6.7 KiB
6.7 KiB
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, babykiss= 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