Proof of cobcept for state defines.
It is now possible in the YAML to declare defines for all state values associated with an object. This are visible in the C code and can be used to replace magic numbers.
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4 changed files with 52 additions and 30 deletions
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@ -64,8 +64,10 @@
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#
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# objects: Each item contains a description for use in the inventory command
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# and one or more messages describing the object in different states.
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# If the inventory desription begins with "*" the object is dungeon
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# furniture that cannot be taken or carried.
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# If a state message is a tuple then the first element is made the name
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# of a #define viible to the code for the associayed state, numbered
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# from zero upwards. If the inventory desription begins with "*" the
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# object is dungeon furniture that cannot be taken or carried.
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#
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# obituaries: Death messages and reincarnation queries. Order is
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# significant, they're used in succession as the player racks up
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@ -1343,7 +1345,7 @@ arbitrary_messages: !!omap
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- PIRATE_SPOTTED: 'There are faint rustling noises from the darkness behind you. As you\nturn toward them, the beam of your lamp falls across a bearded pirate.\nHe is carrying a large chest. "Shiver me timbers!" he cries, "I''ve\nbeen spotted! I''d best hie meself off to the maze to hide me chest!"\nWith that, he vanishes into the gloom.'
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- GET_BATTERIES: 'Your lamp is getting dim. You''d best go back for those batteries.'
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- REPLACE_BATTERIES: 'Your lamp is getting dim. I''m taking the liberty of replacing the\nbatteries.'
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- MISSING_BATTERYIES: 'Your lamp is getting dim, and you''re out of spare batteries. You''d\nbest start wrapping this up.'
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- MISSING_BATTERIES: 'Your lamp is getting dim, and you''re out of spare batteries. You''d\nbest start wrapping this up.'
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- REMOVE_MESSAGE: 'You sift your fingers through the dust, but succeed only in\nobliterating the cryptic message.'
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- OGRE_QUERY: 'Do you need help dealing with the ogre?'
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- CLUE_QUERY: 'Hmmm, this looks like a clue, which means it''ll cost you 10 points to\nread it. Should I go ahead and read it anyway?'
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@ -1574,9 +1576,9 @@ object_descriptions: !!omap
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- OBJ_20:
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inventory: 'Small bottle'
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longs:
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- 'There is a bottle of water here.'
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- 'There is an empty bottle here.'
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- 'There is a bottle of oil here.'
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- [WATER_BOTTLE, 'There is a bottle of water here.']
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- [EMPTY_BOTTLE, 'There is an empty bottle here.']
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- [OIL_BOTTLE, 'There is a bottle of oil here.']
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- OBJ_21:
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inventory: 'Water in the bottle'
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longs: !!null
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@ -1676,8 +1678,8 @@ object_descriptions: !!omap
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- OBJ_39:
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inventory: 'Batteries'
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longs:
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- 'There are fresh batteries here.'
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- 'Some worn-out batteries have been discarded nearby.'
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- [FRESH_BATTERIES, 'There are fresh batteries here.']
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- [DEAD_BATTERIES, 'Some worn-out batteries have been discarded nearby.']
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- OBJ_40:
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inventory: '*carpet and/or moss and/or curtains'
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longs: !!null
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@ -1764,10 +1766,10 @@ object_descriptions: !!omap
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- OBJ_58:
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inventory: 'Ming vase'
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longs:
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- 'There is a delicate, precious, ming vase here!'
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- 'The vase is now resting, delicately, on a velvet pillow.'
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- 'The floor is littered with worthless shards of pottery.'
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- 'The ming vase drops with a delicate crash.'
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- [VASE_WHOLE, 'There is a delicate, precious, ming vase here!']
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- [VASE_RESTING, 'The vase is now resting, delicately, on a velvet pillow.']
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- [VASE_BROKEN, 'The floor is littered with worthless shards of pottery.']
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- [VASE_DROPS, 'The ming vase drops with a delicate crash.']
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- OBJ_59:
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inventory: 'Egg-sized emerald'
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longs:
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