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# Room 3: Fountain Pool
## High-Level Summary
Room 3 is an outdoor forest clearing featuring a beautiful marble-lined pool with columns. The room serves as a transitional area connecting to rooms 2 (west), 4 (east), 9 (south), and 27 (north). The primary interactive elements include the pool itself (which can be entered for swimming/drinking), marble columns, and steps. Most notably, Cupid randomly appears in this room carrying a golden bow and arrows, which can be obtained through interaction. The room uses region 507 and features a script that handles player falling into the water based on control areas.
## Look Description
"The beautiful pool, with its elegant marble columns, has a wonderful setting in these woods. The water looks so cool and inviting; you're almost tempted to jump in."
## Interactions
| Status | Behavior Type | Command | Response |
|--------|--------------|---------|----------|
| TODO | Look | `look/room`, `look/around`, `look[<around][/!*]` | "The beautiful pool, with its elegant marble columns, has a wonderful setting in these woods. The water looks so cool and inviting; you're almost tempted to jump in." (Print 3 3) or "The beautiful pool, with its elegant marble columns, has a wonderful setting in these woods." (Print 3 4) - varies by player view |
| TODO | Look | `look/pool`, `look/water` | "The beautiful pool is lined with tall marble columns. Its crystal clear water looks very inviting." (Print 3 1) or "The beautiful pool is lined with tall marble columns." (Print 3 2) - varies by player view |
| TODO | Look | `look<under,in/water` | "You see nothing of interest in the water." (Print 3 0) |
| TODO | Look | `look/column` | "The marble columns flank the lovely pool." (Print 3 6) |
| TODO | Look | `look/stair` | "There are steps at the north end of the pool." (Print 3 10) |
| TODO | Look | `look/dirt` | "You see a little golden bow, and two golden arrows, on the ground by the pool." (Print 3 20) if Cupid has arrows, otherwise "You see nothing of importance on the ground." (Print 3 21) |
| TODO | Look | `look/cupid` | Various responses based on Cupid's state (local1): 0="Baby Cupid beats his little wings furiously as he flies through the air. In his chubby hands, he carries a golden bow, and two golden arrows." (Print 3 22), 4="Cupid happily splashes and frolics in the clear water of the pool." (Print 3 23), 1/2="Baby Cupid beats his little wings furiously as he flies through the air." (Print 3 24), 3="Oh, oh! You've startled Cupid! He quickly jumps out of the pool and flies away in fear." (Print 3 25), 5="Cupid appears to be getting ready to go swimming." (Print 3 26) |
| TODO | Action | `enter/bathe`, `bathe,dive` | "Just enter the water." (Print 3 8) or "The water is too shallow to swim." (Print 3 9) - varies by player view |
| TODO | Action | `hop,dive/pool,water` | "Just do that yourself." (Print 3 12) |
| TODO | Action | `exit,(climb,get<out)` | "You're not in the pool." (Print 3 11) or "There are steps at the north end of the pool." (Print 3 10) - varies by player view |
| TODO | Action | `drink`, `get/drink` | "You drink some of the pool water, it quenches your thirst." (Print 3 13) or default message (Print 800 1) - only when in normal form (view 2) |
| TODO | Get | `get/water` | "You have no reason to carry water." (Print 3 7) |
| TODO | Get | `get/arrow,arrow` | Various responses based on Cupid's state and proximity - can obtain bow and arrows from Cupid |
| TODO | Get | `rob/arrow` | "You were taught never to steal!" (Print 3 19) |
| TODO | Get | `get/cupid` | "You couldn't get Cupid." (Print 3 29) |
| TODO | Talk | `talk/cupid`, `converse` | Various responses based on Cupid's state and proximity |
| TODO | Talk | `play/cupid` | "You might frighten Cupid if you come too close." (Print 3 28) |
| TODO | Talk | `kiss` | "You can't get close enough to do that." (Print 3 30) |
| TODO | Inventory | `deliver` (give item to Cupid) | "Cupid would not be interested in anything of yours." (Print 3 34) |
| TODO | Action | `fish<enter`, `capture/fish`, `cast/pole` | "You don't see any fish here." (Print 3 5) |
## Scripts
| Status | Behavior Type | Name | Trigger | Behavior |
|--------|--------------|------|---------|----------|
| TODO | Background | `fall` | When player walks into water control area ($0004) while in normal form (view 2) | Triggers falling animation into the pool. Changes player view to 17 (falling), plays fallSound (51), then transitions to swimming view (19). Resets after 2 seconds and returns to normal walking. |
| TODO | Background | `doCupid` | When player has bow/arrows (item 14 owned by room 202) and random chance (33%) on room entry | Manages Cupid's appearance and behavior. Cupid enters from left, may shoot arrows, wanders near pool, can be startled by player proximity causing him to flee. Handles giving bow/arrows to player. |
| TODO | Interaction | `egoActions` | Player triggers get arrow action or drinks from pool | State 1: Handles player obtaining bow/arrows from Cupid. State 10-13: Handles player drinking from pool animation and text display. |
## Technical Notes
- **Room Number**: 3
- **Picture**: 3
- **Region**: 507
- **Exits**: North→27, South→9, East→4, West→2
- **Music**: 9 (theme sound)
### State Variables
| Variable | Values | Description |
|----------|--------|-------------|
| `local1` (cupid_state) | 0, 1, 2, 3, 4, 5 | Cupid's current behavior state: 0=arriving, 1=fleeing away from pool, 2=fleeing toward pool, 3=shooting/fleeing from water, 4=wandering in pool, 5=leaving |
| `local3` (falling) | 0, 1 | Whether player is currently falling into water |
| `local4` (drank_water) | 0, 1 | Whether player has drunk from the pool in current session |
| `local5` | Timer | Timer for fall animation sequence |
| `local6` | Timer | Timer for Cupid wandering behavior |
| `global100` | 0, 1 | Overlay state (triggers room overlay 103 if true) |
| `global101` | 0 | Initialized to 0, purpose unclear |
| `global182` | 0, 1 | Flag set after obtaining arrows |
### Synonyms
- `cupid` = cupid, man, animal, boy, baby
- `kiss` = kiss, embrace
### Inventory Items
- Item 14: Golden bow and arrows (owned by player after obtaining from Cupid)
### Control Areas
- $0004: Water area (triggers fall script when entering in normal form)
- $0008: Shallow water (changes player view to 7)
- $0010: Special terrain/feature near water
- $0200: Another terrain type (changes player view to 6)
- $0800: Another terrain type (changes player view to 5)
### Entry Points
- From room 2 (west): Player enters at x=1, positioned based on horizon
- From room 4 (east): Player enters at x=318, positioned based on horizon
- From room 9 (south): Player enters at y=187
- From room 27 (north): Player enters at x position preserved, y near horizon+2
- New game: Player starts at x=98, y=176