// ****************************************************************
//
// Logic 10
//
// ****************************************************************

#include "defines.txt"
#define man o10

if (new_room)
{
  load.pic(room_no);
  draw.pic(room_no);
  discard.pic(room_no);
  set.horizon(13);

  if(has("sword")) {
  animate.obj(o10);
  load.view(23);
  set.view(o10,23);
  set.loop(o10,0);
  set.cel(o10,0);
  position(o10,25,149);
  ignore.horizon(o10);
  ignore.blocks(o10);
  ignore.objs(o10);
  draw(o10);
  }
  else {
  }

  //ADD ADDITIONAL INITIALIZATION CODE HERE

  if (prev_room_no == 3)
  {
    position(o0, 8, 88);
  }

  if (prev_room_no == 9)
  {
    position(o0, 78, 166);
  }

  if (prev_room_no == 12)
  {
    position(o0, 79, 19);
  }

  if (prev_room_no == 11)
  {
    position(o0, 158, 84);
  }

  draw(o0);
  show.pic();
}

if (ego_edge_code == horizon_edge)
{
  //ADD ADDITIONAL HORIZON EXIT CODE HERE
  new.room(12);
}

if (ego_edge_code == bottom_edge)
{
  //ADD ADDITIONAL BOTTOM EXIT CODE HERE
  new.room(9);
}

if (ego_edge_code == left_edge)
{
  //ADD ADDITIONAL LEFT EXIT CODE HERE
  new.room(3);
}

if (ego_edge_code == right_edge)
{
  //ADD ADDITIONAL RIGHT EXIT CODE HERE
  new.room(11);
}

if (said("look")) {
  print("You see a crossroads.");
}

if (said("speak")) {
  print("Do you have a sword?");
  print("Hint: Say YES or NO");
}

if (said("Yes")) {
  if(f89){
  print("You already fought him");
}
  else {
  program.control();
  erase(o0);
  animate.obj(o0);
  load.view(48);
  set.view(o0,48);
  set.cel(o0,0);
  set.loop(o0,0);
  position(o0,10,149);
  draw(o0);
  start.cycling(o0);
  move.obj(o0,21,149,1,f50);
  end.of.loop(o0,f50);
  load.view(49);
  load.view(50);
  load.sound(50);
  position(o10,25,149);
  set.view(o10,49);
  set.loop(o10,0);
  start.cycling(o10);
  set.dir(o0,v3);
  animate.obj(o10);
  animate.obj(o10);
  stop.cycling(o10);
  end.of.loop(o10,f51);
  set(f89);
}
}
if(f50) {
  erase(o0);
  animate.obj(o0);
  animate.obj(o0);
  animate.obj(o0);
  set.view(o0,0);
  get(i8);
  draw(o0);
  player.control();
}
if(f51) {
  erase(o10);
  start.cycling(o10);
  animate.obj(o10);
  animate.obj(o0);
  animate.obj(o0);
  stop.cycling(o10);
  load.view(50);
  set.view(o10,50);
  draw(o10);
}
if (said("no")) {
  print("Come see me when you do.");
}

return();