}
if (exit[2] == 1)
{
fill(80, 40, 20);
rect(395, 130, 40, 70); //south
fill(255);
textSize(20);
text("S", 407, 171);
}
if (exit[3] == 1)
{
fill(80, 40, 20);
rect(320, 85, 70, 40); //west
fill(255);
textSize(20);
text("W", 346, 112);
}
fill(240, 240, 20);
ellipse(415, 105, 40, 40); //wait
textSize(15);
if (location == 2 || location == 3)
{
fill(255, 100, 100);
rect(445, 10, 165, 30); //extra move 1
fill(0);
text("Enter Church", 480, 31);
}
if (location == 4 || location == 5)
{
fill(255, 100, 100);
rect(445, 10, 165, 30); //extra move 1
fill(0);
text("Go to Graveyard", 468, 31);
}
if (location == 7)
{
fill(255, 100, 100);
rect(445, 10, 165, 30); //extra move 1
fill(0);
text("Enter Tower", 483, 31);
}
if (location == 8)
{
fill(255, 100, 100);
rect(445, 10, 165, 30); //extra move 1
fill(0);
text("Go Outside", 487, 31);
}
if (location == 11 || location == 12)
{
fill(255, 100, 100);
rect(445, 10, 165, 30); //extra move 1
fill(0);
text("Follow Trail", 485, 31);
}
if (location == 13 || location == 14 || location == 15)
{
fill(255, 100, 100);
rect(445, 10, 165, 30); //extra move 1
fill(0);
text("Go to Cabin", 485, 31);
}
if (location == 28)
{
fill(255, 100, 100);
rect(445, 10, 165, 30); //extra move 1
fill(0);
text("Follow Road", 485, 31);
}
if (location == 36 || location == 37)
{
fill(255, 100, 100);
rect(445, 10, 165, 30); //extra move 1
fill(0);
text("Enter Monastery", 469, 31);
}
if (location == 38)
{
fill(255, 100, 100);
rect(445, 10, 165, 30); //extra move 1
fill(0);
text("Go to Table", 485, 31);
}
if (location == 39)
{
fill(255, 100, 100);
rect(445, 10, 165, 30); //extra move 1
fill(0);
text("Go to Window", 487, 31);
}
if (location == 11 || location == 14)
{
fill(255, 100, 100);
rect(445, 45, 165, 30); //extra move 2
fill(0);
text("Go to Grave", 484, 66);
}
if (location == 13)
{
fill(255, 100, 100);
rect(445, 45, 165, 30); //extra move 2
fill(0);
text("Go to Beach", 484, 66);
}
if (location == 28)
{
fill(255, 100, 100);
rect(445, 45, 165, 30); //extra move 2
fill(0);
text("Follow Path", 485, 66);
}
if (location == 38)
{
fill(255, 100, 100);
rect(445, 45, 165, 30); //extra move 2
fill(0);
text("Go Outside", 487, 66);
}
if (personType == 1)
{
fill(100, 100, 255);
rect(445, 135, 165, 30); //action (talk)
fill(0);
text("Talk to Fishermen", 462, 156);
}
if (personType == 2)
{
fill(100, 100, 255);
rect(445, 135, 165, 30); //action (talk)
fill(0);
text("Talk to Man", 483, 156);
}
if (personType == 3 && personType == 5)
{
fill(100, 100, 255);
rect(445, 135, 165, 30); //action (talk)
fill(0);
text("Talk to Ghost", 477, 156);
}
if (personType == 6)
{
fill(100, 100, 255);
rect(445, 135, 165, 30); //action (talk)
fill(0);
text("Talk to Zira", 484, 156);
}
if (personType == 7)
{
fill(100, 100, 255);
rect(445, 135, 165, 30); //action (talk)
fill(0);
text("Talk to Grandfather", 456, 156);
}
if (personType == 8)
{
fill(100, 100, 255);
rect(445, 135, 165, 30); //action (talk)
fill(0);
text("Talk to Woman", 472, 156);
}
if (personType == 9)
{
fill(100, 100, 255);
rect(445, 135, 165, 30); //action (talk)
fill(0);
text("Talk to Nell", 483, 156);
}
if (personType == 10)
{
fill(100, 100, 255);
rect(445, 135, 165, 30); //action (talk)
fill(0);
text("Talk to Farmer", 474, 156);
}
if (itemType == 2)
{
fill(100, 100, 255);
rect(445, 170, 165, 30); //action (take)
fill(0);
text("Take Lyre", 492, 191);
}
if (itemType == 4)
{
fill(100, 100, 255);
rect(445, 170, 165, 30); //action (take)
fill(0);
text("Take Sword", 485, 191);
}
if (itemType == 7)
{
fill(100, 100, 255);
rect(445, 170, 165, 30); //action (take)
fill(0);
text("Take Staff", 490, 191);
}
if (itemType == 8)
{
fill(100, 100, 255);
rect(445, 170, 165, 30); //action (take)
fill(0);
text("Take Book", 488, 191);
}
if (itemType == 9)
{
fill(100, 100, 255);
rect(445, 170, 165, 30); //action (take)
fill(0);
text("Take Goblet", 483, 191);
}
if (personType == 1)
{
fill(100, 100, 255);
rect(445, 170, 165, 30); //action (talk+)
fill(0);
text("Talk to Figures", 473, 191);
}
if (personType == 4)
{
fill(100, 100, 255);
rect(445, 170, 165, 30); //action (talk+)
fill(0);
text("Talk to Nell", 483, 191);
}
fill(0);
rect(320, 210, 290, 20); //textbox
fill(255);
textSize(15);
if (location <= 44)
{
text(poemNameSeen[location], 325, 225);
}
if (location == 111 || location == 333)
{
text("PUZZLE", 325, 225);
}
if (location == 222 && horn == false)
{
text("<cypher title>", 325, 225);
}
if (location == 222 && horn == true)
{
text("<uncypher title>", 325, 225);
}
if (hourglassQuest >= 2 && hourglass == false)
{
fill(140);
rect(320, 239, 140, 44); //item 1
fill(0);
text("Goblet", 365, 266);
}
if (hourglass == true)
{
fill(140);
rect(320, 239, 140, 44); //item 1
fill(0);
text("Hourglass", 354, 266);
}
if (horn == true)
{
fill(140);
rect(320, 288, 140, 44); //item 2
fill(0);
text("Horn", 372, 315);
}
if (sword == true)
{
fill(140);
rect(320, 337, 140, 44); //item 3
fill(0);
text("Sword", 367, 364);
}
if (book == true)
{
fill(140);
rect(320, 386, 140, 44); //item 4
fill(0);
text("Book", 372, 413);
}
if (wand == true)
{
fill(230, 0, 0);
rect(470, 239, 140, 44); //wand
fill(0);
text("Wand", 520, 266);
}
if (eye == true)
{
fill(230, 230, 0);
rect(470, 288, 140, 44); //eye
fill(0);
text("Eye", 528, 315);
}
if (staff == true)
{
fill(0, 230, 0);
rect(470, 337, 140, 44); //staff
fill(0);
text("Staff", 523, 364);
}
if (lyre == true)
{
fill(0, 0, 230);
rect(470, 386, 140, 44); //lyre
fill(0);
text("Lyre", 520, 413);
}
}
if(currentScreen == 1)
{
fill(139,69,19);
rect(320,10,290,480);
textSize(15);
fill(0);
text("FILL IN THE MISSING",393,40);
text("PIECES OF THE POEM",390,65);
textSize(13);
fill(255);
text("The farthest northern reaches hide", 330, 100);
text("A vil by the mountainside,", 330, 120);
fill(0);
rect(358,106,30,18);
fill(255);
text(villagePuzzleSeen[0],358,120);
text("And never in the time I’ve roamed,", 330, 140);
text("Have I found places so alone.", 330, 160);
text("For not a tr er’s come near", 330, 200);
fill(0);
rect(401,186,30,18);
fill(255);
text(villagePuzzleSeen[1],401,200);
text("This curs’d place in twice the ,", 330, 220);
fill(0);
rect(518,206,30,18);
fill(255);
text(villagePuzzleSeen[2],518,220);
text("And none have seen its down , save", 330, 240);
fill(0);
rect(515,226,30,18);
fill(255);
text(villagePuzzleSeen[3],515,240);
text("The spirits of a hasty grave.", 330, 260);
text("While walking through here I can see", 330, 300);
text("The ashes of what to be,", 330, 320);
fill(0);
rect(449,306,30,18);
fill(255);
text(villagePuzzleSeen[4],449,320);
text("But there is one thing that sur lll-lll :", 330, 340);
fill(0);
rect(519,326,38,18);
fill(255);
text(villagePuzzleSeen[5],519,340);
text("The church - at last I have l-l ived.", 330, 360);
fill(0);
rect(500,346,23,18);
fill(255);
text(villagePuzzleSeen[6],500,360);
text("For I have come to read the stones -", 330, 400);
text("The marks of friends of town called home.", 330, 420);
fill(100,100,255);
rect(470,440,125,35);
fill(0);
text("Done",513,463);
}
if (currentScreen == 3)
{
fill(139, 69, 19);
rect(320, 10, 290, 480);
textSize(15);
fill(0);
text("SELECT THE LINES OF THE", 371, 40);
text("POEM IN THE CORRECT ORDER", 355, 65);
fill(255);
text("Pondered he, his village land.", 330, 95);
text("Could it hear his call?", 330, 120);
text("Was it there at all,", 330, 145);
text("past the seizing, sinking sand?", 330, 170);
fill(0);
rect(325, 205, 280, 20);
fill(255);
text(desertPuzzleTrue[desertPuzzleOrder.get(0)], 330, 220);
if (desertPuzzleUsed[0] == true)
{
fill(140, 100);
rect(325, 205, 280, 20);
}
fill(0);
rect(325, 230, 280, 20);
fill(255);
text(desertPuzzleTrue[desertPuzzleOrder.get(1)], 330, 245);
if (desertPuzzleUsed[1] == true)
{
fill(140, 100);
rect(325, 230, 280, 20);
}
fill(0);
rect(325, 255, 280, 20);
fill(255);
text(desertPuzzleTrue[desertPuzzleOrder.get(2)], 330, 270);
if (desertPuzzleUsed[2] == true)
{
fill(140, 100);
rect(325, 255, 280, 20);
}
fill(0);
rect(325, 280, 280, 20);
fill(255);
text(desertPuzzleTrue[desertPuzzleOrder.get(3)], 330, 295);
if (desertPuzzleUsed[3] == true)
{
fill(140, 100);
rect(325, 280, 280, 20);
}
fill(0);
rect(325, 330, 280, 20);
fill(255);
text(desertPuzzleTrue[desertPuzzleOrder.get(4)], 330, 345);
if (desertPuzzleUsed[4] == true)
{
fill(140, 100);
rect(325, 330, 280, 20);
}
fill(0);
rect(325, 355, 280, 20);
fill(255);
text(desertPuzzleTrue[desertPuzzleOrder.get(5)], 330, 370);
if (desertPuzzleUsed[5] == true)
{
fill(140, 100);
rect(325, 355, 280, 20);
}
fill(0);
rect(325, 380, 280, 20);
fill(255);
text(desertPuzzleTrue[desertPuzzleOrder.get(6)], 330, 395);
if (desertPuzzleUsed[6] == true)
{
fill(140, 100);
rect(325, 380, 280, 20);
}
fill(0);
rect(325, 405, 280, 20);
fill(255);
text(desertPuzzleTrue[desertPuzzleOrder.get(7)], 330, 420);
if (desertPuzzleUsed[7] == true)
{
fill(140, 100);
rect(325, 405, 280, 20);
}
if (desertSolved == false)
{
fill(255, 100, 100);
rect(335, 440, 125, 35);
fill(0);
text("Reset", 377, 463);
}
fill(100, 100, 255);
rect(470, 440, 125, 35);
fill(0);
text("Done", 513, 463);
}
}
void keyPressed()
{
if (typing == true)
{
if(currentScreen == 0)
{
if (key != CODED && key != DELETE && key != BACKSPACE && key != RETURN && key != ENTER && key!= TAB)
{
poemNameSeen[location] = poemNameSeen[location]+key;
}
if (key == BACKSPACE && poemNameSeen[location].length() > 0)
{
poemNameSeen[location] = poemNameSeen[location].substring(0, poemNameSeen[location].length()-1);
}
if (key == ENTER || key == RETURN)
{
if ((poemNameSeen[location].toLowerCase()).equals(poemNameTrue[location].toLowerCase()) == true)
{
poemNameSeen[location] = poemNameTrue[location];
println(poemSolved[location]);
typing = false;
if (location == 27)
{
tigerKilled = true;
}
if (location == 0)
{
crewSaved = true;
}
} else
{
poemNameSeen[location] = "? ? ?";
typing = false;
}
}
locationFunction();
}
if(currentScreen == 1)
{
if(key != CODED && key != DELETE && key != BACKSPACE && key != RETURN && key != ENTER && key!= TAB)
{
villagePuzzleSeen[villagePuzzleBox] = villagePuzzleSeen[villagePuzzleBox]+key;
}
if(key == BACKSPACE && villagePuzzleSeen[villagePuzzleBox].length() > 0)
{
villagePuzzleSeen[villagePuzzleBox] = villagePuzzleSeen[villagePuzzleBox].substring(0,villagePuzzleSeen[villagePuzzleBox].length()-1);
}
if(villagePuzzleBox <= 4 && villagePuzzleSeen[villagePuzzleBox].length() >= 4)
{
if((villagePuzzleSeen[villagePuzzleBox].toLowerCase()).equals(villagePuzzleTrue[villagePuzzleBox].toLowerCase()) == true)
{
villagePuzzleSeen[villagePuzzleBox] = villagePuzzleTrue[villagePuzzleBox];
typing = false;
}
else
{
villagePuzzleSeen[villagePuzzleBox] = "----";
typing = false;
}
}
if(villagePuzzleBox == 5 && villagePuzzleSeen[villagePuzzleBox].length() >= 5)
{
if((villagePuzzleSeen[villagePuzzleBox].toLowerCase()).equals(villagePuzzleTrue[villagePuzzleBox].toLowerCase()) == true)
{
villagePuzzleSeen[villagePuzzleBox] = villagePuzzleTrue[villagePuzzleBox];
typing = false;
}
else
{
villagePuzzleSeen[villagePuzzleBox] = "-----";
typing = false;
}
}
if(villagePuzzleBox == 6 && villagePuzzleSeen[villagePuzzleBox].length() >= 3)
{
if((villagePuzzleSeen[villagePuzzleBox].toLowerCase()).equals(villagePuzzleTrue[villagePuzzleBox].toLowerCase()) == true)
{
villagePuzzleSeen[villagePuzzleBox] = villagePuzzleTrue[villagePuzzleBox];
typing = false;
}
else
{
villagePuzzleSeen[villagePuzzleBox] = "---";
typing = false;
}
}
if(villagePuzzleSeen[0] == villagePuzzleTrue[0] && villagePuzzleSeen[1] == villagePuzzleTrue[1] && villagePuzzleSeen[2] == villagePuzzleTrue[2] && villagePuzzleSeen[3] == villagePuzzleTrue[3] && villagePuzzleSeen[4] == villagePuzzleTrue[4] && villagePuzzleSeen[5] == villagePuzzleTrue[5] && villagePuzzleSeen[6] == villagePuzzleTrue[6])
{
villageSolved = true;
}
locationFunction();
}
}
}
// ADD DAY / NIGHT DIFFERENTIATION FOR LOCATION DESCRIPTION
// ALSO HAVE LOCATIONS ONLY CALLED AFTER (AND ALWAYS AFTER) THE EXECUTION OF A BUTTON PRESS (ALONG WITH THE DRAWING OF THE MAP & UI)
// NO NEED FOR PLACTEXT VARIABLE AND TIMETEXT VARIABLE NOW!!!!!!!!!!!!!!!!!*
// *MAYBE HAVE A VARIABLE THAT STORES WHAT WOULD BE PRINTED AND COMPARES IT TO WHAT WAS LAST PRINTED - AND WONT PRINT IF ITS THE SAME! (or informs you if there's been a change?)
//HOW WILL YOU HANDLE CONVERSATION?...
void swimmers()
{
location = 0;
exit[0] = 0;
exit[1] = 1;
exit[2] = 0;
exit[3] = 0;
if (time >= 0 && time <= 11)
{
stars = false;
}
if (time >= 12 && time <= 23)
{
stars = true;
}
moss = false;
fire = true;
water = true; // By time lyre is acquired, poem is revealed
if (crewSaved == false && time >= 0 && time <= 11)
{
println(" SOLEMN SEASIDE\n\n You are on craggy, rocky coastline. There is a ship tethered in the water. On the shore, you see a group of FISHERMEN next to a sputtering fire, almost invisible in the harsh sunlight. Before them, a pair of strange figures rising out of the surf. One looks familiar, but you can't quite remember who they are. They look so strange - ebony white with crimson hair. This place makes you feel uneasy, and you wonder if it would be better to go back the road to the EAST.");
itemType = 0;
personType = 1;
}
if (crewSaved == false && time >= 12 && time <= 23)
{
println(" SOLEMN SEASIDE\n\n You are on craggy, rocky coastline. The ocean here reflects the stars like a thousand swirling embers, unbroken but for a single tethered ship. On the shore, you see a group of FISHERMEN next to a sputtering fire. Before them, a pair of strange figures rising out of the surf. One looks familiar, but you can't quite remember who they are. They look so strange - ebony white with crimson hair. This place makes you feel uneasy, and you wonder if it would be better to go back the road to the EAST.");
itemType = 0;
personType = 1;
}
if (crewSaved == true && time >= 0 && time <= 11)
{
println(" SOLEMN SEASIDE\n\n You are on craggy, rocky coastline. On the shore, you see a sputtering fire, almost invisible in the harsh sunlight. Here, you truly feel alone. You wonder if it would be better to go back the road to the EAST.");
itemType = 0;
personType = 0;
}
if (crewSaved == true && time >= 12 && time <= 23)
{
println(" SOLEMN SEASIDE\n\n You are on craggy, rocky coastline. The water reflects the stars with crystal perfection. On the shore, you see a sputtering fire. Here, you truly feel alone. You wonder if it would be better to go back the road to the EAST.");
itemType = 0;
personType = 0;
}
fill(255, 0, 0);
rect(70, 70, 60, 60);
}
void maxwellsIsland()
{
location = 1;
exit[0] = 0;
exit[1] = 1;
exit[2] = 0;
exit[3] = 0;
if (time >= 0 && time <= 11)
{
stars = false;
}
if (time >= 12 && time <= 23)
{
stars = true;
}
moss = false;
fire = false;
water = true;
if (maxwellSaved == 0 && time >= 0 && time <= 11)
{
println("You are standing on a small island, a dozen feet across. The surface is covered with flowers of all kinds, reaching with their petals towards the sun. In the center stands a man, his eyes are brimming with excitement and tears. Behind you, your ship rocks in the petal-strewn water - the way back shore to the EAST.");
itemType = 0;
personType = 2;
}
if (maxwellSaved == 0 && time >= 12 && time <= 23)
{
println("You are standing on a small island, a dozen feet across. The surface is covered with flowers of all kinds, closed in the light of the moon. In the center stands a man, his eyes are brimming with excitement and tears, and the nightgales sit beside him, singing their saviour song across the waves. Behind you, your ship rocks in the starry, petal-strewn water - the way back shore to the EAST.");
itemType = 0;
personType = 2;
}
if (maxwellSaved != 0 && time >= 0 && time <= 11)
{
println("You are standing on a small island, a dozen feet across. The surface is covered with flowers of all kinds, reaching with their petals towards the sun. Behind you, your ship rocks in the petal-strewn water - the way back shore to the EAST.");
itemType = 0;
personType = 0;
}
if (maxwellSaved != 0 && time >= 12 && time <= 23)
{
println("You are standing on a small island, a dozen feet across. The surface is covered with flowers of all kinds, closed in the light of the moon. In the center, the nightgales sing a song across the waves. Behind you, your ship rocks in the starry, petal-strewn water - the way back shore to the EAST.");
itemType = 0;
personType = 0;
}
fill(255, 0, 0);
rect(70, 70, 60, 60);
}
void disusedGraveyard()
{
location = 2;
exit[0] = 0;
exit[1] = 0;
exit[2] = 1;
exit[3] = 0;
stars = false; //smoke hangs overhead
moss = true;
fire = false;
water = false;
if (sandType != 4 && time >= 0 && time <= 11)
{
println(" DESOLATE GRAVEYARD\n\n Here, where the gravestones lie in turmoil, there is a peace. Through the graveyard is woven a garden of mosses and vines, growing quickly in the warm light of the sun. Will it, you wonder, ever be able to cover the past completely? Before you, the CHURCH rises like a monument this ruined past, but the path SOUTH leads only to ashes.");
itemType = 0;
personType = 0;
}
if (sandType != 4 && time >= 12 && time <= 23)
{
println(" DESOLATE GRAVEYARD\n\n Here, where the gravestones lie in turmoil, there is a peace. Through the graveyard is woven a garden of mosses and vines, blending against the charred masonry in this black night. The stars cannot peirce through the haze of moke that still lingers above. There is a single light here, a glowing strangeness within the CHURCH, and you wonder whether it would be better to just turn around and go back SOUTH.");
itemType = 0;
personType = 0;
}
if (sandType == 4 && time >= 0 && time <= 11)
{
println(" DESOLATE GRAVEYARD\n\n Here, where the gravestones lie in turmoil, there is a peace. Through the graveyard is woven a garden of mosses and vines, growing quickly in the warm light of the sun. For a moment, you cannot see him, but suddenly you notice a GHOST floating in the graveyard. They seem lost in thought. Next to them, the CHURCH stands in ruined majesty, the only lasting building from the village to the SOUTH.");
if (ghostTalked == 0)
{
ghostTalked = 1;
}
itemType = 0;
personType = 2;
}
if (sandType == 4 && time >= 12 && time <= 23)
{
println(" DESOLATE GRAVEYARD\n\n Here, where the gravestones lie in turmoil, there is a peace. Through the graveyard is woven a garden of mosses and vines, blending against the charred masonry in this black night. For a moment, you cannot see him, but suddenly you notice a GHOST floating in the graveyard. They seem lost in thought. Next to them, the CHURCH stands in ruined majesty, the only lasting building from the village to the SOUTH."); //only one ghost is awake!
if (ghostTalked == 0)
{
ghostTalked = 1;
}
itemType = 0;
personType = 2;
}
//bellRung = false;
fill(255, 0, 0);
rect(70, 70, 60, 60);
}
void nellGraveyard()
{
location = 3;
exit[0] = 0;
exit[1] = 0;
exit[2] = 1;
exit[3] = 0;
stars = false;
moss = true;
fire = false;
water = false;
println("Serene Graveyard\n"); //note: most others have titles included in descriptive text. This is an exception.
if (bridgetNell == 1 && mentionedDeath == false)
{
println("As you enter the graveyard, you hear a shout. \"Bridget!\" The GHOST floats over to you and thanks you profusely. After a moment, he asks, \"How'd you do it?\" You shrug and say, \"There was this strange king on an mountain in a lake and he gave me this horn when I played a lyre for this queen. Then I blew the horn and used the sand in this hourglass to get Nell.\" The ghost gives you a weird loo. Sheepishly, yo uadd, \"A lot of strange stuff has happened to me lately, that's all.\" The ghost just shrugs, but just as it looks lie he's going to say somethng, he gasps. \"If you could find all that, could you find a person who could bring Bridget and I back to life?\" You wonder why this didn't occur to you before. \"I might. Let me see what I can do!\""); //tells you that nell could be ressurected
bridgetNell = 2;
}
if (bridgetNell == 4 && mentionedDeath == false)
{
println("As you enter the graveyard, you hear a shout. \"Bridget!\" The GHOST floats over to you and thanks you profusely. After a moment, he asks, \"You too? How'd you get here?\" You shrug and say, \"There was this strange king on an mountain in a lake and he gave me this horn when I played a lyre for this queen. Then I blew the horn and used the sand in this hourglass to get Nell. And there was a sword...\" The ghost gives you a weird look. Sheepishly, you add, \"A lot of strange stuff has happened to me lately, that's all.\" The ghost just shrugs, but just as it looks lie he's going to say something, he gasps. \"If you could find all that, could you find a person who could bring Bridget and I back to life?\" You wonder why this didn't occur to you before. \"I might. Let me see what I can do!\""); ////tells you that nell could be ressurected; Note: ghost hasn't tasked you to get nell yet
bridgetNell = 2;
}
if (bridgetNell == 1 && mentionedDeath == true)
{
println("<not implemented in final product>"); //tells you that nell and you could be ressurected
bridgetNell = 2;
}
if (bridgetNell == 4 && mentionedDeath == true)
{
println("<not implemented in final product>"); ////tells you that nell and you could be ressurected; Note: ghost hasn't tasked you to get nell yet
bridgetNell = 2;
}
if (time >= 0 && time <= 11)
{
println(" The sun shines down on this peaceful garden of mosses and vines. You can see NELL and the GHOST here, floating among the gravestones. Past them lies the CHURCH, or what's left of it, and behind you runs the path to the ashen remains of the village.");
itemType = 0;
personType = 3;
}
if (time >= 12 && time <= 23)
{
println(" The moon shines hazily upon the clumps of mosses and vines. You can see NELL and the GHOST here, floating among the gravestones. Past them lies the CHURCH, or what's left of it, and behind you runs the path to the ashen remains of the village.");
itemType = 0;
personType = 3;
}
//bellRung = false;
fill(255, 0, 0);
rect(70, 70, 60, 60);
}
void abandonedChurch()
{
location = 4;
exit[0] = 0;
exit[1] = 0;
exit[2] = 0;
exit[3] = 0;
stars = false;
moss = false;
fire = false;
water = false;
//if(bellRung == false)
//{
println( "ABANDONED CHURCH\n\n You are in the ruins of the village church. The pews are covered with dust. Nothing remains but memories. The door nehind you leads to the GRAVEYARD.");
itemType = 0;
personType = 0;
//}
//if(bellRung == true)
//{
//println("Abandoned Church. GHOSTS. BELFRY GRAVEYARD");
//itemType = 0;
//personType = 4;
//}
fill(255, 0, 0);
rect(70, 70, 60, 60);
}
void eldritchMessenger()
{
location = 5;
exit[0] = 0;
exit[1] = 0;
exit[2] = 0;
exit[3] = 0;
stars = true; //weird eldritch star shines
moss = false;
fire = false;
water = false;
if (eye == false)
{
println(" ELDRITCH CHURCH\n\n A strange light illuminates this ruined place. The glow comes from a strange star hanging in the air, and in it you think you can see another world. Looking away, you realize a bizarre creature stands before you. It holds out its long appendage and drops a trinket at your feet. It looks like an amulet, but in the shape of an eye. It looks like it's made of a yellow metal, but like nothing you have seen before. When you look up, the ceature is gone. Hesitantly, you take the eye. When you do, you feel a strange power within it. If you use this eye in a place with stars, you will be able to see what hidden truths lie there. Perhaps it would be best to return to the GRAVEYARD.");
}
if (eye == true)
{
println(" ELDRITCH CHURCH\n\n A strange light illuminates this ruined place. The glow comes from a strange star hanging in the air, and in it you think you can see another world. Perhaps it would be best to return to the GRAVEYARD.");
}
eye = true;
itemType = 0;
personType = 0;
fill(255, 0, 0);
rect(70, 70, 60, 60);
}
//void belfry()
//{
//location = 6;
//exit[0] = 0;
//exit[1] = 0;
//exit[2] = 0;
//exit[3] = 0;
//if(time >= 0 && time <= 11)
//{
//stars = false;
//}
//if(time >= 12 && time <= 23)
//{
//stars = true; //belfry is above the smoke
//}
//moss = false;
//fire = false;
//water = false;
//println("Belfry. CHURCH");
//itemType = 1;
//personType = 0;
//fill(255,0,0);
//rect(70,70,60,60);
//}
void burnedVillage()
{
location = 111;
if (villageSolved == false)
{
exit[0] = 0;
}
if (villageSolved == true)
{
exit[0] = 1;
}
exit[1] = 1;
exit[2] = 0;
exit[3] = 0;
stars = false;
moss = false;
if (villageSolved == false)
{
fire = false;
}
if (villageSolved == true)
{
fire = false;
}
water = false;
if (villageSolved == false)
{
println(" BURNED VILLAGE\n\n You are in the remenants of a burned village. A thick haze still lingers in the sky. There must be something left here, if you can only remember what. If you cannot, the road to the EAST will start you on your way back to the city.");
}
if (villageSolved == true)
{
println(" BURNED HOMETOWN\n\n You remember this place. This is the burned husk of your hometown. There is nothing here, but there is the church to the NORTH of here that still remains. The road to the EAST will lead you out of hee as well.");
}
itemType = 0;
personType = 0;
fill(255, 0, 0);
rect(70, 70, 60, 60);
}
void towerOutside()
{
location = 7;
exit[0] = 0;
exit[1] = 0;
exit[2] = 1;
exit[3] = 0;
if (time >= 0 && time <= 11)
{
stars = false;
}
if (time >= 12 && time <= 23)
{
stars = true;
}
moss = false;
fire = false;
water = true;
if (time >= 0 && time <= 11)
{
println(" DARK TOWER\n\n The light cannot illuminate this tower of black stone. Like the nest of some bird, it is hidden in the crevace between two large stones. There is a door to enter the TOWER, and a path to leave to the SOUTH."); //make connection to birds nest (from "White Magic" and "Zira")
}
if (time >= 12 && time <= 23)
{
println(" DARK TOWER\n\n The stars shine like tears above this tower of black stone. Like the nest of some bird, it is hidden in the crevace between two large stones. There is a door to enter the TOWER, and a path to leave to the SOUTH."); //make connection to birds nest (from "White Magic" and "Zira")
}
itemType = 0;
personType = 0;
fill(255, 0, 0);
rect(70, 70, 60, 60);
}
void towerInside()
{
location = 8;
exit[0] = 0;
exit[1] = 0;
exit[2] = 0;
exit[3] = 0;
stars = true;
moss = false;
fire = false;
water = false;
println(" GODDESS' CHAMBER\n\n This room is blindingly bright, illuminated as if by the light of a thousand stars. In the center stands ZIRA. Your eyes do not decieve you. A single door leads OUTSIDE, though it is hard to find in this light."); //make connection to birds nest (from "White Magic" and "Zira")
itemType = 0;
personType = 6;
fill(255, 0, 0);
rect(70, 70, 60, 60);
}
void fatherTime()
{
location = 9;
exit[0] = 0;
exit[1] = 1;
exit[2] = 0;
exit[3] = 1;
if (time >= 0 && time <= 11)
{
stars = false;
}
if (time >= 12 && time <= 23)
{
stars = true;
}
moss = false;
fire = false;
water = false;
if (hourglassQuest == 0 && time >= 0 && time <= 11)
{
println(" OLD ROAD\n\n You are on a long dirt road, unremarkable except for the occasional tree by the side. In the shade of one such tree, you see an old GRANDFATHER with a sack on his back. He takes listtle notcie of you, but occasionally looks down the road to the EAST and WEST.");
itemType = 0;
personType = 7;
}
if (hourglassQuest == 0 && time >= 12 && time <= 23)
{
println(" OLD ROAD\n\n You are on a long dirt road, unremarkable except for the occasional tree by the side. Under one such tree, you see an old GRANDFATHER with a sack on his back. He takes listtle notcie of you, but occasionally looks down the road and up at the stars to the EAST and WEST.");
itemType = 0;
personType = 7;
}
if (hourglassQuest == 1 && time >= 0 && time <= 11)
{
println(" OLD ROAD\n\n You are on a long dirt road, unremarkable except for the occasional tree by the side. There is no one here, and so you decide to take shade under a tree before you continue on this road, going EAST or WEST."); //says he needs to take care of business and dissapears, telling you he should be back when you're done
itemType = 0;
personType = 0;
}
if (hourglassQuest == 1 && time >= 12 && time <= 23)
{
println(" OLD ROAD\n\n You are on a long dirt road, unremarkable except for the occasional tree by the side. There is no one here, and so you decide to stop and look up at the stars before you continue on this road, going EAST or WEST."); //says he needs to take care of business and dissapears, telling you he should be back when you're done
itemType = 0;
personType = 0;
}
if (hourglassQuest == 2 && time >= 0 && time <= 11 && hourglass == false)
{
println(" OLD ROAD\n\n You are on a long dirt road, unremarkable except for the occasional tree by the side. In the shade of one such tree, you see an old GRANDFATHER with a sack on his back. He takes listtle notcie of you, but occasionally looks down the road to the EAST and WEST."); //change description somehow
itemType = 0;
personType = 7;
}
if (hourglassQuest == 2 && time >= 12 && time <= 23 && hourglass == false)
{
println(" OLD ROAD\n\n You are on a long dirt road, unremarkable except for the occasional tree by the side. Under one such tree, you see an old GRANDFATHER with a sack on his back. He takes listtle notcie of you, but occasionally looks down the road and up at the stars to the EAST and WEST.");
itemType = 0;
personType = 7;
}
if (hourglassQuest == 2 && time >= 0 && time <= 11 && hourglass == true)
{
println(" OLD ROAD\n\n You are on a long dirt road, unremarkable except for the occasional tree by the side. In the shade of one such tree, you see an old GRANDFATHER with a sack on his back. He takes listtle notcie of you, but occasionally looks down the road to the EAST and WEST."); //Note: Old man is there but won't talk. change description somehow
grandfatherTalked = true;
itemType = 0;
personType = 7;
}
if (hourglassQuest == 2 && time >= 12 && time <= 23 && hourglass == true)
{
println(" OLD ROAD\n\n You are on a long dirt road, unremarkable except for the occasional tree by the side. Under one such tree, you see an old GRANDFATHER with a sack on his back. He takes listtle notcie of you, but occasionally looks down the road and up at the stars to the EAST and WEST."); //Note: Old man is there but won't talk. change decription somehow
grandfatherTalked = true;
itemType = 0;
personType = 7;
}
if (hourglassQuest == 3 && time >= 0 && time <= 11) //hourglass quest = 2 after turning it in
{
println(" OLD ROAD\n\n You are on a long dirt road, unremarkable except for the occasional tree by the side. In the shade of one such tree, you see an old GRANDFATHER with a sack on his back. He takes listtle notcie of you, but occasionally looks down the road to the EAST and WEST."); //NOTE: Keep in mind that he hasn't talked to you yet
itemType = 0;
personType = 7;
}
if (hourglassQuest == 3 && time >= 12 && time <= 23) //hourglass quest = 2 after turning it in
{
println(" OLD ROAD\n\n You are on a long dirt road, unremarkable except for the occasional tree by the side. Under one such tree, you see an old GRANDFATHER with a sack on his back. He takes listtle notcie of you, but occasionally looks down the road and up at the stars to the EAST and WEST."); //NOTE: Keep in mind that he hasn't talked to you yet
itemType = 0;
personType = 7;
}
fill(255, 0, 0);
rect(70, 70, 60, 60);
}
void pointingMan()
{
location = 10;
if (bridgetNell == 2)
{
exit[0] = 0;
}
if (bridgetNell == 3)
{
exit[0] = 1;
}
exit[1] = 1;
exit[2] = 1;
exit[3] = 0;
if (time >= 0 && time <= 11)
{
stars = false;
}
if (time >= 12 && time <= 23)
{
stars = true;
}
moss = false;
fire = false;
water = false;
if (bridgetNell == 2 && time >= 0 && time <= 11)
{
println(" OLD ROAD\n\n You are on a long dirt road, unremarkable except for the occasional tree by the side. In the shade of one such tree, you see an old GRANDFATHER with a sack on his back. He takes listtle notcie of you, but occasionally looks down the road to the EAST and WEST.");
grandfatherTalked = false;
itemType = 0;
personType = 7;
}
if (bridgetNell == 2 && time >= 12 && time <= 23)
{
println(" OLD ROAD\n\n You are on a long dirt road, unremarkable except for the occasional tree by the side. Under one such tree, you see an old GRANDFATHER with a sack on his back. He takes listtle notcie of you, but occasionally looks down the road and up at the stars to the EAST and WEST.");
grandfatherTalked = false;
itemType = 0;
personType = 7;
}
if (bridgetNell == 3 && time >= 0 && time <= 11)
{
println(" OLD ROAD\n\n You are on a long dirt road, unremarkable except for the occasional tree by the side. In the shade of one such tree, an old GRANDFATHER is grinning and pointing at a black tower in the mountains to the NORTH. There is no path leading there, but the road you're on leads EAST to WEST."); //change description somehow NOTE: Old Man is there, but won't talk
grandfatherTalked = true;
itemType = 0;
personType = 7;
}
if (bridgetNell == 3 && time >= 12 && time <= 23)
{
println(" OLD ROAD\n\n You are on a long dirt road, unremarkable except for the occasional tree by the side. Under one such tree, an old GRANDFATHER is grinning and pointing at a black tower in the mountains to the NORTH. You'll have to make your way there by starlight, for there is no path leading there. The road you're on only leads EAST to WEST."); //change description somehow NOTE: Old Man is there, but won't talk
grandfatherTalked = true;
itemType = 0;
personType = 7;
}
fill(255, 0, 0);
rect(70, 70, 60, 60);
}
void blackMountain()
{
location = 222;
exit[0] = 0;
exit[1] = 0;
exit[2] = 1;
exit[3] = 0;
stars = false;
moss = false;
fire = false;
water = false;
if (horn == false)
{
println(" YQMAD PFIWGMEW\n\nMiles he traveled in vain, for their sake,\nthen the black mountain he found on the lake.\nKnowing not why, he now climbs to the peak,\nfeeling this brings him to what he does seek.\n\nBut as he scales the stygian stone,\nfeelings familiar turn to unknown.\nWandering, wondering; waking, asleep;\n onward he stumbles. The mountain grows steep.\n\nFinally reaching the peak, it must seem,\nto his perceptions, that this is a dream\nFor, now before him a king here does stand,\nand in a riddle lays down his command:\n\n\"E wvvx m giwv jfc gov livvw fj gov qenog,\nuf E amw xewv ew ovc kmqmav gfwenog,\nuov uafcwvx ph ofcw uf E'qq qvmtv eg yvoewx\n- ej hfi reqq ovqk pv - gf mex ew hfic jewx.\"");
}
if (horn == true)
{
println(" BLACK MOUNTAIN\n\n You are are on the black montain. The ground seems to waver under your feet, and the sky is like none you've ever seen. Are you delirious, or has the world come to madness while you have remained sane. You cannot tell, but you don't plan on staying here and finding out. The way back to your ship lies to the SOUTH."); //NOTE: When lyre is played, the player is told what the horn should be used for (or will the village ghosts say that?)
}
itemType = 0;
personType = 0;
fill(255, 0, 0);
rect(70, 70, 60, 60);
}
void presentCabin()
{
location = 11;
exit[0] = 0;
exit[1] = 1;
exit[2] = 0;
exit[3] = 0;
if (time >= 0 && time <= 11)
{
stars = false;
}
if (time >= 12 && time <= 23)
{
stars = true;
}
moss = false;
fire = false;