# Order doesn't matter; the logic simply tests every threshold on
# the assumption that turn counts never decrease nor skip values.
#
-# objects: Objects have attributes as follows...
+# objects: Objects that are refernced in C code or the YAML by name
+# have human-readable names; others are named OBJ with a numeric suffix.
+# Objects have attributes as follows...
# inventory: A description for use in the inventory command.
# states: A list of state labels for states from 0 up. Each
# becomes a #define, and is also a state label that
action: [goto, LOC_GRATE]},
{verbs: [ENTRA], action: [goto, LOC_BELOWGRATE]},
{verbs: [DOWN, EAST, DEBRI], action: [goto, LOC_DEBRIS]},
- {verbs: [INWAR, UPWAR, WEST], action: [goto, LOC_BIRD]},
+ {verbs: [INWAR, UPWAR, WEST], action: [goto, LOC_BIRDCHAMBER]},
{verbs: [PIT], action: [goto, LOC_PITTOP]},
]
-- LOC_BIRD:
+- LOC_BIRDCHAMBER:
description:
long: |-
You are in a splendid chamber thirty feet high. The walls are frozen
action: [goto, LOC_GRATE]},
{verbs: [ENTRA], action: [goto, LOC_BELOWGRATE]},
{verbs: [DEBRI], action: [goto, LOC_DEBRIS]},
- {verbs: [PASSA, EAST], action: [goto, LOC_BIRD]},
+ {verbs: [PASSA, EAST], action: [goto, LOC_BIRDCHAMBER]},
{verbs: [DOWN, PIT, STEPS], cond: [carry, NUGGET],
action: [goto, LOC_NECKBROKE]},
{verbs: [DOWN], action: [goto, LOC_MISTHALL]},
hints: [*maze]
travel: [
{verbs: [EAST], action: [goto, LOC_ALIKE2]},
- {verbs: [DOWN], action: [goto, LOC_DEADEND3]},
+ {verbs: [DOWN], action: [goto, LOC_MAZEEND3]},
{verbs: [SOUTH], action: [goto, LOC_ALIKE6]},
- {verbs: [NORTH], action: [goto, LOC_DEADEND9]},
+ {verbs: [NORTH], action: [goto, LOC_MAZEEND9]},
]
- LOC_ALIKE4:
description:
travel: [
{verbs: [WEST], action: [goto, LOC_ALIKE1]},
{verbs: [NORTH], action: [goto, LOC_ALIKE2]},
- {verbs: [EAST], action: [goto, LOC_DEADEND1]},
- {verbs: [SOUTH], action: [goto, LOC_DEADEND2]},
+ {verbs: [EAST], action: [goto, LOC_MAZEEND1]},
+ {verbs: [SOUTH], action: [goto, LOC_MAZEEND2]},
{verbs: [UPWAR, DOWN], action: [goto, LOC_ALIKE14]},
]
-- LOC_DEADEND1:
+- LOC_MAZEEND1:
description:
long: 'Dead end'
short: !!null
travel: [
{verbs: [WEST, OUT], action: [goto, LOC_ALIKE4]},
]
-- LOC_DEADEND2:
+- LOC_MAZEEND2:
description:
long: 'Dead end'
short: !!null
travel: [
{verbs: [EAST, OUT], action: [goto, LOC_ALIKE4]},
]
-- LOC_DEADEND3:
+- LOC_MAZEEND3:
description:
long: 'Dead end'
short: !!null
{verbs: [SOUTH], action: [goto, LOC_ALIKE8]},
{verbs: [UPWAR], action: [goto, LOC_ALIKE9]},
{verbs: [NORTH], action: [goto, LOC_ALIKE10]},
- {verbs: [DOWN], action: [goto, LOC_DEADEND11]},
+ {verbs: [DOWN], action: [goto, LOC_MAZEEND11]},
]
- LOC_ALIKE9:
description:
travel: [
{verbs: [WEST], action: [goto, LOC_ALIKE7]},
{verbs: [NORTH], action: [goto, LOC_ALIKE8]},
- {verbs: [SOUTH], action: [goto, LOC_DEADEND4]},
+ {verbs: [SOUTH], action: [goto, LOC_MAZEEND4]},
]
-- LOC_DEADEND4:
+- LOC_MAZEEND4:
description:
long: 'Dead end'
short: !!null
travel: [
{verbs: [WEST], action: [goto, LOC_ALIKE8]},
{verbs: [NORTH], action: [goto, LOC_ALIKE10]},
- {verbs: [DOWN], action: [goto, LOC_DEADEND5]},
+ {verbs: [DOWN], action: [goto, LOC_MAZEEND5]},
{verbs: [EAST], action: [goto, LOC_PITBRINK]},
]
-- LOC_DEADEND5:
+- LOC_MAZEEND5:
description:
long: 'Dead end'
short: !!null
short: 'You''re at brink of pit.'
conditions: {DEEP: true, NOBACK: true}
travel: [
- {verbs: [DOWN, CLIMB], action: [goto, LOC_BIRD]},
+ {verbs: [DOWN, CLIMB], action: [goto, LOC_BIRDCHAMBER]},
{verbs: [WEST], action: [goto, LOC_ALIKE10]},
- {verbs: [SOUTH], action: [goto, LOC_DEADEND6]},
+ {verbs: [SOUTH], action: [goto, LOC_MAZEEND6]},
{verbs: [NORTH], action: [goto, LOC_ALIKE12]},
{verbs: [EAST], action: [goto, LOC_ALIKE13]},
]
-- LOC_DEADEND6:
+- LOC_MAZEEND6:
description:
long: 'Dead end'
short: !!null
{verbs: [NORTH], action: [goto, LOC_ALIKE1]},
{verbs: [WEST], action: [goto, LOC_ALIKE11]},
{verbs: [SOUTH], action: [goto, LOC_ALIKE11]},
- {verbs: [EAST], action: [goto, LOC_DEADEND8]},
+ {verbs: [EAST], action: [goto, LOC_MAZEEND8]},
]
-- LOC_DEADEND8:
+- LOC_MAZEEND8:
description:
long: 'Dead end'
short: !!null
travel: [
{verbs: [WEST, OUT], action: [goto, LOC_ALIKE11]},
]
-- LOC_DEADEND9:
+- LOC_MAZEEND9:
description:
long: 'Dead end'
short: !!null
travel: [
{verbs: [SOUTH], action: [goto, LOC_PITBRINK]},
{verbs: [EAST], action: [goto, LOC_ALIKE13]},
- {verbs: [WEST], action: [goto, LOC_DEADEND10]},
+ {verbs: [WEST], action: [goto, LOC_MAZEEND10]},
]
- LOC_ALIKE13:
description:
travel: [
{verbs: [NORTH], action: [goto, LOC_PITBRINK]},
{verbs: [WEST], action: [goto, LOC_ALIKE12]},
- {verbs: [NW], action: [goto, LOC_DEADEND12]},
+ {verbs: [NW], action: [goto, LOC_MAZEEND12]},
]
-- LOC_DEADEND10:
+- LOC_MAZEEND10:
description:
long: 'Dead end'
short: !!null
travel: [
{verbs: [EAST, OUT], action: [goto, LOC_ALIKE12]},
]
-- LOC_DEADEND11:
+- LOC_MAZEEND11:
description:
long: 'Dead end'
short: !!null
{verbs: [NORTH, ACROS, CROSS], cond: [not, RESER, WATERS_PARTED], action: [speak, BAD_DIRECTION]},
{verbs: [NORTH], action: [goto, LOC_RESBOTTOM]},
]
-- LOC_DEADEND12:
+- LOC_MAZEEND12:
description:
long: 'Dead end'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [DOWN], action: [goto, LOC_CLIFFBASE]},
- {verbs: [UPWAR], cond: [carry, OBJ_46], action: [goto, LOC_CLIFFTOP]},
+ {verbs: [UPWAR], cond: [carry, RABBITFOOT], action: [goto, LOC_CLIFFTOP]},
{verbs: [UPWAR], action: [goto, LOC_FOOTSLIP]},
]
- LOC_FOOTSLIP:
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.'
black smoke.
- SHELL_IMPERVIOUS: 'The shell is very strong and is impervious to attack.'
- START_OVER: 'What''s the matter, can''t you read? Now you''d best start over.'
-- WELL_POINTLESS: 'Well, that was remarkably pointless.'
- DRAGON_SCALES: 'The axe bounces harmlessly off the dragon''s thick scales.'
- NASTY_DRAGON: 'The dragon looks rather nasty. You''d best not try to get by.'
- BIRD_BURNT: |-
- BIRD:
words: ['bird']
inventory: 'Little bird in cage'
- locations: LOC_BIRD
+ locations: LOC_BIRDCHAMBER
states: [BIRD_UNCAGED, BIRD_CAGED, BIRD_FOREST_UNCAGED]
descriptions:
- 'A cheerful little bird is sitting here singing.'
changes:
- 'The waters crash together again.'
- 'The waters have parted to form a narrow path across the reservoir.'
-- OBJ_46:
+- RABBITFOOT:
words: ['appen', 'lepor']
inventory: 'Leporine appendage'
locations: LOC_FOREST22