the-infocom-files / trinity

Trinity
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Possible "LOOK direction" issues #19

Open eriktorbjorn opened 4 years ago

eriktorbjorn commented 4 years ago

The game implements a "LOOK direction" command by setting the room's various SEE- properties. This bug is intended to collect any issues I find with that. I don't always expect to see the room in that direction, e.g. if the path goes through some trees. Basically, I'm trying to use my own judgment here, and that could be wrong. (Any issues in the area with the giant sundial will refer to the unflipped version, unless there is a specific problem with the flipped version.)

Definitively wrong:

Maybe wrong:

Incorrectly thought as wrong:

eriktorbjorn commented 4 years ago

The trellises at AT-TRELS are a bit wrong. They work fine when the world is normal:

>LOOK
Trellises

A fortresslike wall of arborvitaes stretches east and west through the forest.
The only breach is an identical pair of arched trellises.

A mountain stream trickles between the trees. Paths wander from its banks in
many directions.

>LOOK SOUTHWEST
You see the right trellis that way.

>LOOK SOUTHEAST
You see the left trellis that way.

>EXAMINE RIGHT TRELLIS
The arched trellis is thickly woven with arborvitaes. It opens southwest, into
the hedge.

>EXAMINE LEFT TRELLIS
The arched trellis is thickly woven with arborvitaes. It opens southeast, into
the hedge.

But when the world is flipped...

>LOOK SOUTHWEST
You see the left trellis that way.

>LOOK SOUTHEAST
You see the right trellis that way.

>EXAMINE RIGHT TRELLIS
The arched trellis is thickly woven with arborvitaes. It opens southwest, into
the hedge.

>EXAMINE LEFT TRELLIS
The arched trellis is thickly woven with arborvitaes. It opens southeast, into
the hedge.

The descriptions are correct, I think. Even though the compass directions have been flipped, left and right has not. You are presumably facing south, so left is to the southeast and right is to the southwest. But since the world has been flipped, LOOK-INTDIR? swaps the directions so that looking southeast uses SEE-SW and looking southwest uses SEE-SE.

Incidentally, you can look left or right, but I think it just uses the SEE-ALL default then.

Maybe the simplest fix would be to have EXIT-ARBOR set AT-TRELS's SEE-SE and SEE-SW accordingly?

eriktorbjorn commented 4 years ago

The game is a bit inconsistent about just what kind of road the one that crosses the south and southwest roads are:

But I don't think it's worth quibbling about.