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# Room 43: Desert Island
## Look Description
"You have found yourself stranded upon a desert island. Also, it seems, have others before you. Now, what are you going to do, Rosella?!"
## Interactions
| Status | Behavior Type | Command | Response |
|--------|--------------|---------|----------|
| TODO | Look | `look[<around][/room]` | "You look in all directions, but can see no sign of land." (Print 43 14) |
| TODO | Look | `look/ocean,water` | "The blue ocean surrounds this small island. You look in all directions, but can see no sign of land." (Print 43 14) |
| TODO | Look | `look/beach` | "In this case, the beach and the island are one and the same!" (Print 43 15) |
| TODO | Look | `look/island` | "The small island is nothing more than a sand bar, decorated with two lonely palm trees...and various shipwrecks." (Print 43 11) |
| TODO | Look | `look/forest,flora,palm` | "Only one lonely palm grows here." (Print 43 19) |
| TODO | Look | `look/coconut` | "You don't see any coconuts." (Print 43 20) |
| TODO | Look | `look/boat,shipwreck` | Dynamic - shows glint if bridle is in room (Print 43 21) |
| TODO | Look | `look/dolphin` | Various responses based on dolphin presence and player state (Print 43 8/9/10) |
| TODO | Look | `look/pelican,bird` | Response varies based on pelican state (Print 43 22/23) |
| TODO | Look | `look/tamir` | "You can't see it from here." (Print 43 7) |
| TODO | Look | `look/fish` | Shows fish if in inventory, otherwise "You don't see any fish here." (Print 43 6) |
| TODO | Look | `look[<under]/water,ocean` | Response varies based on player swimming (Print 43 12/13) |
| TODO | Look | `look/dirt` / `look<down` / `look/in/boat,shipwreck` | Various responses about ground/shipwreck (Print 43 16/17/18) |
| TODO | Action | `bathe` | Response varies based on player view/state (Print 43 1/2/3/4) |
| TODO | Action | `get,drink/water` | Triggers drinking script if near water (Print 43 5 or 800 1) |
| TODO | Action | `fish` | "You don't see any fish here." (Print 43 6) |
| TODO | Action | `get,capture/fish` | "You don't see any fish here." (Print 43 6) |
| TODO | Action | `climb/forest,palm` | "It is difficult to climb trees while wearing that dress!" (Print 43 24) |
| TODO | Action | `deliver,fling,feed/fish` | Triggers pelican feeding sequence if conditions met (Print 43 25/26/27/28/29) |
| TODO | Action | `get,whistle/whistle` | Picks up whistle if close enough (Print 43 30 or 800 1) |
| TODO | Action | `mount/dolphin` | Mounts dolphin if close enough (Print 43 31 or 800 1) |
| TODO | Action | `play,whistle,blow/whistle` | Plays whistle and summons dolphin (Print 43 32/33) |
| TODO | Action | `get,capture/dolphin` | Various responses about dolphin (Print 43 44/45/10) |
| TODO | Action | `pat/dolphin` | Pets dolphin if close enough (Print 43 48 or 800 1) |
| TODO | Action | `kiss` | Response varies based on pelican/dolphin presence (Print 43 39/40) |
| TODO | Talk | `converse/pelican,bird` | "You feel silly trying to talk to a pelican!" (Print 43 34) |
| TODO | Talk | `converse/dolphin` | "You speak to the dolphin, and it chatters back." (Print 43 35) |
| TODO | Talk | `converse/bird,gull,gull` | No response (unhandled) |
| TODO | Talk | `converse` | "To whom?" (Print 43 36) |
| TODO | Talk | `feed/pelican,bird` | "You would have to catch the pelican first." (Print 43 37) |
| TODO | Inventory | `deliver/fish` to pelican | "The pelican has no interest in it." (Print 43 41) |
| TODO | Inventory | `deliver` to dolphin | "The dolphin has no interest in it." (Print 43 42) |
| TODO | Inventory | `deliver` (general) | "Please be more specific." (Print 43 43) |
| TODO | Inventory | `get/pelican,bird` | "You can try." (Print 43 38) |
| TODO | Inventory | `capture/pelican,bird` | "You would have to catch the pelican first." (Print 43 39) |
| TODO | Inventory | `deliver` (item not held) | "You don't have that." (Print 43 47) |
## Scripts
| Status | Behavior Type | Name | Trigger | Behavior |
|--------|--------------|------|---------|----------|
| TODO | Background | `waveScript` | Automatic, cyclic | Animates ocean waves at multiple positions around the island using view 670 |
| TODO | Interaction | `bridleActions` | Looking at shipwreck ground with bridle present | Player picks up the bridle, plays animation, scores points |
| TODO | Interaction | `pelActions` | Player has fish (item 24) | Manages pelican behavior - flying in, accepting fish, dropping whistle |
| TODO | Background | `pelMovement` | Pelican is in state 1 | Controls pelican idle movement animation |
| TODO | Interaction | `whistleActions` | After feeding pelican fish | Animates whistle appearing on ground |
| TODO | Interaction | `dolphActions` | Player plays whistle | Spawns dolphin, plays theme music, allows mounting |
| TODO | Background | `deathTimer` | Player in certain water zones | Kills player if they stay in "dangerous" water too long (quicksand/hazards) |
| TODO | Interaction | `drinking` | Player tries to drink water | Plays drinking animation, allows player to drink |
## Technical Notes
- **Room Number**: 43
- **Picture**: 43 (or 143 if global100 is set)
- **Region**: 501, 504
- **Exits**: North→31, South→31, East→31, West→31
- **Music**: Sound 35 (dolphinTheme), Sound 76 (whistle sound)
### State Variables
| Variable | Values | Description |
|----------|--------|-------------|
| `local1` | 0-4 | Pelican state: 0=not present, 1=on island, 2=flying away, 3=eating fish, 4=fed |
| `local2` | Number | Count of pelican landing attempts |
| `local11` | 0, 1 | Whether player has whistle or fish in inventory |
| `local12` | 0, 1 | Death timer active flag |
| `newAct` | Object | Pelican actor (view 320) |
| `newAct_2` | Object | Whistle actor (view 524) |
| `newAct_3` | Object | Dolphin actor (view 310/311) |
| `gEgoViewer` | Object | Saved ego viewer for restoration |
### Inventory Item Reference
- `24` - Fish
- `27` - Whistle
- `21` - Bridle
### Player State Patterns
- `view: 2` - Normal land form
- `view: 8` - Swimming form
- `view: 312` - Riding dolphin form
- `view: 15` - Holding fish (feeding animation)
- `view: 21` - Drinking/dressed form
### Synonyms
- `dolphin` = dolphin
### Special Mechanics
- Player enters swimming (view: 8) automatically
- Death timer activates in specific water rectangles (likely quicksand hazards)
- Pelican appears if player has fish in inventory
- Whistle appears on ground after feeding pelican
- Dolphin can be summoned with whistle and ridden
- Bridle can be found by looking in shipwreck areas