+# This YAML file gets processed into a collection of data structures and
+# variable initializers describing Colossal Cave. It replaces an ad-hoc
+# text database shipped with Adventure versions up to 2.5. The format
+# change enabled a lot of use of symbolic names where there were previously
+# inscrutable numeric literals.
+#
+# We define a bunch of YAML structures:
+#
+# vocabulary: Almost all the words the game knows - one of them (the
+# reservoir magic word) gets replaced with a randomly-generated
+# cookie. For each word there is a type (motion, action, object,
+# or special) and a numeric value. Multiple synonyms may have the
+# same value.
+#
+# hints: Each item contains a hint number, a hint label (used to
+# generate the value macro for the hint) the number of turns he
+# must be at the right loc(s) before triggering the hint, the
+# points deducted for taking the hint, the message number (in
+# arbitrary_messages) of the question, and the message number of
+# the hint.
+#
+# locations: They have attributes as follows...
+# long: Long description, always shown on first encounter.
+# short: Short description. If none, use long description.
+# conditions: A dictionary of attributes
+# LIT Light
+# OILY If FLUID flag is on: true for oil, false for water
+# FLUID Liquid asset
+# NOARRR Pirate doesn't go here unless following player
+# NOBACK Cannot use "back" to move away
+# HCAVE Trying to get into cave
+# HBIRD Trying to catch bird
+# HSNAKE Trying to deal with snake
+# HMAZE Lost in maze
+# HDARK Pondering dark room
+# HWITT At Witt's End
+# HCLIFF Cliff with urn
+# HWOODS Lost in forest
+# HOGRE Trying to deal with ogre
+# HJADE Found all treasures except jade
+# hints: A list of YAML references to hints that may be available at
+# this location. (This is why locations has to follow hints.)
+# sound: Label for a location sound.
+# loud: If true, object sounds are drowned out at this location.
+# travel: A list of movement rules. They're applied in the order
+# they appear. For a rule to fire, (1) the movement command
+# must be a synonym for one of its verbs, and (2) the
+# condition, if present, must evaluate to true. In that case
+# the action fires. The action may be a goto (move to
+# a named location) a speak (utter a named message), or
+# a special (branch to special case in movement code).
+# The conditional may be one of the following:
+# [pct N] Roll a die, n% chance of success
+# [carry OBJ] Must be carrying named object
+# [with OBJ] Must be carrying or in room with
+# [not OBJ N] Property of named OBJ must not be N
+# All attributes are optional except the long description and
+# travel. Order of locations is not significant.
+#
+# arbitrary_messages: These are arguments to rspeak(). Some spans of
+# these messages need to be kept adjacent and ordered (for now).
+# 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, and gaps removed.
+#
+# classes: Each item contains a point threshold and a message
+# describing a classification of player. Point thresholds must be
+# in ascending order. The scoring code selects the appropriate
+# message, where each message is considered to apply to players
+# whose scores are higher than the previous N but not higher than
+# this N. Note that these scores probably change with every
+# modification (and particularly expansion) of the program.
+#
+# turn_thresholds: Each item contains a number and a message
+# berating the player for taking so many turns. When the turn count
+# matches one of the thresholds, the corresponding message is shown.
+# Order doesn't matter; the logic simply tests every threshold on
+# the assumption that turn counts never decrease nor skip values.
+#
+# object_descriptions: Each item contains a description for use in the
+# inventory command and one or more messages describing the object
+# in different states. There is also a boolean "treasure"
+# attribute, defaulting to false. An pbject may have one or two
+# start locations (the gate is an example of a two-location object;
+# it can be accessed from above or below). An object may also be
+# flagged immovable, meaning it cannot be carried. If a state
+# message is a tuple then the first element is made the name of a
+# #define viible to the code for the associayed state, numbered
+# from zero upwards. If the inventory desription begins with "*"
+# the object is dungeon furniture that cannot be taken or carried.
+#
+# obituaries: Death messages and reincarnation queries. Order is
+# significant, they're used in succession as the player racks up
+# deaths.
+#
+# These correspond to sections 1, 2, 4, 5, 6, 7, 9, 10, 11, 13, and 14 in
+# the old adventure.text format. Sections 3 and 8 haven't moved
+# yet. Section 12 was obsolete.
+#
+# Message strings may include certain special character sequences to
+# denote that the program must provide parameters to insert into a
+# message when the message is printed. These sequences are:
+# %S = The letter 'S' or nothing (if a given value is exactly 1)
+# %W = A word (up to 10 characters)
+# %L = A word mapped to lower-case letters
+# %U = A word mapped to upper-case letters
+# %C = A word mapped to lower-case, first letter capitalised
+# %T = Several words of text, ending with a word of -1
+# %1 = A 1-digit number
+# %2 = A 2-digit number
+# ...
+# %9 = A 9-digit number
+# %B = Variable number of blanks
+# %! = The entire message should be suppressed
+
+# There are duplicate keys in this vocabulary, that's why it can't be a normal
+# map. You have to iterate through it looking for a match qualified by type.
+vocabulary: [
+ {word: "ROAD", type: motion, value: 2},
+ {word: "HILL", type: motion, value: 2},
+ {word: "ENTER", type: motion, value: 3},
+ {word: "UPSTR", type: motion, value: 4},
+ {word: "DOWNS", type: motion, value: 5},
+ {word: "FORES", type: motion, value: 6},
+ {word: "FORWA", type: motion, value: 7},
+ {word: "CONTI", type: motion, value: 7},
+ {word: "ONWAR", type: motion, value: 7},
+ {word: "BACK", type: motion, value: 8},
+ {word: "RETUR", type: motion, value: 8},
+ {word: "RETRE", type: motion, value: 8},
+ {word: "VALLE", type: motion, value: 9},
+ {word: "STAIR", type: motion, value: 10},
+ {word: "OUT", type: motion, value: 11},
+ {word: "OUTSI", type: motion, value: 11},
+ {word: "EXIT", type: motion, value: 11},
+ {word: "LEAVE", type: motion, value: 11},
+ {word: "BUILD", type: motion, value: 12},
+ {word: "HOUSE", type: motion, value: 12},
+ {word: "GULLY", type: motion, value: 13},
+ {word: "STREA", type: motion, value: 14},
+ {word: "FORK", type: motion, value: 15},
+ {word: "BED", type: motion, value: 16},
+ {word: "CRAWL", type: motion, value: 17},
+ {word: "COBBL", type: motion, value: 18},
+ {word: "INWAR", type: motion, value: 19},
+ {word: "INSID", type: motion, value: 19},
+ {word: "IN", type: motion, value: 19},
+ {word: "SURFA", type: motion, value: 20},
+ {word: "NULL", type: motion, value: 21},
+ {word: "NOWHE", type: motion, value: 21},
+ {word: "DARK", type: motion, value: 22},
+ {word: "PASSA", type: motion, value: 23},
+ {word: "TUNNE", type: motion, value: 23},
+ {word: "LOW", type: motion, value: 24},
+ {word: "CANYO", type: motion, value: 25},
+ {word: "AWKWA", type: motion, value: 26},
+ {word: "GIANT", type: motion, value: 27},
+ {word: "VIEW", type: motion, value: 28},
+ {word: "UPWAR", type: motion, value: 29},
+ {word: "UP", type: motion, value: 29},
+ {word: "U", type: motion, value: 29},
+ {word: "ABOVE", type: motion, value: 29},
+ {word: "ASCEN", type: motion, value: 29},
+ {word: "D", type: motion, value: 30},
+ {word: "DOWNW", type: motion, value: 30},
+ {word: "DOWN", type: motion, value: 30},
+ {word: "DESCE", type: motion, value: 30},
+ {word: "PIT", type: motion, value: 31},
+ {word: "OUTDO", type: motion, value: 32},
+ {word: "CRACK", type: motion, value: 33},
+ {word: "STEPS", type: motion, value: 34},
+ {word: "DOME", type: motion, value: 35},
+ {word: "LEFT", type: motion, value: 36},
+ {word: "RIGHT", type: motion, value: 37},
+ {word: "HALL", type: motion, value: 38},
+ {word: "JUMP", type: motion, value: 39},
+ {word: "BARRE", type: motion, value: 40},
+ {word: "OVER", type: motion, value: 41},
+ {word: "ACROS", type: motion, value: 42},
+ {word: "EAST", type: motion, value: 43},
+ {word: "E", type: motion, value: 43},
+ {word: "WEST", type: motion, value: 44},
+ {word: "W", type: motion, value: 44},
+ {word: "NORTH", type: motion, value: 45},
+ {word: "N", type: motion, value: 45},
+ {word: "SOUTH", type: motion, value: 46},
+ {word: "S", type: motion, value: 46},
+ {word: "NE", type: motion, value: 47},
+ {word: "SE", type: motion, value: 48},
+ {word: "SW", type: motion, value: 49},
+ {word: "NW", type: motion, value: 50},
+ {word: "DEBRI", type: motion, value: 51},
+ {word: "HOLE", type: motion, value: 52},
+ {word: "WALL", type: motion, value: 53},
+ {word: "BROKE", type: motion, value: 54},
+ {word: "Y2", type: motion, value: 55},
+ {word: "CLIMB", type: motion, value: 56},
+ {word: "LOOK", type: motion, value: 57},
+ {word: "EXAMI", type: motion, value: 57},
+ {word: "TOUCH", type: motion, value: 57},
+ {word: "DESCR", type: motion, value: 57},
+ {word: "FLOOR", type: motion, value: 58},
+ {word: "ROOM", type: motion, value: 59},
+ {word: "SLIT", type: motion, value: 60},
+ {word: "SLAB", type: motion, value: 61},
+ {word: "SLABR", type: motion, value: 61},
+ {word: "XYZZY", type: motion, value: 62},
+ {word: "DEPRE", type: motion, value: 63},
+ {word: "ENTRA", type: motion, value: 64},
+ {word: "PLUGH", type: motion, value: 65},
+ {word: "SECRE", type: motion, value: 66},
+ {word: "CAVE", type: motion, value: 67},
+ {word: "CROSS", type: motion, value: 69},
+ {word: "BEDQU", type: motion, value: 70},
+ {word: "PLOVE", type: motion, value: 71},
+ {word: "ORIEN", type: motion, value: 72},
+ {word: "CAVER", type: motion, value: 73},
+ {word: "SHELL", type: motion, value: 74},
+ {word: "RESER", type: motion, value: 75},
+ {word: "MAIN", type: motion, value: 76},
+ {word: "OFFIC", type: motion, value: 76},
+ {word: "KEYS", type: object, value: 1},
+ {word: "KEY", type: object, value: 1},
+ {word: "LAMP", type: object, value: 2},
+ {word: "LANTE", type: object, value: 2},
+ {word: "GRATE", type: object, value: 3},
+ {word: "CAGE", type: object, value: 4},
+ {word: "ROD", type: object, value: 5},
+ {word: "ROD", type: object, value: 6}, # Must be next object after "real" rod
+ {word: "STEPS", type: object, value: 7},
+ {word: "BIRD", type: object, value: 8},
+ {word: "DOOR", type: object, value: 9},
+ {word: "PILLO", type: object, value: 10},
+ {word: "VELVE", type: object, value: 10},
+ {word: "SNAKE", type: object, value: 11},
+ {word: "FISSU", type: object, value: 12},
+ {word: "TABLE", type: object, value: 13},
+ {word: "CLAM", type: object, value: 14},
+ {word: "OYSTE", type: object, value: 15},
+ {word: "MAGAZ", type: object, value: 16},
+ {word: "ISSUE", type: object, value: 16},
+ {word: "SPELU", type: object, value: 16},
+ {word: '"SPEL', type: object, value: 16},
+ {word: "DWARF", type: object, value: 17},
+ {word: "DWARV", type: object, value: 17},
+ {word: "KNIFE", type: object, value: 18},
+ {word: "KNIVE", type: object, value: 18},
+ {word: "FOOD", type: object, value: 19},
+ {word: "RATIO", type: object, value: 19},
+ {word: "BOTTL", type: object, value: 20},
+ {word: "JAR", type: object, value: 20},
+ {word: "WATER", type: object, value: 21},
+ {word: "H2O", type: object, value: 21},
+ {word: "OIL", type: object, value: 22},
+ {word: "MIRRO", type: object, value: 23},
+ {word: "PLANT", type: object, value: 24},
+ {word: "BEANS", type: object, value: 24},
+ {word: "PLANT", type: object, value: 25}, # Must be next object after "real" plant
+ {word: "STALA", type: object, value: 26},
+ {word: "SHADO", type: object, value: 27},
+ {word: "FIGUR", type: object, value: 27},
+ {word: "WINDO", type: object, value: 27}, # Same as figure
+ {word: "AXE", type: object, value: 28},
+ {word: "DRAWI", type: object, value: 29},
+ {word: "PIRAT", type: object, value: 30},
+ {word: "GENIE", type: object, value: 30},
+ {word: "DJINN", type: object, value: 30},
+ {word: "DRAGO", type: object, value: 31},
+ {word: "CHASM", type: object, value: 32},
+ {word: "TROLL", type: object, value: 33},
+ {word: "TROLL", type: object, value: 34}, # Must be next object after "real" troll
+ {word: "BEAR", type: object, value: 35},
+ {word: "MESSA", type: object, value: 36},
+ {word: "VOLCA", type: object, value: 37},
+ {word: "GEYSE", type: object, value: 37}, # Same as volcano
+ {word: "MACHI", type: object, value: 38},
+ {word: "VENDI", type: object, value: 38},
+ {word: "BATTE", type: object, value: 39},
+ {word: "CARPE", type: object, value: 40},
+ {word: "MOSS", type: object, value: 40},
+ {word: "CURTA", type: object, value: 40}, # Same as carpet
+ {word: "OGRE", type: object, value: 41},
+ {word: "URN", type: object, value: 42},
+ {word: "CAVIT", type: object, value: 43},
+ {word: "BLOOD", type: object, value: 44},
+ {word: "RESER", type: object, value: 45}, # Verb overrides
+ {word: "APPEN", type: object, value: 46},
+ {word: "LEPOR", type: object, value: 46},
+ {word: "MUD", type: object, value: 47},
+ {word: "NOTE", type: object, value: 48},
+ {word: "SIGN", type: object, value: 49},
+ {word: "GOLD", type: object, value: 50},
+ {word: "NUGGE", type: object, value: 50},
+ {word: "DIAMO", type: object, value: 51},
+ {word: "SILVE", type: object, value: 52},
+ {word: "BARS", type: object, value: 52},
+ {word: "JEWEL", type: object, value: 53},
+ {word: "COINS", type: object, value: 54},
+ {word: "CHEST", type: object, value: 55},
+ {word: "BOX", type: object, value: 55},
+ {word: "TREAS", type: object, value: 55},
+ {word: "EGGS", type: object, value: 56},
+ {word: "EGG", type: object, value: 56},
+ {word: "NEST", type: object, value: 56},
+ {word: "TRIDE", type: object, value: 57},
+ {word: "VASE", type: object, value: 58},
+ {word: "MING", type: object, value: 58},
+ {word: "SHARD", type: object, value: 58},
+ {word: "POTTE", type: object, value: 58},
+ {word: "EMERA", type: object, value: 59},
+ {word: "PLATI", type: object, value: 60},
+ {word: "PYRAM", type: object, value: 60},
+ {word: "PEARL", type: object, value: 61},
+ {word: "RUG", type: object, value: 62},
+ {word: "PERSI", type: object, value: 62},
+ {word: "SPICE", type: object, value: 63},
+ {word: "CHAIN", type: object, value: 64},
+ {word: "RUBY", type: object, value: 65},
+ {word: "JADE", type: object, value: 66},
+ {word: "NECKL", type: object, value: 66},
+ {word: "AMBER", type: object, value: 67},
+ {word: "GEMST", type: object, value: 67},
+ {word: "SAPPH", type: object, value: 68},
+ {word: "EBONY", type: object, value: 69},
+ {word: "STATU", type: object, value: 69},
+ {word: "CARRY", type: action, value: 1},
+ {word: "TAKE", type: action, value: 1},
+ {word: "KEEP", type: action, value: 1},
+ {word: "CATCH", type: action, value: 1},
+ {word: "STEAL", type: action, value: 1},
+ {word: "CAPTU", type: action, value: 1},
+ {word: "GET", type: action, value: 1},
+ {word: "TOTE", type: action, value: 1},
+ {word: "SNARF", type: action, value: 1},
+ {word: "DROP", type: action, value: 2},
+ {word: "RELEA", type: action, value: 2},
+ {word: "FREE", type: action, value: 2},
+ {word: "DISCA", type: action, value: 2},
+ {word: "DUMP", type: action, value: 2},
+ {word: "SAY", type: action, value: 3},
+ {word: "CHANT", type: action, value: 3},
+ {word: "SING", type: action, value: 3},
+ {word: "UTTER", type: action, value: 3},
+ {word: "MUMBL", type: action, value: 3},
+ {word: "UNLOC", type: action, value: 4},
+ {word: "OPEN", type: action, value: 4},
+ {word: "NOTHI", type: action, value: 5},
+ {word: "LOCK", type: action, value: 6},
+ {word: "CLOSE", type: action, value: 6},
+ {word: "LIGHT", type: action, value: 7},
+ {word: "ON", type: action, value: 7},
+ {word: "EXTIN", type: action, value: 8},
+ {word: "OFF", type: action, value: 8},
+ {word: "WAVE", type: action, value: 9},
+ {word: "SHAKE", type: action, value: 9},
+ {word: "SWING", type: action, value: 9},
+ {word: "CALM", type: action, value: 10},
+ {word: "PLACA", type: action, value: 10},
+ {word: "TAME", type: action, value: 10},
+ {word: "WALK", type: action, value: 11},
+ {word: "RUN", type: action, value: 11},
+ {word: "TRAVE", type: action, value: 11},
+ {word: "GO", type: action, value: 11},
+ {word: "PROCE", type: action, value: 11},
+ {word: "CONTI", type: action, value: 11},
+ {word: "EXPLO", type: action, value: 11},
+ {word: "FOLLO", type: action, value: 11},
+ {word: "TURN", type: action, value: 11},
+ {word: "ATTAC", type: action, value: 12},
+ {word: "KILL", type: action, value: 12},
+ {word: "FIGHT", type: action, value: 12},
+ {word: "HIT", type: action, value: 12},
+ {word: "STRIK", type: action, value: 12},
+ {word: "SLAY", type: action, value: 12},
+ {word: "POUR", type: action, value: 13},
+ {word: "EAT", type: action, value: 14},
+ {word: "DEVOU", type: action, value: 14},
+ {word: "DRINK", type: action, value: 15},
+ {word: "RUB", type: action, value: 16},
+ {word: "THROW", type: action, value: 17},
+ {word: "TOSS", type: action, value: 17},
+ {word: "QUIT", type: action, value: 18},
+ {word: "FIND", type: action, value: 19},
+ {word: "WHERE", type: action, value: 19},
+ {word: "INVEN", type: action, value: 20},
+ {word: "FEED", type: action, value: 21},
+ {word: "FILL", type: action, value: 22},
+ {word: "BLAST", type: action, value: 23},
+ {word: "DETON", type: action, value: 23},
+ {word: "IGNIT", type: action, value: 23},
+ {word: "BLOWU", type: action, value: 23},
+ {word: "SCORE", type: action, value: 24},
+ {word: "FEE", type: action, value: 25},
+ {word: "FIE", type: action, value: 25},
+ {word: "FOE", type: action, value: 25},
+ {word: "FOO", type: action, value: 25},
+ {word: "FUM", type: action, value: 25},
+ {word: "BRIEF", type: action, value: 26},
+ {word: "READ", type: action, value: 27},
+ {word: "PERUS", type: action, value: 27},
+ {word: "BREAK", type: action, value: 28},
+ {word: "SHATT", type: action, value: 28},
+ {word: "SMASH", type: action, value: 28},
+ {word: "WAKE", type: action, value: 29},
+ {word: "DISTU", type: action, value: 29},
+ {word: "SUSPE", type: action, value: 30},
+ {word: "PAUSE", type: action, value: 30},
+ {word: "SAVE", type: action, value: 30},
+ {word: "RESUM", type: action, value: 31},
+ {word: "RESTA", type: action, value: 31},
+ {word: "FLY", type: action, value: 32},
+ {word: "LISTE", type: action, value: 33},
+ {word: "Z'ZZZ", type: action, value: 34}, # Gets replaced
+ {word: "FEE", type: special, value: 1},
+ {word: "FIE", type: special, value: 2},
+ {word: "FOE", type: special, value: 3},
+ {word: "FOO", type: special, value: 4},
+ {word: "FUM", type: special, value: 5},
+ {word: "THANK", type: special, value: 13},
+ {word: "SESAM", type: special, value: 50},
+ {word: "OPENS", type: special, value: 50},
+ {word: "ABRA", type: special, value: 50},
+ {word: "ABRAC", type: special, value: 50},
+ {word: "SHAZA", type: special, value: 50},
+ {word: "HOCUS", type: special, value: 50},
+ {word: "POCUS", type: special, value: 50},
+ {word: "HELP", type: special, value: 51},
+ {word: "?", type: special, value: 51},
+ {word: "NO", type: special, value: 54},
+ {word: "TREE", type: special, value: 64},
+ {word: "TREES", type: special, value: 64},
+ {word: "DIG", type: special, value: 66},
+ {word: "EXCAV", type: special, value: 66},
+ {word: "LOST", type: special, value: 68},
+ {word: "MIST", type: special, value: 69},
+ {word: "FUCK", type: special, value: 79},
+ {word: "STOP", type: special, value: 139},
+ {word: "INFO", type: special, value: 142},
+ {word: "INFOR", type: special, value: 142},
+ {word: "SWIM", type: special, value: 147},
+ {word: "WIZAR", type: special, value: 246},
+ {word: "YES", type: special, value: 271},
+ {word: "NEWS", type: special, value: 275},
+]
+
+hints:
+ - hint: &grate
+ name: CAVE
+ number: 1
+ turns: 4
+ penalty: 2
+ question: 'Are you trying to get into the cave?'
+ hint: 'The grate is very solid and has a hardened steel lock. You cannot\nenter without a key, and there are no keys nearby. I would recommend\nlooking elsewhere for the keys.'
+ - hint: &bird
+ name: BIRD
+ number: 2
+ turns: 5
+ penalty: 2
+ question: 'Are you trying to catch the bird?'
+ hint: 'Something about you seems to be frightening the bird. Perhaps you\nmight figure out what it is.'
+ - hint: &snake
+ name: SNAKE
+ number: 3
+ turns: 8
+ penalty: 2
+ question: 'Are you trying to somehow deal with the snake?'
+ hint: 'You can''t kill the snake, or drive it away, or avoid it, or anything\nlike that. There is a way to get by, but you don''t have the necessary\nresources right now.'
+ - hint: &maze
+ name: MAZE
+ number: 4
+ turns: 75
+ penalty: 4
+ question: 'Do you need help getting out of the maze?'
+ hint: 'You can make the passages look less alike by dropping things.'
+ - hint: &dark
+ name: DARK
+ number: 5
+ turns: 25
+ penalty: 5
+ question: 'Are you trying to explore beyond the plover room?'
+ hint: 'There is a way to explore that region without having to worry about\nfalling into a pit. None of the objects available is immediately\nuseful in discovering the secret.'
+ - hint: &witt
+ name: WITT
+ number: 6
+ turns: 20
+ penalty: 3
+ question: 'Do you need help getting out of here?'
+ hint: 'Don''t go west.'
+ - hint: &urn
+ name: CLIFF
+ number: 7
+ turns: 8
+ penalty: 2
+ question: 'Are you wondering what to do here?'
+ hint: 'This section is quite advanced. Find the cave first.'
+ - hint: &forest
+ name: WOODS
+ number: 8
+ turns: 25
+ penalty: 2
+ question: 'Would you like to be shown out of the forest?'
+ hint: 'Go east ten times. If that doesn''t get you out, then go south, then\nwest twice, then south.'
+ - hint: &ogre
+ name: OGRE
+ number: 9
+ turns: 10
+ penalty: 4
+ question: 'Do you need help dealing with the ogre?'
+ hint: 'There is nothing the presence of which will prevent you from defeating\nhim; thus it can''t hurt to fetch everything you possibly can.'
+ - hint: &jade
+ name: JADE
+ number: 10
+ turns: 1
+ 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\nlocate the one you''re now missing.'
+