Exits and blocked exits
Rooms connect with direction lines. Twelve directions exist: the eight
compass points, up and down, and in and out. A plain exit connects
both ways: the return exit is inferred in the opposite direction, so
north to the Herb Garden on the Rose Walk also puts a south exit on
the Herb Garden, and in to the Potting Shed on the Rose Walk puts an
out exit on the shed. Write , one-way for an exit with no way back — a
landing the story reaches only by moving the player there, and leaves by
walking:
create Behind the Fruit Stall
a room
southwest to the Fruit Stall, one-way
The same modifier works on a door line (north to the Hall through the oak door, one-way): the door opens from the written side only.
create the Rose Walk
a room
north to the Herb Garden
east to the Orchard
south is blocked: hedge-too-thick
Gravel crunches underfoot between the rose beds.
in and out are exits like any other, and take , one-way, through <door> and a blocked line the same way. in the Potting Shed with an
article is placement, not an exit; in to the Potting Shed with to is
the exit. A player types in, inside, out or outside to use them:
create the Rose Walk
a room
in to the Potting Shed
in is blocked while the shed door is locked: shed-locked
A blocked exit refuses travel and speaks the named phrase (the key after the colon names a phrase the story defines, a single kebab-case word; dots are illegal, ADR-254). The block can be conditional:
create the Orchard
a room
west to the Rose Walk
up is blocked while the ladder is not here: no-way-up
Apple trees stand in crooked rows.
Exits on one line
A room with several exits can list them on one exits: line, separated
by commas. Each is the same <direction> to <room> as a single line,
with through <door> allowed, and a plain exits: line infers the
return exits just as single lines do. exits, one-way: makes every exit
on the line one-way, which is how a port of an older game transcribes its
exit table exactly, with no phantom ways back. A blocked exit keeps its
own line beside the exits: line and guards that one direction:
create the Mine Entrance, a room
exits, one-way: northeast to the Upper Tunnel, southeast to the Lower Tunnel, up to the Mine
down is blocked: too-dark
You are at the entrance to an abandoned mine. A dark corridor is below.
create the Upper Tunnel, a room
exits: south to the Lower Tunnel
A tunnel, sloping down.
create the Lower Tunnel, a room
A tunnel, going nowhere.
create the Mine, a room
The mine proper: timber, damp, and silence.
define phrases en-US
too-dark:
The corridor below is too dark to try.
A per-exit , one-way is not allowed inside an exits: line, because a
comma there already separates exits. A room that mixes the two writes an
exits: line and an exits, one-way: line, or single lines. An
exits: line belongs in a room block; a region lists its rooms' exits
in an exits table instead.
Passages: an exit named by its command
Some ways out of a room have no compass word. The player types xyzzy,
or climb the rope, or follow the cables. A passage block names such
an exit by the commands the player types, and leads somewhere exactly as
a compass exit does:
create the Cable Trench
a room, dark
up to the Loading Dock
passage to the Sorting Room
grammar
follow the cables
crawl along the cables
end passage
A trench under the dock floor. Lit, the cables can be seen running
off toward the sorting machine.
The head says where the passage leads, with through <door> as on any
exit. grammar comes first, with one command per line under it, written
as an action's grammar is: or joins two words (crawl or creep along the cables) and […] marks a word the player may leave out. A passage
takes no nouns, so the is a word here, never a slot. Articles are
optional for the player: follow cables reaches follow the cables.
The first command names the passage on the map.
A passage is one-way by construction, since there is no opposite of
xyzzy: no return exit is inferred, and , one-way on the head is an
error. A passage is an exit, so it appears on the map, on the player going fires for it, a door on the way is consulted, and the
destination's after the player entering runs. Its commands are grammar
only in the room that declares it: elsewhere climb the rope is the
standard climbing action, and xyzzy is not understood, exactly as if
the passage had not been written.
A passage's blocked and deadly lines live inside its block, after
grammar, at most one of each:
create the Cable Trench
a room, dark
passage to the Sorting Room
grammar
follow the cables
crawl along the cables
blocked while the grating is shut: grating-shut
end passage
Exits that exist while a condition holds
A single compass exit line takes a while <condition> tail, and a
passage takes a while <condition> line inside its block. While the
condition is false the exit is not there: going refuses as with no exit
written, a passage's commands are not grammar, and the map draws it as a
conditional exit. This is a hidden exit, and it is not the same as a
blocked one: a blocked exit exists and refuses with your phrase; a hidden
exit does not exist and refuses with the platform's "You can't go that
way." An exit that is both hidden and blocked is hidden.
create the Crawl
a room
north to the Passage while the boulder is rolled aside
create the Cable Trench
a room, dark
passage to the Sorting Room
grammar
follow the cables
while the Cable Trench is not dark
end passage
The inferred reverse of a two-way exit carries the same condition: a way
is there or not from both ends. For a one-sided reveal, write , one-way
on each side. while is not allowed on an exits: line or in a region's
exit table, where the condition would run into the next exit; give the
exit a line of its own.
Who may take an exit
A room's admits: line names the steered vehicles that may enter it
(see vehicles). The same
list takes the word pushing for a thing pushed along the way, and a
single exit line takes its own admits list for that one way:
create the Sorting Room
a room
east to the Loading Dock admits pushing
east is blocked while the dock door is sealed: dock-sealed
create the mail trolley
a thing, pushable
in the Sorting Room
The thing can say its own ways instead, as room pairs, in a pushing
block. between is both ways, from … to one way, and every row must
name an exit the first room already has to the second, so the block can
never disagree with the map. The room's admits pushing admits every
pushable thing; the block admits this one, and the two coexist (a trolley
with a block beside a boulder without one, on the same door):
create the mail trolley
a thing, pushable
in the Sorting Room
pushing
between the Sorting Room and the Loading Dock
end pushing
Either way, push trolley east moves the trolley and the player into the
Loading Dock together, and the dock is described with the trolley in it.
Every refusal the player's own step would meet refuses the push in the
same words: no exit, a hidden way, the blocked phrase, a closed or locked
door, a vehicle the player is riding. A way that exists but does not
admit pushing refuses with "You can't push the trolley that way." An
exit line's admits comes after the door and , one-way and before
while.