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updates.h
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// NOTE: order of updates is of importance; they will both be 'spelled'
// condition item_update, new_item, toggle_locations
update updates[] = {
{ 0, "", 0, 0 },
{ DISPLAY, "you take your broken phone", 0, 0, 0 }, // broken phone accepts display
{ JUMPSTARTER, "you take your broken phone", 0, 0, 0 }, // broken phone accepts jump starter
{ DISPLAY, "you take your jump started phone", 0, 0, 0 }, // jump started phone accepts display
{ JUMPSTARTER, "you take your cracked phone", 0, 0, 0 }, // cracked phone accepts jump starter
{ PHONE_BROKEN, "put the new display in it", 0, PHONE_DEPLETED, 0 }, // display accepts broken phone
{ PHONE_CRACKED, "put the new display in it", 0, PHONE, 0 }, // display accepts cracked phone
{ PHONE_BROKEN, "put the jumpstarter on it", 0, PHONE_CRACKED, 0 }, // jump starter accepts broken phone
{ PHONE_DEPLETED, "put the jumpstarter on it", 0, PHONE, 0 }, // jump starter accepts depleted phone
{ QUICKEY, "you take the lasertag, open it with the quickey", LASERTAG_EMPTY, BATTERIES, 0 },
{ LASERTAG, "and take its batteries out. This could be useful for a makeshift jumpstarter.", QUICKEY, 0, 0 },
{ PATCHCABLES, "you take the batteries", 0, 0, 0 },
{ BATTERIES, "and connect the patchcables to it to make a jumpstarter", 0, JUMPSTARTER, 0 },
{ HATCH, "You grab the stick", 0, 0, 0 }, // TODO: new item STICK (look for free spaces)
{ STICK, "and open the hatch.", 0, 0, WEST },
{ CAR_FIRE, "You grab the fire extinguisher's hose", EXTINGUISHER, 0, 0 },
{ EXTINGUISHER, "and extinguish the fire.", CAR_EXTINGUISHED, KEYS, 0 },
{ NOTE, "you grab your phone", PHONE, 0, 0 },
{ PHONE, "and dial 0118999881999119725..3.", NOTE, 0, SPECIAL1 },
/*REMOTE_JUNCTIONBOX_MOD*/
{ JUNCTIONBOX_MOD, "You hear: \"ACCESS GRANTED\", and the system hangs up.", JUNCTIONBOX_OPEN_GATE, 0, WEST }, // TODO: OPEN ZE GATE
/*REMOTE_ENGINE*/
{ ELEVATOR_OLD, "The engine squeaks, crashes and grinds to a halt. The belt that was driven by\n"
"it that goes outside, stops.", ELEVATOR_OFF, LANTERN, 0 },
{ MAILBOX, "You put the rope into the mailbox.", ROPE, 0, 0 },
{ ROPE, "and phish out a flyer.", MAILBOX_PHISHED, FLYER, 0 },
{ MAILBOX, "You put the rope into the mailbox.", ROPE, 0, 0 },
{ ROPE, "and phish out a note.", MAILBOX_EMPTY, NOTE, 0 },
{ DARKNESS, "You grab the lantern", 0, 0, 0 }, // TODO: add lantern in room (needs work)
{ LANTERN, "and turn on the light", 0, DUCAT, 0 }, //
{ DUMPSTER_LOCKED, "You take the tri-angle-key", TRIANGLE_KEY, 0, 0 },
{ TRIANGLE_KEY, "and open the dumpster.", DUMPSTER_OPEN, THERMOSTATS, 0 },
{ JUNCTIONBOX, "You take the tri-angle-key", TRIANGLE_KEY, 0, 0 },
{ TRIANGLE_KEY, "and open the junctionbox.", JUNCTIONBOX_OPEN, 0, 0 },
{ JUNCTIONBOX_OPEN, "You take the thermostats", 0, 0, 0 },
{ THERMOSTATS, "and connect the relays of the thermostats to it.", JUNCTIONBOX_MOD, 0, 0 },
// TODO: bug un the bushes: directions don't update both sides
{ SHRUBBERY, "You take the headgeshear", HEDGE_SHEAR, 0, 0 },
{ HEDGE_SHEAR, "and cut away the shrubbery.", 0, 0, EAST },
{ SHRUBBERY_OPPOSITE, "You take the headgeshear", HEDGE_SHEAR, 0, 0 },
{ HEDGE_SHEAR, "and cut away the shrubbery.", 0, 0, WEST },
{ VENDINGMACHINE, "you throw the ducat into the vendingmachine", 0, 0, 0 },
{ DUCAT, "the machine spits out the keychain", VENDINGMACHINE_EMPTY, KEYFOB, 0 },
{ ACK4_DOOR, "you hold the key fob in front of the door", KEYFOB, 0, NORTH },
{ KEYFOB, "and the lock toggles", 0, 0, 0 },
{ ACK1_DOOR, "you grab the lockpick rake", LOCKPICK_SET, 0, 0 },
{ LOCKPICK_SET, "and rake the lock open", ACK1_DOOR_OPEN, 0, EAST },
{ DOOR_LOCKED, "You try one of the keys", KEYS, 0, 0 },
{ KEYS, "and manage to open the door", DOOR_UNLOCKED, 0, NORTH },
{ OLD_DOOR_LOCKED, "You use to classic key", CLASSIC_KEY, 0, 0 },
{ CLASSIC_KEY, "to open the classic door", OLD_DOOR_UNLOCKED, 0, NORTH },
{ ENGINE_RUNNING, "You take out the spanner", ENGINE_STOPPED, 0, 0 },
{ SPANNER, "and throw it in the works", 0, 0, SPECIAL2 },
{ VAULT_DOOR, "You take the set of keys, try a couple..", KEYS, 0, 0 },
{ KEYS, "unlock the door and pull the big lever to open the door.", VAULT_DOOR_OPEN, 0, SOUTH },
};
// Only 2 specials
special specials[] = {
{ 11, REMOTE_JUNCTIONBOX_MOD },
{ 50, REMOTE_ENGINE }
};
/* Tests:
need:
note
lasertag
stick
keys
1 : START
p phone
n
n
n
e
n
16 : blinky car
p rope
p lasertag
s
w
n
n
e
19 : T-stick
p stick
e
28 : mailbox
use rope mailbox
p flyer
use rope mailbox
p note
s
d
n
38 : extinguisher
p extinguisher
w
w
s
s
s
d
w
s
e
4 : burning car
use extinguisher car
p keys
w
n
n
n
n
n
e
e
u
s
s
d
32 : vault door
use keys door
s
67 : serverroom
p patchcables
use stick hatch
w
u
u
n
e
59 : hACKspace 3
p quickey
n
60 : slackspace3
p lockpick-kit
s
w
s
d
s
s
47 : ACK1 locked
use lockpick-kit door
e
66 : ACKspace1
use phone display
TODO: look for free space(s)
p phone
use quickey lasertag
p batteries
use patchcables batteries
p jumpstarter
use jumpstarter phone
p phone
w
n
TODO: window east/west
w
n
42 : hedgeshear
p hedgeshear
s
w
w
use hedgeshear shrubbery
w
s
s
e
49 : museum locked
use keys door
n
50 : museum
p key
s
w
n
n
TODO BUG:
use hedgeshear shrubbery
e
e
44 : engineroom locked
use key door
n
46 : engineroom
p spanner
use spanner engine
s
w
w
s
s
e
n
50 : museum
p lantern
s
w
w
n
n
e
15 : darkness
use lantern darkness
p ducat
u
n
e
TODO: 36 keyfob up heavy door?
e
s
d
s
w
u
n
35 : core z
use ducat vendingmachine
p keychain
s
u
u
e
62 : ACKspace4 locked
use keychain door
n
63 : ACKspace4
p tri-angle-key
s
w
d
d
n
e
n
e
s
56 : dumpster
use tri-angle-key dumpster
p thermostats
n
w
w
w
s
s
s
use tri-angle-key junctionbox
use thermostats junctionbox
use note phone
west
*/