# Order doesn't matter; the logic simply tests every threshold on
# the assumption that turn counts never decrease nor skip values.
#
-# objects: Each item contains a description for use in the
-# inventory command and one or more messages describing the object
-# in different states. The vocabulary word(s) referring to this
-# object are listed (words). There is also a boolean "treasure"
-# attribute, defaulting to false. An object 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 visible to the code for the associated state, numbered
-# from zero upwards; it is also a state label that can be used in
-# travel-rule 'not' clauses. If the inventory description begins with "*"
-# the object is dungeon furniture that cannot be taken or carried.
+# objects: Objects have attributes as follows...
+# inventory: A description for use in the inventory command.
+# descriptions: Messages describing the object in different states.
+# If a state message is a tuple then the first element
+# is made the name of a #define visible to the code for
+# the associated state, numbered from zero upwards; it
+# is also a state label that can be used in travel-rule
+# 'not' clauses.
+# changes: State-change messages to be emitted whenever the obect
+# *changes* to the (0-origin) state that is the index of the
+# message in this array.
+# words: The vocabulary word(s) referring to this object.
+# treasure: A boolean "treasure" used for point-scoring and pirate
+# snatches, defaulting to false.
+# immovable: An object may also be flagged
+# immovable, meaning it cannot be carried.
+# locations: An object 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).
#
# obituaries: Death messages and reincarnation queries. Order is
# significant, they're used in succession as the player racks up
- NO_LOCK: 'It has no lock.'
- NOT_LOCKABLE: 'I don''t know how to lock or unlock such a thing.'
- ALREADY_LOCKED: 'It was already locked.'
-- GRATE_LOCKED: 'The grate is now locked.'
-- GRATE_UNLOCKED: 'The grate is now unlocked.'
+- ARB_35: !!null
+- ARB_36: !!null
- ALREADY_UNLOCKED: 'It was already unlocked.'
- URN_EMPTY: 'The urn is empty and will not light.'
-- LAMP_ON: 'Your lamp is now on.'
-- LAMP_OFF: 'Your lamp is now off.'
+- ARB_39: !!null
+- ARB_40: !!null
- BEAR_BLOCKS: 'There is no way to get past the bear to unlock the chain, which is\nprobably just as well.'
- NOTHING_HAPPENS: 'Nothing happens.'
- WHERE_QUERY: 'Where?'
objects: !!omap
- OBJ_0:
inventory: !!null
- longs: !!null
+ descriptions: !!null
- KEYS:
words: ['keys', 'key']
inventory: 'Set of keys'
locations: LOC_BUILDING
- longs:
+ descriptions:
- 'There are some keys on the ground here.'
- LAMP:
words: ['lamp', 'lante']
inventory: 'Brass lantern'
locations: LOC_BUILDING
- longs:
+ descriptions:
- [LAMP_DARK, 'There is a shiny brass lamp nearby.']
- [LAMP_BRIGHT, 'There is a lamp shining nearby.']
+ changes:
+ - 'Your lamp is now off.'
+ - 'Your lamp is now on.'
- GRATE:
words: ['grate']
inventory: '*grate'
locations: [LOC_GRATE, LOC_BELOWGRATE]
immovable: true
- longs:
+ descriptions:
- [GRATE_CLOSED, 'The grate is locked.']
- [GRATE_OPEN, 'The grate is open.']
+ changes:
+ - 'The grate is now locked.'
+ - 'The grate is now unlocked.'
- CAGE:
words: ['cage']
inventory: 'Wicker cage'
locations: LOC_COBBLE
- longs:
+ descriptions:
- 'There is a small wicker cage discarded nearby.'
- ROD:
words: ['rod']
inventory: 'Black rod'
locations: LOC_DEBRIS
- longs:
+ descriptions:
- 'A three foot black rod with a rusty star on an end lies nearby.'
- ROD2:
words: ['rod']
inventory: 'Black rod'
locations: LOC_NOWHERE
- longs:
+ descriptions:
- 'A three foot black rod with a rusty mark on an end lies nearby.'
- STEPS:
words: ['steps']
inventory: '*steps'
locations: [LOC_PITTOP, LOC_MISTHALL]
immovable: true
- longs:
+ descriptions:
- 'Rough stone steps lead down the pit.'
- 'Rough stone steps lead up the dome.'
- BIRD:
words: ['bird']
inventory: 'Little bird in cage'
locations: LOC_BIRD
- longs:
+ descriptions:
- [BIRD_UNCAGED, 'A cheerful little bird is sitting here singing.']
- [BIRD_CAGED, 'There is a little bird in the cage.']
- [BIRD_FOREST_UNCAGED, 'A cheerful little bird is sitting here singing.']
inventory: '*rusty door'
locations: LOC_IMMENSE
immovable: true
- longs:
+ descriptions:
- 'The way north is barred by a massive, rusty, iron door.'
- 'The way north leads through a massive, rusty, iron door.'
- PILLOW:
words: ['pillo', 'velve']
inventory: 'Velvet pillow'
locations: LOC_SOFTROOM
- longs:
+ descriptions:
- 'A small velvet pillow lies on the floor.'
- SNAKE:
words: ['snake']
inventory: '*snake'
locations: LOC_KINGHALL
immovable: true
- longs:
+ descriptions:
- [SNAKE_BLOCKS, 'A huge green fierce snake bars the way!']
- [SNAKE_CHASED, ''] # chased away
sounds:
inventory: '*fissure'
locations: [LOC_EASTBANK, LOC_WESTBANK]
immovable: true
- longs:
+ descriptions:
- [UNBRIDGED, '']
- [BRIDGED, 'A crystal bridge now spans the fissure.']
- [VANISHED, 'The crystal bridge has vanished!']
inventory: '*stone tablet'
locations: LOC_DARKROOM
immovable: true
- longs:
+ descriptions:
- 'A massive stone tablet imbedded in the wall reads:\n"Congratulations on bringing light into the dark-room!"'
texts:
- '"Congratulations on bringing light into the dark-room!"'
words: ['clam']
inventory: 'Giant clam >GRUNT!<'
locations: LOC_SHELLROOM
- longs:
+ descriptions:
- 'There is an enormous clam here with its shell tightly closed.'
sounds:
- 'The clam is as tight-mouthed as a, er, clam.'
words: ['oyste']
inventory: 'Giant oyster >GROAN!<'
locations: LOC_NOWHERE
- longs:
+ descriptions:
- 'There is an enormous oyster here with its shell tightly closed.'
- 'Interesting. There seems to be something written on the underside of\nthe oyster.'
sounds:
words: ['issue', 'spelu', '"spel']
inventory: '"Spelunker Today"'
locations: LOC_ANTEROOM
- longs:
+ descriptions:
- '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\ncover you see, "Please leave the magazines at the construction site."'
inventory: !!null
locations: LOC_NOWHERE
immovable: true
- longs: !!null
+ descriptions: !!null
- KNIFE:
words: ['knife', 'knive']
inventory: !!null
locations: LOC_NOWHERE
- longs: !!null
+ descriptions: !!null
- FOOD:
words: ['food', 'ratio']
inventory: 'Tasty food'
locations: LOC_BUILDING
- longs:
+ descriptions:
- 'There is food here.'
- BOTTLE:
words: ['bottl', 'jar']
inventory: 'Small bottle'
locations: LOC_BUILDING
- longs:
+ descriptions:
- [WATER_BOTTLE, 'There is a bottle of water here.']
- [EMPTY_BOTTLE, 'There is an empty bottle here.']
- [OIL_BOTTLE, 'There is a bottle of oil here.']
words: ['water', 'h2o']
inventory: 'Water in the bottle'
locations: LOC_NOWHERE
- longs: !!null
+ descriptions: !!null
- OIL:
words: ['oil']
inventory: 'Oil in the bottle'
locations: LOC_NOWHERE
- longs: !!null
+ descriptions: !!null
- MIRROR:
words: ['mirro']
inventory: '*mirror'
locations: LOC_MIRRORCANYON
immovable: true
- longs: !!null
+ descriptions: !!null
- PLANT:
words: ['plant', 'beans']
inventory: '*plant'
locations: LOC_WESTPIT
immovable: true
- longs:
+ descriptions:
- 'There is a tiny little plant in the pit, murmuring "water, water, ..."'
- 'There is a 12-foot-tall beanstalk stretching up out of the pit,\nbellowing "WATER!! WATER!!"'
- 'There is a gigantic beanstalk stretching all the way up to the hole.'
inventory: '*phony plant' # seen in Twopit Room only when tall enough
locations: [LOC_WESTEND, LOC_EASTEND]
immovable: true
- longs:
+ descriptions:
- ''
- 'The top of a 12-foot-tall beanstalk is poking out of the west pit.'
- 'There is a huge beanstalk growing out of the west pit up to the hole.'
inventory: '*stalactite'
locations: LOC_TOPSTALACTITE
immovable: true
- longs:
+ descriptions:
- ''
- OBJ_27:
words: ['shado', 'figur', 'windo']
inventory: '*shadowy figure and/or window'
locations: [LOC_WINDOW1, LOC_WINDOW2]
immovable: true
- longs:
+ descriptions:
- 'The shadowy figure seems to be trying to attract your attention.'
- AXE:
words: ['axe']
inventory: 'Dwarf''s axe'
locations: LOC_NOWHERE
- longs:
+ descriptions:
- 'There is a little axe here.'
- 'There is a little axe lying beside the bear.'
- OBJ_29:
inventory: '*cave drawings'
locations: LOC_ORIENTAL
immovable: true
- longs: !!null
+ descriptions: !!null
- OBJ_30:
words: ['pirat', 'genie', 'djinn']
inventory: '*pirate/genie'
locations: LOC_NOWHERE
immovable: true
- longs: !!null # never present
+ descriptions: !!null # never present
- DRAGON:
words: ['drago']
inventory: '*dragon'
locations: [LOC_SECRET4, LOC_SECRET6]
immovable: true
- longs:
+ descriptions:
- [DRAGON_BLOCKS, 'A huge green fierce dragon bars the way!']
- 'The blood-specked body of a huge green dead dragon lies to one side.'
- 'The body of a huge green dead dragon is lying off to one side.'
inventory: '*chasm'
locations: [LOC_SWCHASM, LOC_NECHASM]
immovable: true
- longs:
+ descriptions:
- [TROLL_BRIDGE, 'A rickety wooden bridge extends across the chasm, vanishing into the\nmist. A notice posted on the bridge reads, "Stop! Pay troll!"']
- [BRIDGE_WRECKED, 'The wreckage of a bridge (and a dead bear) can be seen at the bottom\nof the chasm.']
- TROLL:
inventory: '*troll'
locations: [LOC_SWCHASM, LOC_NECHASM]
immovable: true
- longs:
+ descriptions:
- 'A burly troll stands by the bridge and insists you throw him a\ntreasure before you may cross.'
- 'The troll steps out from beneath the bridge and blocks your way.'
- '' # chased away
inventory: '*phony troll'
locations: [LOC_NOWHERE, LOC_NOWHERE]
immovable: true
- longs:
+ descriptions:
- 'The troll is nowhere to be seen.'
- BEAR:
words: ['bear']
inventory: !!null # bear uses rtext 141
locations: LOC_BARRENROOM
immovable: true
- longs:
+ descriptions:
- 'There is a ferocious cave bear eying 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.'
inventory: '*message in second maze'
locations: LOC_NOWHERE
immovable: true
- longs:
+ descriptions:
- 'There is a message scrawled in the dust in a flowery script, reading:\n"This is not the maze where the pirate leaves his treasure chest."'
texts:
- '"This is not the maze where the pirate leaves his treasure chest."'
inventory: '*volcano and/or geyser'
locations: LOC_BREATHTAKING
immovable: true
- longs: !!null
+ descriptions: !!null
- VEND:
words: ['machi', 'vendi']
inventory: '*vending machine'
locations: LOC_DEADEND13
immovable: true
- longs:
+ descriptions:
- [VEND_BLOCKS, 'There is a massive and somewhat battered vending machine here. The\ninstructions on it read: "Drop coins here to receive fresh batteries."']
- [VEND_UNBLOCKS, 'There is a massive vending machine here, swung back to reveal a\nsouthward passage.']
texts:
words: ['batte']
inventory: 'Batteries'
locations: LOC_NOWHERE
- longs:
+ descriptions:
- [FRESH_BATTERIES, 'There are fresh batteries here.']
- [DEAD_BATTERIES, 'Some worn-out batteries have been discarded nearby.']
- OBJ_40:
inventory: '*carpet and/or moss and/or curtains'
locations: LOC_SOFTROOM
immovable: true
- longs: !!null
+ descriptions: !!null
- OGRE:
words: ['ogre']
inventory: '*ogre'
locations: LOC_LARGE
immovable: true
- longs:
+ descriptions:
- 'A formidable ogre bars the northern exit.'
sounds:
- 'The ogre is apparently the strong, silent type.'
inventory: '*urn'
locations: LOC_CLIFF
immovable: true
- longs:
+ descriptions:
- 'A small urn is embedded in the rock.'
- 'A small urn full of oil is embedded in the rock.'
- 'A small oil flame extrudes from an urn embedded in the rock.'
inventory: '*cavity'
locations: LOC_NOWHERE
immovable: true
- longs:
+ descriptions:
- '' # something in it
- 'There is a small urn-shaped cavity in the rock.'
- BLOOD:
inventory: '*blood'
locations: LOC_NOWHERE
immovable: true
- longs:
+ descriptions:
- '' # described with dragon
- RESER:
words: ['reser']
inventory: '*reservoir'
locations: [LOC_RESERVOIR, LOC_RESNORTH]
immovable: true
- longs:
+ descriptions:
- ''
- [WATERS_PARTED, 'The waters have parted to form a narrow path across the reservoir.']
- 'The waters crash together again.'
words: ['appen', 'lepor']
inventory: 'Leporine appendage'
locations: LOC_FOREST22
- longs:
+ descriptions:
- 'Your keen eye spots a severed leporine appendage lying on the ground.'
- OBJ_47:
words: ['mud']
inventory: '*mud'
locations: LOC_DEBRIS
immovable: true
- longs:
+ descriptions:
- ''
texts:
- '"MAGIC WORD XYZZY"'
inventory: '*note'
locations: LOC_NUGGET
immovable: true
- longs:
+ descriptions:
- ''
texts:
- '"You won''t get it up the steps"'
inventory: '*sign'
locations: LOC_ANTEROOM
immovable: true
- longs:
+ descriptions:
- [INGAME_SIGN, '']
- [ENDGAME_SIGN, '']
texts:
inventory: 'Large gold nugget'
locations: LOC_NUGGET
treasure: true
- longs:
+ descriptions:
- 'There is a large sparkling nugget of gold here!'
- OBJ_51:
words: ['diamo']
inventory: 'Several diamonds'
locations: LOC_WESTBANK
treasure: true
- longs:
+ descriptions:
- 'There are diamonds here!'
- OBJ_52:
words: ['silve', 'bars']
inventory: 'Bars of silver'
locations: LOC_FLOORHOLE
treasure: true
- longs:
+ descriptions:
- 'There are bars of silver here!'
- OBJ_53:
words: ['jewel']
inventory: 'Precious jewelry'
locations: LOC_SOUTHSIDE
treasure: true
- longs:
+ descriptions:
- 'There is precious jewelry here!'
- COINS:
words: ['coins']
inventory: 'Rare coins'
locations: LOC_WESTSIDE
treasure: true
- longs:
+ descriptions:
- 'There are many coins here!'
- CHEST:
words: ['chest', 'box', 'treas']
inventory: 'Treasure chest'
locations: LOC_NOWHERE
treasure: true
- longs:
+ descriptions:
- 'The pirate''s treasure chest is here!'
- EGGS:
words: ['eggs', 'egg', 'nest']
inventory: 'Golden eggs'
locations: LOC_GIANTROOM
treasure: true
- longs:
+ descriptions:
- 'There is a large nest here, full of golden eggs!'
- 'The nest of golden eggs has vanished!'
- 'Done!'
inventory: 'Jeweled trident'
locations: LOC_WATERFALL
treasure: true
- longs:
+ descriptions:
- 'There is a jewel-encrusted trident here!'
- VASE:
words: ['vase', 'ming', 'shard', 'potte']
inventory: 'Ming vase'
locations: LOC_ORIENTAL
treasure: true
- longs:
+ descriptions:
- [VASE_WHOLE, 'There is a delicate, precious, ming vase here!']
- [VASE_RESTING, 'The vase is now resting, delicately, on a velvet pillow.']
- [VASE_BROKEN, 'The floor is littered with worthless shards of pottery.']
inventory: 'Egg-sized emerald'
locations: LOC_PLOVER
treasure: true
- longs:
+ descriptions:
- 'There is an emerald here the size of a plover''s egg!'
- 'There is an emerald resting in a small cavity in the rock!'
- PYRAMID:
inventory: 'Platinum pyramid'
locations: LOC_DARKROOM
treasure: true
- longs:
+ descriptions:
- 'There is a platinum pyramid here, 8 inches on a side!'
- PEARL:
words: ['pearl']
inventory: 'Glistening pearl'
locations: LOC_NOWHERE
treasure: true
- longs:
+ descriptions:
- 'Off to one side lies a glistening pearl!'
- RUG:
words: ['rug', 'persi']
locations: [LOC_SECRET4, LOC_SECRET6]
immovable: true
treasure: true
- longs:
+ 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!'
inventory: 'Rare spices'
locations: LOC_BOULDERS2
treasure: true
- longs:
+ descriptions:
- 'There are rare spices here!'
- CHAIN:
words: ['chain']
locations: LOC_BARRENROOM
immovable: true
treasure: true
- longs:
+ descriptions:
- 'There is a golden chain lying in a heap on the floor!'
- 'The bear is locked to the wall with a golden chain!'
- 'There is a golden chain locked to the wall!'
inventory: 'Giant ruby'
locations: LOC_STOREROOM
treasure: true
- longs:
+ descriptions:
- 'There is an enormous ruby here!'
- 'There is a ruby resting in a small cavity in the rock!'
- JADE:
inventory: 'Jade necklace'
locations: LOC_NOWHERE
treasure: true
- longs:
+ descriptions:
- 'A precious jade necklace has been dropped here!'
- AMBER:
words: ['amber', 'gemst']
inventory: 'Amber gemstone'
locations: LOC_NOWHERE
treasure: true
- longs:
+ descriptions:
- 'There is a rare amber gemstone here!'
- 'There is an amber gemstone resting in a small cavity in the rock!'
- SAPPH:
inventory: 'Star sapphire'
locations: LOC_LEDGE
treasure: true
- longs:
+ descriptions:
- 'A brilliant blue star sapphire is here!'
- 'There is a star sapphire resting in a small cavity in the rock!'
- OBJ_69:
inventory: 'Ebony statuette'
locations: LOC_REACHDEAD
treasure: true
- longs:
+ descriptions:
- 'There is a richly-carved ebony statuette here!'
obituaries:
const char* inventory;
int plac, fixd;
bool is_treasure;
- const char** longs;
+ const char** descriptions;
const char** sounds;
const char** texts;
+ const char** changes;
}} object_t;
typedef struct {{
.plac = {},
.fixd = {},
.is_treasure = {},
- .longs = (const char* []) {{
+ .descriptions = (const char* []) {{
{}
}},
.sounds = (const char* []) {{
{}
}},
.texts = (const char* []) {{
+{}
+ }},
+ .changes = (const char* []) {{
{}
}},
}},
for (i, item) in enumerate(obj):
attr = item[1]
i_msg = make_c_string(attr["inventory"])
- longs_str = ""
- if attr["longs"] == None:
- longs_str = " " * 12 + "NULL,"
+ descriptions_str = ""
+ if attr["descriptions"] == None:
+ descriptions_str = " " * 12 + "NULL,"
else:
labels = []
- for l_msg in attr["longs"]:
+ for l_msg in attr["descriptions"]:
if not isinstance(l_msg, str):
labels.append(l_msg)
l_msg = l_msg[1]
- longs_str += " " * 12 + make_c_string(l_msg) + ",\n"
- longs_str = longs_str[:-1] # trim trailing newline
+ descriptions_str += " " * 12 + make_c_string(l_msg) + ",\n"
+ descriptions_str = descriptions_str[:-1] # trim trailing newline
if labels:
global statedefines
statedefines += "/* States for %s */\n" % item[0]
for l_msg in attr["texts"]:
texts_str += " " * 12 + make_c_string(l_msg) + ",\n"
texts_str = texts_str[:-1] # trim trailing newline
+ changes_str = ""
+ if attr.get("changes") == None:
+ changes_str = " " * 12 + "NULL,"
+ else:
+ for l_msg in attr["changes"]:
+ changes_str += " " * 12 + make_c_string(l_msg) + ",\n"
+ changes_str = changes_str[:-1] # trim trailing newline
locs = attr.get("locations", ["LOC_NOWHERE", "LOC_NOWHERE"])
immovable = attr.get("immovable", False)
try:
sys.stderr.write("dungeon: unknown object location in %s\n" % locs)
sys.exit(1)
treasure = "true" if attr.get("treasure") else "false"
- obj_str += template.format(i, i_msg, locs[0], locs[1], treasure, longs_str, sounds_str, texts_str)
+ obj_str += template.format(i, i_msg, locs[0], locs[1], treasure, descriptions_str, sounds_str, texts_str, changes_str)
obj_str = obj_str[:-1] # trim trailing newline
return obj_str
if type(cond[2]) == int:
state = cond[2]
else:
- for (i, stateclause) in enumerate(objs[obj][1]["longs"]):
+ for (i, stateclause) in enumerate(objs[obj][1]["descriptions"]):
if type(stateclause) == list:
if stateclause[0] == cond[2]:
state = i