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kq4-decompile/rooms/kq4-071-cave-entrance.md
2026-02-20 10:16:03 -08:00

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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:

  1. The bone is in the room (owner is 71)
  2. Player is within 15 pixels of the bone prop (newProp_2)
  3. 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