# motions: Motion words, grouped into synonyms. The 'oldstyle'
# attribute, if false, means that single-letter synonyms should be
# accepted in oldstyle mode; it defaults to true.
-
+#
# actions: Action words, grouped into synonyms, and their corresponding
# default messages. The 'oldstyle' attribute is as for motions.
#
#
# arbitrary_messages: These are arguments to rspeak(). Some spans of
# these messages need to be kept adjacent and ordered (for now),
-# though there are no depenencies on actual numbers left. To see
+# though there are no dependencies on actual numbers left. To see
# which, grep for rspeak() calls containing expressions with
# arithmetic. Eventually, these will be pulled out into more
# appropriate data structures. Then ordering can be dropped.
# %s = an ASCII string
# %S = The letter 's' or nothing (if a previous %d value is exactly 1)
# %V = substitute program version string
+#
+# Copyright (c) 2017 by Eric S. Raymond
+# SPDX-License-Identifier: BSD-2-clause
motions: !!omap
- MOT_0:
words: ['east', 'e']
- WEST:
words: ['west', 'w']
-- MOT_45:
+- NORTH:
words: ['north', 'n']
-- MOT_46:
+- SOUTH:
words: ['south', 's']
- NE:
words: ['ne']
words: ['slab', 'slabr']
- XYZZY:
words: ['xyzzy']
-- DPRSSN:
+- DEPRESSION:
words: ['depre']
-- ENTRNC:
+- ENTRANCE:
words: ['entra']
- PLUGH:
words: ['plugh']
words: ['secre']
- CAVE:
words: ['cave']
-- MOT_68:
- words: !!null
-- MOT_69:
+- CROSS:
words: ['cross']
- BEDQUILT:
words: ['bedqu']
- PLOVER:
words: ['plove']
-- FORWARD2:
+- ORIENTAL:
words: ['orien']
-- FORWARD3:
+- CAVERN:
words: ['caver']
-- FORWARD4:
+- SHELLROOM:
words: ['shell']
-- FORWARD5:
+- RESERVOIR:
words: ['reser']
-- FORWARD6:
+- OFFICE:
words: ['main', 'offic']
hints:
penalty: 4
question: 'You''re missing only one other treasure. Do you need help finding it?'
hint: |-
- Once you''ve found all the other treasures, it is no longer possible to
- locate the one you''re now missing.'
+ Once you've found all the other treasures, it is no longer possible to
+ locate the one you're now missing.
locations: !!omap
- LOC_NOWHERE:
description:
long: |-
The crack is far too small for you to follow. At its widest it is
- barely wide enough to admit your foot.'
+ barely wide enough to admit your foot.
short: !!null
conditions: {DEEP: true}
travel: [
- LOC_SWISSCHEESE:
description:
long: |-
- You are in a room whose walls resemble swiss cheese. Obvious passages
+ You are in a room whose walls resemble Swiss cheese. Obvious passages
go west, east, ne, and nw. Part of the room is occupied by a large
bedrock block.
short: 'You''re in Swiss Cheese Room.'
description:
long: |-
You're in a large room carved out of sedimentary rock. The floor and
- walls are littered with bits of shells imbedded in the stone. A
+ walls are littered with bits of shells embedded in the stone. A
shallow passage proceeds downward, and a somewhat steeper one leads
up. A low hands and knees passage enters from the south.
short: 'You''re in Shell Room.'
{verbs: [DOWN], action: [goto, LOC_LOWROOM]},
{verbs: [UPWAR], action: [goto, LOC_SWCHASM]},
]
+ # Following three rooms are where the dragon lives. The code has a
+ # wired-in assumption that the dragon corpse goes to LOC_SECRET5,
- LOC_SECRET4:
description:
long: 'You are in a secret canyon which exits to the north and east.'
You'd best take inventory and drop something.
- CLAM_BLOCKER: 'You can''t fit this five-foot clam through that little passage!'
- OYSTER_BLOCKER: 'You can''t fit this five-foot oyster through that little passage!'
-- DROP_CLAM: 'I advise you to put down the clam before opening it. >STRAIN!<'
+#- DROP_CLAM: 'I advise you to put down the clam before opening it. >STRAIN!<'
- DROP_OYSTER: 'I advise you to put down the oyster before opening it. >WRENCH!<'
- CLAM_OPENER: 'You don''t have anything strong enough to open the clam.'
- OYSTER_OPENER: 'You don''t have anything strong enough to open the oyster.'
information to escape? Sorry, but this initial hint is all you get."
- DONT_UNDERSTAND: &dont_understand 'I''m afraid I don''t understand.'
- HAND_PASSTHROUGH: 'Your hand passes through it as though it weren''t there.'
-- BREAK_MIRROR: |-
- You strike the mirror a resounding blow, whereupon it shatters into a
- myriad tiny fragments.
- PROD_DWARF: |-
You prod the nearest dwarf, who wakes up grumpily, takes one look at
you, curses, and grabs for his axe.
- THIS_ACCEPTABLE: 'Is this acceptable?'
# This message is not currently used
-- ALREADY_OVER: |-
- This adventure is already over. To start a new adventure, or to
- resume an earlier adventure, please run a fresh copy of the program.
+#- ALREADY_OVER: |-
+# This adventure is already over. To start a new adventure, or to
+# resume an earlier adventure, please run a fresh copy of the program.
- OGRE_FULL: 'The ogre doesn''t appear to be hungry.'
- OGRE_DODGE: |-
The ogre, who despite his bulk is quite agile, easily dodges your
to form a rare amber gemstone, resting in the cavity in the rock.
- DOUGHNUT_HOLES: 'I suppose you collect doughnut holes, too?'
- GEM_FITS: 'The gem fits easily into the cavity.'
-- RUG_RISES: 'The persian rug stiffens and rises a foot or so off the ground.'
+- RUG_RISES: 'The Persian rug stiffens and rises a foot or so off the ground.'
- RUG_WIGGLES: |-
- The persian rug draped over your shoulder seems to wriggle for a
+ The Persian rug draped over your shoulder seems to wriggle for a
moment, but then subsides.
-- RUG_SETTLES: 'The persian rug settles gently to the ground.'
+- RUG_SETTLES: 'The Persian rug settles gently to the ground.'
- RUG_HOVERS: 'The rug hovers stubbornly where it is.'
- RUG_NOTHING1: 'The rug does not appear inclined to cooperate.'
- RUG_NOTHING2: |-
- If you mean to use the persian rug, it does not appear inclined to
+ If you mean to use the Persian rug, it does not appear inclined to
cooperate.
- FLAP_ARMS: 'Though you flap your arms furiously, it is to no avail.'
- RUG_GOES: |-
- You board the persian rug, which promptly whisks you across the chasm.
+ You board the Persian rug, which promptly whisks you across the chasm.
You have time for a fleeting glimpse of a two thousand foot drop to a
mighty river; then you find yourself on the other side.
- RUG_RETURNS: 'The rug ferries you back across the chasm.'
- OFF_SCALE: 'You just went off my scale!!'
- RESUME_HELP: 'To resume your Adventure, start a new game and then say "RESUME".'
# This message is not currently used
-- TABLE_SPACE: |-
- Table space used:
- %d of %d words of messages %d of %d travel options
- %d of %d vocabulary words %d of %d locations
- %d of %d objects %d of %d action verbs
- %d of %d "random" messages %d of %d "class" messages
- %d of %d hints %d of %d turn threshholds'
+#- TABLE_SPACE: |-
+# Table space used:
+# %d of %d words of messages %d of %d travel options
+# %d of %d vocabulary words %d of %d locations
+# %d of %d objects %d of %d action verbs
+# %d of %d "random" messages %d of %d "class" messages
+# %d of %d hints %d of %d turn thresholds'
- RESUME_ABANDON: 'To resume an earlier Adventure, you must abandon the current one.'
- VERSION_SKEW: |-
I'm sorry, but that Adventure was begun using Version %d.%d of the
save file format, and this program uses Version %d.%d. You must find an instance
using that other version in order to resume that Adventure.
# This message is not currently used
-- SAVE_TAMPERING: |-
- A dark fog creeps in to surround you. From somewhere in the fog you
- hear a stern voice. "This Adventure has been tampered with! You have
- been dabbling in magic, knowing not the havoc you might cause thereby.
- Leave at once, before you do irrevocable harm!" The fog thickens,
- until at last you can see nothing at all. Your vision then clears,
- and you find yourself back in The Real World.
+#- SAVE_TAMPERING: |-
+# A dark fog creeps in to surround you. From somewhere in the fog you
+# hear a stern voice. "This Adventure has been tampered with! You have
+# been dabbling in magic, knowing not the havoc you might cause thereby.
+# Leave at once, before you do irrevocable harm!" The fog thickens,
+# until at last you can see nothing at all. Your vision then clears,
+# and you find yourself back in The Real World.
- TWIST_TURN: |-
Sorry, but the path twisted and turned so much that I can't figure
out which way to go to get back.
- GO_UNNEEDED: |-
You don't have to say "go" every time; just specify a direction or, if
it's nearby, name the place to which you wish to move.
+- NUMERIC_REQUIRED:
+ This command requires a numeric argument.
classes:
- threshold: 0
'Adventuredom stands in awe -- you have now joined the ranks of the
W O R L D C H A M P I O N A D V E N T U R E R S !
It may interest you to know that the Dungeon-Master himself has, to
- my knowledge, never achieved this threshhold in fewer than 330 turns.'
+ my knowledge, never achieved this threshold in fewer than 330 turns.'
turn_thresholds:
- threshold: 350
immovable: true
descriptions:
- |-
- A massive stone tablet imbedded in the wall reads:
+ A massive stone tablet embedded in the wall reads:
"Congratulations on bringing light into the dark-room!"
texts:
- '"Congratulations on bringing light into the dark-room!"'
- 'There are a few recent issues of "Spelunker Today" magazine here.'
texts:
- |-
- I''m afraid the magazine is written in dwarvish. But pencilled on one
+ I'm afraid the magazine is written in dwarvish. But pencilled on one
cover you see, "Please leave the magazines at the construction site."
- DWARF:
words: ['dwarf', 'dwarv']
inventory: '*mirror'
locations: LOC_MIRRORCANYON
immovable: true
- descriptions: !!null
+ states: [MIRROR_UNBROKEN, MIRROR_BROKEN]
+ descriptions:
+ - ''
+ - ''
+ changes:
+ - ''
+ - |-
+ You strike the mirror a resounding blow, whereupon it shatters into a
+ myriad tiny fragments.
- PLANT:
words: ['plant', 'beans']
inventory: '*plant'
- 'The troll is nowhere to be seen.'
- BEAR:
words: ['bear']
- inventory: !!null # bear uses rtext 141
+ inventory: !!null
locations: LOC_BARRENROOM
immovable: true
states: [UNTAMED_BEAR, SITTING_BEAR, CONTENTED_BEAR, BEAR_DEAD]
descriptions:
- - 'There is a ferocious cave bear eying you from the far end of the room!'
+ - 'There is a ferocious cave bear eyeing you from the far end of the room!'
- 'There is a gentle cave bear sitting placidly in one corner.'
- 'There is a contented-looking bear wandering about nearby.'
- ''
treasure: true
states: [RUG_FLOOR, RUG_DRAGON, RUG_HOVER]
descriptions:
- - 'There is a persian rug spread out on the floor!'
- - 'The dragon is sprawled out on a persian rug!!'
- - 'There is a persian rug here, hovering in mid-air!'
+ - 'There is a Persian rug spread out on the floor!'
+ - 'The dragon is sprawled out on a Persian rug!!'
+ - 'There is a Persian rug here, hovering in mid-air!'
- OBJ_63:
words: ['spice']
inventory: 'Rare spices'
You are engulfed in a cloud of orange smoke. Coughing and gasping,
you emerge from the smoke and find....
- query: |-
- You clumsy oaf, you've done it again! I don''t know how long I can
+ You clumsy oaf, you've done it again! I don't know how long I can
keep this up. Do you want me to try reincarnating you again?
yes_response: |-
Okay, now where did I put my orange smoke?.... >POOF!<
Everything disappears in a dense cloud of orange smoke.
- query: |-
- Now you''ve really done it! I'm out of orange smoke! You don''t expect
+ Now you've really done it! I'm out of orange smoke! You don't expect
me to do a decent reincarnation without any orange smoke, do you?
yes_response: 'Okay, if you''re so smart, do it yourself! I''m leaving!'
actions: !!omap
-- ACT_0:
+- ACT_NULL:
message: !!null
words: !!null
- CARRY:
- PART:
message: *nothing_happens
words: ['z''zzz']
-- ACT_35:
+- SEED:
+ message: 'Seed set to %d'
+ words: ['seed']
+- WASTE:
+ message: 'Game limit is now %d'
+ words: ['waste']
+- ACT_UNKNOWN:
message: *huh_man
words: !!null
-
-specials: !!omap
-- SPC_0:
- message: !!null
- words: !!null
-- SPC_13:
+- THANKYOU:
message: 'You''re quite welcome.'
words: ['thank']
-- SPC_50:
+ noaction: true
+- INVALIDMAGIC:
message: 'Good try, but that is an old worn-out magic word.'
words: ['sesam', 'opens', 'abra', 'abrac', 'shaza', 'hocus', 'pocus']
-- SPC_51:
+ noaction: true
+- HELP:
message: |-
I know of places, actions, and things. Most of my vocabulary
describes places and is used to move you there. To move, try words
though the direction that takes you back might not be the reverse of
what got you here. Good luck, and have fun!
words: ['help', '?']
-- SPC_54:
+ noaction: true
+- NO:
message: *ok_man
words: ['no']
-- SPC_64:
+ noaction: true
+- TREE:
message: |-
The trees of the forest are large hardwood oak and maple, with an
occasional grove of pine or spruce. There is quite a bit of under-
all the leaves, but travel is quite easy if you detour around the
spruce and berry bushes.
words: ['tree', 'trees']
-- SPC_66:
+ noaction: true
+- DIG:
message: |-
Digging without a shovel is quite impractical. Even with a shovel
progress is unlikely.
words: ['dig', 'excav']
-- SPC_68:
+ noaction: true
+- LOST:
message: 'I''m as confused as you are.'
words: ['lost']
-- SPC_69:
+ noaction: true
+- MIST:
message: |-
Mist is a white vapor, usually water, seen from time to time in
caverns. It can be found anywhere but is frequently a sign of a deep
pit leading down to water.'
words: ['mist']
-- SPC_79:
+ noaction: true
+- FBOMB:
message: 'Watch it!'
words: ['fuck']
-- SPC_139:
+ noaction: true
+- STOP:
message: 'I don''t know the word "stop". Use "quit" if you want to give up.'
words: ['stop']
-- SPC_142:
+ noaction: true
+- INFO:
message: |-
For a summary of the most recent changes to the game, say "news".
If you want to end your adventure early, say "quit". To suspend your
save time, you may specify "brief", which tells me never to repeat the
full description of a place unless you explicitly ask me to.
words: ['info', 'infor']
-- SPC_147:
+ noaction: true
+- SWIM:
message: *not_knowhow
words: ['swim']
-- SPC_246:
+ noaction: true
+- WIZARD:
message: 'Wizards are not to be disturbed by such as you.'
words: ['wizar']
-- SPC_271:
+ noaction: true
+- "YES":
message: 'Guess again.'
words: ['yes']
-- SPC_275:
+ noaction: true
+- NEWS:
message: |-
Open Adventure is an author-approved open-source release of
Version 2.5 with, as yet, no gameplay changes.
while first), but it now costs you a few points each time you save the
game. Saved games are now stored in much smaller files than before.
words: ['news']
-- SPC_276:
+ noaction: true
+- ACT_VERSION:
message: |-
There is a puff of orange smoke; within it, fiery runes spell out:
\tOpen Adventure %V - http://www.catb.org/esr/open-adventure/
words: ['versi']
+ noaction: true
# end