Progress on documentation

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# Room 91: Castle Dining Room
This is the interior of the castle's dining room, a cheerless space associated with the villain Lolotte. The room features a large dining table, tapestries on the walls, a chandelier, and three open doorways leading to other parts of the castle. A henchman may chase the player if certain conditions are met when entering from rooms 90 or 92.
## Look Description
"This is a rather cheerless dining room. Eating here would NOT be a pleasant experience."
## Interactions
| Status | Behavior Type | Command | Response |
|--------|--------------|---------|----------|
| TODO | Look | `look` / `look around` / `look room` / `look castle` | "This is a rather cheerless dining room. Eating here would NOT be a pleasant experience." |
| TODO | Look | `look under table` | "There is nothing under the table." |
| TODO | Look | `look table` | "The great dining table looks big enough to seat Lolotte and at least eight of her despicable henchmen." |
| TODO | Look | `look behind tapestry` / `look under tapestry` | "There is nothing but a wall behind the tapestry." |
| TODO | Look | `look tapestry` / `look painting` / `look tapestries` | "There's a most unusual tapestry hanging on the wall." |
| TODO | Look | `look chandelier` / `look candle` / `look candelabra` | "An interesting chandelier above the dining table casts flickering shadows around the room." |
| TODO | Look | `look door` | "You see three open doorways." |
| TODO | Look | `look wall` | "There is nothing of importance on the walls." |
| TODO | Look | `look dirt` / `look down` | "There is nothing of importance on the floor." |
| TODO | Action | `sit` | "You don't have time for that!" |
## Scripts
| Status | Behavior Type | Name | Trigger | Behavior |
|--------|--------------|------|---------|----------|
| TODO | Interaction | henchChase | Entering from room 90 or 92 when `henchman_active = true` | Henchman (view 141) chases the player, plays chase music (sound 41), catches player after reaching them (sound 42), then transports player to room 81 (Lolotte's chamber) |
| TODO | Background | (animated prop) | Room initialization | Prop with view 636 animates continuously, positioned at upper part of room with priority 15 |
## Technical Notes
- **Room Number**: 91
- **Picture**: 91
- **Style**: $0010
- **Region**: 604 (set but no corresponding region script found)
- **Exits**: West→90 (control area $0040), East→92 (control area $0020), North→89 (control area $0010)
- **Music**: Chase music (sound 41, 42) when henchman is active
### State Variables
| Variable | Values | Description |
|----------|--------|-------------|
| `global175` (henchman_active) | `0`, `1` | Flag indicating if henchman should chase player (set when player enters this room from 90 or 92 while henchman is active) |
| `global205` | `0`, `1` | Flag set when henchman catches player, disables player control |
| `gPrevRoomNum` | Various | Previous room number, determines player spawn position |
### Additional Technical Details
- Player enters at different positions based on previous room:
- From Room 92 or start (room 0): spawn at x=291, y=152
- From Room 89: spawn at x=253, y=123
- From Room 90: spawn at x=27, y=153
- When henchman chases (global175 = true), spawns NPC with view 141 that follows player
- Animated prop (view 636) runs on loop 0 with Fwd cycle at position (133, 60)
- Room 91 is part of the castle interior connected to rooms 89, 90, and 92
- If henchman is in chase mode (state >= 1) when leaving, player is forced to room 81 (Lolotte's chamber)
- Control areas determine room transitions: $0040 (west), $0020 (east), $0010 (north)