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adventure_calculator.yaml
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adventure_calculator.yaml
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# 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:
#
# 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 true.
#
# actions: Action words, grouped into synonyms, and their corresponding
# 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
# 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.
# N may be numeric or a state label.
# [nodwarves] Dwarves must skip this rule.
# 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),
# though there are no dependencies on actual numbers left. 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.
#
# 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.
#
# 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.
# Must correspond 1:1 with state labels if the latter exist.
# 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. Must correspond 1:1 with state
# labels if the latter exist.
# 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
# deaths.
#
# 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:
# %d = an integer
# %s = an ASCII string
# %S = The letter 's' or nothing (if a previous %d value is exactly 1)
# %V = substitute program version string
#
# Copyright (c) 2017 by Eric S. Raymond
# SPDX-License-Identifier: BSD-2-clause
motions: !!omap
- MOT_0:
words: !!null
- HERE:
words: !!null
- MOT_2:
words: ['road', 'hill']
- ENTER:
words: ['enter']
- MOT_4:
words: ['upstr']
- MOT_5:
words: ['downs']
- MOT_6:
words: ['fores']
- FORWARD:
words: ['forwa', 'conti', 'onwar']
- BACK:
words: ['back', 'retur', 'retre']
- MOT_9:
words: ['valle']
- MOT_10:
words: ['stair']
- OUTSIDE:
words: ['out', 'outsi', 'exit', 'leave']
- MOT_12:
words: ['build', 'house']
- MOT_13:
words: ['gully']
- STREAM:
words: ['strea']
- MOT_15:
words: ['fork']
- MOT_16:
words: ['bed']
- CRAWL:
words: ['crawl']
- MOT_18:
words: ['cobbl']
- INSIDE:
words: ['inwar', 'insid', 'in']
- MOT_20:
words: ['surfa']
- NUL:
words: ['null', 'nowhe']
- MOT_22:
words: ['dark']
- MOT_23:
words: ['passa', 'tunne']
- MOT_24:
words: ['low']
- MOT_25:
words: ['canyo']
- MOT_26:
words: ['awkwa']
- MOT_27:
words: ['giant']
- MOT_28:
words: ['view']
- UP:
words: ['upwar', 'up', 'u', 'above', 'ascen']
- DOWN:
words: ['d', 'downw', 'down', 'desce']
- MOT_31:
words: ['pit']
- MOT_32:
words: ['outdo']
- MOT_33:
words: ['crack']
- MOT_34:
words: ['steps']
- MOT_35:
words: ['dome']
- LEFT:
words: ['left']
- RIGHT:
words: ['right']
- MOT_38:
words: ['hall']
- MOT_39:
words: ['jump']
- MOT_40:
words: ['barre']
- MOT_41:
words: ['over']
- MOT_42:
words: ['acros']
- EAST:
words: ['east', 'e']
- WEST:
words: ['west', 'w']
- NORTH:
words: ['north', 'n']
- SOUTH:
words: ['south', 's']
- NE:
words: ['ne']
- SE:
words: ['se']
- SW:
words: ['sw']
- NW:
words: ['nw']
- MOT_51:
words: ['debri']
- MOT_52:
words: ['hole']
- MOT_53:
words: ['wall']
- MOT_54:
words: ['broke']
- MOT_55:
words: ['y2']
- MOT_56:
words: ['climb']
- LOOK:
words: ['l', 'x', 'look', 'exami', 'touch', 'descr']
oldstyle: false
- MOT_58:
words: ['floor']
- MOT_59:
words: ['room']
- MOT_60:
words: ['slit']
- MOT_61:
words: ['slab', 'slabr']
- XYZZY:
words: ['xyzzy']
- DEPRESSION:
words: ['depre']
- ENTRANCE:
words: ['entra']
- PLUGH:
words: ['plugh']
- MOT_66:
words: ['secre']
- CAVE:
words: ['cave']
- CROSS:
words: ['cross']
- BEDQUILT:
words: ['bedqu']
- PLOVER:
words: ['plove']
- ORIENTAL:
words: ['orien']
- CAVERN:
words: ['caver']
- SHELLROOM:
words: ['shell']
- RESERVOIR:
words: ['reser']
- OFFICE:
words: ['main', 'offic']
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 enter without a key, and there are no keys nearby. I would recommend looking 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 might 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 like that. There is a way to get by, but you don't have the necessary resources 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 falling into a pit. None of the objects available is immediately useful 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 west 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 him; 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 locate the one you're now missing.
locations: !!omap
- LOC_NOWHERE:
description:
long: !!null
short: !!null
conditions: {}
travel: [
]
- LOC_START:
description:
long: |-
You are standing at the end of a road before a small brick building. Around you is a forest. A small stream flows out of the building and down a gully.
short: 'You''re in front of building.'
conditions: {FLUID: true, ABOVE: true, LIT: true}
sound: STREAM_GURGLES
travel: [
{verbs: [ROAD, WEST, UPWAR], action: [goto, LOC_HILL]},
{verbs: [ENTER, BUILD, INWAR, EAST], action: [goto, LOC_BUILDING]},
{verbs: [DOWNS, GULLY, STREA, SOUTH, DOWN], action: [goto, LOC_VALLEY]},
{verbs: [FORES, NORTH], action: [goto, LOC_FOREST1]},
{verbs: [DEPRE], action: [goto, LOC_GRATE]},
]
- LOC_HILL:
description:
long: |-
You have walked up a hill, still in the forest. The road slopes back down the other side of the hill. There is a building in the distance.
short: 'You''re at hill in road.'
conditions: {ABOVE: true, LIT: true}
travel: [
{verbs: [BUILD, EAST], action: [goto, LOC_START]},
{verbs: [WEST], action: [goto, LOC_ROADEND]},
{verbs: [NORTH], action: [goto, LOC_FOREST20]},
{verbs: [SOUTH, FORES], action: [goto, LOC_FOREST13]},
{verbs: [DOWN], action: [speak, WHICH_WAY]},
]
- LOC_BUILDING:
description:
long: 'You are inside a building, a well house for a large spring.'
short: 'You''re inside building.'
conditions: {FLUID: true, ABOVE: true, LIT: true}
sound: STREAM_GURGLES
travel: [
{verbs: [OUT, OUTDO, WEST], action: [goto, LOC_START]},
{verbs: [XYZZY], action: [goto, LOC_FOOF1]},
{verbs: [PLUGH], action: [goto, LOC_FOOF3]},
{verbs: [DOWNS, STREA], action: [goto, LOC_SEWER]},
]
- LOC_VALLEY:
description:
long: |-
You are in a valley in the forest beside a stream tumbling along a rocky bed.
short: 'You''re in valley.'
conditions: {FLUID: true, ABOVE: true, LIT: true}
sound: STREAM_GURGLES
travel: [
{verbs: [UPSTR, BUILD, NORTH], action: [goto, LOC_START]},
{verbs: [EAST, FORES], action: [goto, LOC_FOREST6]},
{verbs: [WEST], action: [goto, LOC_FOREST12]},
{verbs: [DOWNS, SOUTH, DOWN], action: [goto, LOC_SLIT]},
{verbs: [DEPRE], action: [goto, LOC_GRATE]},
{verbs: [STREA], action: [speak, UPSTREAM_DOWNSTREAM]},
]
- LOC_ROADEND:
description:
long: 'The road, which approaches from the east, ends here amid the trees.'
short: 'You''re at end of road.'
conditions: {ABOVE: true, LIT: true}
travel: [
{verbs: [ROAD, EAST, UPWAR], action: [goto, LOC_HILL]},
{verbs: [BUILD], action: [goto, LOC_START]},
{verbs: [SOUTH, FORES], action: [goto, LOC_FOREST14]},
{verbs: [WEST], action: [goto, LOC_FOREST15]},
{verbs: [NORTH], action: [goto, LOC_FOREST21]},
]
- LOC_CLIFF:
description:
long: |-
The forest thins out here to reveal a steep cliff. There is no way down, but a small ledge can be seen to the west across the chasm.
short: 'You''re at cliff.'
conditions: {ABOVE: true, NOBACK: true, LIT: true}
hints: [*urn]
travel: [
{verbs: [SOUTH, FORES], action: [goto, LOC_FOREST17]},
{verbs: [EAST], action: [goto, LOC_FOREST19]},
{verbs: [JUMP], action: [goto, LOC_NOMAKE]},
]
- LOC_SLIT:
description:
long: |-
At your feet all the water of the stream splashes into a 2-inch slit in the rock. Downstream the streambed is bare rock.
short: 'You''re at slit in streambed.'
conditions: {FLUID: true, ABOVE: true, LIT: true}
sound: STREAM_GURGLES
travel: [
{verbs: [BUILD], action: [goto, LOC_START]},
{verbs: [UPSTR, NORTH], action: [goto, LOC_VALLEY]},
{verbs: [EAST, FORES], action: [goto, LOC_FOREST6]},
{verbs: [WEST], action: [goto, LOC_FOREST10]},
{verbs: [DOWNS, BED, SOUTH, DEPRE], action: [goto, LOC_GRATE]},
{verbs: [SLIT, STREA, DOWN, INWAR, ENTER], action: [speak, DONT_FIT]},
]
- LOC_GRATE:
description:
long: |-
You are in a 20-foot depression floored with bare dirt. Set into the dirt is a strong steel grate mounted in concrete. A dry streambed leads into the depression.
short: 'You''re outside grate.'
conditions: {ABOVE: true, LIT: true}
hints: [*grate, *jade]
travel: [
{verbs: [EAST, FORES], action: [goto, LOC_FOREST7]},
{verbs: [SOUTH], action: [goto, LOC_FOREST10]},
{verbs: [WEST], action: [goto, LOC_FOREST9]},
{verbs: [BUILD], action: [goto, LOC_START]},
{verbs: [UPSTR, GULLY, NORTH], action: [goto, LOC_SLIT]},
{verbs: [ENTER, INWAR, DOWN],
cond: [not, GRATE, GRATE_CLOSED],
action: [goto, LOC_BELOWGRATE]},
{verbs: [ENTER], action: [speak, GRATE_NOWAY]},
]
- LOC_BELOWGRATE:
description:
long: |-
You are in a small chamber beneath a 3x3 steel grate to the surface. A low crawl over cobbles leads inward to the west.
short: 'You''re below the grate.'
conditions: {LIT: true}
travel: [
{verbs: [OUT, UPWAR], cond: [not, GRATE, GRATE_CLOSED],
action: [goto, LOC_GRATE]},
{verbs: [OUT], action: [speak, GRATE_NOWAY]},
{verbs: [CRAWL, COBBL, INWAR, WEST], action: [goto, LOC_COBBLE]},
{verbs: [PIT], action: [goto, LOC_PITTOP]},
{verbs: [DEBRI], action: [goto, LOC_DEBRIS]},
]
- LOC_COBBLE:
description:
long: |-
You are crawling over cobbles in a low passage. There is a dim light at the east end of the passage.
short: 'You''re in cobble crawl.'
conditions: {LIT: true}
travel: [
{verbs: [OUT, SURFA, EAST], action: [goto, LOC_BELOWGRATE]},
{verbs: [INWAR, DARK, WEST, DEBRI], action: [goto, LOC_DEBRIS]},
{verbs: [PIT], action: [goto, LOC_PITTOP]},
]
- LOC_DEBRIS:
description:
long: |-
You are in a debris room filled with stuff washed in from the surface. A low wide passage with cobbles becomes plugged with mud and debris here, but an awkward canyon leads upward and west. In the mud someone has scrawled, "MAGIC WORD XYZZY".
short: 'You''re in debris room.'
conditions: {}
travel: [
{verbs: [DEPRE], cond: [not, GRATE, GRATE_CLOSED],
action: [goto, LOC_GRATE]},
{verbs: [ENTRA], action: [goto, LOC_BELOWGRATE]},
{verbs: [CRAWL, COBBL, PASSA, LOW, EAST], action: [goto, LOC_COBBLE]},
{verbs: [CANYO, INWAR, UPWAR, WEST], action: [goto, LOC_AWKWARD]},
{verbs: [XYZZY], action: [goto, LOC_FOOF2]},
{verbs: [PIT], action: [goto, LOC_PITTOP]},
]
- LOC_AWKWARD:
description:
long: 'You are in an awkward sloping east/west canyon.'
short: !!null
conditions: {}
travel: [
{verbs: [DEPRE], cond: [not, GRATE, GRATE_CLOSED],
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: [PIT], action: [goto, LOC_PITTOP]},
]
- LOC_BIRD:
description:
long: |-
You are in a splendid chamber thirty feet high. The walls are frozen rivers of orange stone. An awkward canyon and a good passage exit from east and west sides of the chamber.
short: 'You''re in bird chamber.'
conditions: {}
hints: [*bird]
travel: [
{verbs: [DEPRE], cond: [not, GRATE, GRATE_CLOSED],
action: [goto, LOC_GRATE]},
{verbs: [ENTRA], action: [goto, LOC_BELOWGRATE]},
{verbs: [DEBRI], action: [goto, LOC_DEBRIS]},
{verbs: [CANYO, EAST], action: [goto, LOC_AWKWARD]},
{verbs: [PASSA, PIT, WEST], action: [goto, LOC_PITTOP]},
]
- LOC_PITTOP:
description:
long: |-
At your feet is a small pit breathing traces of white mist. An east passage ends here except for a small crack leading on.
short: 'You''re at top of small pit.'
conditions: {}
travel: [
{verbs: [DEPRE], cond: [not, GRATE, GRATE_CLOSED],
action: [goto, LOC_GRATE]},
{verbs: [ENTRA], action: [goto, LOC_BELOWGRATE]},
{verbs: [DEBRI], action: [goto, LOC_DEBRIS]},
{verbs: [PASSA, EAST], action: [goto, LOC_BIRD]},
{verbs: [DOWN, PIT, STEPS], cond: [carry, NUGGET],
action: [goto, LOC_NECKBROKE]},
{verbs: [DOWN], action: [goto, LOC_MISTHALL]},
{verbs: [CRACK, WEST], action: [goto, LOC_CRACK]},
]
- LOC_MISTHALL:
description:
long: |-
You are at one end of a vast hall stretching forward out of sight to the west. There are openings to either side. Nearby, a wide stone staircase leads downward. The hall is filled with wisps of white mist swaying to and fro almost as if alive. A cold wind blows up the staircase. There is a passage at the top of a dome behind you.
short: 'You''re in Hall of Mists.'
conditions: {DEEP: true}
hints: [*jade]
sound: WIND_WHISTLES
travel: [
{verbs: [LEFT, SOUTH], action: [goto, LOC_NUGGET]},
{verbs: [FORWA, HALL, WEST], action: [goto, LOC_EASTBANK]},
{verbs: [STAIR, DOWN, NORTH], action: [goto, LOC_KINGHALL]},
{verbs: [UPWAR, PIT, STEPS, DOME, PASSA, EAST],
cond: [carry, NUGGET], action: [goto, LOC_DOME]},
{verbs: [UPWAR], action: [goto, LOC_PITTOP]},
{verbs: [Y2], action: [goto, LOC_JUMBLE]},
]
- LOC_CRACK:
description:
long: |-
The crack is far too small for you to follow. At its widest it is barely wide enough to admit your foot.
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [], action: [goto, LOC_PITTOP]},
]
- LOC_EASTBANK:
description:
long: |-
You are on the east bank of a fissure slicing clear across the hall. The mist is quite thick here, and the fissure is too wide to jump.
short: 'You''re on east bank of fissure.'
conditions: {DEEP: true}
travel: [
{verbs: [HALL, EAST], action: [goto, LOC_MISTHALL]},
{verbs: [JUMP], cond: [not, FISSURE, UNBRIDGED],
action: [speak, CROSS_BRIDGE]},
{verbs: [FORWA], cond: [not, FISSURE, BRIDGED],
action: [goto, LOC_NOMAKE]},
{verbs: [OVER, ACROS, WEST, CROSS],
cond: [not, FISSURE, BRIDGED],
action: [speak, NO_CROSS]},
{verbs: [OVER], action: [goto, LOC_WESTBANK]},
]
- LOC_NUGGET:
description:
long: |-
This is a low room with a crude note on the wall. The note says, "You won't get it up the steps".
short: 'You''re in nugget-\zof-\zgold room.'
conditions: {DEEP: true}
travel: [
{verbs: [HALL, OUT, NORTH], action: [goto, LOC_MISTHALL]},
]
- LOC_KINGHALL:
description:
long: |-
You are in the Hall of the Mountain King, with passages off in all directions.
short: 'You''re in Hall of Mt King.'
conditions: {DEEP: true}
hints: [*snake]
travel: [
{verbs: [STAIR, UPWAR, EAST], action: [goto, LOC_MISTHALL]},
{verbs: [NORTH, RIGHT], cond: [not, SNAKE, SNAKE_BLOCKS],
action: [goto, LOC_FLOORHOLE]},
{verbs: [SOUTH, LEFT], cond: [not, SNAKE, SNAKE_BLOCKS],
action: [goto, LOC_SOUTHSIDE]},
{verbs: [WEST, FORWA], cond: [not, SNAKE, SNAKE_BLOCKS],
action: [goto, LOC_WESTSIDE]},
{verbs: [NORTH], action: [goto, LOC_SNAKEBLOCK]},
{verbs: [SW], cond: [pct, 35], action: [goto, LOC_SECRET3]},
{verbs: [SW], cond: ["with", SNAKE], action: [goto, LOC_SNAKEBLOCK]},
{verbs: [SECRE], action: [goto, LOC_SECRET3]},
]
- LOC_NECKBROKE:
description:
long: 'You are at the bottom of the pit with a broken neck.'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [], action: [goto, LOC_NOWHERE]},
]
- LOC_NOMAKE:
description:
long: 'You didn''t make it.'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [], action: [goto, LOC_NOWHERE]},
]
- LOC_DOME:
description:
long: 'The dome is unclimbable.'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [], action: [goto, LOC_MISTHALL]},
]
- LOC_WESTEND:
description:
long: |-
You are at the west end of the Twopit Room. There is a large hole in the wall above the pit at this end of the room.
short: 'You''re at west end of Twopit Room.'
conditions: {DEEP: true}
travel: [
{verbs: [EAST, ACROS], action: [goto, LOC_EASTEND]},
{verbs: [WEST, SLAB], action: [goto, LOC_SLAB]},
{verbs: [DOWN, PIT], action: [goto, LOC_WESTPIT]},
{verbs: [HOLE], action: [speak, TOO_FAR]},
]
- LOC_EASTPIT:
description:
long: |-
You are at the bottom of the eastern pit in the Twopit Room. There is a small pool of oil in one corner of the pit.
short: 'You''re in east pit.'
conditions: {FLUID: true, DEEP: true, OILY: true}
travel: [
{verbs: [UPWAR, OUT], action: [goto, LOC_EASTEND]},
]
- LOC_WESTPIT:
description:
long: |-
You are at the bottom of the western pit in the Twopit Room. There is a large hole in the wall about 25 feet above you.
short: 'You''re in west pit.'
conditions: {DEEP: true}
travel: [
{verbs: [UPWAR, OUT], action: [goto, LOC_WESTEND]},
{verbs: [CLIMB], cond: [not, PLANT, PLANT_GROWN],
action: [goto, LOC_BUILDING1]},
{verbs: [CLIMB], action: [goto, LOC_CLIMBSTALK]},
]
- LOC_CLIMBSTALK:
description:
long: 'You clamber up the plant and scurry through the hole at the top.'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [], action: [goto, LOC_NARROW]},
]
- LOC_WESTBANK:
description:
long: 'You are on the west side of the fissure in the Hall of Mists.'
short: 'You''re on west bank of fissure.'
conditions: {DEEP: true}
travel: [
{verbs: [JUMP], cond: [not, FISSURE, UNBRIDGED],
action: [speak, CROSS_BRIDGE]},
{verbs: [FORWA], cond: [not, FISSURE, BRIDGED],
action: [goto, LOC_NOMAKE]},
{verbs: [OVER, ACROS, EAST, CROSS],
cond: [not, FISSURE, BRIDGED],
action: [speak, NO_CROSS]},
{verbs: [OVER], action: [goto, LOC_EASTBANK]},
{verbs: [NORTH], action: [goto, LOC_PARALLEL1]},
{verbs: [WEST], action: [goto, LOC_MISTWEST]},
]
- LOC_FLOORHOLE:
description:
long: |-
You are in a low n/s passage at a hole in the floor. The hole goes down to an e/w passage.
short: 'You''re in n/s passage above e/w passage.'
conditions: {DEEP: true}
travel: [
{verbs: [HALL, OUT, SOUTH], action: [goto, LOC_KINGHALL]},
{verbs: [NORTH, Y2], action: [goto, LOC_Y2]},
{verbs: [DOWN, HOLE], action: [goto, LOC_BROKEN]},
]
- LOC_SOUTHSIDE:
description:
long: 'You are in the south side chamber.'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [HALL, OUT, NORTH], action: [goto, LOC_KINGHALL]},
]
- LOC_WESTSIDE:
description:
long: |-
You are in the west side chamber of the Hall of the Mountain King. A passage continues west and up here.
short: 'You''re in the west side chamber.'
conditions: {DEEP: true}
travel: [
{verbs: [HALL, OUT, EAST], action: [goto, LOC_KINGHALL]},
{verbs: [WEST, UPWAR], action: [goto, LOC_CROSSOVER]},
]
- LOC_BUILDING1:
description:
long: ''
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [], cond: [not, PLANT, PLANT_BELLOWING],
action: [goto, LOC_NOCLIMB]},
{verbs: [], action: [goto, LOC_PLANTTOP]},
]
- LOC_SNAKEBLOCK:
description:
long: 'You can''t get by the snake.'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [], action: [goto, LOC_KINGHALL]},
]
- LOC_Y2:
description:
long: |-
You are in a large room, with a passage to the south, a passage to the west, and a wall of broken rock to the east. There is a large "Y2" on a rock in the room's center.
short: 'You''re at "Y2".'
conditions: {DEEP: true}
travel: [
{verbs: [PLUGH], action: [goto, LOC_FOOF4]},
{verbs: [SOUTH], action: [goto, LOC_FLOORHOLE]},
{verbs: [EAST, WALL, BROKE], action: [goto, LOC_JUMBLE]},
{verbs: [WEST], action: [goto, LOC_WINDOW1]},
{verbs: [PLOVE], cond: [carry, EMERALD], action: ["special", 2]},
{verbs: [PLOVE], action: [goto, LOC_FOOF5]},
]
- LOC_JUMBLE:
description:
long: 'You are in a jumble of rock, with cracks everywhere.'
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [DOWN, Y2], action: [goto, LOC_Y2]},
{verbs: [UPWAR], action: [goto, LOC_MISTHALL]},
]
- LOC_WINDOW1:
description:
long: |-
You're at a low window overlooking a huge pit, which extends up out of sight. A floor is indistinctly visible over 50 feet below. Traces of white mist cover the floor of the pit, becoming thicker to the right. Marks in the dust around the window would seem to indicate that someone has been here recently. Directly across the pit from you and 25 feet away there is a similar window looking into a lighted room. A shadowy figure can be seen there peering back at you.
short: 'You''re at window on pit.'
conditions: {DEEP: true}
travel: [
{verbs: [EAST, Y2], action: [goto, LOC_Y2]},
{verbs: [JUMP], action: [goto, LOC_NECKBROKE]},
]
- LOC_BROKEN:
description:
long: |-
You are in a dirty broken passage. To the east is a crawl. To the west is a large passage. Above you is a hole to another passage.
short: 'You''re in dirty passage.'
conditions: {DEEP: true}
travel: [
{verbs: [EAST, CRAWL], action: [goto, LOC_SMALLPITBRINK]},
{verbs: [UPWAR, HOLE], action: [goto, LOC_FLOORHOLE]},
{verbs: [WEST], action: [goto, LOC_DUSTY]},
{verbs: [BEDQU], action: [goto, LOC_BEDQUILT]},
]
- LOC_SMALLPITBRINK:
description:
long: |-
You are on the brink of a small clean climbable pit. A crawl leads west.
short: 'You''re at brink of small pit.'
conditions: {DEEP: true}
travel: [
{verbs: [WEST, CRAWL], action: [goto, LOC_BROKEN]},
{verbs: [DOWN, PIT, CLIMB], action: [goto, LOC_SMALLPIT]},
]
- LOC_SMALLPIT:
description:
long: |-
You are in the bottom of a small pit with a little stream, which enters and exits through tiny slits.
short: 'You''re at bottom of pit with stream.'
conditions: {FLUID: true, DEEP: true}
sound: STREAM_GURGLES
travel: [
{verbs: [CLIMB, UPWAR, OUT], action: [goto, LOC_SMALLPITBRINK]},
{verbs: [SLIT, STREA, DOWN, UPSTR, DOWNS, ENTER, INWAR],
action: [speak, DONT_FIT]},
]
- LOC_DUSTY:
description:
long: |-
You are in a large room full of dusty rocks. There is a big hole in the floor. There are cracks everywhere, and a passage leading east.
short: 'You''re in dusty rock room.'
conditions: {DEEP: true}
travel: [
{verbs: [EAST, PASSA], action: [goto, LOC_BROKEN]},
{verbs: [DOWN, HOLE, FLOOR], action: [goto, LOC_COMPLEX]},
{verbs: [BEDQU], action: [goto, LOC_BEDQUILT]},
]
- LOC_PARALLEL1:
description:
long: |-
You have crawled through a very low wide passage parallel to and north of the Hall of Mists.
short: !!null
conditions: {DEEP: true}
travel: [
{verbs: [], action: [goto, LOC_MISTWEST]},
]
- LOC_MISTWEST:
description:
long: |-
You are at the west end of the Hall of Mists. A low wide crawl continues west and another goes north. To the south is a little passage 6 feet off the floor.
short: 'You''re at west end of Hall of Mists.'
conditions: {DEEP: true}
travel: [
{verbs: [SOUTH, UPWAR, PASSA, CLIMB], action: [goto, LOC_ALIKE1]},
{verbs: [EAST], action: [goto, LOC_WESTBANK]},
{verbs: [NORTH], action: [goto, LOC_PARALLEL2]},
{verbs: [WEST, CRAWL], action: [goto, LOC_LONGEAST]},
]
- LOC_ALIKE1:
description:
long: 'You are in a maze of twisty little passages, all alike.'
short: !!null
conditions: {DEEP: true, NOBACK: true}
hints: [*maze]
travel: [
{verbs: [UPWAR], action: [goto, LOC_MISTWEST]},
{verbs: [NORTH], action: [goto, LOC_ALIKE1]},
{verbs: [EAST], action: [goto, LOC_ALIKE2]},
{verbs: [SOUTH], action: [goto, LOC_ALIKE4]},
{verbs: [WEST], action: [goto, LOC_ALIKE11]},
]
- LOC_ALIKE2:
description:
long: 'You are in a maze of twisty little passages, all alike.'
short: !!null
conditions: {DEEP: true, NOBACK: true}
hints: [*maze]
travel: [
{verbs: [WEST], action: [goto, LOC_ALIKE1]},
{verbs: [SOUTH], action: [goto, LOC_ALIKE3]},
{verbs: [EAST], action: [goto, LOC_ALIKE4]},
]
- LOC_ALIKE3:
description:
long: 'You are in a maze of twisty little passages, all alike.'
short: !!null
conditions: {DEEP: true, NOBACK: true}
hints: [*maze]
travel: [
{verbs: [EAST], action: [goto, LOC_ALIKE2]},
{verbs: [DOWN], action: [goto, LOC_DEADEND3]},
{verbs: [SOUTH], action: [goto, LOC_ALIKE6]},
{verbs: [NORTH], action: [goto, LOC_DEADEND9]},
]
- LOC_ALIKE4:
description:
long: 'You are in a maze of twisty little passages, all alike.'
short: !!null
conditions: {DEEP: true, NOBACK: true}
hints: [*maze]
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: [UPWAR, DOWN], action: [goto, LOC_ALIKE14]},
]
- LOC_DEADEND1:
description:
long: 'Dead end'
short: !!null
conditions: {DEEP: true, NOARRR: true}
hints: [*maze]
travel: [
{verbs: [WEST, OUT], action: [goto, LOC_ALIKE4]},
]
- LOC_DEADEND2:
description:
long: 'Dead end'
short: !!null
conditions: {DEEP: true, NOARRR: true}
hints: [*maze]
travel: [
{verbs: [EAST, OUT], action: [goto, LOC_ALIKE4]},
]
- LOC_DEADEND3:
description:
long: 'Dead end'
short: !!null
conditions: {DEEP: true, NOARRR: true}
hints: [*maze]
travel: [
{verbs: [UPWAR, OUT], action: [goto, LOC_ALIKE3]},
]
- LOC_ALIKE5:
description:
long: 'You are in a maze of twisty little passages, all alike.'
short: !!null
conditions: {DEEP: true, NOBACK: true}
hints: [*maze]
travel: [
{verbs: [EAST], action: [goto, LOC_ALIKE6]},
{verbs: [WEST], action: [goto, LOC_ALIKE7]},
]
- LOC_ALIKE6:
description:
long: 'You are in a maze of twisty little passages, all alike.'
short: !!null
conditions: {DEEP: true, NOBACK: true}
hints: [*maze]
travel: [
{verbs: [EAST], action: [goto, LOC_ALIKE3]},
{verbs: [WEST], action: [goto, LOC_ALIKE5]},
{verbs: [DOWN], action: [goto, LOC_ALIKE7]},
{verbs: [SOUTH], action: [goto, LOC_ALIKE8]},
]
- LOC_ALIKE7:
description:
long: 'You are in a maze of twisty little passages, all alike.'
short: !!null
conditions: {DEEP: true, NOBACK: true}
hints: [*maze]
travel: [
{verbs: [WEST], action: [goto, LOC_ALIKE5]},
{verbs: [UPWAR], action: [goto, LOC_ALIKE6]},
{verbs: [EAST], action: [goto, LOC_ALIKE8]},
{verbs: [SOUTH], action: [goto, LOC_ALIKE9]},
]
- LOC_ALIKE8:
description:
long: 'You are in a maze of twisty little passages, all alike.'
short: !!null
conditions: {DEEP: true, NOBACK: true}
hints: [*maze]
travel: [
{verbs: [WEST], action: [goto, LOC_ALIKE6]},
{verbs: [EAST], action: [goto, LOC_ALIKE7]},
{verbs: [SOUTH], action: [goto, LOC_ALIKE8]},
{verbs: [UPWAR], action: [goto, LOC_ALIKE9]},
{verbs: [NORTH], action: [goto, LOC_ALIKE10]},
{verbs: [DOWN], action: [goto, LOC_DEADEND11]},
]
- LOC_ALIKE9:
description:
long: 'You are in a maze of twisty little passages, all alike.'
short: !!null
conditions: {DEEP: true, NOBACK: true}
hints: [*maze]
travel: [
{verbs: [WEST], action: [goto, LOC_ALIKE7]},
{verbs: [NORTH], action: [goto, LOC_ALIKE8]},
{verbs: [SOUTH], action: [goto, LOC_DEADEND4]},
]
- LOC_DEADEND4:
description:
long: 'Dead end'
short: !!null
conditions: {DEEP: true, NOARRR: true}
hints: [*maze]
travel: [
{verbs: [WEST, OUT], action: [goto, LOC_ALIKE9]},
]