# 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)