// ****************************************************************
//
// Logic 4
//
// ****************************************************************

#include "defines.txt"
if (new_room)
{
  load.pic(room_no);
  draw.pic(room_no);
  discard.pic(room_no);
  set.horizon(45);


animate.obj(o5);
load.view(9);
set.view(o5,9);
set.loop(o5,0);
position(o5,103,117);
set.priority(o5,12);
ignore.blocks(o5);
ignore.objs(o5);
draw(o5);

animate.obj(o7);
load.view(9);
set.view(o7,9);
set.loop(o7,1);
position(o7,136,143);
set.priority(o7,12);
ignore.blocks(o7);
ignore.objs(o7);
draw(o7);


animate.obj(o8);
load.view(15);
set.view(o8,15);
set.loop(o8,0);
position(o8,118,67);
set.priority(o8,7);
draw(o8);

if(has("sword")) {
erase(o8);
}
else {
if(!has("apple")) {
draw(o8);
 }
}

  //ADD ADDITIONAL INITIALIZATION CODE HERE

  if (prev_room_no == 3)
  {
    position(o0, 70, 50);
  }
  draw(o0);
  show.pic();
}

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

if (ego_edge_code == right_edge)
{
  //ADD ADDITIONAL RIGHT EXIT CODE HERE
  new.room(5);
}
if (f2 && unknown_word_no == 0 && !input_parsed)
{  if (said("look"))
  {
    print("You see a small waterfall and a cave to the right.");
}
 }

if (said("get","apple")) {
  if (!has("apple")) {
    if (posn(o0,111,51,132,78)) {
      get("apple");
      load.sound(32);
      sound(32,f16);
      erase(o8);
      print("You pick up the shiny red apple.");
      v3 += 3;
     }
    else {
      print("Get closer.");
    }
  } else {
    print("You already have it.");
  }
}

return();