3.9 KiB
3.9 KiB
Room 71: Cave Entrance
High-Level Summary
Room 71 is the cave entrance area in the Troll Cave region. It serves as a transitional room connecting the upper area (room 72) and the south entrance (room 74). The room features a dark cave environment with a waterfall visible outside, a pile of bones that can be collected, and dynamic lighting effects based on whether the player has the lantern. This room is notable for its darkness mechanic - without the lantern, the cave is extremely dark, and with the lantern, visibility is still limited.
Look Description
"This is the darkest cave you've ever seen!" (varies based on lantern possession)
Interactions
| Status | Behavior Type | Command | Response |
|---|---|---|---|
| TODO | Look | look [at/around]/look/room/cave |
"This is the darkest cave you've ever seen! Even the lantern does little good." or "This is the darkest cave you've ever seen!" (with/without lantern). If no bone: "By the light of the cave entrance, you can see a pile of bones." |
| TODO | Look | look/falls/look/out |
"Outside the cave, you see the waterfall." |
| TODO | Look | look/heap |
"You see a pile of bones by the cave entrance." |
| TODO | Look | look/bone/look/dirt/look/down (no bone) |
"You see a pile of bones by the cave entrance." |
| TODO | Get | get/bone |
"You don't need another one." (if already have bone in inventory) |
| TODO | Get | get/bone |
Gets the bone when near the pile, awards 2 points, triggers pickup animation |
| TODO | Get | get/bone |
"You can't get that." (if not near the bone pile) |
Scripts
| Status | Behavior Type | Name | Trigger | Behavior |
|---|---|---|---|---|
| TODO | Interaction | getDown |
Player picks up bone (item 23) | Plays a bending-down animation using view 940, temporarily stores ego's current view, cycles through cel animations for picking up the item, then restores the player's view |
Technical Notes
- Room Number: 71
- Picture: 71
- Style: $0010 (hex)
- Region: 605 (Troll Cave)
- Exits:
- North → Room 72 (via control area $0020)
- South → Room 74 (standard exit)
- West → Room 70 (via control area $0040)
- Music: Not specified
- Views Loaded: 800, 511, 940
State Variables
| Variable | Values | Description |
|---|---|---|
global101 |
1 | Room initialization flag (set to 1) |
global126 |
0, 1 | Darkness visibility flag |
global182 |
0, 1 | Bone collected flag (set to 1 after collection) |
global189 |
0, 1 | Troll region active flag |
global228 |
string buffer | Format string buffer for dynamic text |
newView |
View object or 0 | Lantern view object (created when player has no lantern) |
newProp |
Prop object | Visible bone pile prop (view 511, cel 0) |
newProp_2 |
Prop object or 0 | Hidden bone prop (view 511, cel 1) - only created if bone is in room |
Inventory Items
- Item 23: Bone - Can be picked up from the cave entrance, awards 2 points when collected
Control Areas
$0040: Triggers exit to Room 70 (west)$0020: Triggers exit to Room 72 (north)
Darkness Mechanic
The room uses proc0_20 to check if player has the lantern (item 24). Without the lantern:
- The cave appears very dark
- A lantern view object (view 800) is created at position 108, 132
- global126 is set to 0
- Different look descriptions are shown based on lantern possession
Bone Collection
The bone (inventory item 23) can be collected when:
- The bone is in the room (owner is 71)
- Player is within 15 pixels of the bone prop (newProp_2)
- When collected: bone is added to inventory, getDown script plays animation, global182 is set to 1, score increases by 2
Entry Points
- From Room 72 (north): Player positioned at 208, 104
- From Room 74 (south): Player positioned at 170, 183
- From other rooms: Player positioned at 78, 112, darkness initialized