// ****************************************************************
//
// Logic 3: Logic.003
//
// ****************************************************************

#include "defines.txt"

  if (new_room)
{
  load.pic(room_no);
  draw.pic(room_no);
  discard.pic(room_no);
  set.horizon(100);

if(!has("key"))
{
animate.obj(o4);
load.view(6);
set.view(o4,6);
set.loop(o4,0);
set.cel(o4,0);
position(o4,75,135);
set.priority(o4,13);
ignore.objs(o4);
stop.cycling(o4);
draw(o4);
}
else {
}
//ADD ADDITIONAL INITIALIZATION CODE HERE

  if (prev_room_no == 2)
  {
    position(o0, 2, 140);
  }

  if (prev_room_no == 4)
  {
    position(o0, 74, 167);
  }

if (prev_room_no == 10)
  {
    position(o0, 145, 146);
  }
  draw(o0);
  show.pic();
}


if (ego_edge_code == right_edge)
{
  //ADD ADDITIONAL RIGHT EXIT CODE HERE
  new.room(10);
}

if (ego_edge_code == bottom_edge)
{
  //ADD ADDITIONAL BOTTOM EXIT CODE HERE
  new.room(4);
}

if (ego_edge_code == left_edge)
{

  //ADD ADDITIONAL LEFT EXIT CODE HERE
  new.room(2);
}

if (f2 && unknown_word_no == 0 && !input_parsed)
{  if (said("look"))
  {
    print("You appear to be in a park.");
}
if(said("climb","tree"))
  {
   print("You dont need to climb it!");
}
if(said("climb","fence"))
  {
   print("You dont need to climb it!");
}
if(said("sit","down"))
  {
   print("You dont need sit now!");

}
    if (said("get","key")) {
      if (posn(o0,64,126,103,150)) {
        if (!has("key")) {
          get("key");
          load.sound(31);
          sound(31,f16);
          erase(o4);
          print("You pick up the shiny brass key.");
          v3 += 3;
        }
        else {
          print("You already have it.");
        }
      }
      else {
       print("Get closer.");
     }
    }
   }


return();