Ejemplo n.º 1
0
 def enemy_attack(self):
     print
     delay("The ENEMY deals %s damage to you" %(self.attack))
     print
     print
     main_character.health -= self.attack
     main_character.death()
Ejemplo n.º 2
0
 def enemy_attack(self):
     print
     delay("The ENEMY deals %s damage to you" % (self.attack))
     print
     print
     main_character.health -= self.attack
     main_character.death()
Ejemplo n.º 3
0
 def death(self):
     if self.health < 1:
         self.is_alive = False
         print
         delay("You Died: Game Over")
         sys.exit()
     else:
         delay("Your health is now %s" % (self.health))
         print
Ejemplo n.º 4
0
 def death(self):
     if self.health < 1:
         self.is_alive = False
         print
         delay("You Died: Game Over")
         sys.exit()            
     else:
         delay("Your health is now %s" %(self.health))
         print
Ejemplo n.º 5
0
 def enemy_death(self):
     if self.health < 1:
         self.is_alive = False
         print
         delay("The ENEMY falls to the ground, dead.")
         print
         print
     else:
         print
         delay("The ENEMY's health is now %s" %(self.health))
         print
Ejemplo n.º 6
0
 def enemy_death(self):
     if self.health < 1:
         self.is_alive = False
         print
         delay("The ENEMY falls to the ground, dead.")
         print
         print
     else:
         print
         delay("The ENEMY's health is now %s" % (self.health))
         print
Ejemplo n.º 7
0
def action(player_input):
    global command
    global subject
    command = 0
    if player_input.lower() == "go north":
        command = 1
        subject = 0
        return True
    elif player_input.lower() == "go west":
        command = 2
        subject = 0
        return True
    elif player_input.lower() == "go east":
        command = 3
        subject = 0
        return True
    elif player_input.lower() == "go south":
        command = 4
        subject = 0
        return True
    elif player_input.lower()[0:7] == "pick up":
        command = 5
        subject = player_input[8:]
        return True
    elif player_input.lower()[0:4] == "drop":
        command = 6
        subject = player_input.lower()[5:]
        return True
    elif player_input.lower()[0:6] == "search":
        command = 7
        subject = player_input.lower()[7:]
        return True
    elif player_input.lower()[0:3] == "use":
        command = 8
        subject = player_input.lower()[4:]
        return True
    elif player_input.lower()[0:9] == "inventory":
        command = 9
        subject = 0
    elif player_input.lower()[0:7] == "analyze":
        command = 10
        subject = player_input.lower()[8:]
    elif player_input.lower()[0:6] == "health":
        command = 11
        subject = 0
    else:
        print
        delay("You can not %s at this time." %(player_input))
        print
        return False
    return command
    return subject
Ejemplo n.º 8
0
def action(player_input):
    global command
    global subject
    command = 0
    if player_input.lower() == "go north":
        command = 1
        subject = 0
        return True
    elif player_input.lower() == "go west":
        command = 2
        subject = 0
        return True
    elif player_input.lower() == "go east":
        command = 3
        subject = 0
        return True
    elif player_input.lower() == "go south":
        command = 4
        subject = 0
        return True
    elif player_input.lower()[0:7] == "pick up":
        command = 5
        subject = player_input[8:]
        return True
    elif player_input.lower()[0:4] == "drop":
        command = 6
        subject = player_input.lower()[5:]
        return True
    elif player_input.lower()[0:6] == "search":
        command = 7
        subject = player_input.lower()[7:]
        return True
    elif player_input.lower()[0:3] == "use":
        command = 8
        subject = player_input.lower()[4:]
        return True
    elif player_input.lower()[0:9] == "inventory":
        command = 9
        subject = 0
    elif player_input.lower()[0:7] == "analyze":
        command = 10
        subject = player_input.lower()[8:]
    elif player_input.lower()[0:6] == "health":
        command = 11
        subject = 0
    else:
        print
        delay("You can not %s at this time." % (player_input))
        print
        return False
    return command
    return subject
Ejemplo n.º 9
0
def B2_text(history):
    print
    print
    print
    delay("You enter a dimly lit storage room with a CHEST in the back corner.")
    print
    print
    if 'visited' not in history:
        delay("TUTORIAL: To search a container or a body, type 'search' and the name of the thing you want to search. For example, if you wanted to search a cabinet, you would type 'search cabinet'.")
        print
        print
    delay("The only door in the room is the one on the EAST side through which you just entered.")
    print
    print
    player_input = raw_input("What do you want to do?: ")
    overall.action(player_input)
    new_command = overall.command
    B2(new_command, overall.subject, player_input)
Ejemplo n.º 10
0
def B2_text(history):
    print
    print
    print
    delay(
        "You enter a dimly lit storage room with a CHEST in the back corner.")
    print
    print
    if 'visited' not in history:
        delay(
            "TUTORIAL: To search a container or a body, type 'search' and the name of the thing you want to search. For example, if you wanted to search a cabinet, you would type 'search cabinet'."
        )
        print
        print
    delay(
        "The only door in the room is the one on the EAST side through which you just entered."
    )
    print
    print
    player_input = raw_input("What do you want to do?: ")
    overall.action(player_input)
    new_command = overall.command
    B2(new_command, overall.subject, player_input)
Ejemplo n.º 11
0
def A3_text(history):
    print
    print
    print
    if 'visited' not in history:
        overall.enemy1.is_alive = True
    else:
        pass
    delay('You enter a large circular room with a soaring ceiling, supported by a ring of pillars and lit by flaming braziers. The floor is a a sand pit, littered with human bones and skulls.')
    print
    print
    delay("There are doors at the WEST and SOUTH sides of the room")
    print
    print
    if overall.enemy1.is_alive == True:
        delay("At the center of the room stands a masked ENEMY, armed with a viciously long knife")
        print
        if overall.if_empty(A3_inventory) == False:
            print
            delay("On the floor lies a: ")
            for item in A3_inventory:
                print
                delay(item)
                print
        print
        delay("The ENEMY moves to attack!")
        print
        print
    else:
        delay("On the floor lies the body of a slain ENEMY")
        print
        if overall.if_empty(A3_inventory) == False:
            print
            delay("On the floor also lies a: ")
            for item in A3_inventory:
                print
                delay(item)
                print
        print
    player_input = raw_input("What do you want to do?: ")
    overall.action(player_input)
    new_command = overall.command
    if overall.enemy1.is_alive == True:
        A3_combat(new_command, overall.subject, player_input)
    else:
        A3(new_command, overall.subject, player_input)
Ejemplo n.º 12
0
def B4(command, subject, player_input):
    global success
    if command == 1:
        if 'unlocked' in history:
            print
            history.append('visited')
            delay(
                "You open the white door, and the first thing you notice is the brilliant, blinding golden light... "
            )
            print
            print
            delay("To be continued...")
            print
            print
            delay("Victory! Game Over")
            print
            print
            sys.exit()
            success = True
        elif 'unlocked' not in history and overall.master.is_alive == False:
            print
            delay("This door is locked")
            print
            success = False
        elif 'unlocked' not in history and overall.master.is_alive == True:
            print
            delay('You walk over to the white door and try to open it.')
            print
            print
            time.sleep(1.5)
            delay('The white door is locked')
            print
            print
            time.sleep(1.5)
            delay('By the time you realize your mistake it is too late')
            print
            print
            time.sleep(1.5)
            delay(
                'The old man leaps from behind his desk, knife in hand and stabs you in the back.'
            )
            print
            print
            time.sleep(1.5)
            delay(
                'As you fall to the floor and bleed out, he stands over you with a wicked grin on his face and says "Did you really think you could leave this place alive? Ha. You are not but one of many who will meet their end in this place."'
            )
            print
            print
            time.sleep(1.5)
            delay('You Died: Game Over')
            sys.exit()
            success = False
    elif command == 2 or command == 3:
        print
        delay("A wall blocks your way")
        print
        success = False
    elif command == 4:
        history.append('visited')
        B3.B3_text(B3.history)
    elif command == 5:
        if subject.lower() in B4_inventory:
            if overall.master.is_alive == True:
                print
                delay(
                    'As you try to pick up the %s the old man says "Ahem, what do you think you are doing? That is mine you can not take it."'
                    % (subject))
                print
            else:
                overall.main_character.inventory[subject] = B4_inventory[
                    subject]
                del B4_inventory[subject]
                print
                delay('%s has been added to inventory' % (subject))
                print
        elif subject.lower() in overall.main_character.inventory:
            print
            delay('%s already in inventory' % (subejct))
            print
        else:
            print
            delay("Can not pick up %s" % (subject))
            print
        success = False
    elif command == 6:
        print
        if subject.lower() in overall.main_character.inventory:
            B4_inventory[subject] = overall.main_character.inventory[subject]
            del overall.main_character.inventory[subject]
            delay('%s has been removed from inventory' % (subject))
        else:
            delay('%s not in inventory' % (subject))
        print
        success = False
    elif command == 7:
        if overall.master.is_alive == False:
            if subject.lower() == 'desk' and overall.if_empty(
                    B4_inventory) == False:
                print
                delay('This desk contains a: ')
                print
                for item in B4_inventory:
                    print
                    delay(item)
                    print
            elif subject.lower() == 'desk' and overall.if_empty(
                    B4_inventory) == True:
                print
                delay('This desk is empty.')
                print
            else:
                print
                delay('Can not search %s' % (subject))
                print
        else:
            print
            delay(
                'You try to lean in to search the desk, but the man stops you and says "Ahem, just what do you think you are doing? Stop that."'
            )
            print
        success = False
    elif command == 8:
        print
        if subject.lower() == 'white key' and subject.lower(
        ) in overall.main_character.inventory:
            history.append('unlocked')
            delay('WHITE KEY unlocks NORTH door')
            print
        elif subject.lower(
        ) in overall.main_character.inventory and overall.main_character.inventory[
                subject.lower(
                )].form == 'weapon' and overall.master.is_alive == True:
            delay(
                "You raise your %s and the old man's eyes widen in fear. He yells 'WAIT, NO, HOW DID YOU KNOW?' just before your %s comes down and chops off his head. The knife concealed in his hand under the desk clatters to the ground."
                % (subject, subject))
            print
            overall.master.is_alive = False
        elif subject.lower() in overall.main_character.inventory:
            overall.main_character.inventory[subject].use()
            if overall.main_character.inventory[
                    subject.lower()].form == 'food':
                del overall.main_character.inventory[subject.lower()]
        else:
            delay('No %s in inventory' % (subject))
            print
        success = False
    elif command == 9:
        for item in overall.main_character.inventory:
            print
            delay(item)
            print
        if overall.if_empty(overall.main_character.inventory) == True:
            print
            delay("You have nothing in your inventory!")
            print
        success = False
    elif command == 10:
        print
        if subject.lower() in overall.main_character.inventory:
            overall.main_character.inventory[subject].describe()
        else:
            delay('%s not in inventory' % (subject))
        print
        success = False
    elif command == 11:
        print
        overall.main_character.death()
        success = False
    else:
        success = False
    if success == False:
        B4_reit(nothing)
Ejemplo n.º 13
0
def B4_text(history):
    print
    print
    print
    delay(
        "You enter a small study, littered with documents and bookshelves lining the walls."
    )
    print
    print
    delay(
        "To the NORTH is a door made of some strange white, polished material."
    )
    print
    print
    if overall.master.is_alive == True:
        delay(
            "At the center of the room is a DESK, behind which sits an old scholarly man reading a book. As you enter the man looks up."
        )
        print
        print
        if 'visited' in history:
            delay(
                "The man exclaims, 'You again? I told you you could leave, go on, it's just through that door.'"
            )
            print
        else:
            delay(
                "The man says 'Wha- who are you?! How did you get here? Ah well, I guess it doesn't matter, go on leave, just through that door'. He points to the white door to the NORTH"
            )
            print
    else:
        delay(
            "At the center of the room is a DESK, behind which sits the decapitated corpse of an old man."
        )
        print
    print
    player_input = raw_input("What do you want to do?: ")
    overall.action(player_input)
    new_command = overall.command
    B4(new_command, overall.subject, player_input)
Ejemplo n.º 14
0
def B2(command, subject, player_input):
    global success
    if command == 1 or command == 2 or command == 4:
        print
        delay("A wall blocks your way.")
        print
        success = False
    elif command == 3:
        history.append('visited')
        A2.A2_text(A2.history)
    elif command == 5:
        if subject.lower() in B2_inventory:
            overall.main_character.inventory[subject] = B2_inventory[subject]
            del B2_inventory[subject]
            print
            delay('%s has been added to inventory' % (subject))
        elif subject.lower() in overall.main_character.inventory:
            print
            delay('%s already in inventory' % (subject))
        else:
            print
            delay("Can not pick up %s" % (subject))
        print
        success = False
    elif command == 6:
        print
        if subject.lower() in overall.main_character.inventory:
            B2_inventory[subject] = overall.main_character.inventory[subject]
            del overall.main_character.inventory[subject]
            delay('%s has been removed from inventory' % (subject))
        else:
            delay('%s not in inventory' % (subject))
        print
        success = False
    elif command == 7:
        if subject.lower() == 'chest' and overall.if_empty(
                B2_inventory) == False:
            print
            delay("The chest contains a: ")
            print
            for item in B2_inventory:
                print
                delay(item)
                print
            if overall.if_empty(B2_inventory) == True:
                print
                delay("This chest is empty")
                print
            print
            if 'searched' not in history:
                delay(
                    "TUTORIAL: To use an item, type 'use' and the name of the item you want to use."
                )
                print
                print
                delay(
                    "TUTORIAL: To view the description of an object in your inventory type 'analyze' and the name of the object."
                )
                print
                print
            history.append('searched')
        elif subject.lower() == 'chest' and overall.if_empty(
                B2_inventory) == True:
            print
            delay("This chest is empty")
            print
        else:
            print
            delay("Can not search %s" % (subject))
            print
        success = False
    elif command == 8:
        print
        if subject.lower() in overall.main_character.inventory:
            overall.main_character.inventory[subject].use()
            if overall.main_character.inventory[
                    subject.lower()].form == 'food':
                del overall.main_character.inventory[subject.lower()]
        else:
            delay('No %s in inventory' % (subject))
            print
        success = False
    elif command == 9:
        for item in overall.main_character.inventory:
            print
            delay(item)
            print
        if overall.if_empty(overall.main_character.inventory) == True:
            print
            delay("You have nothing in your inventory!")
            print
        success = False
    elif command == 10:
        print
        if subject.lower() in overall.main_character.inventory:
            overall.main_character.inventory[subject].describe()
        else:
            delay('%s not in inventory' % (subject))
        print
        success = False
    elif command == 11:
        print
        overall.main_character.death()
        success = False
    else:
        success = False
    if success == False:
        B2_reit(nothing)
Ejemplo n.º 15
0
from game_delay import delay
from room_modules import A1
from room_modules import A2
import overall
import time
nothing = 0

delay("You wake.")
print
print
delay("You are at the end of a windowless, damp, dark, cobblestone hallway, lit by a series of torches.")
print
print
delay("You can't remember how you got here.")
print
print
delay("At the NORTH end of the hallway is a door.")
print
print
delay("TUTORIAL: To move in a certain direction type 'go' and the direction you want to go in. For example, if you wanted to move WEST, you would type in 'Go West'.")
print
print
player_input = raw_input("What do you want to do?:  ")


while overall.action(player_input) == False:
    player_input = raw_input("What do you want to do?: ")


overall.action(player_input)
Ejemplo n.º 16
0
def B4_text(history):
    print
    print
    print
    delay("You enter a small study, littered with documents and bookshelves lining the walls.")
    print
    print
    delay("To the NORTH is a door made of some strange white, polished material.")
    print
    print
    if overall.master.is_alive == True:
        delay("At the center of the room is a DESK, behind which sits an old scholarly man reading a book. As you enter the man looks up.")
        print
        print
        if 'visited' in history:
            delay("The man exclaims, 'You again? I told you you could leave, go on, it's just through that door.'")
            print
        else:
            delay("The man says 'Wha- who are you?! How did you get here? Ah well, I guess it doesn't matter, go on leave, just through that door'. He points to the white door to the NORTH")
            print
    else:
        delay("At the center of the room is a DESK, behind which sits the decapitated corpse of an old man.")
        print
    print
    player_input = raw_input("What do you want to do?: ")
    overall.action(player_input)
    new_command = overall.command
    B4(new_command, overall.subject, player_input)
Ejemplo n.º 17
0
def A2(command, subject, player_input):
    global success
    if command == 1:
        if 'unlocked' in history:
            print
            history.append('visited')
            A3.A3_text(A3.history)
            success = True
        else:
            print
            delay('This door is locked')
            print
            success = False
    elif command == 2:
        history.append('visited')
        B2.B2_text(B2.history)
    elif command == 3:
        print
        delay("A wall blocks your way")
        print
        success = False
    elif command == 4:
        history.append("visited")
        A1.A1_text(A1.history)
    elif command == 5:
        if subject.lower() in A2_inventory:
            overall.main_character.inventory[subject] = A2_inventory[subject]
            del A2_inventory[subject]
            print
            delay('%s has been added to inventory' %(subject))
        elif subject.lower() in overall.main_character.inventory:
            print
            delay('%s already in inventory' %(subject))
        else:
            print
            delay("Can not pick up %s" %(subject))
        print
        success = False
    elif command == 6:
        print
        if subject.lower() in overall.main_character.inventory:
            A2_inventory[subject] = overall.main_character.inventory[subject]
            del overall.main_character.inventory[subject]
            delay('%s has been removed from inventory' %(subject))
        else:
            delay('%s not in inventory' %(subject))
        print
        success = False
    elif command == 7:
        print
        delay('Nothing here to search')
        print
        success = False
    elif command == 8:
        print
        if subject.lower() == 'iron key' and subject.lower() in overall.main_character.inventory:
            history.append('unlocked')
            delay("IRON KEY unlocks the NORTH door")
            print

        elif subject.lower() in overall.main_character.inventory:
            overall.main_character.inventory[subject].use()
            if overall.main_character.inventory[subject.lower()].form == 'food':
                del overall.main_character.inventory[subject.lower()]
        else:
            delay('No %s in inventory' %(subject))
            print
        success = False
    elif command == 9:
        for item in overall.main_character.inventory:
            print
            delay(item)
            print
        if overall.if_empty(overall.main_character.inventory) == True:
            print
            delay("You have nothing in your inventory!")
            print
        success = False
    elif command == 10:
        print
        if subject.lower() in overall.main_character.inventory:
            overall.main_character.inventory[subject].describe()
        else:
            delay('%s not in inventory' %(subject))
        print
        success = False
    elif command == 11:
        print
        overall.main_character.death()
        success = False
    else:
        success = False
    if success == False:
        A2_reit(nothing)
Ejemplo n.º 18
0
 def describe(self):
     print
     delay(self.description)
     print
Ejemplo n.º 19
0
 def use(self):
     if self.form == 'food':
         main_character.health += self.value
         delay("This food added + %s to your health." %(self.value))
         print
         print
         main_character.death()
     elif self.form == 'weapon':
         if enemy1.is_alive == False and final_enemy.is_alive == False or final_enemy.is_asleep == True:
             suicide_choice = raw_input("There are no enemies here. Do you want to kill yourself? Yes/No: ")
             if suicide_choice.lower() == 'yes':
                 delay('You Died: Game Over')
                 sys.exit()
             elif suicide_choice.lower() == 'no':
                 choice = True
             else:
                 print
                 delay("Type yes or no")
                 print
                 print
                 choice = False
             while choice != True:
                 suicide_choice = raw_input("Do you want to kill yourself? Yes/No: ")
                 if suicide_choice.lower == 'yes':
                     print
                     delay('You Died: Game Over')
                     choice = True
                 elif suicide_choice.lower() == 'no':
                     choice = True
                 else:
                     print
                     delay("Type yes or no")
                     print
                     print
                     choice = False
     elif self.form == 'passive':
         delay("You can not use this item")
         print
     elif self.form == 'key':
         delay("This key can not be used here")
         print
     elif self.form == 'instrument':
         delay("You play the instrument and it lets out a soft, soulful melody.")
         print
Ejemplo n.º 20
0
 def use(self):
     if self.form == 'food':
         main_character.health += self.value
         delay("This food added + %s to your health." % (self.value))
         print
         print
         main_character.death()
     elif self.form == 'weapon':
         if enemy1.is_alive == False and final_enemy.is_alive == False or final_enemy.is_asleep == True:
             suicide_choice = raw_input(
                 "There are no enemies here. Do you want to kill yourself? Yes/No: "
             )
             if suicide_choice.lower() == 'yes':
                 delay('You Died: Game Over')
                 sys.exit()
             elif suicide_choice.lower() == 'no':
                 choice = True
             else:
                 print
                 delay("Type yes or no")
                 print
                 print
                 choice = False
             while choice != True:
                 suicide_choice = raw_input(
                     "Do you want to kill yourself? Yes/No: ")
                 if suicide_choice.lower == 'yes':
                     print
                     delay('You Died: Game Over')
                     choice = True
                 elif suicide_choice.lower() == 'no':
                     choice = True
                 else:
                     print
                     delay("Type yes or no")
                     print
                     print
                     choice = False
     elif self.form == 'passive':
         delay("You can not use this item")
         print
     elif self.form == 'key':
         delay("This key can not be used here")
         print
     elif self.form == 'instrument':
         delay(
             "You play the instrument and it lets out a soft, soulful melody."
         )
         print
Ejemplo n.º 21
0
 def describe(self):
     print
     delay(self.description)
     print
Ejemplo n.º 22
0
 def view_inventory(self):
     for thing in self.inventory:
         delay(thing)
Ejemplo n.º 23
0
def B2(command, subject, player_input):
    global success
    if command == 1 or command == 2 or command == 4:
        print
        delay("A wall blocks your way.")
        print
        success = False
    elif command == 3:
        history.append('visited')
        A2.A2_text(A2.history)
    elif command == 5:
        if subject.lower() in B2_inventory:
            overall.main_character.inventory[subject] = B2_inventory[subject]
            del B2_inventory[subject]
            print
            delay('%s has been added to inventory' %(subject))
        elif subject.lower() in overall.main_character.inventory:
            print
            delay('%s already in inventory' %(subject))
        else:
            print
            delay("Can not pick up %s" %(subject))
        print
        success = False
    elif command == 6:
        print
        if subject.lower() in overall.main_character.inventory:
            B2_inventory[subject] = overall.main_character.inventory[subject]
            del overall.main_character.inventory[subject]
            delay('%s has been removed from inventory' %(subject))
        else:
            delay('%s not in inventory' %(subject))
        print
        success = False
    elif command == 7:
        if subject.lower() == 'chest' and overall.if_empty(B2_inventory) == False:
            print
            delay("The chest contains a: ")
            print
            for item in B2_inventory:
                print
                delay(item)
                print
            if overall.if_empty(B2_inventory) == True:
                print
                delay("This chest is empty")
                print
            print
            if 'searched' not in history:
                delay("TUTORIAL: To use an item, type 'use' and the name of the item you want to use.")
                print
                print
                delay("TUTORIAL: To view the description of an object in your inventory type 'analyze' and the name of the object.")
                print
                print
            history.append('searched')
        elif subject.lower() == 'chest' and overall.if_empty(B2_inventory) == True:
            print
            delay("This chest is empty")
            print
        else:
            print
            delay("Can not search %s" %(subject))
            print
        success = False
    elif command == 8:
        print
        if subject.lower() in overall.main_character.inventory:
            overall.main_character.inventory[subject].use()
            if overall.main_character.inventory[subject.lower()].form == 'food':
                del overall.main_character.inventory[subject.lower()]
        else:
            delay('No %s in inventory' %(subject))
            print
        success = False
    elif command == 9:
        for item in overall.main_character.inventory:
            print
            delay(item)
            print
        if overall.if_empty(overall.main_character.inventory) == True:
            print
            delay("You have nothing in your inventory!")
            print
        success = False
    elif command == 10:
        print
        if subject.lower() in overall.main_character.inventory:
            overall.main_character.inventory[subject].describe()
        else:
            delay('%s not in inventory' %(subject))
        print
        success = False
    elif command == 11:
        print
        overall.main_character.death()
        success = False
    else:
        success = False
    if success == False:
        B2_reit(nothing)
Ejemplo n.º 24
0
def A3_combat(command, subject, player_input):
    if command == 1 or command == 2 or command == 3 or command == 4:
        print
        delay("You try to flee, but the ENEMY warrior catches you first")
        print
    elif command == 5:
        if subject.lower() in A3_inventory:
            print
            delay("You move to pick up the %s, but the ENEMY warrior blocks your way.")
            print
        else:
            print
            delay("There is no %s to pick up.")
            print
    elif command == 6:
        print
        if subject.lower() in overall.main_character.inventory:
            A3_inventory[subject] = overall.main_character.inventory[subject]
            del overall.main_character.inventory[subject]
            delay('%s has been removed from inventory' %(subject))
        else:
            delay('%s not in inventory' %(subject))
        print
    elif command == 7:
        print
        delay("Nothing here to search.")
        print
    elif command == 8:
        print
        if subject.lower() in overall.main_character.inventory and overall.main_character.inventory[subject.lower()].form == 'weapon':
            delay("You attack the ENEMY warrior with your %s. You deal %s damage." %(subject.lower(), overall.main_character.inventory[subject.lower()].value)) 
            print
            overall.enemy1.health -= overall.main_character.inventory[subject.lower()].value
            overall.enemy1.enemy_death()
        elif subject.lower() in overall.main_character.inventory:
            overall.main_character.inventory[subject].use()
            if overall.main_character.inventory[subject.lower()].form == 'food':
                del overall.main_character.inventory[subject.lower()]       
        else:
            delay('No %s in inventory' %(subject))
            print
    elif command == 9:
        for item in overall.main_character.inventory:
            print
            delay(item)
            print
        if overall.if_empty(overall.main_character.inventory) == True:
            print
            delay("You have nothing in your inventory!")
            print
    elif command == 10:
        print
        if subject.lower() in overall.main_character.inventory:
            overall.main_character.inventory[subject].describe()
        else:
            delay('%s not in inventory' %(subject))
        print
    elif command == 11:
        print
        overall.main_character.death()
    else:
        pass
    if overall.enemy1.is_alive == True:
        print
        delay("The ENEMY warrior attacks with a lacerating cut from its knife.")
        print
        overall.enemy1.enemy_attack()
        A3_combat_reit(nothing)
    else:
        player_input = raw_input("What do you want to do?: ")
        overall.action(player_input)
        new_command = overall.command
        A3(new_command, overall.subject, player_input)
Ejemplo n.º 25
0
def A3(command, subject, player_input):
    global success
    if command == 1 or command == 3:
        print
        delay("A wall blocks your way.")
        print
        success = False
    elif command == 2:
        history.append('visited')
        B3.B3_text(B3.history)
        success = True
    elif command == 4:
        history.append('visited')
        A2.A2_text(A2.history)
    elif command == 5:
        if subject.lower() in A3_inventory:
            overall.main_character.inventory[subject] = A3_inventory[subject]
            del A3_inventory[subject]
            print
            delay("%s has been added to inventory" %(subject))
        elif subject.lower() in overall.enemy1.inventory:
            overall.main_character.inventory[subject] = overall.enemy1.inventory[subject]
            del overall.enemy1.inventory[subject]
            print
            delay('%s has been added to inventory' %(subject))    
        elif subject.lower() in overall.main_character.inventory:
            print
            delay('%s already in inventory' %(subject))
        else:
            print
            delay("Can not pick up %s" %(subject))
        print
        success = False
    elif command == 6:
        print
        if subject.lower() in overall.main_character.inventory:
            A3_inventory[subject] = overall.main_character.inventory[subject]
            del overall.main_character.inventory[subject]
            delay('%s has been removed from inventory' %(subject))
        else:
            delay('%s not in inventory' %(subject))
        print
        success = False
    elif command == 7:
        if subject.lower() == 'enemy' and overall.if_empty(overall.enemy1.inventory) == False:
            print
            delay("The body of the enemy contains a: ")
            print
            for item in overall.enemy1.inventory:
                print
                delay(item)
                print
            print
        elif subject.lower() == 'enemy' and overall.if_empty(overall.enemy1.inventory) == True:
            print
            delay("This body carries nothing on it")
            print
        else:
            print
            delay("Cannot search %s" %(subject))
            print
            print
        success = False
    elif command == 8:
        print
        if subject.lower() in overall.main_character.inventory:
            overall.main_character.inventory[subject.lower()].use()
            if overall.main_character.inventory[subject.lower()].form == 'food':
                del overall.main_character.inventory[subject.lower()]
        else:
            delay('No %s in inventory' %(subject))
            print
        success = False
    elif command == 9:
        for item in overall.main_character.inventory:
            print
            delay(item)
            print
        if overall.if_empty(overall.main_character.inventory) == True:
            print
            delay("You have nothing in your inventory!")
            print
        success = False
    elif command == 10:
        print
        if subject.lower() in overall.main_character.inventory:
            overall.main_character.inventory[subject].describe()
        else:
            delay('%s not in inventory' %(subject))
        print
        success = False
    elif command == 11:
        print
        overall.main_character.death()
        success = False
    else:
        success = False
    if success == False:
        A3_reit(nothing)
Ejemplo n.º 26
0
def B3_combat(command, subject, player_input):
    if command == 1 or command == 2 or command == 3 or command == 4:
        print
        delay("You try to flee, but the ENEMY hound catches you first")
        print
    elif command == 5:
        if subject.lower() in A3_inventory:
            print
            delay(
                "You move to pick up the %s, but the ENEMY hound blocks your way."
            )
            print
        else:
            print
            delay("There is no %s to pick up.")
            print
    elif command == 6:
        print
        if subject.lower(
        ) in overall.main_character.inventory and subject.lower(
        ) == 'dried meat':
            delay("dried meat has been removed from inventory")
            print
            print
            delay(
                "The hound stops and sniffs the air. It questioningly walks over to the dried meat and in one bite snaps it up and swallows. It looks at you and licks your face, then turns and walks away to lie down."
            )
            print
            print
            delay("The ENEMY is now asleep")
            print
            overall.final_enemy.is_asleep = True
            del overall.main_character.inventory[subject.lower()]
        elif subject.lower() in overall.main_character.inventory:
            B3_inventory[subject] = overall.main_character.inventory[subject]
            del overall.main_character.inventory[subject]
            delay('%s has been removed from inventory' % (subject))
        else:
            delay('%s not in inventory' % (subject))
        print
    elif command == 7:
        print
        delay("Nothing here to search.")
        print
    elif command == 8:
        print
        if subject.lower(
        ) in overall.main_character.inventory and overall.main_character.inventory[
                subject.lower()].form == 'weapon':
            delay(
                "You attack the ENEMY hound with your %s. You deal %s damage."
                % (subject.lower(),
                   overall.main_character.inventory[subject.lower()].value))
            print
            overall.final_enemy.health -= overall.main_character.inventory[
                subject.lower()].value
            overall.final_enemy.enemy_death()
        elif subject.lower(
        ) in overall.main_character.inventory and overall.main_character.inventory[
                subject.lower()].form == 'instrument':
            overall.main_character.inventory[subject].use()
            print
            delay(
                "The hound stops and tilts its head. It then lets out a humongous yawn, lays down, rests its head on its paws, and closes its eyes."
            )
            print
            print
            delay("The ENEMY is now asleep.")
            print
            print
            overall.final_enemy.is_asleep = True
        elif subject.lower() in overall.main_character.inventory:
            overall.main_character.inventory[subject].use()
            if overall.main_character.inventory[
                    subject.lower()].form == 'food':
                del overall.main_character.inventory[subject.lower()]
        else:
            delay('No %s in inventory' % (subject))
            print
    elif command == 9:
        for item in overall.main_character.inventory:
            print
            delay(item)
            print
        if overall.if_empty(overall.main_character.inventory) == True:
            print
            delay("You have nothing in your inventory!")
            print
    elif command == 10:
        print
        if subject.lower() in overall.main_character.inventory:
            overall.main_character.inventory[subject].describe()
        else:
            delay('%s not in inventory' % (subject))
        print
    elif command == 11:
        print
        overall.main_character.death()
    else:
        pass
    if overall.final_enemy.is_alive == True and overall.final_enemy.is_asleep == False:
        print
        delay(
            "The ENEMY hound runs over and attacks, taking you in its mouth and violently shaking you, then throwing you to the opposite side of the room."
        )
        print
        overall.final_enemy.enemy_attack()
        B3_combat_reit(nothing)
    else:
        player_input = raw_input("What do you want to do?: ")
        overall.action(player_input)
        new_command = overall.command
        B3(new_command, overall.subject, player_input)
Ejemplo n.º 27
0
def B4(command, subject, player_input):
    global success
    if command == 1:
        if 'unlocked' in history:
            print
            history.append('visited')
            delay("You open the white door, and the first thing you notice is the brilliant, blinding golden light... ")
            print
            print
            delay("To be continued...")
            print
            print
            delay("Victory! Game Over")
            print
            print
            sys.exit()
            success = True
        elif 'unlocked' not in history and overall.master.is_alive == False:
            print
            delay("This door is locked")
            print
            success = False
        elif 'unlocked' not in history and overall.master.is_alive == True:
            print
            delay('You walk over to the white door and try to open it.')
            print
            print
            time.sleep(1.5)
            delay('The white door is locked')
            print
            print
            time.sleep(1.5)
            delay('By the time you realize your mistake it is too late')
            print
            print
            time.sleep(1.5)
            delay('The old man leaps from behind his desk, knife in hand and stabs you in the back.')
            print
            print
            time.sleep(1.5)
            delay('As you fall to the floor and bleed out, he stands over you with a wicked grin on his face and says "Did you really think you could leave this place alive? Ha. You are not but one of many who will meet their end in this place."')
            print
            print
            time.sleep(1.5)
            delay('You Died: Game Over')
            sys.exit()
            success = False
    elif command == 2 or command == 3:
        print
        delay("A wall blocks your way")
        print
        success = False
    elif command == 4:
        history.append('visited')
        B3.B3_text(B3.history)
    elif command == 5:
        if subject.lower() in B4_inventory:
            if overall.master.is_alive == True:
                print
                delay('As you try to pick up the %s the old man says "Ahem, what do you think you are doing? That is mine you can not take it."' %(subject))
                print
            else:
                overall.main_character.inventory[subject] = B4_inventory[subject]
                del B4_inventory[subject]
                print
                delay('%s has been added to inventory' %(subject))
                print
        elif subject.lower() in overall.main_character.inventory:
            print
            delay('%s already in inventory' %(subejct))
            print
        else:
            print
            delay("Can not pick up %s" %(subject))
            print
        success = False
    elif command == 6:
        print
        if subject.lower() in overall.main_character.inventory:
            B4_inventory[subject] = overall.main_character.inventory[subject]
            del overall.main_character.inventory[subject]
            delay('%s has been removed from inventory' %(subject))
        else:
            delay('%s not in inventory' %(subject))
        print
        success = False
    elif command == 7:
        if overall.master.is_alive == False:    
            if subject.lower() == 'desk' and overall.if_empty(B4_inventory) == False:
                print
                delay('This desk contains a: ')
                print
                for item in B4_inventory:
                    print
                    delay(item)
                    print
            elif subject.lower() == 'desk' and overall.if_empty(B4_inventory) == True:
                print
                delay('This desk is empty.')
                print
            else:
                print
                delay('Can not search %s' %(subject))
                print
        else:
            print
            delay('You try to lean in to search the desk, but the man stops you and says "Ahem, just what do you think you are doing? Stop that."')
            print
        success = False
    elif command == 8:
        print
        if subject.lower() == 'white key' and subject.lower() in overall.main_character.inventory:
            history.append('unlocked')
            delay('WHITE KEY unlocks NORTH door')
            print
        elif subject.lower() in overall.main_character.inventory and overall.main_character.inventory[subject.lower()].form == 'weapon' and overall.master.is_alive == True:
            delay("You raise your %s and the old man's eyes widen in fear. He yells 'WAIT, NO, HOW DID YOU KNOW?' just before your %s comes down and chops off his head. The knife concealed in his hand under the desk clatters to the ground." %(subject, subject))
            print
            overall.master.is_alive = False
        elif subject.lower() in overall.main_character.inventory:
            overall.main_character.inventory[subject].use()
            if overall.main_character.inventory[subject.lower()].form == 'food':
                del overall.main_character.inventory[subject.lower()]
        else:
            delay('No %s in inventory' %(subject))
            print
        success = False
    elif command == 9:
        for item in overall.main_character.inventory:
            print
            delay(item)
            print
        if overall.if_empty(overall.main_character.inventory) == True:
            print
            delay("You have nothing in your inventory!")
            print
        success = False
    elif command == 10:
        print
        if subject.lower() in overall.main_character.inventory:
            overall.main_character.inventory[subject].describe()
        else:
            delay('%s not in inventory' %(subject))
        print
        success = False
    elif command == 11:
        print
        overall.main_character.death()
        success = False
    else:
        success = False
    if success == False:
        B4_reit(nothing)
Ejemplo n.º 28
0
def A1(command, subject, player_input):
    global success
    if command == 1:
        history.append("visited")
        A2.A2_text(A2.history)
        success = True
    elif command == 2 or command == 3:
        print
        delay("A wall blocks your way")
        print
        success = False
    elif command == 4:
        print
        delay("This door is closed and sealed.")
        print
        success = False
    elif command == 5:
        if subject.lower() in A1_inventory:
            overall.main_character.inventory[subject] = A1_inventory[subject]
            del A1_inventory[subject]
            print
            delay("%s has been added to inventory" %(subject))
        elif subject.lower() in overall.main_character.inventory:
            print
            delay('%s already in inventory' %(subject))
        else:
            print
            delay("Can not pick up %s"%(subject))
        print
        success = False
    elif command == 6:
        print
        if subject.lower() in overall.main_character.inventory:
            A1_inventory[subject] = overall.main_character.inventory[subject]
            del overall.main_character.inventory[subject]
            delay('%s has been removed from inventory'%(subject))
        else:
            delay('%s not in inventory'%(subject))
        print
        success = False
    elif command == 7:
        print
        delay("Nothing here to search")
        print
        success = False
    elif command == 8:
        print
        if subject.lower() in overall.main_character.inventory:
            overall.main_character.inventory[subject].use()
            if overall.main_character.inventory[subject.lower()].form == 'food':
                del overall.main_character.inventory[subject.lower()]
        else:
            delay("No %s in inventory" %(subject))
            print
        success = False        
    elif command == 9:
        for item in overall.main_character.inventory:
            print
            delay(item)
            print
        if overall.if_empty(overall.main_character.inventory) == True:
            print
            delay("You have nothing in your inventory!")
            print
        success = False
    elif command == 10:
        print
        if subject.lower() in overall.main_character.inventory:
            overall.main_character.inventory[subject].describe()
        else:
            delay("%s not in inventory" %(subject))
        print
        success = False
    elif command == 11:
        print
        overall.main_character.death()
        success = False
    else:
        success = False
    if success == False:
        A1_reit(nothing)
Ejemplo n.º 29
0
def A1(command, subject, player_input):
    global success
    if command == 1:
        history.append("visited")
        A2.A2_text(A2.history)
        success = True
    elif command == 2 or command == 3:
        print
        delay("A wall blocks your way")
        print
        success = False
    elif command == 4:
        print
        delay("This door is closed and sealed.")
        print
        success = False
    elif command == 5:
        if subject.lower() in A1_inventory:
            overall.main_character.inventory[subject] = A1_inventory[subject]
            del A1_inventory[subject]
            print
            delay("%s has been added to inventory" % (subject))
        elif subject.lower() in overall.main_character.inventory:
            print
            delay('%s already in inventory' % (subject))
        else:
            print
            delay("Can not pick up %s" % (subject))
        print
        success = False
    elif command == 6:
        print
        if subject.lower() in overall.main_character.inventory:
            A1_inventory[subject] = overall.main_character.inventory[subject]
            del overall.main_character.inventory[subject]
            delay('%s has been removed from inventory' % (subject))
        else:
            delay('%s not in inventory' % (subject))
        print
        success = False
    elif command == 7:
        print
        delay("Nothing here to search")
        print
        success = False
    elif command == 8:
        print
        if subject.lower() in overall.main_character.inventory:
            overall.main_character.inventory[subject].use()
            if overall.main_character.inventory[
                    subject.lower()].form == 'food':
                del overall.main_character.inventory[subject.lower()]
        else:
            delay("No %s in inventory" % (subject))
            print
        success = False
    elif command == 9:
        for item in overall.main_character.inventory:
            print
            delay(item)
            print
        if overall.if_empty(overall.main_character.inventory) == True:
            print
            delay("You have nothing in your inventory!")
            print
        success = False
    elif command == 10:
        print
        if subject.lower() in overall.main_character.inventory:
            overall.main_character.inventory[subject].describe()
        else:
            delay("%s not in inventory" % (subject))
        print
        success = False
    elif command == 11:
        print
        overall.main_character.death()
        success = False
    else:
        success = False
    if success == False:
        A1_reit(nothing)
Ejemplo n.º 30
0
from game_delay import delay
from room_modules import A1
from room_modules import A2
import overall
import time
nothing = 0

delay("You wake.")
print
print
delay(
    "You are at the end of a windowless, damp, dark, cobblestone hallway, lit by a series of torches."
)
print
print
delay("You can't remember how you got here.")
print
print
delay("At the NORTH end of the hallway is a door.")
print
print
delay(
    "TUTORIAL: To move in a certain direction type 'go' and the direction you want to go in. For example, if you wanted to move WEST, you would type in 'Go West'."
)
print
print
player_input = raw_input("What do you want to do?:  ")

while overall.action(player_input) == False:
    player_input = raw_input("What do you want to do?: ")
Ejemplo n.º 31
0
def A2_text(history):
    print
    print
    print
    if overall.if_empty(A2_inventory) == True:
        print
        delay("You enter an empty room")
        print
    elif overall.if_empty(A2_inventory) == False:
        print
        delay("You enter a room. On the floor lies a: ")
        print
        for item in A2_inventory:
            print
            delay(item)
        print
    if 'visited' in history:
        pass
    else:
        print
        delay("TUTORIAL: To check your health type 'health'. Don't let your health get too low!")
        print
        print
        delay("TUTORIAL: To view what you have in your inventory, type 'inventory'")
        print
    print
    delay("At the NORTH, SOUTH, and WEST sides of the room are doors.")
    print
    print
    player_input = raw_input("What do you want to do?: ")
    overall.action(player_input)
    new_command = overall.command
    A2(new_command, overall.subject, player_input)
Ejemplo n.º 32
0
 def view_inventory(self):
     for thing in self.inventory:
         delay(thing)
Ejemplo n.º 33
0
def B3_text(history):
    print
    print
    print
    if 'visited' not in history:
        overall.final_enemy.is_alive = True
        overall.final_enemy.is_asleep = False
    else:
        pass
    delay("You enter a large stone cavern lit by a ring of torches.")
    print
    print
    delay("There are doors at the EAST and NORTH ends of the room.")
    print
    print
    if overall.final_enemy.is_alive == True:
        if overall.final_enemy.is_asleep == True:
            delay(
                "A great large slumbering hound sleeps curled up in the middle of the room."
            )
            print
        elif overall.final_enemy.is_asleep == False:
            delay(
                "A great large hound the size of a small house stands in the center of the room. It catches sight of you as you enter and snarls."
            )
            print
            print
            delay("The ENEMY moves to attack!")
            print
        else:
            pass
        if overall.if_empty(B3_inventory) == False:
            print
            delay("On the floor lies a: ")
            for item in B3_inventory:
                print
                delay(item)
                print
        print
    else:
        delay("On the floor lies the body of a slain ENEMY")
        print
        if overall.if_empty(B3_inventory) == False:
            print
            delay("On the floor also lies a: ")
            for item in B3_inventory:
                print
                delay(item)
                print
        print
    player_input = raw_input("What do you want to do?: ")
    overall.action(player_input)
    new_command = overall.command
    if overall.final_enemy.is_alive == True and overall.final_enemy.is_asleep == False:
        B3_combat(new_command, overall.subject, player_input)
    else:
        B3(new_command, overall.subject, player_input)
Ejemplo n.º 34
0
def A1_text(history):
    print
    print
    print
    global player_input
    delay("You enter a room lit by a single torch.")
    print
    if 'visited' not in history:
        print
        delay("The door behind you closes and seals.")
        print
    else:
        pass
    if 'note' not in A1_inventory:
        if overall.if_empty(A1_inventory) == True:
            print
            delay(
                "The room is empty except for a barren alter standing at its center."
            )
            print
        elif overall.if_empty(A1_inventory) == False:
            print
            delay(
                "The room is empty except for an alter standing at its center. Upon the alter sits a: "
            )
            print
            for item in A1_inventory:
                print
                delay(item)
            print
    if 'note' in A1_inventory:
        print
        delay(
            "The room is empty except for an alter standing at its center. Upon the alter is a NOTE."
        )
        print
        print
        if overall.if_empty(A1_inventory) == False and overall.count > 1:
            delay("On the alter there also sits a: ")
            for item in A1_inventory:
                print
                delay(item)
            print
            print
        delay("The NOTE reads: ")
        print
        note.describe()
    else:
        pass
    if 'visited' in history:
        pass
    else:
        print
        delay(
            "TUTORIAL: To pick up an item, type 'pick up' and the name of the item you want to pick up. For example, if you wanted to pick up an apple, you would type 'Pick up apple'"
        )
        print
        print
        delay(
            "TUTORIAL: If you want to get rid of an item, type 'drop' and the name of the item you want to get rid of. Remember, if you drop an item you can always come back and pick it up!"
        )
        print
    print
    delay("There is a door on the NORTH side of the room")
    print
    print
    if 'visited' in history:
        delay(
            "There is a closed and sealed door at the SOUTH side of the room")
        print
        print
    player_input = raw_input("What do you want to do?: ")
    overall.action(player_input)
    new_command = overall.command
    A1(new_command, overall.subject, player_input)
Ejemplo n.º 35
0
def B3(command, subject, player_input):
    global success
    if command == 1:
        history.append('visited')
        B4.B4_text(B4.history)
        success = True
    elif command == 2 or command == 4:
        print
        delay("A wall blocks your way.")
        print
        success = False
    elif command == 3:
        history.append('visited')
        A3.A3_text(A3.history)
    elif command == 5:
        if subject.lower() in B3_inventory:
            overall.main_character.inventory[subject] = B3_inventory[subject]
            del B3_inventory[subject]
            print
            delay("%s has been added to inventory" % (subject))
        elif subject.lower(
        ) in overall.final_enemy.inventory and overall.final_enemy.is_alive == False:
            overall.main_character.inventory[
                subject] = overall.final_enemy.inventory[subject]
            del overall.final_enemy.inventory[subject]
            print
            delay("%s added to inventory" % (subject))
        elif subject.lower(
        ) in overall.final_enemy.inventory and overall.final_enemy.is_alive == True and overall.final_enemy.is_asleep == True:
            print
            delay("The ENEMY is still, you can not take items from it.")
        elif subject.lower() in overall.main_character.inventory:
            print
            delay('%s already in inventory' % (subject))
        else:
            print
            delay("Can not pick up %s" % (subject))
        print
        sucess = False
    elif command == 6:
        print
        if subject.lower() in overall.main_character.inventory:
            B3_inventory[subject] = overall.main_character.inventory[subject]
            del overall.main_character.inventory[subject]
            delay('%s has been removed from inventory' % (subject))
        else:
            delay('%s not in inventory' % (subject))
        print
        success = False
    elif command == 7:
        if subject.lower() == 'enemy' and overall.if_empty(
                overall.final_enemy.inventory
        ) == False and overall.final_enemy.is_alive == False:
            print
            delay("The body of the enemy contains a: ")
            print
            for item in overall.final_enemy.inventory:
                print
                delay(item)
                print
            print
        elif subject.lower() == 'enemy' and overall.if_empty(
                overall.final_enemy.inventory
        ) == True and overall.final_enemy.is_alive == False:
            print
            delay("This body carries nothing on it.")
            print
        elif subject.lower(
        ) == 'enemy' and overall.final_enemy.is_alive == True and overall.final_enemy.is_asleep == True:
            print
            delay("This ENEMY is still alive. You can not search it.")
            print
        else:
            print
            delay("Cannot search %s" % (subject))
            print
            print
        success = False
    elif command == 8:
        print
        if subject.lower(
        ) in overall.main_character.inventory and overall.main_character.inventory[
                subject.lower(
                )].form == 'weapon' and overall.final_enemy.is_asleep == True:
            print
            delay("As you attack the ENEMY stirs from its slumber.")
            print
            overall.final_enemy.is_asleep = False
            B3_combat(command, subject, 0)
        elif subject.lower() in overall.main_character.inventory:
            overall.main_character.inventory[subject.lower()].use()
            if overall.main_character.inventory[
                    subject.lower()].form == 'food':
                del overall.main_character.inventory[subject.lower()]
        else:
            delay('No %s in inventory' % (subject))
            print
        success = False
    elif command == 9:
        for item in overall.main_character.inventory:
            print
            delay(item)
            print
        if overall.if_empty(overall.main_character.inventory) == True:
            print
            delay("You have nothing in your inventory!")
            print
        success = False
    elif command == 10:
        print
        if subject.lower() in overall.main_character.inventory:
            overall.main_character.inventory[subject].describe()
        else:
            delay('%s not in inventory' % (subject))
        print
        success = False
    elif command == 11:
        print
        overall.main_character.death()
        success = False
    else:
        success = False
    if success == False:
        B3_reit(nothing)
Ejemplo n.º 36
0
def A1_text(history):
    print
    print
    print
    global player_input
    delay("You enter a room lit by a single torch.")
    print
    if 'visited' not in history:
        print
        delay("The door behind you closes and seals.")
        print
    else:
        pass
    if 'note' not in A1_inventory:
        if overall.if_empty(A1_inventory) == True:
            print
            delay("The room is empty except for a barren alter standing at its center.")
            print
        elif overall.if_empty(A1_inventory) == False:
            print
            delay("The room is empty except for an alter standing at its center. Upon the alter sits a: ")
            print
            for item in A1_inventory:
                print
                delay(item)
            print           
    if 'note' in A1_inventory:
        print
        delay("The room is empty except for an alter standing at its center. Upon the alter is a NOTE.")
        print
        print
        if overall.if_empty(A1_inventory) == False and overall.count > 1:
            delay("On the alter there also sits a: ")
            for item in A1_inventory:
                print
                delay(item)
            print
            print
        delay("The NOTE reads: ")
        print
        note.describe()
    else:
        pass
    if 'visited' in history:
        pass
    else:
        print
        delay("TUTORIAL: To pick up an item, type 'pick up' and the name of the item you want to pick up. For example, if you wanted to pick up an apple, you would type 'Pick up apple'")
        print
        print
        delay("TUTORIAL: If you want to get rid of an item, type 'drop' and the name of the item you want to get rid of. Remember, if you drop an item you can always come back and pick it up!")
        print
    print
    delay("There is a door on the NORTH side of the room")
    print
    print
    if 'visited' in history:
        delay("There is a closed and sealed door at the SOUTH side of the room")
        print
        print
    player_input = raw_input("What do you want to do?: ")
    overall.action(player_input)
    new_command = overall.command
    A1(new_command, overall.subject, player_input)