Progress on documentation

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# Room 13: Beach
This is a coastal beach area featuring a sandy shoreline, an ocean with animated waves, and a pier/dock. A fisherman NPC may be present on the dock depending on game state. A cottage is visible in the distance. The player can look at various features of the beach, meadow, dock, and cottage, but cannot interact with most objects. The room connects to the village area to the north, the ocean to the south, a meadow to the east, and another coastal area to the west.
## Look Description
"A sparkling, white-sand beach edges a vast blue ocean. Turning to the east, you see a lush flowery meadow."
## Interactions
| Status | Behavior Type | Command | Response |
|--------|--------------|---------|----------|
| TODO | Look | `look around` / `look room` / `look beach` | "A sparkling, white-sand beach edges a vast blue ocean. Turning to the east, you see a lush flowery meadow." (Print 13 5) |
| TODO | Look | `look grass` / `look meadow` | "A green meadowland, dotted with clumps of wildflowers, leads eastward." (Print 13 0) |
| TODO | Look | `look dock` / `look pier` (when fisherman present) | "You see someone sitting on the end of the pier." (Print 13 1) |
| TODO | Look | `look dock` / `look pier` (when no fisherman) | "You see a shabby little house, with a pier, in the distance." (Print 13 2) |
| TODO | Look | `look cottage` / `look house` | "You see a shabby little house, with a pier, in the distance." (Print 13 2) |
| TODO | Look | `look fisherman` / `look man` / `look fishwife` / `look person` (fisherman present) | "You can't make out who it is." (Print 13 3) |
| TODO | Look | `look fisherman` / `look man` (no fisherman) | "You don't see anyone at the moment." (Print 13 4) |
## Scripts
| Status | Behavior Type | Name | Trigger | Behavior |
|--------|--------------|------|---------|----------|
| TODO | Background | waveActions | Continuous on room load | Animates three wave Props (wave1, wave2, wave3) with cycling cel animations to create ocean wave effect |
| TODO | Background | fisherman (gNewAct_2) | When global116=1 and random check passes | Displays fisherman on dock as Act with view 174, loop 2, observes blocking area minBlock |
## Technical Notes
- **Room Number**: 13
- **Picture**: 13
- **Style**: Standard (no special style flags set)
- **Exits**: North→7, South→19, East→14, West→31
- **Horizon**: 80
### State Variables
| Variable | Values | Description |
|----------|--------|-------------|
| `global101` | `0` | Room-specific flag, initialized to 0 |
| `global100` | Various | Controls room overlay (picture 113) |
| `global105` | `0-4` | Entry position state - determines player spawn location based on previous room and sub-state |
| `global116` | `0`, `1` | Time of day / fisherman presence flag - when 1, fisherman appears on dock and cottage is visible |
| `global118` | Random (1-30) | Random delay timer for fisherman appearance, divided by 10 when conditions met |
| `fisherman_present` | `true`, `false` | Whether fisherman NPC (gNewAct_2) is currently in the cast |
### Additional Technical Details
- Room uses regions: 501, 516, 503, 504, 506 (coastal/beach area shared logic)
- Three wave Props (view 665) create animated ocean waves
- Bird/creature Prop (view 625) at position (173, 29) - likely seagull
- Cottage (view 534) appears when global116=1 and global100 is false
- Fisherman uses minBlock (rect: 262,115 to 266,121) as blocking area
- Time tracking: saves global160/global159 to global213/global214 when fisherman is present
- Fisherman appears based on time elapsed (local3 calculation) and random chance when player has item 9
- Entry from Room 14 (east) positions player at far right edge
- Entry from Room 31 (west) positions player at left edge when coming from below horizon