#
# We define a bunch of YAML structures:
#
-# vocabulary: - This structure is unused, and will eventually be removed. -
-# 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.
-#
-# motions: Motion words, grouped into synonyms.
-#
+# 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 truie.
+
# actions: Action words, grouped into synonyms, and their corresponding
-# default messages.
+# default messages. The 'oldstyle' attribute is as for motions.
#
# hints: Each item contains a hint number, a hint label (used to
# generate the value macro for the hint) the number of turns he
words: ['climb']
- LOOK:
words: ['l', 'x', 'look', 'exami', 'touch', 'descr']
+ oldstyle: false
- MOT_58:
words: ['floor']
- MOT_59:
message: ALREADY_CARRYING
words: ['g', 'carry', 'take', 'keep', 'catch',
'steal', 'captu', 'get', 'tote', 'snarf']
+ oldstyle: false
- DROP:
message: ARENT_CARRYING
words: ['drop', 'relea', 'free', 'disca', 'dump']
- NOTHING:
message: NO_MESSAGE
words: ['z', 'nothi']
+ oldstyle: false
- LOCK:
message: NOT_LOCKABLE
words: ['lock', 'close']
- INVENTORY:
message: NEARBY
words: ['i', 'inven']
+ oldstyle: false
- FEED:
message: NO_EDIBLES
words: ['feed']