/*
* Copyright (c) 2021 Ross Cunniff
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include "stdadv.oah"
using namespace adv;
using namespace stdadv;
#include "constant.oad"
#include "routines.oad"
#include "locnames.oad"
class AardActor(StdActor) {
public var pmax = 250;
public var weight = 0;
public var pNoTake = true;
public var action = ActAction;
public var cheat = false;
public var ratvl = 0;
public var pscore = 0;
public var debug = 0;
}
AardActor me(mrm1);
#include "objects.oad"
#include "locales.oad"
#include "verbs.oad"
#include "objrouts.oad"
#include "transit.oad"
proc MoveFeet() // Your feet just keep following you...
{
feet.move($ME.loc);
}
proc adv::START()
{
// Override some routines
quit.action = quitAction;
V_throw.action = throwAction;
// Other init
Setdaemon(MoveFeet);
StdInit(me);
dirVec = {north, south, east, west, up, down, enter, exit};
Prompt = PROMPT;
Setdaemon(endgame);
}
proc adv::DWIMI(obj) {return Dwimmer(obj);}
proc adv::DWIMD(obj) {return Dwimmer(obj);}
/*** CHEAT ROUTINES ***/
proc chetr()
{
if ($ME.debug == 0) ExitPhase(PHX_ACTOR);
}
VerbClass cheat {
action = proc() {
$ME.debug = !$ME.debug;
}
}
VerbClass beam {
action = proc() {
chetr();
$ME.move(Dobj);
}
}
VerbClass tractor {
action = proc() {
chetr();
Dobj.move($ME.loc);
"The ";
Dobj.sdesc();
" magically appears.\n";
}
}
Thing adv::STRING {}
VerbClass adv::TELLER {}
/*** EOF aard.oad ***/