// ****************************************************************************
//
// Logic 50: 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;
 }*/
  if (gate_switch) {
  load.view(2);
  animate.obj(o1); //barrier
  load.view(109);
  set.view(o1,109);
  position(o1,140,152);
  draw(o1);
  }

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

  animate.obj(o2); //vase
  load.view(112);
  set.view(o2,112);
  position(o2,19,97);
  draw(o2);

  load.sound(22);
  sound(22, 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","wall")) {
    print("It looks like this wall is set into a notch in the floor and is raised and lowered with some kind of gear system.");
    }

if (said("climb","wall")) {
    print("Hmmm, no, the sides are too slick.");
    }

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(44);
}

if (ego_edge_code == right_edge) {   // ego touching right edge of screen
  new.room(51);
}

if (ego_edge_code == left_edge) {//ego touching left edge of screen
  new.room(49);
  }

if (sound_flag) {
    sound(22, sound_flag);
    }

return();