# Room 40: Island Beach (East)

This is the eastern beach of an exotic island where a magnificent ivory palace rises in the center, surrounded by a beautiful garden. The room features animated ocean waves and provides access to the beach to the west (room 39), the dock area to the east (room 41), the beach to the south (room 32), and the island interior to the north (room 37).

## Look Description

"You have found yourself upon a most beautiful and exotic island. In the center of this island, a wondrous ivory palace towers. Behind you, the azure ocean washes gently upon the island's sparkling beach."

## Interactions

| Status | Behavior Type | Command | Response |
|--------|--------------|---------|----------|
| TODO | Look | `look room` / `look` / `look island` / `look[<around][/room,island]` | "You have found yourself upon a most beautiful and exotic island. In the center of this island, a wondrous ivory palace towers. Behind you, the azure ocean washes gently upon the island's sparkling beach." (Print 40 0) |
| TODO | Look | `look beach` | From Region 505: "The ocean water laps gently upon the sandy beach of the island." (Print 505 1) |
| TODO | Look | `look ocean` / `look water` | From Region 503: "The wide, blue ocean disappears into the horizon to the east." (Print 503 2) |
| TODO | Look | `look under/ocean` / `look under/water` | From Region 503: "You look under the water, and see nothing but...more water!" (Print 503 0) |
| TODO | Look | `look sky` / `look up` | From Region 503: "The bright, blue sky seems to merge as one with the vast ocean before you." (Print 503 5) or "It's easy to see by the light of a full moon." (Print 503 6) at night |
| TODO | Look | `look dirt` / `look down` | From Region 503: "You see nothing but sandy soil." (Print 503 7) |
| TODO | Look | `look palace` / `look castle` | From Region 505: "An enchanting ivory palace, encircled by a luxuriant garden, rises from the center of this secluded island." (Print 505 18) |
| TODO | Look | `look garden` | From Region 505: "A splendid garden surrounds the magnificent ivory palace." (Print 505 17) |
| TODO | Look | `look grass` | From Region 505: "Lush green grass carpets this magical island." (Print 505 14) |
| TODO | Look | `look blossom` / `look flower` | From Region 505: "Beautiful flowers seem to flourish here." (Print 505 16) |
| TODO | Look | `look bush` / `look hedge` | From Region 505: "A low hedge borders the lovely garden." (Print 505 15) |
| TODO | Look | `look tree` / `look forest` | From Region 505: "There are many beautiful trees in this garden setting." (Print 505 13) |
| TODO | Look | `look boulder` | From Region 505: "You don't see many rocks." (Print 505 12) |
| TODO | Look | `look gull` / `look bird` | From Region 504: "You see many seagulls gliding through the air in their never-ending quest for food." (Print 504 0) |
| TODO | Look | `look fish` | From Region 503: "You don't see any fish right now." (Print 503 3) |
| TODO | Get | `get feather` | From Region 505: "You don't see one here." (Print 505 3) - feather only in room 39 |
| TODO | Get | `get blossom` / `get flower` | From Region 505: "It would waste your precious time to stop and pick flowers." (Print 505 24) |
| TODO | Get | `get water` | From Region 503: "You have no reason to carry water." (Print 503 14) |
| TODO | Get | `get gull` / `get bird` | From Region 504: "You can't catch a seagull." (Print 504 2) |
| TODO | Action | `talk/gull` / `talk/bird` | From Region 504: "Seagulls don't talk." (Print 504 1) |
| TODO | Action | `kiss/gull` / `kiss/bird` | From Region 504: "You can't kiss a seagull." (Print 504 3) |
| TODO | Action | `feed/gull` / `feed/bird` | From Region 504: "The seagulls are not interested." (Print 504 4) |
| TODO | Action | `climb/tree` | From Region 505: "It is difficult to climb trees while wearing that dress!" (Print 505 21) |
| TODO | Action | `capture/gull` / `capture/bird` | From Region 504: "You can't catch a seagull." (Print 504 2) |
| TODO | Action | `drink` | From Region 503: Player can drink water if in water (swimming) - "YUCK!! This water's too salty!" (Print 503 15) |
| TODO | Action | `bathe` / `dive` / `wade` | From Region 503: Player enters swimming mode if in water |
| TODO | Action | `fish` | From Region 503: Requires fishing pole (item 17) to fish |

## Scripts

| Status | Behavior Type | Name | Trigger | Behavior |
|--------|--------------|------|---------|----------|
| TODO | Background | waveActions | Continuous | Animates two wave props (wave1, wave2) cycling through their cels to create wave motion effect. Uses a list to manage wave objects. When global223 is set, skips initial addToPic and cycles through cels continuously. |

## Technical Notes

- **Room Number**: 40
- **Picture**: 40
- **Region**: Island/Garden (505), Beach (503), Water (501), Gull (504)
- **Exits**: North→37, South→32, East→41, West→39
- **Music**: None specified
- **Horizon**: 98

### State Variables

| Variable | Values | Description |
|----------|--------|-------------|
| `global101` | `0` | Room-specific state (initialized to 0 in this room) |
| `global105` | `0-4` | Player terrain state: 0=land, 1=shallow, 2=medium, 3=deep, 4=swimming |
| `global100` | `0`, `1` | Night time flag - affects sky description and gull visibility |
| `global223` | `0`, `1` | Wave animation control - when set, skips initial addToPic and runs continuous animation |

### Additional Technical Details

- Room applies regions: 505 (gfReg), 501 (WaterReg), 503 (BeachReg), 504 (Gull Region)
- Two wave props (wave1, wave2) with view 664 create animated ocean waves at positions (40,177) and (280,177)
- Extra prop (newProp) at position (61,84) with view 650, loop 2, cel 2 - appears to be some decorative element
- View object (newView) at position (156,77) with view 613, loop 1, cel 0 - likely a tree or palm on the beach
- Player entry position varies based on previous room:
  - From room 32 (south): x=160, y=188
  - From room 39 (west): x=1, y=player y
  - From room 41 (east): x=318, y=player y
  - From room 37 (north): x=158, y=horizon + yStep + 1
- Water region (501) automatically changes player view based on terrain: view 2=land, 5=shallow, 6=medium, 7=deep, 8=swimming
- Region synonyms: `ocean` = `seawater`
- global101 is set to 0 on room init
