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Assassins - Ultimate CD Games Collection 4
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Assassins 4 (1999)(Weird Science).iso
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misc
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escape_from_hammy_town
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5.room
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Text File
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1997-09-03
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11KB
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315 lines
/* This is a room file for GRAAL
/*
/* 5.room
/* UPDATE: scroll_frames;normal_frames
/*
/* Determines how often the screen is updated, both for when the background
/* is scrolling and when it is stable. High values increases overall
/* jerkiness, but is sometimes required to prevent certain objects from
/* looking VERY ugly when animated.
/*
UPDATE: 3;1
/* SECTION: section number
/*
/* The room belongs to section 1, described in the file 1.section.
/*
SECTION: 1
/* BG_IFF: filename
/*
/* This is the backdrop file for the room
/*
BG_IFF: 5BG.IFF
/* START_POS: sposno;bobimage;x;y;camera;floor
/*
/* This tells the starting point for the main character when
/* entering the room. (The previous GOTO command, and the
/* START_ROOM: statement in the graal.main file, point to
/* "sposno".
/*
/* camera is R=right, L=LEFT or M=mid panned to start with.
/*
/* (This statement must follow after the BG_IFF: statement.)
/*
/* 1->Shop/Bar, 2->Trips, 3->Restaurant, 4->Village
START_POS: 1;$800D;312;109;L;1
START_POS: 2;11;226;87;M;1
START_POS: 3;11;80;84;M;1
START_POS: 4;13;5;109;L;1
/* FLOOR: floorno;x1;y1;x2;y2;floormap/.../floormap
/*
/* This limits the area which the character can walk freely upon.
/* The floor can consist of a "mosaic" of floor parts, and the system
/* needs to know how the floors are connected. This is done using
/* the floormaps in the format s-f, each map answering the question
/* "if I am currently on floor floorno and would like to get to floor
/* (s), which floor (f) should I go to now?"
/*
/* Note: First parameter (floorno) MUST be sequential and go from
/* 1 upwards - it's in the statement to make it more legible, that's
/* its only function! Also refer to the FLOOR action command.
/*
FLOOR: 1;-1;79;319;117;1-1
/* EXIT: no;x1;y1;x2;y2;epointx;epointy;description
/*
/* This command defines an exit
/* x1;y1;x2;y2 = exit area
/* epointx;epointy = point to move character to when exiting
/* description = cursor description of exit
/*
/*
EXIT: 1;302;59;319;118;313;110;Shops
EXIT: 2;209;57;238;88;223;82;Boat
EXIT: 3;65;52;89;86;79;80;Floating Restaurant
EXIT: 4;0;56;15;118;4;111;Village
/* CLPART: filename
/*
CLPART: 3FG.IFF
/* ROOMBOBS: no_of_imgs;startrbob;grabx;graby;width;height;xoffset;hotsp
/*
/* See the BOBS: statement in the graal.main file. The difference is
/* that ROOMBOBS: define "room" images instead of "global" images - that
/* is, the image numbers given here must be prefixed with "RBOB" when
/* referred to in other statements and commands.
/*
/* 1-3 is the pleasure boat owner
ROOMBOBS: 3;1;91;126;19;23;20;0
/* 2 is the picnic bench
/*ROOMBOBS: 1;2;2;4;49;17;0;0
/* 4-9 is bartender animation
/*ROOMBOBS: 6;4;103;0;17;22;18;0
/* 10 is a hand
/*ROOMBOBS: 1;10;0;24;4;4;0;200
/* 11 is spam
/*ROOMBOBS: 1;11;0;31;10;5;0;0
/* 12 is another hand
/*ROOMBOBS: 1;12;16;24;4;4;0;200
/* 13 is text "MIKLAGÅRD"
/*ROOMBOBS: 1;13;12;53;124;24;0;120
/* 14 is text "950 A.D."
/*ROOMBOBS: 1;14;153;53;109;24;0;120
/* 15 is text "CONSTANTINTOPLE"
/*ROOMBOBS: 1;15;23;77;96;16;0;120
/* 16 is text "(LUNCHTIME)"
/*ROOMBOBS: 1;16;175;77;58;15;0;120
/* 17 is dice
/*ROOMBOBS: 1;17;0;100;16;9;0;124
/* 18 is cup
/*ROOMBOBS: 1;18;30;100;16;13;0;130
/* 19 is pillar
/*ROOMBOBS: 1;19;276;0;11;119;0;0
/* 20 is beer shelf
/*ROOMBOBS: 1;20;4;130;45;17;0;-100
/* 21 is beer bottle
/*ROOMBOBS: 1;21;52;130;7;11;0;0
/* 22 is beer bottle (broken)
/*ROOMBOBS: 1;22;60;131;13;8;0;0
/* 23 is pile of mugs
/*ROOMBOBS: 1;23;222;6;23;17;0;0
/* STATIC: bobno;LBOBimage;putx;puty
/*
/* This puts the bob specified into the scene as a static object.
/* All entries in the same room file must have different numbers.
/* Room specific BOBs to be used must have been grabbed with
/* the BOBS, ROOMBOBS or SECTIONBOBS statements prior to using
/* them here!
/*
/*STATIC: 51;RBOB1;273;153
/*STATIC: 50;RBOB19;233;120
/*STATIC: 52;RBOB1;171;62
/*STATIC: 51;RBOB2;75;74
/* ANIM: bobno;bobimg;amalchannel;amalsequence;putx;puty
/*
/* Does much the same thing as STATIC, only here we start an
/* animation instead. The amalchannels must be between 10 and 15
/* giving you 6 different room animations to play with.
/*
/* Below is an example commented out.
/* ANIM: 12;RBOB1;12;Anim 0,(RBOB2,6)(RBOB3,3)(RBOB2,10)(RBOB3,12);250;70
/* ROOMOBJ: roomobjno,object_definition.... (see graal.main documentation)
/*
/* The object number specified here must later be prefixed by "ROBJ" when
/* referred to in other statements and commands.
/*
/*ROOMOBJ: 1;Car Wreck;1;VIS;51;RBOB1;172;72;24;-3;11; ;NPICK; ;8; ;LOW;TD;a; ;
/*ROOMOBJ: 2;Picnic Table;1;VIS;50;RBOB2;80;75;19;0;11; ;NPICK; ;8; ;MID;W;a; ;
/*ROOMOBJ: 1;plate;1;VIS;54;RBOB11;120;94;-10;20;12; ;NPICK;0;8;0;MID;TD;a;this;it
/*ROOMOBJ: 2;torch;1;VIS;57;A 0,(RBOB2,17)(RBOB3,37);252;63;0;40;12; ;NPICK;9;8;0;HIGH;WD;a;this;it
/*ROOMOBJ: 3;barrel;1;VIS;56;RBOB1;71;155;0;-8;11; ;NPICK;0;8;0;MID;WD;a;this;it
/*ROOMOBJ: 4;bottle;1;VIS;21;RBOB21;186;85;-10;20;12; ;NPICK; ;8;0;HIGH;WD;a;this;it
/*ROOMOBJ: 5;shelf;1;VIS;20;RBOB20;204;-25;-14;20;12; ;NPICK; ;8;0;HIGH;WD;a;this;it
/*ROOMOBJ: 6;mugs;1;VIS;22;RBOB23;169;95;-8;20;12; ;NPICK; ;8;0;HIGH;TD;some;these;them
/* DACT: condition;...;action;...
/*
/* These lines contain room actions performed directly as you enter the
/* room.
/*
/* If we've been outside, we KNOW this is a bar...
/*DACT: IFRF 1=1;OBJ1 5;NAME bartender;OBJ1 0
/*
/* Introductory cutscene - welcome to Constantinople!
/*DACT: IFRF 1=0;CUTSCENE 1,N
/*
/* Put some items in the inventory from the very start:
/*DACT: IFRF 1=0;GET SOBJ2,N;GET 24,U
/*
/* Make sure none of the above happens more than once...
/*DACT: IFRF 1=0;SETRF 1=1
/* That is already done later. (9 lines below?)
/*
/* Broken bottle on the floor? (Because it's a room object, we must
/* use a room flag to check its status - all its own object flags
/* are reset as soon as Olaf leaves the bar!
/*DACT: IFRF 9=1;SHOW ROBJ4,190,113,RBOB22
/*
/* Light up scene
DACT: TRACK MUSIC.06.MOD,LOOP,NOFILTER;LIGHTS ON
DACT: IFRF 1=0;SAY Looks like the boats are in the harbour.;SETRF 1=1;EXIT
/* LINE: dlgno;lineno;line;reuseline;conditions
/*
/* Specifies a line of dialogue
/*
/* LACT: dlgno;lineno;action;...;action
/*
/* Specifies a line executed when the corresponding LINE
/* has been selected by the player. LACT:s belonging to a
/* certain LINE: must ALWAYS be placed directly below the
/* corresponding LINE: statement as shown here.
/*
/* 3 is pleasure boat owner dialogue
/*
LINE: 3;1;I'll come back later.;I'll see you later.;
LACT: 3;1;IFOF 1=0;RESP R,3,Okay. Bye.;SETOF 1=1;EDLG;EXIT
LACT: 3;1;IFOF 1=1;RESP R,3,Okay then.;EDLG;EXIT
/*
LINE: 3;2;Nice boat you have here.; ;
LACT: 3;2;RESP R,3,Yeah, it is, isn't it?;RESP R,3,It's mine, I bought it about six months ago.;RESP R,3,Fancy a trip in it?;DSET 3,+1,N2,+3,+4,+9
/*
LINE: 3;3;Where do you do trips to?; ;IFRF 2=0
LACT: 3;3;RESP R,3,I take people on trips to Polo Island.;DSET 3,N3,+5
LINE: 3;4;How much do you charge?;How much did you say you charged?;IFRF 2=0
LACT: 3;4;RESP R,3,£15 will hire me for the day.;RESP R,3,I can then take you on as many trips as you like.;DSET 3,S1,+6,+7,+8
LINE: 3;5;Tell me about Polo Island.;Tell me again about Polo Island.;
LACT: 3;5;RESP R,3,It's a nice island, shaped like a polo mint.
LACT: 3;5;RESP R,3,Hence the name.;RESP R,3,Rumour has it that there is treasure on the island!
LACT: 3;5;SAY Nice One!;RESP R,3,However, nobody has ever found it.
LINE: 3;6;Sorry, I don't have that much money on me.;Sorry, I still haven't got that much money.;
LACT: 3;6;RESP R,3,Well, I can't take you to Polo island, then.
LACT: 3;6;RESP R,3,I have got fuel costs to pay, you know.
LACT: 3;6;DSET 3,R1
LINE: 3;7;Would you accept £14?;Are you sure you won't accept £14?;IFCARR 24;IFNOTCARR 23
LACT: 3;7;RESP R,3,No, I'm sorry.\The price is £15.;RESP R,3,Take it or leave it.
LACT: 3;7;DSET 3,-7
LINE: 3;8;Okay, you've got yourself a deal!; ;IFCARR 24;IFCARR 23
LACT: 3;8;RESP R,3,Okay.;HANDLE;W 25;HANDLE -1;RESP R,3,Now, whenever you want to go to Polo island, just get on the boat and I will take you there.
LACT: 3;8;SAY Sure thing.;SETRF 2=1;REMOVE 24,N,0;REMOVE 23,N,0;DSET 3,R1
LINE: 3;9;Could you bring my new car back from Polo Island?; ;IFRF 21,5=1;IFRF 21,2=0
LACT: 3;9;RESP R,3,Sorry, the boat isn't big enough to do that.;RESP R,3,You'll have to find another way to get it back.
LACT: 3;9;SAY But how?;RESP R,3,Maybe Aztec can help you!
LACT: 3;9;IFCARR 27;RESP R,3,You already have the technology!
LACT: 3;9;DSET 3,N9
/* Room actions follow below ***
/*
/* ACTION: verbno;condition;...;command;...
/*
/* Action 0 - Exit
/* ===============
/*
ACTION: 0;IFOBJ 1;MEXIT;GOTO 2,4
ACTION: 0;IFOBJ 2;IFRF 2=0;VERB 5;OBJ1 3;REDO
ACTION: 0;IFOBJ 2;IFRF 2=1;MEXIT;GOTO 18,1
ACTION: 0;IFOBJ 3;MEXIT;GOTO 6,1
ACTION: 0;IFOBJ 4;MEXIT;GOTO 8,1
/*
/* Action 1 - Give
/* ===============
/*
/*ACTION: 1;IFOBJ SOBJ3;IFOBJ2 5;IFNOTCARR;IFPICK;MOBJ;HANDLE;PICK;HANDLE -1
/*ACTION: 1;IFOBJ SOBJ3;IFOBJ2 5;IFCARR;HOTSP RBOB18,0;MOBJ 5;SAY Here, have some nice mead.;HANDLE;W 50;RESP R,1,What? Do you really think I'm crazy enough to drink that stuff myself?;RESP R,1,Hah hah.;HANDLE -1;EXIT
/*ACTION: 1;IFOBJ2 5;IFCARR;MOBJ 5;HANDLE;RESP R,1,Keep it, I don't want it!;HANDLE -1;EXIT
/*
/* Action 2- Pick up
/* =================
/*
/*
/* Action 3 - Use
/* ==============
/*
/*ACTION: 3;IFOBJ ROBJ1;SAY Use the car?!;SAY Come on!;SAY Look at the state of it!;EXIT
/*ACTION: 3;IFOBJ ROBJ2;SAY Now is not the time to be having a picnic!;EXIT
/*ACTION: 3;IFOBJ ROBJ1;IFOF 1=0;VERB 8;REDO
/*ACTION: 3;IFOBJ ROBJ1;SAY I can't think of ANY use for spam!;EXIT
/*ACTION: 3;IFOBJ ROBJ2;SAY It seems to me like it's in full use already.;EXIT
/*ACTION: 3;IFOBJ SOBJ2;SAY I have a feeling I've spent enough money in here already...;EXIT
/*ACTION: 3;IFOBJ 1;IFOF 1=0|1;SAY I really don't see how that could work...;EXIT
/*ACTION: 3;IFOBJ 24;IFOBJ2 1;IFNOTCARR 1;OBJ1 1;MOBJ;HANDLE;PICK;W 25;HANDLE -1;OBJ1
/*
/* Action 4 - Open
/* ===============
/*
/*ACTION: 4;IFOBJ ROBJ1;SAY Everything is crushed: I can't open it!;EXIT
/* Action 5 - Talk to
/* ==================
/*
ACTION: 5;IFOBJ 3;IFOF 1=0;MOBJ;SAY Hello.;RESP R,3,Ahoy there!;DSET 3,+2;EXIT
ACTION: 5;IFOBJ 3;IFOF 1=1;MOBJ;SAY Hello again.;RESP R,3,Hello. What can I do for you now?;DSET 3;EXIT
/*
/* Action 6 - Push
/* ===============
/*
/*ACTION: 6;IFOBJ ROBJ3;MOBJ;HANDLE;W 50;HANDLE -1;SAY It doesn't move.;EXIT
/*
/* Action 7 - Close
/* ================
/*ACTION: 7;IFOBJ ROBJ1;SAY The Door is already crumpled shut.;EXIT
/* Test of quit command!!!
/* ACTION: 7;IFOBJ ROBJ1;SAY OK, I'm quitting now!!;QUIT;EXIT
/*
/* Action 8 - Look at
/* ==================
/*
ACTION: 8;MOBJ
ACTION: 8;IFOBJ 3;SAY He looks a bit big in comparison with the boat!;EXIT
/* Action 9 - Pull
/* ===============
/*
/*ACTION: 9;IFOBJ ROBJ1;SAY There's no chance of pulling my car off that tree.;EXIT
/*ACTION: 9;IFOBJ ROBJ2;SAY It's bolted to the floor.
/*ACTION: 9;MOBJ
/*ACTION: 9;IFOBJ ROBJ2;SAY It's stuck to the wall - and I don't want it anyway.;EXIT
/*ACTION: 9;IFOBJ ROBJ3;SAY It would only tip over and probably crush me!;EXIT
ACTION: 10;TEXT -1,0,9,You have scored #R#0#20# points so far.;EXIT
/*
/* End of room file. Some comments must be here, otherwise the last command
/* line is missed out!