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Assassins - Ultimate CD Games Collection 4
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Assassins 4 (1999)(Weird Science).iso
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escape_from_hammy_town
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7.room
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Text File
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1997-08-19
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7KB
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239 lines
/* This is a room file for GRAAL
/*
/* 7.room
/* Kitchen.
/* Room flags, 1=0 first visit, 2=1 Whisky added to soup
/* UPDATE: scroll_frames;normal_frames
/*
/*
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: 7BG.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->Floating Restaurant
START_POS: 1;11;167;118;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;20;75;300;120;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;0;105;319;120;160;119;Floating Restaurant
/* 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 is the cooker.
ROOMBOBS: 1;1;243;206;25;33;20;0
/* 2 is the saucepan.
ROOMBOBS: 1;2;254;194;16;7;0;0
/* 3 is the lamp.
ROOMBOBS: 1;3;279;210;9;23;18;0
/* 4 is the fork.
ROOMBOBS: 1;4;296;209;8;27;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;Cooker;7;VIS;50;RBOB1;103;75;19;2;$800E; ;NPICK; ;8; ;MID;T;a;it;
ROOMOBJ: 2;Saucepan;7;VIS;51;RBOB2;107;43;12;29;$800E; ;NPICK; ;8; ;HIGH;T;a;it;
/*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.
/*
/*
/* Light up scene
DACT: LIGHTS ON
DACT: IFRF 1=0;SAY Interesting Kitchen.;SETRF 1=1;EXIT
/* LINE: dlgno;lineno;line;reuseline;conditions
/*
/* Specifies a line of dialogue
/*
/* LACT: dlgno;lineno;action;...;action
/*
/* Room actions follow below ***
/*
/* ACTION: verbno;condition;...;command;...
/*
/* Action 0 - Exit
/* ===============
/*
ACTION: 0;IFOBJ 1;MEXIT;GOTO 6,2;EXIT
/*
/* Action 1 - Give
/* ===============
/*
/*
/* Action 2- Pick up
/* =================
/*
ACTION: 2;IFOBJ ROBJ2;MOBJ;SAY Why would I want to pick up this disgusting mess?;EXIT
/*
/* Action 3 - Use
/* ==============
/*
ACTION: 3;IFOBJ ROBJ1;MOBJ;SAY I'm not a real chef, remember!;SAY I just nicked the certificate out of that bloke's house.;EXIT
/*Info on room and object flags (essential for understanding the next 8 lines)
/*RF 2=0 when no whisky in stew, RF 2=1 when whisky is in stew.
/*OF 11,1=0 when glass empty, =1 when full of whisky, =3 when full of stew.
/*OF 4,2=0 before given stew, =1 after given stew to Jack.
ACTION: 3;IFOBJ 11;IFOBJ2 ROBJ2;MOBJ ROBJ2
ACTION: 3;IFOBJ 11;IFOBJ2 ROBJ2;IFOF 4,2=1;SAY I think I've done enough mucking about with this stew.;EXIT
ACTION: 3;IFOBJ 11;IFOBJ2 ROBJ2;IFOF 1=2;SAY I've already got a glass full of the stuff!;SAY Believe me, that is more than enough!;EXIT
ACTION: 3;IFOBJ 11;IFOBJ2 ROBJ2;IFRF 2=0;IFOF 1=0;SAY Why would I want some of that horrible stuff?;EXIT
ACTION: 3;IFOBJ 11;IFOBJ2 ROBJ2;IFOF 1=1;SAY Okay, let's try and make this horrible stew taste a bit nicer!
ACTION: 3;IFOBJ 11;IFOBJ2 ROBJ2;IFOF 1=1;SETRF 2=1;HANDLE ROBJ2;W 25;HANDLE -1;SAY Job done!;NAME Empty Glass;ICON 43;SETOF 1=0;EXIT
ACTION: 3;IFOBJ 11;IFOBJ2 ROBJ2;IFRF 2=1;IFOF 1=0;SAY Right, let's take some of this whisky flavoured stew.;HANDLE;W 25;HANDLE -1
ACTION: 3;IFOBJ 11;IFOBJ2 ROBJ2;IFRF 2=1;IFOF 1=0;SETOF 1=2;NAME Whisky & Cockroach stew;ICON 44;EXIT
/*
/* Action 4 - Open
/* ===============
/*
ACTION: 4;IFOBJ ROBJ1;SAY I don't really want to open the cooker.;SAY I dread to think what's inside!;EXIT
/* Action 5 - Talk to
/* ==================
/*
/*ACTION: 5;IFOBJ 1;SAY Hello, you stupid cockerel!;SAY Hang on, it's a wooden one, why am I talking to it?;EXIT
/*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 ROBJ1;MOBJ;HANDLE;W 50;HANDLE -1;SAY It doesn't move.;EXIT
/*
/* Action 7 - Close
/* ================
ACTION: 7;IFOBJ ROBJ1;SAY The door is already shut.;EXIT
/*
/* Action 8 - Look at
/* ==================
/*
ACTION: 8;MOBJ
ACTION: 8;IFOBJ ROBJ1;SAY It's an old and very dodgy looking cooker.;EXIT
ACTION: 8;IFOBJ ROBJ2;IFRF 2=0;SAY This looks like Jack's cockroach stew on the boil.;SAY I think I'm going to puke.;EXIT
ACTION: 8;IFOBJ ROBJ2;SAY Hmm. Whisky flavour cockroach stew.;EXIT
/*
/* Action 9 - Pull
/* ===============
/*
ACTION: 9;IFOBJ ROBJ1;VERB 6;REDO
ACTION: 9;MOBJ
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!