/* /* Section file for Olaf Longhair /* /* ========================================================================= /* /* Section 1 - Byzantium /* /* ========================================================================= /* CLPART: Olaf_Extras.iff /* SECTIONBOBS: no_of_imgs;startrbob;grabx;graby;width;height;xoffset;hotsp /* /* See the BOBS: statement in the graal.main file. The difference is /* that SECTIONBOBS: define "section" images instead of "global" images /* - that is, the image numbers given here must be prefixed with "SBOB" /* when referred to in other statements and commands. /* /* 1-2 playing flute SECTIONBOBS: 2;1;34;2;31;47;32;0 /* 3 reading guide SECTIONBOBS: 2;3;2;50;31;47;32;0 /* 5 reading dictionary SECTIONBOBS: 1;5;98;2;31;47;0;0 CLPART: Olaf_Symbols.iff /* SOBJ10-14 flute, copper coin, cup, rubber band, gold SECTIONBOBS: 5;10;0;83;51;21;50;0 /* SECTIONOBJ: sectionobjno,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. /* SECTIONOBJ: 1;exotic\flute;0;0;0;0;0;0;0;0;0; ;-1;0;8;SBOB10;MID;WD;an;this;the SECTIONOBJ: 2;copper coin;0;0;0;99;0;0;0;0;0; ;-1;0;8;SBOB11;MID;TD;a;this;the SECTIONOBJ: 3;cup;1;-1;58;RBOB18;70;222;6;-106;11; ;-1;0;8;SBOB12;MID;CD;a;this;the SECTIONOBJ: 4;rubber band;0;0;0;0;0;0;0;0;0; ;-1;0;8;SBOB13;MID;WD;a;this;the SECTIONOBJ: 5;20 gold\pieces;0;0;0;0;0;0;0;0;0; ;-1;0;8;SBOB14;MID;WD; ;these;the /* Action 1 - Give /* =============== /* ACTION: 1;IFOBJ 14;IFOBJ2 15;SAY I'm pretty sure that\it is not a fishing boat;EXIT /* /* Action 3 - Use /* ============== /* ACTION: 3;IFOBJ SOBJ3;MOBJ;SAY I'm not sure I want\more of this stuff!;W 40;SAY It's almost lethal, you know.;EXIT ACTION: 3;IFOBJ SOBJ2;SAY I don't see anything to spend\it on right here.;EXIT ACTION: 3;IFOBJ 21;IFNOTCARR;MOBJ;HANDLE;PICK;HANDLE -1 ACTION: 3;IFOBJ 21;IFOBJ2 SOBJ1;IFOF 1=0;SAY I say - using the feather to\clean the flute worked splendidly!;OBJ1 SOBJ1;SETOF 1=1;EXIT ACTION: 3;IFOBJ 21;IFOBJ2 SOBJ1;IFOF 1=1;SAY It's already as clean as can be.;EXIT ACTION: 3;IFOBJ 24;IFOBJ2 SOBJ3;SAY What? You mean you want me to\stir the mead with the knife??\I'm shaken!;EXIT ACTION: 3;IFOBJ 24;IFOBJ2 SOBJ1;SAY It is not small enough\- I can't get the blade\into the opening.;EXIT ACTION: 3;IFOBJ 27;VERB 4;REDO ACTION: 3;IFOBJ 30;IFOBJ2 SOBJ1;CBOB SBOB5;W 50;SAY How convenient - the strange text on the\flute is explained in this book!;SAY Hmm...;SAY Apparently, the text on the flute reads:\"Play all notes twice to change the weather.";CBOB 11 ACTION: 3;IFOBJ 30;IFOBJ2 SOBJ1;OBJ1 SOBJ1;SAY Well, it seems it's either\a genuine, magical flute...;SAY ...or tourist junk.;SETOF 2=1;EXIT ACTION: 3;IFOBJ SOBJ1;IFOF 1=0;OMOVE 0, , ,1, , ,A 0,(SBOB1,12)(SBOB2,24)(SBOB1,24)(SBOB2,12);W 150;CBOB 11;SAY I can't get a tone.\It seems something inside\is clogging the flute.;SAY Perhaps I'd better get\something to clean it out with.;EXIT ACTION: 3;IFOBJ SOBJ1;IFOF 1=1;IFOF 2=0;CUTSCENE 10,S;EXIT ACTION: 3;IFOBJ SOBJ1;IFOF 1=1;IFOF 2=1;IFOF 3=0;IFROOM 1;SAY I think I'd better be outside\beneath the open sky to try that.;EXIT ACTION: 3;IFOBJ SOBJ1;IFOF 1=1;IFOF 2=1;IFOF 3=0;CUTSCENE 11,F;SETRF 2,6=1;SETRF 3,6=1;SETRF 4,6=1 /* Since conditions are not allowed in cutscene files, the weather change /* sequences for rooms 2 and 3 stay here: However, the CUTSCENE 11,F command /* above leaves the cutscene indicator on screen. It is removed again /* after CUTSCENE 12,S which follows after the fade commands below! ACTION: 3;IFOBJ SOBJ1;IFOF 1=1;IFOF 2=1;IFOF 3=0;IFROOM 2;FADE 23,30,$678,WAIT ACTION: 3;IFOBJ SOBJ1;IFOF 1=1;IFOF 2=1;IFOF 3=0;IFROOM 3;FADE 29,10,$678,STACK;FADE 31,10,$555,STACK;FADE 24,10,$555,STACK;FADE 25,10,$666,STACK;FADE 26,10,$666,STACK;FADE 27,10,$777,STACK;FADE 28,30,$777,WAIT ACTION: 3;IFOBJ SOBJ1;IFOF 1=1;IFOF 2=1;IFOF 3=0;CUTSCENE 12,S;SETOF 3=1;EXIT ACTION: 3;IFOBJ SOBJ1;IFOF 3=1;SAY I think it has served its purpose.\I am not that good a musician.;EXIT /* /* Action 4 - Open /* =============== /* ACTION: 4;IFOBJ 27;IFOF 1=0;SAY There's a book inside!;ICON 43;NAME guide book;GET 28,N;GET SOBJ4,U;SAY I'll keep the wrapping paper\and the strange, elastic string\that was around the parcel, too.;SETOF 1=1;EXIT ACTION: 4;IFOBJ 27;CBOB 11;OMOVE 0, , ,1, ,WAIT,A 0,(SBOB3,250)(SBOB4,50) ACTION: 4;IFOBJ 27;IFOF 2=0;THINK This book seems to contain a\lot of useful tips.;THINK Let's see...;THINK Ah, here:;SETOF 2=1 ACTION: 4;IFOBJ 27;THINK "CONSTANTINOPLE. If you are stranded in\Constantinople, get out as quickly as\possible. It is a boring place." ACTION: 4;IFOBJ 27;THINK "Sea transportation in Constantinople is scarce\and generally unreliable. Your best bet\is to find a tough, reliable camel of some\sort, and then travel East towards Gurgan,\where better transportation may be found." ACTION: 4;IFOBJ 27;IFRF 2,4=0;SETRF 2,4=1 ACTION: 4;IFOBJ 27;CBOB 11;EXIT /* /* Action 8 - Look at /* ================== /* ACTION: 8;IFOBJ SOBJ1;SAY There are some carvings that look like\text in a foreign language along the\side of the flute.;SETRF 4,3=1;EXIT ACTION: 8;IFOBJ SOBJ2;SAY I can't buy much with this,\that's for sure.;EXIT ACTION: 8;IFOBJ SOBJ3;SAY It contains mead of an\appallingly bad quality!;EXIT ACTION: 8;IFOBJ SOBJ4;SAY It is a thin, elastic string\made of some material that\is unknown to me.;EXIT ACTION: 8;IFOBJ SOBJ5;SAY This should make it\possible to get out\of here in some\way or other!;EXIT /* /* END of section file