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rooms/kq4-072-dark-cave-passage/kq4-072-dark-cave-passage.md
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# Room 72: Dark Cave Passage
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This is a transitional area within the Troll Cave region. The room serves as a connecting passage between room 75 (south) and room 71 (via a hidden control area to the east). The cave is extremely dark, and the player must have a lantern to see anything. The room has no local event handling - all interactions are managed by region 605 (Troll Cave). The player's view is changed to 904 (cave walking) while in this room.
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## Look Description
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"Passageways lead into the darkness of this frightening cave!"
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## Interactions
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| Status | Behavior Type | Command | Response |
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|--------|--------------|---------|----------|
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| TODO | Look | `look` / `look around` / `look room` | "Passageways lead into the darkness of this frightening cave!" (Print 605 5) |
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| TODO | Look | `look` (without lantern) | "It's too dark to see!" (Print 605 1) |
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| TODO | Look | `look` (with lantern, dim light) | "The lantern you are carrying does little good in helping you to see in this dark cave." (Print 605 3) |
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| TODO | Look | `look out` | "You cannot look outside from here." (Print 605 2) |
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| TODO | Look | `look floor` / `look ground` | "The earth floor of the cave is cold and hard." (Print 605 4) |
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| TODO | Look | `look troll` | "You can't SEE the troll! It's too DARK in here!" (Print 605 6) |
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| TODO | Look | `look` (darkness description) | "The cave is VERY dark. Try as you might, you cannot peer through the darkness." (Print 605 7) |
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| TODO | Look | `look` (general darkness) | "It's difficult to see in here." (Print 605 8) |
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| TODO | Talk | `talk` / `talk troll` | "Conversation is not recommended at this time!" (Print 605 9) |
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| TODO | Action | `kill troll` / `kill` | "You have NO way of killing a vicious troll!" (Print 605 10) |
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| TODO | Action | `kill` (other) | "BE SERIOUS!!" (Print 605 11) |
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| TODO | Action | `help` | "Are you sure you're all right?" (Print 605 12) |
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| TODO | Inventory | `give [item]` / `deliver [item]` | "Trying to give ANYTHING to this nasty troll is not a good idea!!" (Print 605 13) |
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## Scripts
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| Status | Behavior Type | Name | Trigger | Behavior |
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|--------|--------------|------|---------|----------|
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| TODO | Background | region_605 | Continuous | Region 605 handles all interactions including troll encounter logic, darkness mechanics, and lantern detection |
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## Technical Notes
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- **Room Number**: 72
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- **Picture**: 72
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- **Style**: $0010 (hex)
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- **Region**: 605 (Troll Cave)
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- **Exits**:
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- South → Room 75 (standard exit)
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- East → Room 71 (via control area $0040 in doit method)
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- **Music**: Not specified
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- **Views Loaded**: 904 (player cave walking view)
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### State Variables
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| Variable | Values | Description |
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|----------|--------|-------------|
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| `global101` | `1` | Room initialization flag (set on init) |
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| `global126` | `0`, `1` | Darkness visibility flag (controlled by region) |
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| `global189` | `0`, `1` | Troll region active flag |
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### Control Areas
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- `$0040`: Triggers exit to Room 71 (east passage)
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### Entry Points
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- From Room 75 (south): Player positioned at 160, 172
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- From other rooms: Player positioned at 85, 94
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### Darkness Mechanic
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The room relies on Region 605 for darkness mechanics:
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- Without lantern: Cave is extremely dark, limited visibility
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- With lantern: Dim light, limited effectiveness
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- Player view changed to 904 for cave walking animation
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### Additional Technical Details
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- Room uses Region 605 for all interactive logic
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- No local handleEvent method - all Said commands handled by region
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- The `proc0_10 605 1` call initializes region 605 state
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- Player xStep is 4 and yStep is 1 (unusual stepping for cave terrain)
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- Priority is set based on Y coordinate using CoordPri
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