4.4 KiB
4.4 KiB
Room 50: Ogress's Kitchen
This is the interior of the ogress's kitchen cottage. The room contains a carving table, a stove with a cooking pot, a window looking out to the forest, and an ogress NPC who patrols the area. A deer is being cooked in a caldron. The player must be careful not to attract the ogress's attention or get too close, or they will be chased and caught. The room connects to the forest to the west.
Look Description
"You smell something HORRIBLE cooking on the stove in the ogre's kitchen! As a matter of fact, you get the feeling that this is NOT a safe place to be!"
Interactions
| Status | Behavior Type | Command | Response |
|---|---|---|---|
| TODO | Look | look under table |
"There is nothing of interest under the table." |
| TODO | Look | look table |
"That is the carving table." |
| TODO | Look | look stove |
"Something TERRIBLE is cooking on the stove! You have NO desire to know what it is!" |
| TODO | Look | look window |
"You see the forest out the window." |
| TODO | Look | look buck / look deer |
"Poor thing!" |
| TODO | Look | look caldron / look pot |
"Whatever's in the pot smells AWFUL!" |
| TODO | Look | look wall |
"There is nothing of importance on the walls." |
| TODO | Look | look dirt / look down |
"There is nothing interesting on the floor." |
| TODO | Look | look giantess / look ogress |
"You don't want to mess with this ogress. You'd better get out of here!" |
| TODO | Look | look [around,at] room / look cottage / look kitchen |
"You smell something HORRIBLE cooking on the stove in the ogre's kitchen! As a matter of fact, you get the feeling that this is NOT a safe place to be!" |
| TODO | Talk | talk giantess / talk ogress / talk (state 0) |
"Now you blew it! You foolishly spoke to the ogress, and drew her attention toward you. Now she's headed your way!" |
| TODO | Talk | talk giantess / talk ogress / talk (other states) |
"This is no time for conversation!" |
| TODO | Get | get buck / get deer / rob buck |
"You are not interested in the deer." |
| TODO | Action | kill giantess / kill ogress |
"You have no way of killing a giant ogress!" |
| TODO | Action | get giantess / capture giantess |
"That's ridiculous." |
| TODO | Action | help buck / save buck |
"It's too late. You can't help the deer now." |
| TODO | Inventory | deliver [item] (if owned) |
"You don't want to get that close to the ogress!" |
| TODO | Inventory | deliver [item] (if not owned) |
"It's not yours to give." |
Scripts
| Status | Behavior Type | Name | Trigger | Behavior |
|---|---|---|---|---|
| TODO | Interaction | ogressChase | Player gets within 25 pixels of ogress while in state 0 | Ogress notices player, chase music plays, ogress pursues player using Avoid pathfinding, catches player, displays catch message, sets ogress_caught_player = true |
| TODO | Background | ogressChase | Continuous monitoring in state 0 | Checks distance between player and ogress, triggers chase when player gets too close |
| TODO | Background | ogressChaseMusic | Playing during ogress encounter | Plays sound #10 (ogress chase theme) |
| TODO | Background | ogressCatchMusic | Playing when ogress catches player | Plays sound #11 (ogress catch theme) |
Technical Notes
- Room Number: 50
- Picture: 50
- Region: 602 (Ogress's Cottage)
- Exits: West→49 (forest)
- Music: Ogress chase theme (sound #10), Ogress catch theme (sound #11)
State Variables
| Variable | Values | Description |
|---|---|---|
ogressChase.state |
0, 1, 2, 3, 4, 5 |
Script state machine: 0=patrol, 1=notice player, 2=start chase, 3=catch player, 4=display catch message, 5=caught |
global167 |
0, 1 |
Set to 1 when ogress notices player (starts chase) |
global127 |
0, 1 |
Set to 1 when player is caught by ogress |
global100 |
0, 1 |
Controls visibility of a view element (line 45 in source) |
Additional Technical Details
- Room uses Region 602 for shared ogress logic
- Player starts at position (77, 132) facing west
- Ogress starts at position (173, 121) when not chasing
- Exit to west is controlled by control area $0040
- If player speaks to ogress in state 0, triggers state change to 2 (chase)
- Multiple animated props in room: view 540 with three animated elements (cel 1 and two loop 2 elements)
- Ogress uses view 247 when patrolling, view 245 when chasing, view 48 when catching