Section - Going by Landmark
A room can be landmarked or unlandmarked. A room is usually unlandmarked.
A room has some text called the landmark name. The landmark name of a room is usually "null".
The last landmark turn is a number that varies. The last landmark turn is 0. [ This number stores the turn count on which we last discovered a new landmark, useful for the drama manager.]
Understand "landmark" or "landmarks" as landmark-listing. Landmark-listing is an action applying to nothing.
we-are-landmark-going is a truth state that varies.
First report going to an unvisited landmarked room: say "(new [d]landmark[x] discovered)[command clarification break]"; now last landmark turn is turn count; continue the action.
After reading a command:
if the player's command matches "go" or the player's command matches "walk", replace the player's command with "landmark";
if the player's command matches "lie down" or the player's command matches "lay down" or the player's command matches "go to sleep", replace the player's command with "sleep".
Definition: a room is unadjacent if it is not the location and it is not adjacent to the location.
Landmark-going is an action applying to one thing.
if noun is location, say "You're already here." instead;
if noun is adjacent to location, head to noun instead.
To decide whether ready to landmark-go:
if ( noun is regionally in Homeworld and player is not regionally in Homeworld ) or ( noun is regionally in Lacuna and player is not regionally in Lacuna ) or ( noun is regionally in Rebelworld and player is not regionally in Rebelworld ) or ( noun is regionally in Treeworld and player is not regionally in Treeworld ) begin;
say "That's in a whole other world[if noun is regionally in Homeworld]... one you can never return to[end if].";
if the holder of the player is not a room, try exiting;
if location is not noun begin;
say "You head towards ";
if the prose name of noun is "NULL", say "[the noun].";
otherwise say "[the prose name of noun].";
truncate travelogue to 0 entries;
Travelogue is a list of objects that varies.
To clean up landmark-go, silently:
if we-are-landmark-going is false, stop; [ If this has been set by hand, it's assumed we've done all this already.]
now we-are-landmark-going is false;
remove location from travelogue, if present;
if not silently:
if location is not noun, say "(Before you arrive, you were distracted";
if the number of entries in travelogue is at least 1:
if location is noun, say "On your way, you pass through ";
otherwise say ", after passing through ";
let ctr be 1;
repeat with loc running through travelogue:
say prose name of loc;
if ctr is ( number of entries in travelogue - 1 ) :
say " and ";
otherwise if ctr < number of entries in travelogue:
say ", ";
increase ctr by 1;
say "[if location is not noun].)[otherwise if the number of entries in travelogue is at least 1].[end if]";
say "[line break][bold type][location][roman type][line break][description of location][line break]". [ We do it this way so we don't spend a turn looking, which would prevent us from immediately reacting to something that stopped us.]
Carry out landmark-going:
if ready to landmark-go begin;
now we-are-landmark-going is true;
while location is not noun and we-are-landmark-going is true begin;
let aim be the best route from the location to noun, using doors;
let target be the room aim from location;
if aim is not a direction or target is not a room begin;
say "You can't seem to progress any farther ([aim]).";
try silently going aim;
if location is not target begin;
clean up landmark-go;
add location to travelogue;
follow the turn sequence rules; [ Why? well, for Progue to move. ]
clean up landmark-go;