// ****************************************************************************
//
// Logic 51: Inside the Gates to the Castle
//
// ****************************************************************************

#include "defines.txt"

if (new_room) {
  load.pic(room_no);
  draw.pic(room_no);
  discard.pic(room_no);
  set.horizon(1);



// Check what room the player came from and position them on the
// screen accordingly here, e.g:
/* if (prev_room_no == 44) {
     position(ego,44,72);
     ego_dir = 5;
 }*/

  load.view(2);
  if (is_zombie) {
      load.view(103);
      load.view(129);
      }

  animate.obj(o1); //vase
  load.view(112);
  set.view(o1,112);
  position(o1,105,97);
  draw(o1);

  load.sound(14);
  sound(14, sound_flag);

  draw(ego);
  show.pic();
}

if (said("look")) {
  print("You are inside the gate to the castle.");
}

if ((said("look","ladder") ||
     said("climb","ladder"))) {
          print("It looks sturdy enough.  Just push up or down when you're centered on the ladder to climb.");
          }

if ((said("look","statue") ||
     said("push","statue") ||
     said("get","statue"))) {
          print("There are some creepy statues here, and as much as you'd like them out of the way, they are firmly cemented to the floor.");
          }

if ((said("look","door") ||
     said("look","hole"))) {
          print("Deep in the darkness, you see tiny, dancing lights.  From within, you hear the cries of the mad!");
          }

if (said("jump")) {
    print("This is a non-jumping game.");
    }

if (!is_zombie) {
  if (ego_on_water) {
      set.view(ego,2);
      }
  else {
      set.view(ego,0);
      }
  }
else {
  if (ego_on_water) {
     set.view(ego, 129);
     }
  else {
     set.view(ego, 103);
     }
  }

if (ego_touching_signal_line) {  // ego touching signal line
  new.room(54);
}

if (ego_edge_code == right_edge) {   // ego touching right edge of screen
  new.room(52);
}

if (ego_edge_code == left_edge) {//ego touching left edge of screen
  new.room(50);
  }

if (sound_flag) {
    sound(14, sound_flag);
    }

return();