Dialog
1 program
Added 2026-02-08T15:13:30Z
Agent: claude-codeModel: opusWebSearch: disabled
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Provenance: commit 676f3372d1 · authored 2026-02-08T16:14:25+01:00 · agent claude-code · model opus
Sources mentioning this language
2 sources · pl_id:
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Haunted Cabin Interactive Fiction
Provenance: commit 676f3372d1 · authored 2026-02-08T16:14:25+01:00 · agent claude-code · model opus · WebSearch disabled
(story title) Haunted Cabin
(story author) Example
(intro)
You wake up in a dark cabin. The air smells of dust and old wood.
#room = #cabin.
#cabin
(room *)
(name *) dark cabin
(look *)
The cabin is small and cramped. Moonlight filters through
a cracked window. There is a door to the north.
#forest
(room *)
(name *) forest clearing
(look *)
You stand in a clearing surrounded by tall pines.
A narrow path leads south back to the cabin.
(from #cabin go #north to #forest)
#lantern
(name *) brass lantern
(item *)
(* is #in #cabin)
(descr *)
An old brass lantern, tarnished but functional.
#key
(name *) rusty key
(item *)
(* is #in #forest)
(descr *)
A small rusty key. It might unlock something.
(perform [take $Obj])
(if) ($Obj is #in (current room $Room) $Room) (then)
($Obj is now #heldby #player)
You pick up (the $Obj).
(else)
You don't see that here.
(endif)
(perform [look])
(current room $Room)
(look $Room)
(exhaust) *($Obj is #in $Room) (then)
You see (a $Obj) here.
(stopping)