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kq4-decompile/rooms/kq4-028-mine-entrance.md
2026-02-20 10:16:03 -08:00

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Room 28: Mine Entrance

This is the entrance to the dwarf diamond mine, featuring a crude mine shaft carved into a small hill with a wooden door. The room has two distinct states depending on whether the mine door is open or closed/padlocked (controlled by global100). Players can enter the mine, approach the door, or fall into a pit in the southwestern area. The room connects to the diamond mine (room 55) when entering the mine shaft.

Look Description

"You see a crude mine shaft in the midst of this forest of pine trees."

Interactions

Status Behavior Type Command Response
TODO Look look door "The door is wide open." (Print 28 0) - When door is open (global100=0)
TODO Look look in/mine "You look inside, but can make out no details." (Print 28 1) - When in proximity to mine entrance
TODO Look look mine/hill "The crude mine is carved into a small hill. Its solid, wooden door is propped open." (Print 28 2) - When door is open
TODO Look look around / look room "You see a crude mine shaft in the midst of this forest of pine trees." (Print 28 3)
TODO Action close door "You shouldn't close it." (Print 28 4) - When door is open
TODO Action open door "The door is already open." (Print 28 5) - When door is already open
TODO Look look door "The door is closed and padlocked." (Print 28 10) - When door is closed (global100=1)
TODO Look look mine/hill "The crude mine is carved into a small hill. Its solid, wooden door is closed and padlocked." (Print 28 11) - When door is closed
TODO Action break door "You could never do that." (Print 28 6) - When door is closed
TODO Action bang door "You knock on the door, but receive no answer." (Print 28 7) - When in proximity to closed door
TODO Action open door "You can't. It's closed and padlocked." (Print 28 8) - When door is closed
TODO Action unlatch door / detach door / get door "You can't. You don't have the key." (Print 28 9) - When door is closed

Scripts

Status Behavior Type Name Trigger Behavior
TODO Interaction fallSouth Player walks into control area $0004 in the southwest Triggers falling animation into pit, plays fall sound (sound 51), animates ego falling with view 17, then transitions to lying down animation (view 21), then resets player to standing
TODO Background Room exit Player enters control area $0040 Automatically transitions to room 55 (diamond mine)

Technical Notes

  • Room Number: 28
  • Picture: 28
  • Region: 508 (Forest Region)
  • Exits: North→22, South→4, East→29, West→27, Mine entrance→55 (via control area)
  • Music: Not specified

State Variables

Variable Values Description
global100 0, 1 Event state - controls mine door state (0=open, 1=closed/padlocked)
global101 0 Local room state flag (initialized to 0)
door_open true, false Derived from global100 - mine door is open or closed/padlocked

Additional Technical Details

  • When global100 is set (door closed), overlay picture 128 is displayed
  • A View object (view 600) is displayed at the mine entrance - loop 0 when door is closed, loop 1 when open
  • Player cannot close the door (message: "You shouldn't close it")
  • The fallSouth script uses local variables local1 and local2 for positioning calculations
  • When falling, player movement is disabled (illegalBits: 0) and special views are used (17 for falling, 21 for lying)
  • After falling, player is reset to normal view (view: 2) with standard walking
  • Control area $0004 triggers the fall, control area $0040 triggers exit to diamond mine
  • Player enters in normal view (view: 2) with standard walking parameters (xStep: 3, yStep: 2)
  • Horizon is set at y-coordinate 126
  • Views 17 and 21 are preloaded for the falling animation sequence