# Room 42: Fisherman's Shack (Inside)

This is the interior of the fisherman's cottage, a small, shabby room containing the old fisherman and his wife. The room serves as a key location for obtaining the fishing pole, which is required to complete the game. The player can interact with both NPCs, give them the pouch of diamonds (rewarded for completing the diamond mine puzzle), and receive the fishing pole in return. The room's state changes based on whether the diamonds have been given, whether the fisherman is present, and whether the player has already received the pole.

## Look Description

"The inside of the fisherman's shack looks almost as shabby as the outside."

## Interactions

| Status | Behavior Type | Command | Response |
|--------|--------------|---------|----------|
| TODO | Look | `look[<around][/room,room,place]` | "The inside of the fisherman's shack looks almost as shabby as the outside." (text_042.txt:1) |
| TODO | Look | `look/person` (when fisherman present) | "Both a man and a woman are here. Be more specific." (text_042.txt:2) |
| TODO | Look | `look/people` | Returns either "There is only one person here." (text_042.txt:2) or fisherman description based on state |
| TODO | Look | `look/fishwife,person` | Various responses based on state (diamonds given, pole owned) - text_042.txt:3-7 |
| TODO | Look | `look/dough[<bread]` | "It just looks like plain old bread dough." (text_042.txt:8) |
| TODO | Look | `look<under/table` | "There is nothing of interest under the table." (text_042.txt:9) |
| TODO | Look | `look/table` | "It looks like an old worn table." (text_042.txt:10) |
| TODO | Look | `look/chair` | "Yep, those are chairs, all right!" (text_042.txt:11) |
| TODO | Look | `look<under/bed` | "There is nothing under the bed." (text_042.txt:12) |
| TODO | Look | `look/bed` | "The lumpy bed looks old and uninviting." (text_042.txt:13) |
| TODO | Look | `look/stove` | "At least the stove keeps it warm in here." (text_042.txt:14) |
| TODO | Look | `look/window` | "You see the ocean out the window." or "You see the meadow out the window." based on position (text_042.txt:15-16) |
| TODO | Look | `look/door` | "This is a plain wooden door." (text_042.txt:17) |
| TODO | Look | `look/wall` | "There is nothing of importance on the walls." (text_042.txt:18) |
| TODO | Look | `look/dirt` or `look<down` | "There is nothing of interest on the floor." (text_042.txt:19) |
| TODO | Look | `look/pole` | "Yep. It's there, all right!" or "What pole?" based on state (text_042.txt:20-21) |
| TODO | Look | `look/fisherman` | Various responses based on state (text_042.txt:22-25) |
| TODO | Look | `look/caldron,kettle,coffee` | "The smell of hot coffee fills the room." (text_042.txt:26) |
| TODO | Look | `look/fish` | "You see a large fish hanging on the wall." or allows get if not owned (text_042.txt:27) |
| TODO | Look | `look/shelf` | "You see a cupboard filled with canned goods." (text_042.txt:28) |
| TODO | Look | `look/can` | "These poor people can only afford a few cheap cans of food." (text_042.txt:29) |
| TODO | Look | `look/knitting` | "You're not interested in the knitting." or "What knitting?" based on state (text_042.txt:30-31) |
| TODO | Action | `chew/dough` | "You don't like it." (text_042.txt:32) |
| TODO | Action | `rob/pole` | "You are not a thief, Rosella!" or other responses based on pole location (text_042.txt:33-34) |
| TODO | Action | `kiss[/!*]` | "Please be more specific as to whom you want to kiss!" or responses based on fisherman presence (text_042.txt:34-37) |
| TODO | Action | `kiss/fisherman` | "You think, for a moment, that it might help, but then change your mind." or "There ain't no fisherman here!" (text_042.txt:37-38) |
| TODO | Action | `help` | "How can you do that, Rosella?!" (text_042.txt:39) |
| TODO | Talk | `converse/fishwife,person` or `converse[/!*]` (near wife) | Triggers wife dialogue scripts based on state |
| TODO | Talk | `converse/fisherman` or `converse[/!*]` (near fisherman) | Triggers fisherman dialogue if present |
| TODO | Talk | `converse[/!*]` (general) | Routes to appropriate dialogue based on NPCs present |
| TODO | Action | `close,open/door` | "There's no need for that." (text_042.txt:41) |
| TODO | Action | `sit` | "You don't have time for that!" (text_042.txt:42) |
| TODO | Action | `lay,sleep[<down,on,in]` or `get<in,on,in/bed` | "The lumpy bed looks old and uninviting." (text_042.txt:13) |
| TODO | Action | `drink,get/coffee,cup` | "You don't like coffee." (text_042.txt:43) |
| TODO | Inventory | `deliver` (give item) | Handles giving diamonds to wife or fisherman, triggers pole exchange |
| TODO | Get | `get,rob/knitting` | "No. It's not yours." (text_042.txt:49) |
| TODO | Get | `get,rob/pole` | "You can't take their fishing pole, as that's their only means of survival!" or "You already have the pole." (text_042.txt:50-51) |
| TODO | Get | `get,rob/dough` | "You have no need for bread dough." (text_042.txt:52) |
| TODO | Get | `get,rob/fishwife,person` | "You couldn't get the fisherman's wife." (text_042.txt:53) |
| TODO | Get | `get,rob/fisherman` | "You couldn't get the fisherman." (text_042.txt:54) |
| TODO | Get | `get,rob/caldron` | "You don't need it." (text_042.txt:55) |
| TODO | Get | `get,rob/can` | "You can't." (text_042.txt:56) |
| TODO | Get | `get,rob/fish` | "It's firmly attached to the wall." (text_042.txt:57) |
| TODO | Action | `create/bed` | "You don't have time for that." (text_042.txt:58) |

## Scripts

| Status | Behavior Type | Name | Trigger | Behavior |
|--------|--------------|------|---------|----------|
| TODO | Background | `doBread` | Running when wife is kneading bread (local9=1) | Cycles through bread kneading animation loops |
| TODO | Interaction | `givePole` | When player gives diamonds (item 1) to fisherman's wife | Animation of wife giving fishing pole to player, awards 3 points |
| TODO | Background | `wifeTalk` | Continuous when wife NPC is present | Cycles through wife animation (knitting or kneading) |
| TODO | Background | `fishermanSit` | Continuous when fisherman NPC is present | Cycles fisherman sitting animation |
| TODO | Interaction | `wifeTacoDoco` | Talking to wife when fisherman not present | Initial dialogue with tired wife |
| TODO | Interaction | `wifeTacoDoco1` | Talking to wife when fisherman IS present | Wife dialogue when fisherman is home |
| TODO | Interaction | `wifeTacoDoco2` | Talking to wife after giving diamonds | Grateful dialogue after receiving diamonds |
| TODO | Interaction | `fishermanTacoDoco1` | Talking to fisherman after giving diamonds | Grateful fisherman dialogue |
| TODO | Interaction | `fishermanTacoDoco2` | Talking to fisherman before giving diamonds | Fisherman complains about fishing luck |

## Technical Notes

- **Room Number**: 42
- **Picture**: 42
- **Region**: No specific region set
- **Exits**: South (edge hit) → Room 7 (outside cottage)
- **Music**: Not specified

### State Variables

| Variable | Values | Description |
|----------|--------|-------------|
| `local9` | `0`, `1` | Player has diamonds (item 1) - used to determine wife state (kneading bread vs knitting) |
| `global116` | `3` | Fisherman is home/present in cottage |
| `global182` | `0`, `1` | Fishing pole received flag - prevents re-awarding score |
| `global206` | Various | Conversation tracking for NPC dialogues |

### Inventory Items

- Item 1 (index 1): Pouch of diamonds - given to NPCs for fishing pole
- Item 17 (index 17): Fishing pole - obtained from fisherman after giving diamonds
- Item 24 (index 24): Fish - decorative item on wall (cannot be taken)

### Synonyms

- room = cottage
- shelf = cabinet
- fisherman = man
- fishwife = fishwife

### Special Mechanics

- Room automatically loads view 513 (cottage interior) on init
- If player has diamonds (item 1), loads additional views (240-243) for animated NPCs
- Edge detection at control area $0040 triggers exit to room 7 (south)
- When giving diamonds to wife, she walks to get pole and gives it to player
- Score change: +3 points when receiving fishing pole
- Chair block prevents player from walking behind the table area
