Cragne Manor room TUN4: Amorphous Tunnel (Bill Maya)

This file is part of the Cragne Manor source code collection. Posted with the author's permission. All rights reserved.


"cragne-manor TUN4" by Bill Maya
 
Chapter 1 - Do Not Change Any Of This
 
Include Cragne Suite by Ryan Veeder.
 
[Don't mess with other people's rooms!]
 
TUN is a region.
 
TUN4 is a room in TUN. TUN4 is southwest from TUN5 and down from DAN6.
 
TUN3 is a room in TUN.
 
Door9b is a closed locked scenery door. Door9b is east of TUN3 and west of TUN4.
 
[START - Key9 code written by Michael D. Hilborn. Included for development only, remove prior to integration]
Key9 is an object. The printed name of Key9 is "nasty key".
The initial appearance of Key9 is "Teetering on the edge of the hole is a nasty-looking key."
The description of Key9 is "A large key, nearly the length of your hand, its teeth. . .  well, a row of rotted, human teeth. Etched beneath the teeth, upon the shaft of the key, is a runic script." Understand "key", "nasty-looking key", "nasty-looking", "nasty key", "nasty", "teeth" as Key9.
 
Instead of reading Key9:
    try examining the biggles-runic-script;
 
The biggles-runic-script is part of Key9. The printed name of biggles-runic-script is "runic script". The description of the biggles-runic-script is "Harsh, jagged lines form a disturbing script which seems to shift and waver, straining your sight. At the end of the script is a hieroglyph: Two crescents, back to back, centered above an eye. Below the eye, an icon resembling a keyhole." Understand "runes", "script", "runic script", "runic", "keyhole", "hieroglyph", "symbol", "icon", "eye" as the biggles-runic-script.
[END - Key9 code written by Michael D. Hilborn. Included for development only, remove prior to integration]
 
Key9 unlocks Door9b.
 
[START - Development code, remove prior to integration]
The Key9 is in TUN5.
The player is in TUN5.
[END - Development code, remove prior to integration]
 
Part 1 - TUN4
 
Printed name of TUN4 is "Amorphous Tunnel (Bill Maya)".
 
Description of TUN4 is ""
 
The commentary of TUN4 is "Long time player, first time implementor. I can be found online at http://objectiveme.com."
 
Description of Door9b is "Featureless except for a faint rune scratched into its center, this antediluvian door almost disappears into the surrounding wall. Underneath the rune is a keyhole. Strangely enought, the door's obsidian surface doesn't match the tunnel walls." Understand "door", "antediluvian", "antediluvian door" as Door9b.
 
The wjtm-rune is part of Door9b. The description of wjtm-rune is "Two crescents, back to back, centered above an eye faintly scratched into the door's surface (probably with someone's dying breath)." Understand "rune", "faint", "faint rune" as wjtm-rune.
 
The wjtm-former-location is a room that varies.
The wjtm-tunnel-position is text that varies.
 
First carry out going rule:
    now the wjtm-former-location is the location;
    if wjtm-former-location is:
        -- TUN5:
            now wjtm-tunnel-position is "End";
            now wjtm-former-location is TUN4;
        -- DAN6:
            now wjtm-tunnel-position is "Start";
            now wjtm-former-location is TUN4;
        -- TUN3:
            now wjtm-tunnel-position is "Middle";
            now wjtm-former-location is TUN4;
 
Every turn:
    [showme(wjtm-former-location);
    showme(wjtm-tunnel-position);
    say line break;]
    if wjtm-tunnel-position is:
        -- "End":
            say Description corresponding to the Code of "End" in the Table of TUN4 Descriptions;
            say line break;
        -- "Middle":
            say Description corresponding to the Code of "Middle" in the Table of TUN4 Descriptions;
            say line break;
        -- "Start":
            say Description corresponding to the Code of "Start" in the Table of TUN4 Descriptions;
            say line break;
 
Instead of going northeast:
    if wjtm-tunnel-position is:
        -- "End":
            now wjtm-tunnel-position is "Null";
            continue the action;
        -- "Middle": say "You can't go that way.";
        -- "Start": say "You can't go that way.";
 
Instead of going north:
    if wjtm-tunnel-position is:
        -- "Start": now wjtm-tunnel-position is "Middle";
        -- "Middle": now wjtm-tunnel-position is "End";
        -- "End": say "You can't go that way.";
 
Instead of going west:
    if wjtm-tunnel-position is:
        -- "End": say "You can't go that way.";
        -- "Middle":
            now wjtm-tunnel-position is "Null";
            continue the action;
        -- "Start": say "You can't go that way.";
 
Instead of going south:
    if wjtm-tunnel-position is:
        -- "End": now wjtm-tunnel-position is "Middle";
        -- "Middle": now wjtm-tunnel-position is "Start";
        -- "Start": say "You can't go that way.";
 
Instead of going up:
    if wjtm-tunnel-position is:
        -- "End": say "You can't go that way.";
        -- "Middle": say "You can't go that way.";
        -- "Start":
            now wjtm-tunnel-position is "Null";
            continue the action;
 
Instead of looking:
    if wjtm-tunnel-position is:
        -- "End": say Description corresponding to the Code of "End" in the Table of TUN4 Descriptions;
        -- "Middle": say Description corresponding to the Code of "Middle" in the Table of TUN4 Descriptions;
        -- "Start": say Description corresponding to the Code of "Start" in the Table of TUN4 Descriptions;
 
 
Table of TUN4 Descriptions
Code        Description
"End"        "This tunnel bends to the northeast. The walls to the south shimmer slightly, gently undulating in the spectral darkness. Further south you see faint efflugence of daylight."
"Middle"        "Here you see that the shimmering walls are a byproduct of water seeping through the bedrock from the river above.[line break][line break]To the west, set into the wall, almost invisible in the mortal dimness, is a antediluvian door. The tunnel continues to the north and south."
"Start"        "The foetid tunnel burrows north into stygian darkness. The walls ahead appear to undulate gently in the decaying light. Daylight and a slight breeze wafts down some non-euclidean steps that lead up."
 
[http://arkhamarchivist.com/wordcount-lovecraft-favorite-words]