(newRoom))
{ v79 = 7; set(boolTimingDelayOut); } if ((said("move", "eight") || said("move", "button", "eight") || said("eight")))
{ v79 = 8; set(boolTimingDelayOut); } if ((said("move", "rol") || said("move", "button", "rol")))
{ print("Type a word, like \"one\" or \"two.\""); } } Label1: if (isset(f202))
{ reset(boolDisablePlayer); v76 = 41; } if (isset(boolTimingDelayOut))
{ reset(boolDisablePlayer); varJumpToRoom = 41; } if (isset(boolTimingDelayOut))
{ reset(boolTimingDelayOut); ++varTitlePageStep; if (varTitlePageStep == 1)
{ set(f204); varLarryAttitude = 18; stop.motion(ego); set(boolDisablePlayer); set.view(ego, Larry_Close_Door); set.cel(ego, 0); reposition.to(ego, 76, 126); cycle.time(ego, varEgoSize); set(f34); end.of.loop(ego, boolTimingDelayOut); } if (varTitlePageStep == 2)
{ erase(ego); set.view(ego, Larry_StandAndWalk); set.loop(Obj_animatedPNJ1, 3); set.cel(Obj_animatedPNJ1, 0); cycle.time(Obj_animatedPNJ1, varEgoSize); end.of.loop(Obj_animatedPNJ1, boolTimingDelayOut); } if (varTitlePageStep == 3)
@ -69,9 +69,9 @@ if (isset(newRoom))
{ reset(f204); varLarryAttitude = 0; v79 = 0; varTitlePageStep = 0; set.loop(Obj_animatedPNJ1, 0); draw(Obj_animatedPNJ3); set.view(ego, Larry_StandAndWalk); set.loop(ego, 2); set.cel(ego, 0); position(ego, 76, 126); draw(ego); start.motion(ego); cycle.time(ego, v84); reset(f34); reset(boolDisablePlayer); } if (varTitlePageStep == 201)
{ if (isset(f206))
{ --v200; if (v200 == 1)
{ v76 = 35; return(); } } else
{ varJumpToRoom = 35; return(); } } else
{ ++v200; if (v200 == 8)
{ v76 = 42; return(); } } if (isset(f206))
{ varJumpToRoom = 42; return(); } } if (isset(f206))
{ reposition.to(Obj_animatedPNJ1, 73, 36); } else
{ reposition.to(Obj_animatedPNJ1, 73, 167); } if (v200 != 4)
{ erase(Obj_animatedPNJ4); } else

View file

@ -2,14 +2,14 @@ if (isset(newRoom))
{ set.horizon(1); load.pic(currentRoom); draw.pic(currentRoom); discard.pic(currentRoom); load.view(Casino_Lifts); load.view(Game_Number); load.view(Larry_Close_Door); load.view(Larry_StandAndWalk); load.view(Obj_Bin); animate.obj(Obj_animatedPNJ5); ignore.blocks(Obj_animatedPNJ5); set.view(Obj_animatedPNJ5, Obj_Bin); if (obj.in.room("Disco Pass", currentRoom))
{ set.cel(Obj_animatedPNJ5, 0); } else
{ set.cel(Obj_animatedPNJ5, 1); } position(Obj_animatedPNJ5, 77, 159); stop.cycling(Obj_animatedPNJ5); draw(Obj_animatedPNJ5); stop.update(Obj_animatedPNJ5); animate.obj(Obj_animatedPNJ4); ignore.blocks(Obj_animatedPNJ4); ignore.objs(Obj_animatedPNJ4); set.view(Obj_animatedPNJ4, Game_Number); set.priority(Obj_animatedPNJ4, 5); position(Obj_animatedPNJ4, 73, 91); set.cel(Obj_animatedPNJ4, 1); stop.cycling(Obj_animatedPNJ4); animate.obj(Obj_animatedPNJ2); ignore.blocks(Obj_animatedPNJ2); ignore.objs(Obj_animatedPNJ2); set.view(Obj_animatedPNJ2, Casino_Lifts); set.loop(Obj_animatedPNJ2, 2); fix.loop(Obj_animatedPNJ2); set.priority(Obj_animatedPNJ2, 4); position(Obj_animatedPNJ2, 73, 108); varRandomValue = 3; cycle.time(Obj_animatedPNJ2, varRandomValue); animate.obj(Obj_animatedPNJ3); ignore.blocks(Obj_animatedPNJ3); ignore.objs(Obj_animatedPNJ3); set.view(Obj_animatedPNJ3, Casino_Lifts); set.loop(Obj_animatedPNJ3, 1); fix.loop(Obj_animatedPNJ3); position(Obj_animatedPNJ3, 73, 118); set.priority(Obj_animatedPNJ3, 5); animate.obj(Obj_animatedPNJ1); ignore.blocks(Obj_animatedPNJ1); ignore.objs(Obj_animatedPNJ1); set.view(Obj_animatedPNJ1, Casino_Lifts); set.priority(Obj_animatedPNJ1, 11); fix.loop(Obj_animatedPNJ1); step.size(Obj_animatedPNJ1, v85); if (varLarryAttitude == 18)
{ set(f204); varLarryAttitude = 18; set.loop(Obj_animatedPNJ1, 3); last.cel(Obj_animatedPNJ1, varRandomValue); set.cel.v(Obj_animatedPNJ1, varRandomValue); stop.cycling(Obj_animatedPNJ1); position(Obj_animatedPNJ1, 73, 36); draw(Obj_animatedPNJ1); move.obj(Obj_animatedPNJ1, 73, 118, 2, boolTimingDelayOut); varTitlePageStep = 100; draw(Obj_animatedPNJ2); stop.update(Obj_animatedPNJ2); draw(Obj_animatedPNJ4); set.view(ego, Larry_StandAndWalk); set.loop(ego, 2); set.priority(ego, 12); v38 = 75; v39 = 119; } else
{ set(f204); varLarryAttitude = 18; set.loop(Obj_animatedPNJ1, 3); last.cel(Obj_animatedPNJ1, varRandomValue); set.cel.v(Obj_animatedPNJ1, varRandomValue); stop.cycling(Obj_animatedPNJ1); position(Obj_animatedPNJ1, 73, 36); draw(Obj_animatedPNJ1); move.obj(Obj_animatedPNJ1, 73, 118, 2, boolTimingDelayOut); varTitlePageStep = 100; draw(Obj_animatedPNJ2); stop.update(Obj_animatedPNJ2); draw(Obj_animatedPNJ4); set.view(ego, Larry_StandAndWalk); set.loop(ego, 2); set.priority(ego, 12); varEgoPosX = 75; varEgoPosY = 119; } else
{ draw(Obj_animatedPNJ3); stop.update(Obj_animatedPNJ3); set.loop(Obj_animatedPNJ1, 0); set.cel(Obj_animatedPNJ1, 0); position(Obj_animatedPNJ1, 73, 118); draw(Obj_animatedPNJ1); stop.update(Obj_animatedPNJ1); if (previousRoom == 36)
{ v38 = 128; v39 = 104; set.loop(ego, 1); position.v(ego, v38, v39); draw(ego); start.motion(ego); } else
{ varEgoPosX = 128; varEgoPosY = 104; set.loop(ego, 1); position.v(ego, varEgoPosX, varEgoPosY); draw(ego); start.motion(ego); } else
{ if (previousRoom <= 0)
{ v38 = 75; v39 = 115; } position.v(ego, v38, v39); draw(ego); } } ignore.objs(ego); show.pic(); return(); } reset(boolQuestionnaireFailedOnce); if (posn(ego, 70, 110, 83, 120))
{ varEgoPosX = 75; varEgoPosY = 115; } position.v(ego, varEgoPosX, varEgoPosY); draw(ego); } } ignore.objs(ego); show.pic(); return(); } reset(boolQuestionnaireFailedOnce); if (posn(ego, 70, 110, 83, 120))
{ set(boolQuestionnaireFailedOnce); } reset(f205); if (posn(ego, 96, 101, 111, 106))
{ set(f205); } reset(f201); if (posn(ego, 62, 155, 87, 163))
{ set(f201); } if (v39 > 119 && v39 < 133)
{ set(f201); } if (varEgoPosY > 119 && varEgoPosY < 133)
{ set.priority(ego, 12); } else
{ release.priority(ego); } if (!isset(haveInput))
{ goto(Label1); } if (isset(f204) && !isset(haveMatch))
@ -29,12 +29,12 @@ if (isset(newRoom))
{ if (isset(boolQuestionnaireFailedOnce))
{ print("The doors close whenever you choose a floor."); } else
{ print("Go inside and push a button."); } } if ((said("examine", "ash tray") || said("look in", "ash tray")))
{ if (v39 < 150)
{ if (varEgoPosY < 150)
{ print("Where?"); } else
{ if (obj.in.room("Disco Pass", currentRoom))
{ print("There's some kind of card in the ashtray."); } else
{ print("Yuck!"); } } } if (said("anyword", "ash tray"))
{ if (v39 < 150)
{ if (varEgoPosY < 150)
{ print("Where?"); } else
{ if (obj.in.room("Disco Pass", currentRoom))
{ print("There's some kind of card in the ashtray."); } else
@ -72,8 +72,8 @@ if (isset(newRoom))
{ erase(Obj_animatedPNJ3); draw(Obj_animatedPNJ2); draw(Obj_animatedPNJ4); stop.cycling(Obj_animatedPNJ1); if (v79 == 1)
{ print("Wasn't that a fast ride!"); varTitlePageStep = 101; } else
{ move.obj(Obj_animatedPNJ1, 73, 36, 2, boolTimingDelayOut); } } if (varTitlePageStep == 4)
{ v76 = 40; } if (varTitlePageStep == 101)
{ varJumpToRoom = 40; } if (varTitlePageStep == 101)
{ erase(Obj_animatedPNJ2); erase(Obj_animatedPNJ4); cycle.time(Obj_animatedPNJ1, v85); start.cycling(Obj_animatedPNJ1); reverse.loop(Obj_animatedPNJ1, boolTimingDelayOut); } if (varTitlePageStep == 102)
{ reset(f204); varLarryAttitude = 0; v79 = 0; varTitlePageStep = 0; set.loop(Obj_animatedPNJ1, 0); draw(Obj_animatedPNJ3); set.view(ego, Larry_StandAndWalk); set.loop(ego, 2); set.cel(ego, 0); position(ego, 76, 116); draw(ego); start.motion(ego); reset(boolDisablePlayer); cycle.time(ego, v84); reset(f34); } } if (edgeEgoHit == BOTTOM_EDGE)
{ v76 = 31; } if (posn(ego, 131, 101, 132, 106))
{ v76 = 36; } return(); [ Messages #message 1 "The entrance to the Cabaret Lounge is to the right, by the telephone. A glass elevator awaits you. An ashtray is in front of the planter." #message 2 "You are inside the glass elevator. Your favorite kind of music is playing. You hum along, insipidly." #message 3 "There are buttons labeled \"one\" through \"eight.\"" #message 4 "Type a word, like \"one\" or \"two.\"" #message 5 "Whee!" #message 6 "You know, the people on those plants look like ants from up here." #message 7 "\"strangers in the night, da da da dee da...\"" #message 8 "Those ARE ants, you fool; we haven't left the ground yet!" #message 9 "Wasn't that a fast ride!" #message 10 "They're of your favorite species: polyvinyl chloride. There is an ashtray in front of the planter." #message 11 "You carefully remove the card from the cancerous remains in the ashtray. It's a valid pass to the disco!" #message 12 "There's some kind of card in the ashtray." #message 13 "Yuck!" #message 14 "Where?" #message 15 "The doors close whenever you choose a floor." #message 16 "Go inside and push a button." #message 17 "It's of no interest." #message 18 "The ashtray is of no further interest since you have the card." #message 19 "It's not ringing." #message 20 "All the pages are torn out." #message 21 "Somebody filled the coin slot with chewing gum." #message 22 "You can't. It's so firmly embedded, nothing will get it out. You'll just have to find another telephone."
{ varJumpToRoom = 31; } if (posn(ego, 131, 101, 132, 106))
{ varJumpToRoom = 36; } return(); [ Messages #message 1 "The entrance to the Cabaret Lounge is to the right, by the telephone. A glass elevator awaits you. An ashtray is in front of the planter." #message 2 "You are inside the glass elevator. Your favorite kind of music is playing. You hum along, insipidly." #message 3 "There are buttons labeled \"one\" through \"eight.\"" #message 4 "Type a word, like \"one\" or \"two.\"" #message 5 "Whee!" #message 6 "You know, the people on those plants look like ants from up here." #message 7 "\"strangers in the night, da da da dee da...\"" #message 8 "Those ARE ants, you fool; we haven't left the ground yet!" #message 9 "Wasn't that a fast ride!" #message 10 "They're of your favorite species: polyvinyl chloride. There is an ashtray in front of the planter." #message 11 "You carefully remove the card from the cancerous remains in the ashtray. It's a valid pass to the disco!" #message 12 "There's some kind of card in the ashtray." #message 13 "Yuck!" #message 14 "Where?" #message 15 "The doors close whenever you choose a floor." #message 16 "Go inside and push a button." #message 17 "It's of no interest." #message 18 "The ashtray is of no further interest since you have the card." #message 19 "It's not ringing." #message 20 "All the pages are torn out." #message 21 "Somebody filled the coin slot with chewing gum." #message 22 "You can't. It's so firmly embedded, nothing will get it out. You'll just have to find another telephone."

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@ -25,9 +25,9 @@ if (isset(newRoom))
{ print("It's customary to position yourself to the bride's right."); } else
{ set(boolTimingDelayOut); } } } Label1: if (isset(boolTimingDelayOut))
{ reset(boolTimingDelayOut); ++varTitlePageStep; v56 = 1; if (varTitlePageStep == 1)
{ ignore.objs(ego); set(boolDisablePlayer); prevent.input(); if (v38 == 80)
{ ignore.objs(ego); set(boolDisablePlayer); prevent.input(); if (varEgoPosX == 80)
{ varTitlePageStep = 2; } else
{ varColumn = 80; move.obj.v(ego, varColumn, v39, v56, boolTimingDelayOut); } } if (varTitlePageStep == 2)
{ varColumn = 80; move.obj.v(ego, varColumn, varEgoPosY, v56, boolTimingDelayOut); } } if (varTitlePageStep == 2)
{ prevent.input(); move.obj(ego, 80, 120, 1, boolTimingDelayOut); } if (varTitlePageStep == 3)
{ prevent.input(); set.loop(Obj_animatedPNJ3, 3); stop.update(ego); set.loop(ego, 3); force.update(ego); print("The minister intones in his basso voice..."); print("\"Dearly beloved, we are gathered together today in the sight of, " "er, ah, um... each other, to enter these two people into the eternal " "bonds of marriage.\""); start.cycling(Obj_animatedPNJ4); varTimingDelay = 3; } if (varTitlePageStep == 4)
{ print("\"But before we really get rollin', I'd like to say a few " "words.\n\nMany's the marriage that I've performed here, in this " "little chapel, wearing this cheap suit, before those shiny " "plastic-covered pews, with these electric candles, looking at those " "genuine plexiglas stained-glass windows, for these measly few " "bucks...\""); varTimingDelay = 3; } if (varTitlePageStep == 5)
@ -40,12 +40,12 @@ if (isset(newRoom))
{ print("\"Not me,\" you reply. \"I thought this was a temple of love!\""); print("\"Sorry, buddy, you two are SOL until you can come back here with " "100 cold, hard ones!\" he says indignantly, as he pushes between you " "and heads for the door."); ignore.objs(Obj_animatedPNJ4); reposition.to(Obj_animatedPNJ4, 76, 121); set.loop(Obj_animatedPNJ4, 1); move.obj(Obj_animatedPNJ4, 76, 167, 2, boolTimingDelayOut); varQuestionnaireTiming = 12; } if (varTitlePageStep == 10)
{ print("Well, Larry, it looks like you're going to have to leave your new " "bride waiting at the altar, while you generate a little positive " "cash flow!"); set.loop(Obj_animatedPNJ3, 2); start.update(ego); move.obj(ego, 76, 167, 1, boolTimingDelayOut); varQuestionnaireTiming = 12; } if (varTitlePageStep == 11)
{ erase(Obj_animatedPNJ4); reset(f203); print("As you leave, she says, \"Hurry back, Larry, I don't know how long I " "can wait before I have you!\""); print("\"By the way, Larry,\" she asks. \"What does SOL stand for?\""); print("\"Why, Sierra On-Line, I presume!\" you respond."); print("(Drum fill)"); } if (varTitlePageStep == 12)
{ print("\"Wait here, Fawn baby! I'll be back in a flash!!\""); erase(ego); set(f83); reset(boolDisablePlayer); accept.input(); v76 = 33; } if (varTitlePageStep == 101)
{ print("\"Wait here, Fawn baby! I'll be back in a flash!!\""); erase(ego); set(f83); reset(boolDisablePlayer); accept.input(); varJumpToRoom = 33; } if (varTitlePageStep == 101)
{ print("\"Of course,\" you reply, forking over your dough."); print("\"Ok, close enough. I now pronounce you man and wife, till death do " "you part, or until you get tired of each other, per the currently " "acceptable social standards!\""); varInGameMoney -= 100; set(f110); ignore.objs(Obj_animatedPNJ4); set.loop(Obj_animatedPNJ4, 1); reposition.to(Obj_animatedPNJ4, 76, 121); start.cycling(Obj_animatedPNJ4); move.obj(Obj_animatedPNJ4, 76, 167, 2, boolTimingDelayOut); varQuestionnaireTiming = 12; } if (varTitlePageStep == 102)
{ print("\"You may kiss the bride,\" he says, scurrying out the door to " "refill his flask."); } if (varTitlePageStep == 103)
{ erase(Obj_animatedPNJ4); print("\"Not now; that can wait,\" Fawn says with a smile. \"I'll meet you " "at the Casino Hotel's honeymoon suite, and give you a lot more than " "kisses, my big, strong, handsome sweetheart!!\""); start.update(Obj_animatedPNJ3); start.cycling(Obj_animatedPNJ3); move.obj(Obj_animatedPNJ3, 76, 167, 2, boolTimingDelayOut); varQuestionnaireTiming = 12; } if (varTitlePageStep == 104)
{ print("\"Hey!\" you shout, \"Wait for me!!\""); start.update(ego); start.motion(ego); reset(boolDisablePlayer); observe.objs(ego); } if (varTitlePageStep == 105)
{ erase(Obj_animatedPNJ3); set(f201); currentScore += 12; reset(f202); stop.sound(); set(f82); varTitlePageStep = 0; accept.input(); } } if (isset(f202) && isset(boolMusicEnded))
{ sound(Sound23, boolMusicEnded); } if (edgeEgoHit == BOTTOM_EDGE)
{ v76 = 33; if (isset(f201))
{ varJumpToRoom = 33; if (isset(f201))
{ print("Somehow this entire ceremony was less than you expected. The sacred " "bonds of marriage certainly get tied loosely in this joint!"); } } return(); [ Messages #message 1 "You are in a quickie marriage parlor. A flashing neon sign on the rear wall asks: \"Why wait? Marry the girl of your dreams, today! You provide the girl, we'll do the rest for only $100!!\"" #message 2 "Fawn is waiting for you at the altar. Go for it, Larry!" #message 3 "The minister intones in his basso voice..." #message 4 "\"Dearly beloved, we are gathered together today in the sight of, er, ah, um... each other, to enter these two people into the eternal bonds of marriage.\"" #message 5 "\"But before we really get rollin', I'd like to say a few words.\n\nMany's the marriage that I've performed here, in this little chapel, wearing this cheap suit, before those shiny plastic-covered pews, with these electric candles, looking at those genuine plexiglas stained-glass windows, for these measly few bucks...\"" #message 6 "(He pauses for another nip from his pocket flask.)" #message 7 "\"Where was I?\" he hiccups." #message 8 "\"Digressing,\" you answer." #message 9 "\"Oh, well, have you got a ring?\" he asks." #message 10 "\"Yep,\" you reply. \"She's wearing it.\"" #message 11 "\"Good enough for me! Have you got a hundred bucks?\"" #message 12 "\"Of course,\" you reply, forking over your dough." #message 13 "\"Not me,\" you reply. \"I thought this was a temple of love!\"" #message 14 "\"Sorry, buddy, you two are SOL until you can come back here with 100 cold, hard ones!\" he says indignantly, as he pushes between you and heads for the door." #message 15 "Well, Larry, it looks like you're going to have to leave your new bride waiting at the altar, while you generate a little positive cash flow!" #message 16 "As you leave, she says, \"Hurry back, Larry, I don't know how long I can wait before I have you!\"" #message 17 "\"By the way, Larry,\" she asks. \"What does SOL stand for?\"" #message 18 "\"Why, Sierra On-Line, I presume!\" you respond." #message 19 "(Drum fill)" #message 20 "\"Wait here, Fawn baby! I'll be back in a flash!!\"" #message 21 "\"Ok, close enough. I now pronounce you man and wife, till death do you part, or until you get tired of each other, per the currently acceptable social standards!\"" #message 22 "\"You may kiss the bride,\" he says, scurrying out the door to refill his flask." #message 23 "\"Not now; that can wait,\" Fawn says with a smile. \"I'll meet you at the Casino Hotel's honeymoon suite, and give you a lot more than kisses, my big, strong, handsome sweetheart!!\"" #message 24 "\"Hey!\" you shout, \"Wait for me!!\"" #message 25 "Somehow this entire ceremony was less than you expected. The sacred bonds of marriage certainly get tied loosely in this joint!" #message 26 "It's customary to position yourself to the bride's right." #message 27 "\"So... shall we try again?\"" #message 28 "You can't see through the \"stained glass\" windows. They're fake, like everything else about this place." #message 29 "Seems like everything here is covered in plastic." #message 30 "The plastic covers are so slick, you'd probably slide right off." #message 31 "Perhaps you should find a mate, mate!" #message 32 "You can barely tell they're made from pressed sawdust." #message 33 "Who'd want them?" #message 34 "He looks a lot like his brother, the bad comedian in the Lizard Lounge." #message 35 "\"Make up your mind, son. Time is money!\"" #message 36 "\"Don't stand around talking, Larry,\" says Fawn. \"Let's get married!!\"" #message 37 "What an old romantic!" #message 38 "You wonder why Michelangelo didn't use dropped fluorescents on his big ceiling job." #message 39 "It's not your birthday!"

View file

@ -1 +1 @@
if (isset(newRoom)) { if (varGameTimeHour > 4 && varGameTimeHour < 10) { new.room(Logic_BadEnding); [ ##LE001## } load.pic(currentRoom); draw.pic(currentRoom); discard.pic(currentRoom); load.logics(Logic_Street_Outside); load.view(Chapel_signs_and_door); load.view(Pnj_Exhib); animate.obj(Obj_animatedPNJ3); set.view(Obj_animatedPNJ3, Pnj_Exhib); set.cel(Obj_animatedPNJ3, 0); position(Obj_animatedPNJ3, 129, 145); draw(Obj_animatedPNJ3); stop.cycling(Obj_animatedPNJ3); animate.obj(Obj_animatedPNJ1); ignore.horizon(Obj_animatedPNJ1); ignore.blocks(Obj_animatedPNJ1); ignore.objs(Obj_animatedPNJ1); set.view(Obj_animatedPNJ1, Chapel_signs_and_door); set.loop(Obj_animatedPNJ1, 2); set.cel(Obj_animatedPNJ1, 0); position(Obj_animatedPNJ1, 83, 114); draw(Obj_animatedPNJ1); varRandomValue = 3; cycle.time(Obj_animatedPNJ1, varRandomValue); stop.update(Obj_animatedPNJ1); add.to.pic(Chapel_signs_and_door, 1, 0, 63, 60, 4, 4); animate.obj(Obj_animatedPNJ2); ignore.horizon(Obj_animatedPNJ2); ignore.blocks(Obj_animatedPNJ2); ignore.objs(Obj_animatedPNJ2); set.view(Obj_animatedPNJ2, Chapel_signs_and_door); set.loop(Obj_animatedPNJ2, 0); position(Obj_animatedPNJ2, 86, 42); cycle.time(Obj_animatedPNJ2, v85); draw(Obj_animatedPNJ2); if (previousRoom == 34) { v38 = 93; v39 = 116; set.loop(ego, 2); reset(boolDisablePlayer); } else { if (previousRoom == 9) { v38 = 153; v39 = 138; } } position.v(ego, v38, v39); draw(ego); call(Logic_Street_Outside); show.pic(); return(); } reset(boolQuestionnaireFailedOnce); if (posn(ego, 80, 115, 105, 120)) { set(boolQuestionnaireFailedOnce); } reset(f202); if (posn(ego, 120, 129, 142, 144)) { set(f202); set(f69); } if (!isset(haveInput)) { goto(Label1); } if ((said("examine") || said("examine", "area") || said("examine", "building") || said("examine", "chapel"))) { print("You are outside a romantic, quickie marriage parlor."); } if (said("examine", "bouncer")) { if (!isset(f203)) { print("It's a guy wearing a trench coat."); } else { print("It's obvious he doesn't have much to hide!"); } } if (said("ask", "bouncer", "anyword", "rol")) { print("He doesn't reply."); } if (said("ask", "bouncer")) { if (!isset(f203)) { print("You greet the stranger in the trench coat."); print("\"Hey, sonny! Come over here!!\" he replies."); } else { print("\"Say,\" you ask him. \"By any chance, is your name Shorty?\""); if (!isset(f103)) { set(f103); currentScore += 1; } } } if ((said("catch", "bra", "rol") || said("anyword", "bouncer", "rol"))) { print("You have better things to do than mess around with this pervert."); } if (said("examine", "door")) { if (isset(f61)) { reset(haveMatch); } else { print("It's a door. Try opening it."); } } if (said("increase", "door")) { if (isset(f61)) { reset(haveMatch); } else { if (!isset(boolQuestionnaireFailedOnce)) { set(f54); } else { set(f67); stop.motion(ego); set(boolDisablePlayer); start.update(Obj_animatedPNJ1); end.of.loop(Obj_animatedPNJ1, f201); } } } if ((said("examine", "fence") || said("climb", "fence") || said("climb", "above", "fence") || said("examine", "above", "fence"))) { print("It's there to keep you from going that way!"); } Label1: if (isset(f202)) { if (!isset(f203)) { set(f203); end.of.loop(Obj_animatedPNJ3, f40); } } else { if (isset(f203)) { reset(f203); reverse.loop(Obj_animatedPNJ3, f40); } } call(Logic_Street_Outside); if (isset(f201)) { reset(boolDisablePlayer); v76 = 34; } if (edgeEgoHit == LEFT_EDGE) { v76 = 32; } if (edgeEgoHit == RIGHT_EDGE) { v76 = 9; } if (edgeEgoHit == TOP_EDGE) { new.room(Logic_Taxi); [ ##LE002## } return(); [ Messages #message 1 "You are outside a romantic, quickie marriage parlor." #message 2 "It's a door. Try opening it." #message 3 "Funny. No one knocks back." #message 4 "It's a guy wearing a trench coat." #message 5 "It's obvious he doesn't have much to hide!" #message 6 "You greet the stranger in the trench coat." #message 7 "\"Hey, sonny! Come over here!!\" he replies." #message 8 "\"Say,\" you ask him. \"By any chance, is your name Shorty?\"" #message 9 "You have better things to do than mess around with this pervert." #message 10 "It's there to keep you from going that way!" #message 11 "Strange, you think." #message 12 "He doesn't reply."
if (isset(newRoom)) { if (varGameTimeHour > 4 && varGameTimeHour < 10) { new.room(Logic_BadEnding); [ ##LE001## } load.pic(currentRoom); draw.pic(currentRoom); discard.pic(currentRoom); load.logics(Logic_Street_Outside); load.view(Chapel_signs_and_door); load.view(Pnj_Exhib); animate.obj(Obj_animatedPNJ3); set.view(Obj_animatedPNJ3, Pnj_Exhib); set.cel(Obj_animatedPNJ3, 0); position(Obj_animatedPNJ3, 129, 145); draw(Obj_animatedPNJ3); stop.cycling(Obj_animatedPNJ3); animate.obj(Obj_animatedPNJ1); ignore.horizon(Obj_animatedPNJ1); ignore.blocks(Obj_animatedPNJ1); ignore.objs(Obj_animatedPNJ1); set.view(Obj_animatedPNJ1, Chapel_signs_and_door); set.loop(Obj_animatedPNJ1, 2); set.cel(Obj_animatedPNJ1, 0); position(Obj_animatedPNJ1, 83, 114); draw(Obj_animatedPNJ1); varRandomValue = 3; cycle.time(Obj_animatedPNJ1, varRandomValue); stop.update(Obj_animatedPNJ1); add.to.pic(Chapel_signs_and_door, 1, 0, 63, 60, 4, 4); animate.obj(Obj_animatedPNJ2); ignore.horizon(Obj_animatedPNJ2); ignore.blocks(Obj_animatedPNJ2); ignore.objs(Obj_animatedPNJ2); set.view(Obj_animatedPNJ2, Chapel_signs_and_door); set.loop(Obj_animatedPNJ2, 0); position(Obj_animatedPNJ2, 86, 42); cycle.time(Obj_animatedPNJ2, v85); draw(Obj_animatedPNJ2); if (previousRoom == 34) { varEgoPosX = 93; varEgoPosY = 116; set.loop(ego, 2); reset(boolDisablePlayer); } else { if (previousRoom == 9) { varEgoPosX = 153; varEgoPosY = 138; } } position.v(ego, varEgoPosX, varEgoPosY); draw(ego); call(Logic_Street_Outside); show.pic(); return(); } reset(boolQuestionnaireFailedOnce); if (posn(ego, 80, 115, 105, 120)) { set(boolQuestionnaireFailedOnce); } reset(f202); if (posn(ego, 120, 129, 142, 144)) { set(f202); set(f69); } if (!isset(haveInput)) { goto(Label1); } if ((said("examine") || said("examine", "area") || said("examine", "building") || said("examine", "chapel"))) { print("You are outside a romantic, quickie marriage parlor."); } if (said("examine", "bouncer")) { if (!isset(f203)) { print("It's a guy wearing a trench coat."); } else { print("It's obvious he doesn't have much to hide!"); } } if (said("ask", "bouncer", "anyword", "rol")) { print("He doesn't reply."); } if (said("ask", "bouncer")) { if (!isset(f203)) { print("You greet the stranger in the trench coat."); print("\"Hey, sonny! Come over here!!\" he replies."); } else { print("\"Say,\" you ask him. \"By any chance, is your name Shorty?\""); if (!isset(f103)) { set(f103); currentScore += 1; } } } if ((said("catch", "bra", "rol") || said("anyword", "bouncer", "rol"))) { print("You have better things to do than mess around with this pervert."); } if (said("examine", "door")) { if (isset(f61)) { reset(haveMatch); } else { print("It's a door. Try opening it."); } } if (said("increase", "door")) { if (isset(f61)) { reset(haveMatch); } else { if (!isset(boolQuestionnaireFailedOnce)) { set(f54); } else { set(f67); stop.motion(ego); set(boolDisablePlayer); start.update(Obj_animatedPNJ1); end.of.loop(Obj_animatedPNJ1, f201); } } } if ((said("examine", "fence") || said("climb", "fence") || said("climb", "above", "fence") || said("examine", "above", "fence"))) { print("It's there to keep you from going that way!"); } Label1: if (isset(f202)) { if (!isset(f203)) { set(f203); end.of.loop(Obj_animatedPNJ3, f40); } } else { if (isset(f203)) { reset(f203); reverse.loop(Obj_animatedPNJ3, f40); } } call(Logic_Street_Outside); if (isset(f201)) { reset(boolDisablePlayer); varJumpToRoom = 34; } if (edgeEgoHit == LEFT_EDGE) { varJumpToRoom = 32; } if (edgeEgoHit == RIGHT_EDGE) { varJumpToRoom = 9; } if (edgeEgoHit == TOP_EDGE) { new.room(Logic_Taxi); [ ##LE002## } return(); [ Messages #message 1 "You are outside a romantic, quickie marriage parlor." #message 2 "It's a door. Try opening it." #message 3 "Funny. No one knocks back." #message 4 "It's a guy wearing a trench coat." #message 5 "It's obvious he doesn't have much to hide!" #message 6 "You greet the stranger in the trench coat." #message 7 "\"Hey, sonny! Come over here!!\" he replies." #message 8 "\"Say,\" you ask him. \"By any chance, is your name Shorty?\"" #message 9 "You have better things to do than mess around with this pervert." #message 10 "It's there to keep you from going that way!" #message 11 "Strange, you think." #message 12 "He doesn't reply."

File diff suppressed because one or more lines are too long

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@ -1 +1 @@
if (isset(newRoom) && isset(f33) && monitorType != MONO) { set.text.attribute(BROWN, BLACK); clear.text.rect(24, 26, 24, 34, BLACK); display(24, 26, "Room %v0|3"); set.text.attribute(WHITE, BLACK); } if (controller(c19)) { get.num("Object number:", v45); if (v45 > 15) { v45 = 15; } obj.status.v(v45); } if ((controller(c16) || said("find"))) { v45 = 0; obj.status.v(v45); } if (controller(c18)) { show.mem(); } if ((controller(c20) || said("examine", "priority"))) { show.pri.screen(); } if (monitorType != MONO) { if (isset(f48)) { set.text.attribute(BROWN, BLACK); display(24, 35, "H"); set.text.attribute(WHITE, BLACK); } else { display(24, 35, " "); } } if ((controller(c35) || said("all", "number"))) { lastChar = 0; set.text.attribute(BROWN, LT_GRAY); text.screen(); display(2, 6, "Number Name of Object"); v45 = 1; varColumn = 10; varLine = 4; varOutputCharacter = 16; Label1: display.v(varLine, varColumn, varOutputCharacter); ++v45; ++varLine; if (v45 <= 20) { goto(Label1); } Label2: if (!have.key()) { goto(Label2); } set.text.attribute(WHITE, BLACK); graphics(); } if (said("help")) { print( "area:\nGet room ID for ObjID\n" "add priority:\nChange ego priorty\n" "let go priority:\nRelease priority\n" "tp:\nTeleport to room ID\n"); print( "give:\nGive ObjID to Larry\n" "position:\nChange Ego pos\n"); } if (said("all", "area")) { get.num("Object number:", v46); get.room.v(v46, v45); print("Object %v46 is in room %v45."); } if (said("add", "priority")) { get.num("New priority:", v46); set.priority.v(ego, v46); } if (said("let go", "priority")) { release.priority(ego); } [ Teleport if (said("tp")) { get.num("New room:", v45); new.room.v(v45); } [ get position if (said("position")) { get.num("X coordinate:", v45); get.num("Y coordinate:", v46); reposition.to.v(ego, v45, v46); } if (monitorType != MONO && (said("examine", "position") || said("area", "number") || said("area") || controller(c36) || said("sp"))) { toggle(f33); set.text.attribute(BROWN, BLACK); display(24, 26, "Room %v0|3"); set.text.attribute(WHITE, BLACK); } if (monitorType != MONO && isset(f33)) { v45 = v38; v46 = v39; set.text.attribute(BROWN, BLACK); display(24, 16, "%v45|3/%v46|3"); set.text.attribute(WHITE, BLACK); } if ((said("gimme", "gimme") || controller(c37))) { display(0, 0, "You gottum, Larry."); v45 = 0; v46 = 255; Label3: ++v45; if (v45 <= 20) { put.v(v45, v46); goto(Label3); } } if (said("catch", "all")) { get.num("Object number:", v45); get.v(v45); } if (said("examine", "flag")) { get.num("Flag number:", v45); if (issetv(v45)) { print("Flag %v45 set"); } else { print("Flag %v45 not set"); } } [ Set flag if (said("add", "flag")) { get.num("Flag number:", v45); set.v(v45); } [ reset flag if (said("reset", "flag")) { get.num("Flag number:", v45); reset.v(v45); } [ view variable if (said("examine", "var")) { get.num("Variable number:", v45); v46 = *v45; print("Variable %v45 = %v46"); } [ change variable if (said("add", "var")) { get.num("Variable number:", v45); get.num("New value:", v46); *v45 = v46; } return(); [ Messages #message 1 "New room:" #message 2 "X coordinate:" #message 3 "Y coordinate:" #message 4 "Object number:" #message 5 "Flag number:" #message 6 "New value:" #message 7 "You gottum, Larry." #message 8 "Variable number:" #message 9 "Variable %v45 = %v46" #message 10 "Flag %v45 set" #message 11 "Flag %v45 not set" #message 12 "New priority:" #message 13 "Object %v46 is in room %v45." #message 14 "%v45|3/%v46|3" #message 15 "Room %v0|3" #message 16 "%v45|2 %o45" #message 17 "Number Name of Object" #message 18 "%v8 memory pages left." #message 19 "" #message 20 "Unknown word: \"" #message 29 "H" #message 30 " " #message 31 ""
if (isset(newRoom) && isset(f33) && monitorType != MONO) { set.text.attribute(BROWN, BLACK); clear.text.rect(24, 26, 24, 34, BLACK); display(24, 26, "Room %v0|3"); set.text.attribute(WHITE, BLACK); } if (controller(c19)) { get.num("Object number:", v45); if (v45 > 15) { v45 = 15; } obj.status.v(v45); } if ((controller(c16) || said("find"))) { v45 = 0; obj.status.v(v45); } if (controller(c18)) { show.mem(); } if ((controller(c20) || said("examine", "priority"))) { show.pri.screen(); } if (monitorType != MONO) { if (isset(boolDisabledRoomJump)) { set.text.attribute(BROWN, BLACK); display(24, 35, "H"); set.text.attribute(WHITE, BLACK); } else { display(24, 35, " "); } } if ((controller(c35) || said("all", "number"))) { lastChar = 0; set.text.attribute(BROWN, LT_GRAY); text.screen(); display(2, 6, "Number Name of Object"); v45 = 1; varColumn = 10; varLine = 4; varOutputCharacter = 16; Label1: display.v(varLine, varColumn, varOutputCharacter); ++v45; ++varLine; if (v45 <= 20) { goto(Label1); } Label2: if (!have.key()) { goto(Label2); } set.text.attribute(WHITE, BLACK); graphics(); } if (said("help")) { print( "area:\nGet room ID for ObjID\n" "add priority:\nChange ego priorty\n" "let go priority:\nRelease priority\n" "tp:\nTeleport to room ID\n"); print( "give:\nGive ObjID to Larry\n" "position:\nChange Ego pos\n"); } if (said("all", "area")) { get.num("Object number:", v46); get.room.v(v46, v45); print("Object %v46 is in room %v45."); } if (said("add", "priority")) { get.num("New priority:", v46); set.priority.v(ego, v46); } if (said("let go", "priority")) { release.priority(ego); } [ Teleport if (said("tp")) { get.num("New room:", v45); new.room.v(v45); } [ get position if (said("position")) { get.num("X coordinate:", v45); get.num("Y coordinate:", v46); reposition.to.v(ego, v45, v46); } if (monitorType != MONO && (said("examine", "position") || said("area", "number") || said("area") || controller(c36) || said("sp"))) { toggle(f33); set.text.attribute(BROWN, BLACK); display(24, 26, "Room %v0|3"); set.text.attribute(WHITE, BLACK); } if (monitorType != MONO && isset(f33)) { v45 = varEgoPosX; v46 = varEgoPosY; set.text.attribute(BROWN, BLACK); display(24, 16, "%v45|3/%v46|3"); set.text.attribute(WHITE, BLACK); } if ((said("gimme", "gimme") || controller(c37))) { display(0, 0, "You gottum, Larry."); v45 = 0; v46 = 255; Label3: ++v45; if (v45 <= 20) { put.v(v45, v46); goto(Label3); } } if (said("catch", "all")) { get.num("Object number:", v45); get.v(v45); } if (said("examine", "flag")) { get.num("Flag number:", v45); if (issetv(v45)) { print("Flag %v45 set"); } else { print("Flag %v45 not set"); } } [ Set flag if (said("add", "flag")) { get.num("Flag number:", v45); set.v(v45); } [ reset flag if (said("reset", "flag")) { get.num("Flag number:", v45); reset.v(v45); } [ view variable if (said("examine", "var")) { get.num("Variable number:", v45); v46 = *v45; print("Variable %v45 = %v46"); } [ change variable if (said("add", "var")) { get.num("Variable number:", v45); get.num("New value:", v46); *v45 = v46; } return(); [ Messages #message 1 "New room:" #message 2 "X coordinate:" #message 3 "Y coordinate:" #message 4 "Object number:" #message 5 "Flag number:" #message 6 "New value:" #message 7 "You gottum, Larry." #message 8 "Variable number:" #message 9 "Variable %v45 = %v46" #message 10 "Flag %v45 set" #message 11 "Flag %v45 not set" #message 12 "New priority:" #message 13 "Object %v46 is in room %v45." #message 14 "%v45|3/%v46|3" #message 15 "Room %v0|3" #message 16 "%v45|2 %o45" #message 17 "Number Name of Object" #message 18 "%v8 memory pages left." #message 19 "" #message 20 "Unknown word: \"" #message 29 "H" #message 30 " " #message 31 ""

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View file

@ -1,5 +1,5 @@
if (isset(newRoom))
{ set.horizon(1); load.pic(currentRoom); draw.pic(currentRoom); discard.pic(currentRoom); load.view(Face_Fawn_details); set(f48); animate.obj(Obj_animatedPNJ3); set.view(Obj_animatedPNJ3, Face_Fawn_details); set.loop(Obj_animatedPNJ3, 0); set.cel(Obj_animatedPNJ3, 0); set.priority(Obj_animatedPNJ3, 4); position(Obj_animatedPNJ3, 56, 93); stop.cycling(Obj_animatedPNJ3); animate.obj(Obj_animatedPNJ4); set.view(Obj_animatedPNJ4, Face_Fawn_details); set.loop(Obj_animatedPNJ4, 1); set.cel(Obj_animatedPNJ4, 0); set.priority(Obj_animatedPNJ4, 5); position(Obj_animatedPNJ4, 62, 49); stop.cycling(Obj_animatedPNJ4); cycle.time(Obj_animatedPNJ4, varEgoSize); if (!isset(boolHasFreshBreath))
{ set.horizon(1); load.pic(currentRoom); draw.pic(currentRoom); discard.pic(currentRoom); load.view(Face_Fawn_details); set(boolDisabledRoomJump); animate.obj(Obj_animatedPNJ3); set.view(Obj_animatedPNJ3, Face_Fawn_details); set.loop(Obj_animatedPNJ3, 0); set.cel(Obj_animatedPNJ3, 0); set.priority(Obj_animatedPNJ3, 4); position(Obj_animatedPNJ3, 56, 93); stop.cycling(Obj_animatedPNJ3); animate.obj(Obj_animatedPNJ4); set.view(Obj_animatedPNJ4, Face_Fawn_details); set.loop(Obj_animatedPNJ4, 1); set.cel(Obj_animatedPNJ4, 0); set.priority(Obj_animatedPNJ4, 5); position(Obj_animatedPNJ4, 62, 49); stop.cycling(Obj_animatedPNJ4); cycle.time(Obj_animatedPNJ4, varEgoSize); if (!isset(boolHasFreshBreath))
{ set.cel(Obj_animatedPNJ3, 2); varPickedQuestion3 = 4; } else
{ set.cel(Obj_animatedPNJ3, 0); draw(Obj_animatedPNJ4); random(6, 19, varPickedQuestion2); reset(f206); } draw(Obj_animatedPNJ3); v207 = 255; stop.update(Obj_animatedPNJ3); show.pic(); return(); } set(f202); set(f69); if (!isset(haveInput))
{ goto(Label1); } if ((said("buy", "bite") || said("buy", "shot") || said("buy", "champagne") || said("buy", "booze") || said("buy", "blond", "bite")))
@ -60,7 +60,7 @@ if (isset(newRoom))
{ print("\"Please,\" she says coyly, \"stop staring there.\""); v207 = 1; } Label1: --varPickedQuestion2; if (varPickedQuestion2 == 1)
{ toggle(f206); if (isset(f206))
{ start.cycling(Obj_animatedPNJ4); random(6, 18, varPickedQuestion2); } else
{ stop.cycling(Obj_animatedPNJ4); set.cel(Obj_animatedPNJ4, 0); random(11, 33, varPickedQuestion2); } } if (isset(f44))
{ stop.cycling(Obj_animatedPNJ4); set.cel(Obj_animatedPNJ4, 0); random(11, 33, varPickedQuestion2); } } if (isset(boolSecondHasChange))
{ --varPickedQuestion3; if (varPickedQuestion3 == 1)
{ print("\"Bad breath's one thing, Larry, but you could knock a buzzard off a " "manure truck!!\""); } --v206; if (v206 == 1)
{ v207 = 0; } if (v207 != 255)
@ -69,12 +69,12 @@ if (isset(newRoom))
{ v206 = 5; set(f206); varPickedQuestion2 = 22; start.cycling(Obj_animatedPNJ4); } if (v207 == 2)
{ v206 = 7; reset(f206); varPickedQuestion2 = 0; stop.cycling(Obj_animatedPNJ4); set.cel(Obj_animatedPNJ4, 0); } set.cel.v(Obj_animatedPNJ3, v207); force.update(Obj_animatedPNJ3); v207 = 255; } } if (isset(f71) && isset(f72) && isset(f73) && isset(f74))
{ if (!isset(f97))
{ set(f97); print("\"Oooh, you're so sweet. I just LOVE you! Larry, I want you to make " "wild, passionate love to me!\""); print("(All right, Larry. At last, you're gonna get lucky!!)"); print("She continues, \"But first, we must get married. I could never make " "love to a man not my husband. If you would loan me a hundred " "dollars, I'd rent the Honeymoon Suite at the Casino Hotel for us. " "Then, after we're married, we'll celebrate there.\""); v83 = 30; } } if (isset(f44))
{ set(f97); print("\"Oooh, you're so sweet. I just LOVE you! Larry, I want you to make " "wild, passionate love to me!\""); print("(All right, Larry. At last, you're gonna get lucky!!)"); print("She continues, \"But first, we must get married. I could never make " "love to a man not my husband. If you would loan me a hundred " "dollars, I'd rent the Honeymoon Suite at the Casino Hotel for us. " "Then, after we're married, we'll celebrate there.\""); v83 = 30; } } if (isset(boolSecondHasChange))
{ --v83; if (v83 == 15)
{ print("\"Either give me some money, or I'll leave without you.\""); } if (v83 == 1)
{ print("\"That's it! See ya later, chump!\""); set(boolQuestionnaireFailedOnce); set(f125); } } if (isset(boolTimingDelayOut))
{ reset(boolTimingDelayOut); ++varTitlePageStep; if (varTitlePageStep == 1)
{ v207 = 1; print("%m52dancing. I thought you'd never ask! Come on!!\""); varTimingDelay = 6; } if (varTitlePageStep == 2)
{ set(boolQuestionnaireFailedOnce); } } if (edgeEgoHit == BOTTOM_EDGE)
{ v76 = 23; } if (isset(boolQuestionnaireFailedOnce))
{ reset(f48); v76 = 24; } return(); [ Messages #message 1 "The disco is filled with remarkably similar guys, all looking for girls." #message 2 "What a knock-out! She has bright blue eyes, and a dazzling smile. Your eyes roam her body, and what you see, you like. She's sensational!!" #message 3 "Larry, this MUST be love!" #message 4 "\"Please,\" she says coyly, \"stop staring there.\"" #message 5 "Perhaps they're waiting for Fawn to return." #message 6 "Not now, you're busy." #message 7 "%m52dancing. I thought you'd never ask! Come on!!\"" #message 8 "" #message 9 "%m52roses.\"" #message 10 "%m52candy.\"" #message 11 "%m52diamonds.\"" #message 12 "It appears Fawn has caught you a \"little short,\" Larry. Better try the casino, and hope for a run of good luck!" #message 13 "\"Well, really. I'm not that kind of girl!!\"" #message 14 "%m52money.\"" #message 15 "\"Thanks, Larry. You won't regret this. Meet me at the Marriage Chapel near the Casino in a few minutes. I'll get us a room. Hurry, Larry, I can hardly wait!\"" #message 16 "\"Oooh, you're so sweet. I just LOVE you! Larry, I want you to make wild, passionate love to me!\"" #message 17 "(All right, Larry. At last, you're gonna get lucky!!)" #message 18 "She continues, \"But first, we must get married. I could never make love to a man not my husband. If you would loan me a hundred dollars, I'd rent the Honeymoon Suite at the Casino Hotel for us. Then, after we're married, we'll celebrate there.\"" #message 19 "\"You seem like a sweet, old-fashioned kind of guy,\" she says with a beautiful smile." #message 20 "\"What! At a time like this?!\"" #message 21 "\"Either give me some money, or I'll leave without you.\"" #message 22 "\"That's it! See ya later, chump!\"" #message 23 "\"Hi ya, Baby. What say you and me get it on?\"" #message 24 "Those beautiful eyes tell you this doll requires more than your usual smooth talk." #message 25 "\"Bad breath's one thing, Larry, but you could knock a buzzard off a manure truck!!\"" #message 26 "She smiles and says, \"I'm just a girl who can't say no..." #message 27 "(All right, Larry; this is what you've been waiting for!)" #message 28 "\"...to nice presents,\" she concludes." #message 29 "Her hair is beautiful, not thinning like some people we know." #message 30 "\"So what?\"" #message 31 "Her lips are moist and inviting, but remember that you also thought that about old Mrs. Bradley, your homeroom teacher!" #message 32 "\"What's your name, beautiful?\" you ask." #message 33 "\"Fawn,\" she replies." #message 34 "Somehow you knew that." #message 35 "\"I'm sorry, but I'll need at least a hundred dollars,\" she says with a coy smile." #message 36 "You fervently hope she'll wait for your return." #message 37 "Conveniently, she offers, \"I'll wait right here until you return.\"" #message 38 "I AM the marrying type, but you must convince me." #message 39 "\"How nice,\" she says, \"I love me, too.\"" #message 40 "The dance floor is lit from below with brightly colored lights. It is presently unused." #message 41 "Evidently every guy here has been turned down by the only girl in the place. Her beauty has them frozen in their tracks." #message 42 "There isn't one. This place is run by computer. (Besides, at this time of night DJ should be home with Chris.)" #message 43 "\"Say, Larry,\" she chuckles, glancing downward, \"is that a pez dispenser in your pocket, or are you just lonely?\"" #message 44 "\"Perhaps we shall,\" she replies, \"if you play your cards right!\"" #message 46 "\"Get lost, creep.\"" #message 47 "\"Hey, sweetheart. What's your sign?\" you ask her." #message 48 "\"Octagonal,\" she replies. \"Like in 'STOP!'\"" #message 49 "\"My name is Larry,\" you offer. \"Larry Laffer.\"" #message 50 "\"I'd really like to get to know you better,\" you say. \"What kind of girl are you, anyway?\"" #message 51 "(Oops.)" #message 52 "\"Oooh, you're so sweet. I just love " #message 57 "Funny, this is a dry club." #message 58 "\"So, how about it, Larry?\" Fawn says in her petite voice. \"May I have a measly hundred bucks, or not?\"" #message 59 "\"Not again. That trip through the ceiling gave me a headache!\"" #message 60 "SLAP!" #message 61 "SLAP!\n\nSLAP!!" #message 63 "They seem to be staring at something they all want." #message 64 "\"Uh, gosh, Fawn,\" you mumble. \"I've only got %v90 bucks on me!\"" #message 65 "Gee, Larry, this is working out swell."
{ varJumpToRoom = 23; } if (isset(boolQuestionnaireFailedOnce))
{ reset(boolDisabledRoomJump); varJumpToRoom = 24; } return(); [ Messages #message 1 "The disco is filled with remarkably similar guys, all looking for girls." #message 2 "What a knock-out! She has bright blue eyes, and a dazzling smile. Your eyes roam her body, and what you see, you like. She's sensational!!" #message 3 "Larry, this MUST be love!" #message 4 "\"Please,\" she says coyly, \"stop staring there.\"" #message 5 "Perhaps they're waiting for Fawn to return." #message 6 "Not now, you're busy." #message 7 "%m52dancing. I thought you'd never ask! Come on!!\"" #message 8 "" #message 9 "%m52roses.\"" #message 10 "%m52candy.\"" #message 11 "%m52diamonds.\"" #message 12 "It appears Fawn has caught you a \"little short,\" Larry. Better try the casino, and hope for a run of good luck!" #message 13 "\"Well, really. I'm not that kind of girl!!\"" #message 14 "%m52money.\"" #message 15 "\"Thanks, Larry. You won't regret this. Meet me at the Marriage Chapel near the Casino in a few minutes. I'll get us a room. Hurry, Larry, I can hardly wait!\"" #message 16 "\"Oooh, you're so sweet. I just LOVE you! Larry, I want you to make wild, passionate love to me!\"" #message 17 "(All right, Larry. At last, you're gonna get lucky!!)" #message 18 "She continues, \"But first, we must get married. I could never make love to a man not my husband. If you would loan me a hundred dollars, I'd rent the Honeymoon Suite at the Casino Hotel for us. Then, after we're married, we'll celebrate there.\"" #message 19 "\"You seem like a sweet, old-fashioned kind of guy,\" she says with a beautiful smile." #message 20 "\"What! At a time like this?!\"" #message 21 "\"Either give me some money, or I'll leave without you.\"" #message 22 "\"That's it! See ya later, chump!\"" #message 23 "\"Hi ya, Baby. What say you and me get it on?\"" #message 24 "Those beautiful eyes tell you this doll requires more than your usual smooth talk." #message 25 "\"Bad breath's one thing, Larry, but you could knock a buzzard off a manure truck!!\"" #message 26 "She smiles and says, \"I'm just a girl who can't say no..." #message 27 "(All right, Larry; this is what you've been waiting for!)" #message 28 "\"...to nice presents,\" she concludes." #message 29 "Her hair is beautiful, not thinning like some people we know." #message 30 "\"So what?\"" #message 31 "Her lips are moist and inviting, but remember that you also thought that about old Mrs. Bradley, your homeroom teacher!" #message 32 "\"What's your name, beautiful?\" you ask." #message 33 "\"Fawn,\" she replies." #message 34 "Somehow you knew that." #message 35 "\"I'm sorry, but I'll need at least a hundred dollars,\" she says with a coy smile." #message 36 "You fervently hope she'll wait for your return." #message 37 "Conveniently, she offers, \"I'll wait right here until you return.\"" #message 38 "I AM the marrying type, but you must convince me." #message 39 "\"How nice,\" she says, \"I love me, too.\"" #message 40 "The dance floor is lit from below with brightly colored lights. It is presently unused." #message 41 "Evidently every guy here has been turned down by the only girl in the place. Her beauty has them frozen in their tracks." #message 42 "There isn't one. This place is run by computer. (Besides, at this time of night DJ should be home with Chris.)" #message 43 "\"Say, Larry,\" she chuckles, glancing downward, \"is that a pez dispenser in your pocket, or are you just lonely?\"" #message 44 "\"Perhaps we shall,\" she replies, \"if you play your cards right!\"" #message 46 "\"Get lost, creep.\"" #message 47 "\"Hey, sweetheart. What's your sign?\" you ask her." #message 48 "\"Octagonal,\" she replies. \"Like in 'STOP!'\"" #message 49 "\"My name is Larry,\" you offer. \"Larry Laffer.\"" #message 50 "\"I'd really like to get to know you better,\" you say. \"What kind of girl are you, anyway?\"" #message 51 "(Oops.)" #message 52 "\"Oooh, you're so sweet. I just love " #message 57 "Funny, this is a dry club." #message 58 "\"So, how about it, Larry?\" Fawn says in her petite voice. \"May I have a measly hundred bucks, or not?\"" #message 59 "\"Not again. That trip through the ceiling gave me a headache!\"" #message 60 "SLAP!" #message 61 "SLAP!\n\nSLAP!!" #message 63 "They seem to be staring at something they all want." #message 64 "\"Uh, gosh, Fawn,\" you mumble. \"I've only got %v90 bucks on me!\"" #message 65 "Gee, Larry, this is working out swell."

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@ -1 +1 @@
if (monitorType != MONO) { clear.lines(22, 22, BLACK); clear.lines(24, 24, BLACK); } if (isset(f38)) { prevent.input(); } animate.obj(ego); step.size(ego, v61); step.time(ego, v60); cycle.time(ego, v59); get.posn(ego, v38, v39); observe.blocks(ego); observe.objs(ego); observe.horizon(ego); v31 = 0; v63 = 0; v62 = 0; v76 = 0; varTitlePageStep = 0; varQuestionnaireTiming = 0; varTimingDelay = 0; reset(f46); reset(f47); reset(f41); reset(boolTimingDelayOut); [ timing is not expired reset(boolMusicEnded); [ music is not ended reset(f53); reset(noScript); varRandomValue = 255; Label1: reset.v(varRandomValue); *varRandomValue = 0; --varRandomValue; if (varRandomValue > 199) { goto(Label1); } return(); [ Messages
if (monitorType != MONO) { clear.lines(22, 22, BLACK); clear.lines(24, 24, BLACK); } if (isset(f38)) { prevent.input(); } animate.obj(ego); step.size(ego, v61); step.time(ego, v60); cycle.time(ego, v59); get.posn(ego, varEgoPosX, varEgoPosY); observe.blocks(ego); observe.objs(ego); observe.horizon(ego); v31 = 0; v63 = 0; v62 = 0; varJumpToRoom = 0; varTitlePageStep = 0; varQuestionnaireTiming = 0; varTimingDelay = 0; reset(f46); reset(f47); reset(f41); reset(boolTimingDelayOut); [ timing is not expired reset(boolMusicEnded); [ music is not ended reset(f53); reset(noScript); varRandomValue = 255; Label1: reset.v(varRandomValue); *varRandomValue = 0; --varRandomValue; if (varRandomValue > 199) { goto(Label1); } return(); [ Messages

View file

@ -1 +1 @@
set.cursor.char("_"); set.string(inputPrompt, "]"); set.game.id("LLLLL"); trace.info(Logic_DebugCode, 2, 9); set.text.attribute(WHITE, BLACK); maxScore = 222; if (monitorType != MONO) { clear.lines(22, 24, BLACK); } configure.screen(1, 23, 0); set(enableMenu); disable.item(CtrlMenuUnusedItem); set(soundOn); v61 = 1; v60 = 1; v59 = 1; v38 = 77; v39 = 166; v69 = 157; if ((machineType == PC || machineType == PCJR || machineType == TANDY || machineType == APPLEII)) { set(f102); [ Never used ... } else { set(f101); [ Amiga / Atari ST / ... } varInGameMoney = 250; v97 = 5; v99 = 15; set(boolHasFreshBreath); varTimer_FreshBreath_Minutes = 10; varGameTimeHour = 10; [ Start At 10:00:00 pm v84 = 1; v85 = 2; varEgoSize = 3; v87 = 4; v88 = 5; if (varGameControlDebug > 0) { set(boolCallDebugger); reset(f38); reset(boolDisablePlayer); accept.input(); animationInterval = 0; set(boolShowClock); set(enableMenu); set(boolGameIsRunning); status.line.on(); } else { if (!isset(gameRestarted)) { set(f38); set(boolDisablePlayer); prevent.input(); animationInterval = 2; reset(boolShowClock); reset(enableMenu); status.line.off(); } else { reset(f38); status.line.on(); set(boolGameIsRunning); return(); } } [ Function Keys set.key(0, 59, CtrlHelp); [ F1 : Help set.key(0, 60, CtrlSound); [ F2 : Sound On/Off set.key(0, 61, CtrlEdit); set.key(0, 62, c4); set.key(0, 63, CtrlSave); [ F5 : Save set.key(0, 64, c6); set.key(0, 65, CtrlLoad); [ F7 : Load set.key(0, 66, c8); set.key(0, 67, CtrlRestart); [ F9 : Restart set.key(0, 68, CtrlMenuSpeedChange); [ Add key for Tandy if (machineType == TANDY) { set.key(61, 0, CtrlVolumeDown); set.key(45, 0, CtrlVolumeUp); set.key(43, 0, CtrlVolumeDown); } set.key(9, 0, CtrlInventory); [ TAB : Inventory if (machineType == AMIGA) { set.key(27, 0, CtrlPause); [ ESC : Pause } else { set.key(27, 0, c23); [ Esc } set.key(2, 0, CtrlBossKey); [ CTRL + B : BossKey set.key(3, 0, CtrlBreak); [ CTRL + C set.key(5, 0, CtrlEdit); [ CTRL + E set.key(10, 0, CtrlJoystick); [ CTRL + J set.key(18, 0, CtrlMenuGraphicsMode); [ CTRL + R set.key(19, 0, CtrlSound); [ CTRL + S set.key(0, 32, CtrlDebug); [ ALT + D set.key(0, 18, c16); [ ALT + E set.key(0, 23, c19); [ ALT + I set.key(0, 50, c18); [ ALT + M (azerty : ?) set.key(0, 25, c20); [ ALT + P set.key(0, 45, CtrlSkipQuestion); [ ALT + X set.key(0, 47, CtrlVersion); [ ALT + V set.key(0, 44, CtrlQuit); [ ALT + Z [ specific mapping for IBM PC-Junior if (machineType == PCJR) { set.key(49, 0, CtrlHelp); set.key(50, 0, CtrlSound); set.key(51, 0, CtrlEdit); set.key(52, 0, c4); set.key(53, 0, CtrlSave); set.key(54, 0, c6); set.key(55, 0, CtrlLoad); set.key(56, 0, c8); set.key(57, 0, CtrlRestart); set.key(48, 0, CtrlMenuSpeedChange); } set.key(1, 1, c23); if (isset(f102)) { set.key(1, 2, CtrlInventory); } return(); [ Messages #message 1 "_" #message 2 "]" #message 3 "LLLLL"
set.cursor.char("_"); set.string(inputPrompt, "]"); set.game.id("LLLLL"); trace.info(Logic_DebugCode, 2, 9); set.text.attribute(WHITE, BLACK); maxScore = 222; if (monitorType != MONO) { clear.lines(22, 24, BLACK); } configure.screen(1, 23, 0); set(enableMenu); disable.item(CtrlMenuUnusedItem); set(soundOn); v61 = 1; v60 = 1; v59 = 1; varEgoPosX = 77; varEgoPosY = 166; v69 = 157; if ((machineType == PC || machineType == PCJR || machineType == TANDY || machineType == APPLEII)) { set(f102); [ Never used ... } else { set(f101); [ Amiga / Atari ST / ... } varInGameMoney = 250; v97 = 5; v99 = 15; set(boolHasFreshBreath); varTimer_FreshBreath_Minutes = 10; varGameTimeHour = 10; [ Start At 10:00:00 pm v84 = 1; v85 = 2; varEgoSize = 3; v87 = 4; v88 = 5; if (varGameControlDebug > 0) { set(boolCallDebugger); reset(f38); reset(boolDisablePlayer); accept.input(); animationInterval = 0; set(boolShowClock); set(enableMenu); set(boolGameIsRunning); status.line.on(); } else { if (!isset(gameRestarted)) { set(f38); set(boolDisablePlayer); prevent.input(); animationInterval = 2; reset(boolShowClock); reset(enableMenu); status.line.off(); } else { reset(f38); status.line.on(); set(boolGameIsRunning); return(); } } [ Function Keys set.key(0, 59, CtrlHelp); [ F1 : Help set.key(0, 60, CtrlSound); [ F2 : Sound On/Off set.key(0, 61, CtrlEdit); set.key(0, 62, c4); set.key(0, 63, CtrlSave); [ F5 : Save set.key(0, 64, c6); set.key(0, 65, CtrlLoad); [ F7 : Load set.key(0, 66, c8); set.key(0, 67, CtrlRestart); [ F9 : Restart set.key(0, 68, CtrlMenuSpeedChange); [ Add key for Tandy if (machineType == TANDY) { set.key(61, 0, CtrlVolumeDown); set.key(45, 0, CtrlVolumeUp); set.key(43, 0, CtrlVolumeDown); } set.key(9, 0, CtrlInventory); [ TAB : Inventory if (machineType == AMIGA) { set.key(27, 0, CtrlPause); [ ESC : Pause } else { set.key(27, 0, c23); [ Esc } set.key(2, 0, CtrlBossKey); [ CTRL + B : BossKey set.key(3, 0, CtrlBreak); [ CTRL + C set.key(5, 0, CtrlEdit); [ CTRL + E set.key(10, 0, CtrlJoystick); [ CTRL + J set.key(18, 0, CtrlMenuGraphicsMode); [ CTRL + R set.key(19, 0, CtrlSound); [ CTRL + S set.key(0, 32, CtrlDebug); [ ALT + D set.key(0, 18, c16); [ ALT + E set.key(0, 23, c19); [ ALT + I set.key(0, 50, c18); [ ALT + M (azerty : ?) set.key(0, 25, c20); [ ALT + P set.key(0, 45, CtrlSkipQuestion); [ ALT + X set.key(0, 47, CtrlVersion); [ ALT + V set.key(0, 44, CtrlQuit); [ ALT + Z [ specific mapping for IBM PC-Junior if (machineType == PCJR) { set.key(49, 0, CtrlHelp); set.key(50, 0, CtrlSound); set.key(51, 0, CtrlEdit); set.key(52, 0, c4); set.key(53, 0, CtrlSave); set.key(54, 0, c6); set.key(55, 0, CtrlLoad); set.key(56, 0, c8); set.key(57, 0, CtrlRestart); set.key(48, 0, CtrlMenuSpeedChange); } set.key(1, 1, c23); if (isset(f102)) { set.key(1, 2, CtrlInventory); } return(); [ Messages #message 1 "_" #message 2 "]" #message 3 "LLLLL"

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View file

@ -3,7 +3,7 @@ if (isset(newRoom))
{ v235 = 166; } else
{ v235 = 160; } if (previousRoom != 10)
{ v64 = 0; } else
{ v234 = 60; position.v(o13, v234, v235); draw(o13); v38 = v234; v38 += 4; v39 = v235; v39 -= 4; reposition.to.v(ego, v38, v39); force.update(ego); v233 = 2; if (varLarryAttitude == 20)
{ v234 = 60; position.v(o13, v234, v235); draw(o13); varEgoPosX = v234; varEgoPosX += 4; varEgoPosY = v235; varEgoPosY -= 4; reposition.to.v(ego, varEgoPosX, varEgoPosY); force.update(ego); v233 = 2; if (varLarryAttitude == 20)
{ load.view(Larry_Fight); prevent.input(); stop.motion(ego); set(boolDisablePlayer); v64 = 200; } else
{ start.motion(ego); v64 = 101; } } return(); } reset(f61); if (v64 == 4)
{ if (currentRoom == 11)
@ -30,7 +30,7 @@ if (isset(newRoom))
{ print("There is a sign on the pole."); } if ((said("examine", "brick", "light pole") || said("examine", "brick", "on", "light pole") || said("examine", "brick")))
{ print("\"TAXI\nSTAND\""); } if (said("examine", "street"))
{ print("Thousands of cars stream past, just below the edge of your screen."); } if ((said("catch", "cab") || said("cab") || said("ask", "cab") || said("holler", "cab")))
{ if (v39 >= v235)
{ if (varEgoPosY >= v235)
{ print("You'd better get out of the street first."); } else
{ print("\"YO!!\n\nTAXI!!!\""); if (v64 <= 0)
{ stop.motion(ego); set(boolDisablePlayer); random(3, 7, v233); } } } if (v64 == 4)
@ -43,28 +43,28 @@ if (isset(newRoom))
{ print("Vowing to hold your breath forever, you enter this miserable " "excuse for public transportation."); } else
{ set(f67); } erase(ego); set(f231); set(boolDisablePlayer); prevent.input(); set(f232); v64 = 101; v233 = 0; } } } if (said("examine", "alley"))
{ print("It's dark. Real dark."); } if (said("examine", "cab"))
{ print("Trust me, they're there!"); } Label1: if (v38 == v40 && v39 == v41 && v64 <= 0 && varTitlePageStep <= 0 && varLarryAttitude == 0)
{ print("Trust me, they're there!"); } Label1: if (varEgoPosX == v40 && varEgoPosY == v41 && v64 <= 0 && varTitlePageStep <= 0 && varLarryAttitude == 0)
{ ++v230; if (v230 == 200)
{ draw(o14); sound(Sound22, f40); set(f236); follow.ego(o14, 5, f230); v231 = 1; } } else
{ v230 = 0; if (v231 == 1)
{ reset(f230); v232 = 2; } } if (isset(f230) && v231 == 1)
{ reset(f230); set(f58); v231 = 2; v232 = 35; stop.motion(ego); set(boolDisablePlayer); stop.motion(o14); get.posn(o14, varRandomValue, varLine); varColumn = v38; if (v38 > 3)
{ reset(f230); set(f58); v231 = 2; v232 = 35; stop.motion(ego); set(boolDisablePlayer); stop.motion(o14); get.posn(o14, varRandomValue, varLine); varColumn = varEgoPosX; if (varEgoPosX > 3)
{ varColumn -= 4; } else
{ varColumn = 0; } reposition.to.v(o14, varColumn, varLine); if (varLine > v39)
{ varColumn = 0; } reposition.to.v(o14, varColumn, varLine); if (varLine > varEgoPosY)
{ set.view(o14, Street_Dog2); } else
{ set.view(o14, Street_Dog3); } } --v232; if (v232 == 1)
{ v231 = 3; start.motion(ego); reset(boolDisablePlayer); start.motion(o14); set.view(o14, Street_Dog1); wander(o14); } if (edgeObjHit > NOT_HIT && objHitEdge == 14 && v231 == 3)
{ erase(o14); reset(f236); v231 = 4; } distance(ego, o13, varRandomValue); if (edgeEgoHit == BOTTOM_EDGE && varRandomValue == 255 && varLarryAttitude != 15)
{ stop.motion(ego); set(boolDisablePlayer); prevent.input(); varLarryAttitude = 15; position(o15, 119, 167); draw(o15); sound(Sound11, f40); v56 = 10; if (v38 > 116)
{ v38 = 116; } move.obj.v(o15, v38, v39, v56, f234); } if (varLarryAttitude == 15)
{ stop.motion(ego); set(boolDisablePlayer); prevent.input(); varLarryAttitude = 15; position(o15, 119, 167); draw(o15); sound(Sound11, f40); v56 = 10; if (varEgoPosX > 116)
{ varEgoPosX = 116; } move.obj.v(o15, varEgoPosX, varEgoPosY, v56, f234); } if (varLarryAttitude == 15)
{ if (edgeEgoHit > NOT_HIT)
{ edgeEgoHit = NOT_HIT; } if (isset(f234))
{ reset(f234); set(f231); erase(ego); set.view(ego, Larry_DeathByCar); if (v38 > 33)
{ v38 -= 33; } else
{ v38 = 0; } position.v(ego, v38, v39); move.obj(o15, 0, 167, 10, f233); } if (isset(f231))
{ get.posn(o15, varColumn, varLine); if ((varColumn < v38 || varColumn < 10))
{ reset(f234); set(f231); erase(ego); set.view(ego, Larry_DeathByCar); if (varEgoPosX > 33)
{ varEgoPosX -= 33; } else
{ varEgoPosX = 0; } position.v(ego, varEgoPosX, varEgoPosY); move.obj(o15, 0, 167, 10, f233); } if (isset(f231))
{ get.posn(o15, varColumn, varLine); if ((varColumn < varEgoPosX || varColumn < 10))
{ reset(f231); draw(ego); } } if (isset(f233))
{ reset(f233); erase(o15); print("You know, the traffic here is really a killer! You should forget " "about crossing these streets!"); set(f50); } } if (isset(f44))
{ reset(f233); erase(o15); print("You know, the traffic here is really a killer! You should forget " "about crossing these streets!"); set(f50); } } if (isset(boolSecondHasChange))
{ --v233; if (v233 == 1)
{ set(f232); } } if (v64 > 0)
{ get.posn(o13, varColumn, varLine); if ((varColumn == 103 || varColumn == 88 || varColumn == 36))
@ -75,15 +75,15 @@ if (isset(newRoom))
{ step.size(o13, v85); set.cel(o13, 1); sound(Sound10, f40); } if (v64 == 4)
{ set.cel(o13, 0); start.motion(ego); reset(boolDisablePlayer); v233 = 14; } if (v64 == 5)
{ print("\"I can't wait all day, bub!\""); v64 = 101; } if (v64 == 101)
{ get.posn(o13, v234, v235); if (v38 < v234 && v39 >= v235)
{ get.posn(o13, v234, v235); if (varEgoPosX < v234 && varEgoPosY >= v235)
{ print("\"BEEP\nBEEP!\""); v233 = 5; --v64; } else
{ v64 = 102; } } if (v64 == 102)
{ step.size(o13, v85); v234 = 0; v56 = 0; move.obj.v(o13, v234, v235, v56, f232); } if (v64 == 103)
{ step.size(o13, v87); if (varLarryAttitude == 20)
{ ignore.objs(ego); set.view(ego, Larry_DeathByCar); get.posn(o13, v38, v39); --v39; position.v(ego, v38, v39); draw(ego); } } if (v64 == 104)
{ ignore.objs(ego); set.view(ego, Larry_DeathByCar); get.posn(o13, varEgoPosX, varEgoPosY); --varEgoPosY; position.v(ego, varEgoPosX, varEgoPosY); draw(ego); } } if (v64 == 104)
{ v64 = 0; erase(o13); if (varLarryAttitude == 20)
{ reset(f231); set(f50); } if (isset(f231))
{ v76 = 10; } } if (v64 == 201)
{ varJumpToRoom = 10; } } if (v64 == 201)
{ set.view(ego, Larry_Fight); set(f34); v233 = 5; } if (v64 == 202)
{ erase(ego); print("\"You'll not ride with me again!\""); v64 = 101; v233 = 3; } } if ((isset(f231) || varLarryAttitude == 15))
{ stop.motion(ego); set(boolDisablePlayer); } return(); [ Messages #message 1 "You know, the traffic here is really a killer! You should forget about crossing these streets!" #message 2 "\"YO!!\n\nTAXI!!!\"" #message 3 "Vowing to hold your breath forever, you enter this miserable excuse for public transportation." #message 4 "It's not very clean." #message 5 "It's not very new." #message 6 "(And those are its good points!)" #message 7 "Look out! Here he comes again!" #message 8 "Obviously, he thinks you're a fire plug." #message 9 "Dogs like that make you want to keep moving." #message 10 "\"I can't wait all day, bub!\"" #message 11 "\"You'll not ride with me again!\"" #message 12 "" #message 13 "" #message 14 "Sick-o!" #message 15 "After all he's done for you?" #message 16 "He presently smells quite bad, although still better than you." #message 17 "\"TAXI\nSTAND\"" #message 18 "It's dark. Real dark." #message 19 "You'd better get out of the street first." #message 20 "\"BEEP\nBEEP!\"" #message 21 "Thousands of cars stream past, just below the edge of your screen." #message 22 "Trust me, they're there!" #message 23 "It smells like an old cab." #message 24 "Isn't it funny how there's so little traffic?" #message 25 "The glow of the city lights obliterate the stars." #message 26 "As you bend over to do so, his bare teeth convince you otherwise." #message 27 "You shinny up the pole, read the sign, and come right back down." #message 28 "Who'd want him?" #message 29 "" #message 30 "Where?" #message 31 "There is a sign on the pole." #message 32 ""

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