# Room 49: Ogre's Cottage The Ogre's Cottage living room where the player must navigate past a sleeping ogre and an aggressive bulldog. This room contains multiple hazards including the ogre (who can be in various states of alertness), a fierce bulldog that chases or guards a bone, and a chicken that can be stolen for points. The room features multiple exits, interactive furniture, and a closet with a secret passage. ## Look Description "This isn't the most cozy-looking living room you've ever seen. In fact, the ogres' house looks almost...frightening!" ## Interactions | Status | Behavior Type | Command | Response | |--------|--------------|---------|----------| | TODO | Look | `look ` | "You don't have time for that!" (Print 49 23) | | TODO | Talk | `converse,awaken[/giant]` | If ogre present and sleeping (state 3): close enough triggers (Print 49 24), far away (Print 49 25), else awake (Print 49 26), else no ogre (Print 49 27) | | TODO | Action | `open/closet`, `open/door [item]` | If ogre present: "The dog would not be interested in it." (Print 49 43), else: "You don't have that." (Print 49 45) | ## Scripts | Status | Behavior Type | Name | Trigger | Behavior | |--------|--------------|------|---------|----------| | TODO | Interaction | `ogreStuff` | Player in room with ogre (global165 = 1,2,3) and enters certain areas | Handles ogre encounter sequences based on ogre state - can lead to death or escape | | TODO | Background | `ogreAwake` | Ogre present and player approaches or disturbs | Controls ogre waking animation and chase sequence - leads to death if caught | | TODO | Interaction | `ogressChase` | Entering from room 0 or 4 when ogress (global167) present | Ogress chases and catches player - leads to death | | TODO | Interaction | `henPecked` | Chicken (33) owned by room 49 | Chicken wanders around room near the rug | | TODO | Interaction | `chaseEgo` | Player enters without bone (23) and dog is present | Bulldog chases and catches player - leads to death | | TODO | Interaction | `chewBone` | Player has bone (23) and bone is in room with dog | Dog settles down to chew bone, allowing safe passage | | TODO | Interaction | `catchBone` | Player throws bone to dog using `fling` command | Bone animation sequence where dog catches bone | | TODO | Interaction | `doorOpen` | Player opens closet door | Opens closet door and transitions to room 51 | | TODO | Interaction | `moveOnTheStairs` | Player touches stairs control area ($0400) | Moves player up or down stairs | ## Technical Notes - **Room Number**: 49 - **Picture**: 49 - **Style**: $0010 - **Region**: 602 (applied via setRegions) - **Exits**: North→0/4 (forest), East→48 (cottage exterior), South→50 (kitchen), West→51 (closet), Stairs (varies by position) ### State Variables | Variable | Values | Description | |----------|--------|-------------| | `global165` | 0=none, 1=ogre present, 2=ogre sleeping, 3=ogre awake, 4=ogre chasing, 5=ogress present | Ogre state in room | | `global167` | 0/1 | Ogress present flag (from room 0/4) | | `global210` | 0/1 | Side door (closet) open state | | `global100` | 0/1 | Front door view state (view 616 loop 1) | | `global105` | 0=normal, 18=on stairs | Current player location state | | `global182` | 0/1 | Chicken stolen flag | | `local1` | 0/1 | Entry condition from certain rooms | | `local9` | 0/1 | Script blocking flag (prevents room changes during events) | | `local11` | 0/1 | Ogre conversation attempt flag | ### Inventory Items - Item 23: Bone (can be given to bulldog) - Item 27: Whistle (can blow to affect ogre) - Item 33: Golden egg/chicken (can be stolen from room) ### Key Mechanics - The bulldog will chase and kill the player unless given the bone - The ogre can be in multiple states: absent, sleeping, or awake/chasing - Opening the side door (under stairs) leads to room 51 (closet) - Stairs allow passage between floors (controlled by global105) - Player can steal the chicken for +4 points if positioned correctly - The ogre responds to the whistle based on its current state