#
# objects: 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
+# can be used in travel-rule 'not' clauses.
# 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 object
# *changes* to the (0-origin) state that is the index of the
# message in this array.
words: ['lamp', 'lante']
inventory: 'Brass lantern'
locations: LOC_BUILDING
+ states: [LAMP_DARK, LAMP_BRIGHT]
descriptions:
- - [LAMP_DARK, 'There is a shiny brass lamp nearby.']
- - [LAMP_BRIGHT, 'There is a lamp shining nearby.']
+ - 'There is a shiny brass lamp nearby.'
+ - 'There is a lamp shining nearby.'
changes:
- 'Your lamp is now off.'
- 'Your lamp is now on.'
inventory: '*grate'
locations: [LOC_GRATE, LOC_BELOWGRATE]
immovable: true
+ states: [GRATE_CLOSED, GRATE_OPEN]
descriptions:
- - [GRATE_CLOSED, 'The grate is locked.']
- - [GRATE_OPEN, 'The grate is open.']
+ - 'The grate is locked.'
+ - 'The grate is open.'
changes:
- 'The grate is now locked.'
- 'The grate is now unlocked.'
words: ['bird']
inventory: 'Little bird in cage'
locations: LOC_BIRD
+ states: [BIRD_UNCAGED, BIRD_CAGED, BIRD_FOREST_UNCAGED]
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.']
+ - 'A cheerful little bird is sitting here singing.'
+ - 'There is a little bird in the cage.'
+ - 'A cheerful little bird is sitting here singing.'
sounds:
- 'The bird''s singing is quite melodious.'
- 'The bird does not seem inclined to sing while in the cage.'
inventory: '*rusty door'
locations: LOC_IMMENSE
immovable: true
+ states: [DOOR_RUSTED, DOOR_UNRUSTED]
descriptions:
- - [DOOR_RUSTED, 'The way north is barred by a massive, rusty, iron door.']
- - [DOOR_UNRUSTED, 'The way north leads through a massive, rusty, iron door.']
+ - 'The way north is barred by a massive, rusty, iron door.'
+ - 'The way north leads through a massive, rusty, iron door.'
changes:
- 'The hinges are quite thoroughly rusted now and won''t budge.'
- |-
inventory: '*snake'
locations: LOC_KINGHALL
immovable: true
+ states: [SNAKE_BLOCKS, SNAKE_CHASED]
descriptions:
- - [SNAKE_BLOCKS, 'A huge green fierce snake bars the way!']
- - [SNAKE_CHASED, ''] # chased away
+ - 'A huge green fierce snake bars the way!'
+ - '' # chased away
sounds:
- 'The snake is hissing venomously.'
- FISSURE:
inventory: '*fissure'
locations: [LOC_EASTBANK, LOC_WESTBANK]
immovable: true
+ states: [UNBRIDGED, BRIDGED, VANISHED]
descriptions:
- - [UNBRIDGED, '']
- - [BRIDGED, 'A crystal bridge now spans the fissure.']
- - [VANISHED, 'The crystal bridge has vanished!']
+ - ''
+ - 'A crystal bridge now spans the fissure.'
+ - 'The crystal bridge has vanished!'
- OBJ_13:
words: ['table']
inventory: '*stone tablet'
words: ['bottl', 'jar']
inventory: 'Small bottle'
locations: LOC_BUILDING
- 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.']
+ states: [WATER_BOTTLE, EMPTY_BOTTLE, OIL_BOTTLE]
+ descriptions:
+ - 'There is a bottle of water here.'
+ - 'There is an empty bottle here.'
+ - 'There is a bottle of oil here.'
- WATER:
words: ['water', 'h2o']
inventory: 'Water in the bottle'
inventory: '*plant'
locations: LOC_WESTPIT
immovable: true
+ states: [PLANT_THIRSTY, PLANT_BELLOWING, PLANT_GROWN]
descriptions:
- 'There is a tiny little plant in the pit, murmuring "water, water, ..."'
- - [PLANT_BELLOWING, 'There is a 12-foot-tall beanstalk stretching up out of the pit,\nbellowing "WATER!! WATER!!"']
- - [PLANT_GROWN, 'There is a gigantic beanstalk stretching all the way up to the hole.']
+ - '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.'
- 'The plant spurts into furious growth for a few seconds.'
- 'The plant grows explosively, almost filling the bottom of the pit.'
- 'You''ve over-watered the plant! It''s shriveling up! And now . . .'
words: ['axe']
inventory: 'Dwarf''s axe'
locations: LOC_NOWHERE
+ states: [AXE_HERE, AXE_LOST]
descriptions:
- - [AXE_HERE, 'There is a little axe here.']
- - [AXE_LOST, 'There is a little axe lying beside the bear.']
+ - 'There is a little axe here.'
+ - 'There is a little axe lying beside the bear.'
changes:
- ''
- 'The axe misses and lands near the bear where you can''t get at it.'
inventory: '*dragon'
locations: [LOC_SECRET4, LOC_SECRET6]
immovable: true
+ states: [DRAGON_BARS, DRAGON_DEAD, DRAGON_BLOODLESS]
descriptions:
- - [DRAGON_BARS, 'A huge green fierce dragon bars the way!']
- - [DRAGON_DEAD, 'The blood-specked body of a huge green dead dragon lies to one side.']
- - [DRAGON_BLOODLESS, 'The body of a huge green dead dragon is lying off to one side.']
+ - '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.'
changes:
- ''
- |-
inventory: '*chasm'
locations: [LOC_SWCHASM, LOC_NECHASM]
immovable: true
+ states: [TROLL_BRIDGE, BRIDGE_WRECKED]
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.']
+ - 'A rickety wooden bridge extends across the chasm, vanishing into the\nmist. A notice posted on the bridge reads, "Stop! Pay troll!"'
+ - 'The wreckage of a bridge (and a dead bear) can be seen at the bottom\nof the chasm.'
- TROLL:
words: ['troll']
inventory: '*troll'
locations: [LOC_SWCHASM, LOC_NECHASM]
immovable: true
- descriptions:
- - [TROLL_UNPAID, 'A burly troll stands by the bridge and insists you throw him a\ntreasure before you may cross.']
- - [TROLL_PAIDONCE, 'The troll steps out from beneath the bridge and blocks your way.']
- - [TROLL_GONE, ''] # chased away
+ states: [TROLL_UNPAID, TROLL_PAIDONCE, TROLL_GONE]
+ 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
sounds:
- 'The troll sounds quite adamant in his demand for a treasure.'
- 'The troll sounds quite adamant in his demand for a treasure.'
inventory: !!null # bear uses rtext 141
locations: LOC_BARRENROOM
immovable: true
+ states: [UNTAMED_BEAR, SITTING_BEAR, CONTENTED_BEAR, BEAR_DEAD]
descriptions:
- - [UNTAMED_BEAR, 'There is a ferocious cave bear eying you from the far end of the room!']
- - [SITTING_BEAR, 'There is a gentle cave bear sitting placidly in one corner.']
- - [CONTENTED_BEAR, 'There is a contented-looking bear wandering about nearby.']
- - [BEAR_DEAD, '']
+ - '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.'
+ - ''
- MESSAG:
words: ['messa']
inventory: '*message in second maze'
inventory: '*vending machine'
locations: LOC_DEADEND13
immovable: true
+ states: [VEND_BLOCKS, VEND_UNBLOCKS]
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.']
+ - |-
+ There is a massive and somewhat battered vending machine here. The
+ instructions on it read: "Drop coins here to receive fresh batteries."
+ - |-
+ There is a massive vending machine here, swung back to reveal a
+ southward passage.
changes:
- 'The vending machine swings back to block the passage.'
- 'As you strike the vending machine, it pivots backward along with a\nsection of wall, revealing a dark passage leading south.'
words: ['batte']
inventory: 'Batteries'
locations: LOC_NOWHERE
+ states: [FRESH_BATTERIES, DEAD_BATTERIES]
descriptions:
- - [FRESH_BATTERIES, 'There are fresh batteries here.']
- - [DEAD_BATTERIES, 'Some worn-out batteries have been discarded nearby.']
+ - 'There are fresh batteries here.'
+ - 'Some worn-out batteries have been discarded nearby.'
- OBJ_40:
words: ['carpe', 'moss']
inventory: '*carpet and/or moss and/or curtains'
inventory: '*urn'
locations: LOC_CLIFF
immovable: true
+ states: [URN_EMPTY, URN_DARK, URN_LIT]
descriptions:
- - [URN_EMPTY, 'A small urn is embedded in the rock.']
- - [URN_DARK, 'A small urn full of oil is embedded in the rock.']
- - [URN_LIT, 'A small oil flame extrudes from an urn embedded in the rock.']
+ - '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.'
changes:
- 'The urn is empty and will not light.'
- 'The urn is now dark.'
inventory: '*cavity'
locations: LOC_NOWHERE
immovable: true
+ states: [CAVITY_FULL, CAVITY_EMPTY]
descriptions:
- - [CAVITY_FULL, ''] # something in it
- - [CAVITY_EMPTY, 'There is a small urn-shaped cavity in the rock.']
+ - '' # something in it
+ - 'There is a small urn-shaped cavity in the rock.'
- BLOOD:
words: ['blood']
inventory: '*blood'
inventory: '*reservoir'
locations: [LOC_RESERVOIR, LOC_RESNORTH]
immovable: true
+ states: [WATERS_UNPARTED, WATERS_PARTED, WATERS_CRASH]
descriptions:
- ''
- - [WATERS_PARTED, 'The waters have parted to form a narrow path across the reservoir.']
+ - 'The waters have parted to form a narrow path across the reservoir.'
- 'The waters crash together again.'
- OBJ_46:
words: ['appen', 'lepor']
inventory: '*sign'
locations: LOC_ANTEROOM
immovable: true
+ states: [INGAME_SIGN, ENDGAME_SIGN]
descriptions:
- - [INGAME_SIGN, '']
- - [ENDGAME_SIGN, '']
+ - ''
+ - ''
texts:
- |-
Cave under construction beyond this point.
inventory: 'Golden eggs'
locations: LOC_GIANTROOM
treasure: true
+ states: [EGGS_HERE, EGGS_VANISHED, EGGS_DONE]
descriptions:
- - [EGGS_HERE, 'There is a large nest here, full of golden eggs!']
- - [EGGS_VANISHED, 'The nest of golden eggs has vanished!']
- - [EGGS_DONE, 'Done!']
+ - 'There is a large nest here, full of golden eggs!'
+ - 'The nest of golden eggs has vanished!'
+ - 'Done!'
- TRIDENT:
words: ['tride']
inventory: 'Jeweled trident'
inventory: 'Ming vase'
locations: LOC_ORIENTAL
treasure: true
+ states: [VASE_WHOLE, VASE_RESTING, VASE_BROKEN, VASE_DROPS]
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.']
- - [VASE_DROPS, 'The ming vase drops with a delicate crash.']
+ - 'There is a delicate, precious, ming vase here!'
+ - 'The vase is now resting, delicately, on a velvet pillow.'
+ - 'The floor is littered with worthless shards of pottery.'
+ - 'The ming vase drops with a delicate crash.'
changes:
- ''
- ''
locations: [LOC_SECRET4, LOC_SECRET6]
immovable: true
treasure: true
+ states: [RUG_FLOOR, RUG_DRAGON, RUG_HOVER]
descriptions:
- - [RUG_FLOOR, 'There is a persian rug spread out on the floor!']
- - [RUG_DRAGON, 'The dragon is sprawled out on a persian rug!!']
- - [RUG_HOVER, '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'
locations: LOC_BARRENROOM
immovable: true
treasure: true
+ states: [CHAIN_HEAP, CHAINING_BEAR, CHAIN_FIXED]
descriptions:
- - [CHAIN_HEAP, 'There is a golden chain lying in a heap on the floor!']
- - [CHAINING_BEAR, 'The bear is locked to the wall with a golden chain!']
- - [CHAIN_FIXED, 'There is a golden chain locked to the wall!']
+ - '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!'
- RUBY:
words: ['ruby']
inventory: 'Giant ruby'
inventory: 'Amber gemstone'
locations: LOC_NOWHERE
treasure: true
+ states: [AMBER_IN_URN, AMBER_IN_ROCK]
descriptions:
- - [AMBER_IN_URN, 'There is a rare amber gemstone here!']
- - [AMBER_IN_ROCK, 'There is an amber gemstone resting in a small cavity in the rock!']
+ - 'There is a rare amber gemstone here!'
+ - 'There is an amber gemstone resting in a small cavity in the rock!'
- SAPPH:
words: ['sapph']
inventory: 'Star sapphire'