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