ROOM chauvn
{1
title inside the dragons' house
     BACK ..\CHAL_IN\I2312.PCX
     MASK ..\CHAL_IN\DEF\I2311.MSK
     MAP ..\CHAL_IN\DEF\I2311.MAP
  persp0 0.784
  perspstep 0.0015
  init
   labels kazani tresem topime vaha
    if(gate=7) tresem
    if(gate=4) vaha
    if(gate=5) vaha
    if(gate=6) vaha
    loadmusic "..\midi\music16.mid"
    startmusic
    if(gate=2) topime
    if(gate=3) kazani
    exit
   label vaha
    stayon 148 168 vpravo
    exit
   label topime
     disablequickhero
     disablespeedtext
     loadmap "..\chal_in\def\outro2.map"
     stayon 268 144 vlevo
     load EvelOut "skace"
     load EvelOut "neskace"
     load EvelOut "sipka"
     load EvelOut "topi se"
     start EvelOut "skace"
     exit
   label tresem
    stayon 168 168 vlevo
    load mudr "z"
    start mudr "z"
    load mudr "potrasli"
    exit
   label kazani
    stayon 170 185 vlevo
    objstat away bert
    load oteckaze "mlci"
    load oteckaze "zlomil"
    load drakkaze "mlci"
    start oteckaze "mlci"
    start drakkaze "mlci"
  gplend

  {standardni prichod:}
  gate 1
    stayon 268 144 vlevo
    walkonplay 224 152 vlevo
  gplend
  {outro, topime hulku:}
  gate 2
    dialogue "eveloutr.txt"
    newroom outro0 1
  gplend
  {otec mi dava zlomenou varecku:}
  gate 3
    {zmizime otce z jeskyne:}
    objstat away herbert
    objstat away herb_telo
    objstat away herb_oko
    objstat away herb_ocas
    dialogue "herbert.txt"
    newroom dutina 5
  gplend
  gate 4
   justtalk
{   D:"No ne, ona byla fakt z čokolády!"
D: "Let us wait for five minutes,
    if it doesn't by chance
    emerge."
D: "But I'm really not sure if it's dead.
    The soup is so thick that
    I can't see anything under the surface."
   juststay
   newroom outro0 2
  gplend
  gate 5
    justtalk
D: "Does the wand have gills? That's the question!"
D: "Maybe I should have chopped it up
    before boiling ..."
    juststay
   newroom outro0 3
  gplend
  gate 6
    justtalk
D: "I simply can't believe that it's dead!"
    juststay
   newroom outro0 4
  gplend
  gate 7
    justtalk
D: "The doctor examined the soup
    and pronounced it dead!"
    objstat away bert
    load mudr "treseme"
    startplay mudr "treseme"
    start mudr "potrasli"
    quitgame
  gplend

  canuse (isactico(i_nocnik))
  use
   labels nemuzeme muzeme ph29 ph37 ph46 ph56 ph69
    justtalk
D: "Perhaps the fly would come out from the pot ..."
    juststay
    walkonplay 96 164 vlevo
    mark
    load bert "nocnik_vytah"
    load bert "nocnik_ceka"
    load moucha "leti"
    load bert "nocnik_schov"
    startplay bert "nocnik_vytah"
    start bert "nocnik_ceka"
    startplay moucha "leti"
    start moucha "uvizla"
    startplay bert "nocnik_schov"
    start bert "kour-vlevo"
    release
    walkonplay 92 164 vlevo
    icostat off i_nocnik
   label nemuzeme
    if ( (actphase(pavouk)=12) ) muzeme
    if ( (actphase(pavouk)=29) ) ph29
    if ( (actphase(pavouk)=37) ) ph37
    if ( (actphase(pavouk)=46) ) ph46
    if ( (actphase(pavouk)=56) ) ph56
    if ( (actphase(pavouk)=69) ) ph69
    play
    goto nemuzeme
   label ph29
    load pavouk "29 to 12"
    startplay pavouk "29 to 12"
    goto muzeme
   label ph37
    load pavouk "37 to 12"
    startplay pavouk "37 to 12"
    goto muzeme
   label ph46
    load pavouk "46 to 12"
    startplay pavouk "46 to 12"
    goto muzeme
   label ph56
    load pavouk "56 to 12"
    startplay pavouk "56 to 12"
    goto muzeme
   label ph69
    load pavouk "69 to 12"
    startplay pavouk "69 to 12"
   label muzeme
    load pavouk "spousti nit"
    startplay pavouk "spousti nit"
    load pavouk "vraci se"
    objstat_on chauvn_nit chauvn
    load chauvn_nit "pada"
    start chauvn_nit "pada"
    startplay pavouk "vraci se"
    start pavouk "leze"
    start chauvn_nit "zakladni"
  gplend



ROOM dutina
{2
title at the hollow tree
     BACK ..\DUTINA\DUTL7.PCX
     MASK ..\DUTINA\DEF\DUTL7.MSK
     MAP ..\DUTINA\DEF\DUTL7.MAP
     music ..\midi\music2.mid
  persp0 0.434615384
  perspstep 0.002884615
  init
   labels gate1
    startmusic
    if(gate=1) gate1
    exit
   label gate1
    stayon 120 178 vpravo
  gplend
  {na ESC z intra:}
  gate 1
    justtalk
D: "Hmm, Evelyn is
    nowhere to be found."
    juststay
  gplend
  {odshora:}
  gate 2
    stayon 340 160 vlevo
    walkonplay 292 160 vlevo
  gplend
  {odspod:}
  gate 3
    stayon 340 196 vlevo
    walkonplay 256 196 vlevo
  gplend
  {odleva:}
  gate 4
    stayon -32 168 vpravo
    walkonplay 24 168 vpravo
  gplend
  {po navratu otce domu:}
  gate 5
    stayon -32 168 vpravo
    walkonplay 24 168 vpravo
    justtalk
D: "And now to deal with Evelyn."
D: "I wonder where she is?"
    juststay
  gplend


ROOM hory
{3
title in the mountains
 BACK ..\HORY\HORY13.PCX
 MASK ..\HORY\DEF\HORY12.MSK
 MAP ..\HORY\DEF\HORY12.MAP
music ..\midi\music11.mid
  persp0 -0.53125
  perspstep 0.0078125
  init
   labels gate2
    startmusic
    if(gate=2) gate2
    exit
   label gate2
    stayon 240 170 vlevo
  gplend
  {standardni:}
  gate 1
    stayon -28 184 vpravo
    walkonplay 24 184 vpravo
  gplend
  {kdyz se vracim po odvanuti mraku:}
  gate 2
  gplend
  {list spustime jedine kdyz uz vime o spikovniku:}
  canuse (isactico(i_list)and(prozkoumal_oblohu=1)and isobjaway(stromek_kym))
  use immediately
    walkonplay 228 176 vlevo
    load bert "list_vytahuj"
    startplay bert "list_vytahuj"
    icostat off i_list
    {pusti po vetru list:}
    objstat_on hory_list hory
    start hory_list "lita"
    load bert "list_schova"
    startplay bert "list_schova"
    start bert "kour-vlevo"
  gplend




ROOM hospuvn
{4
title inside the pub
     BACK ..\HOSP_IN\GASTOK2.PCX
     MASK ..\HOSP_IN\DEF\GASTOK.MSK
     MAP ..\HOSP_IN\DEF\GASTOK.MAP
music ..\midi\music5.mid
  persp0 0.4444444
  perspstep 0.0027777
  init
    startmusic
  gplend
  gate 1
    stayon -32 188 vpravo
    walkonplay 24 188 vpravo
  gplend




ROOM hospven
{5
title in front of the pub
     BACK ..\HOSP_OUT\HOSPODA2.pcx
     MASK ..\HOSP_OUT\DEF\HOSPODA.MSK
     MAP ..\HOSP_OUT\DEF\HOSPODA.MAP
  persp0 -0.225
  perspstep 0.00625
music ..\midi\music5.mid
  init
   labels hospven_treti hospven_ctvrta namape
    startmusic
    if(new_hospa>2) namape
    let new_hospa (1)
   label namape
    if (gate=4) hospven_ctvrta
    start hospven_dvere "zavrene"
    if (gate=3) hospven_treti
    exit
   label hospven_treti
    stayon 168 196 vpravo
    exit
   label hospven_ctvrta
    stayon 120 140 vlevo
  gplend
  {leva:}
  gate 1
    stayon -12 128 vpravo
    walkonplay 28 128 vpravo
  gplend
  {prava:}
  gate 2
    stayon 328 128 vlevo
    walkonplay 292 128 vlevo
  gplend
  {spodni:}
  gate 3
  gplend
  {z hospody:}
  gate 4
    load hospven_dvere "zavirani"
    startplay hospven_dvere "zavirani"
    start hospven_dvere "zavrene"
  gplend





ROOM hraduvn
{6
title the castle corridor
     BACK ..\HRAD_IN\HRAD34.PCX
     MASK ..\HRAD_IN\DEF\HRAD34.MSK
     MAP ..\HRAD_IN\DEF\HRAD34.MAP
music ..\midi\music1.mid
  persp0 -1.45
  perspstep 0.0125
  init
   labels ne_skrini nedvere z_hodovny
    startmusic
    if (hradni_dvere>0) nedvere
    let hradni_dvere (1)
   label nedvere
    if (gate!=1) ne_skrini
    stayon 228 164 vlevo
    exit
   label ne_skrini
    start hr_skrin "otevrene"
    if(gate=3) z_hodovny
    exit
   label z_hodovny
    stayon 136 156 vpravo
  gplend
  {ze skrine:}
  gate 1
    load hr_skrin "otvirani"
    startplay hr_skrin "otvirani"
    start hr_skrin "otevrene"
    walkonplay 196 164 vlevo
  gplend
  {z kuchyne:}
  gate 2
    stayon 196 148 vlevo
    walkonplay 176 156 vlevo
  gplend
  {z hodovny:}
  gate 3
{   stayon 156 148 vlevo
{   walkonplay 156 156 vpravo
  gplend




ROOM hradven
{7
title in front of the castle
     BACK ..\HRAD_OUT\CHAT09.PCX
     MASK ..\HRAD_OUT\DEF\CHAT09.MSK
     MAP ..\HRAD_OUT\DEF\CHAT09.MAP
music ..\midi\music4.mid
  persp0 -1.49999999
  perspstep 0.010714285
  init
   labels hradven_gate2 hnamape
   startmusic
    if(new_hrad>1) hnamape
    let new_hrad (1)
   label hnamape
    if (gate=2) hradven_gate2
    stayon 116 196 vpravo
    exit
   label hradven_gate2
  gplend
   {standardni prichod:}
  gate 1
  gplend
   {situacka s troubenim:}
  gate 2
    dialogue "trubac.txt"
{    newroom parezy 2
    popnewroom
  gplend




ROOM jesuvn
{8
title inside the cave
     BACK ..\JES_IN\JESKBACK.PCX
     MASK ..\JES_IN\DEF\JESKBACK.MSK
     MAP ..\JES_IN\DEF\JESKBACK.MAP
music ..\midi\music13.mid
  persp0 0.0576923
  perspstep 0.004807692
  init
    startmusic
    stayon 132 152 vpravo
  gplend
  gate 1
    walkonplay 88 152 vlevo
  gplend




ROOM JesVen
{9
title outside the cave
     BACK ..\JES_OUT\OUTCAVOK.pcx
     MASK ..\JES_OUT\DEF\OUTCAVOK.MSK
     MAP ..\JES_OUT\DEF\OUTCAVOK.MAP
     music ..\midi\music4.mid
     persp0 -0.27826
     perspstep 0.006521

   init
    labels gate1
     startmusic
     let vim_o_rytiri (1)
     if (gate=1) gate1
     stayon 100 152 vpravo
     exit
    label gate1
     stayon 56 196 vpravo
   gplend

   gate 1
   gplend

   gate 2
     {z jeskyne}
     walkonplay 150 180 vlevo
   gplend




ROOM komous
{10
title by the comedian
     BACK ..\KOMOUS\KOM28.PCX
     MASK ..\KOMOUS\DEF\KOM26.MSK
     MAP ..\KOMOUS\DEF\KOM26.MAP
music ..\midi\music14.mid
  persp0 0.08125
  perspstep 0.0046875
  init
   labels namape
    startmusic
    if(new_komous>2) namape
    let new_komous (1)
   label namape
  gplend
  gate 1
    stayon 340 196 vlevo
    walkonplay 292 196 vlevo
  gplend




ROOM kuch
{11
title the castle kitchen
     BACK ..\KUCHYNE\KU59.PCX
     MASK ..\KUCHYNE\DEF\KU57.MSK
     MAP ..\KUCHYNE\DEF\KU57.MAP
music ..\midi\music1.mid
  persp0 0.24615
  perspstep 0.003846
  init
    startmusic
  gplend
  gate 1
    stayon -24 196 vpravo
    walkonplay 28 196 vpravo
  gplend


ROOM LenUvnitr
{12
title inside the idler's house
     BACK ..\LENOCH_I\LE10.pcx
     MASK ..\LENOCH_I\DEF\LE09B.MSK
     MAP ..\LENOCH_I\DEF\LE09B.MAP
  init
   labels namape funguje
    if(new_lenoch>2) namape
    let new_lenoch (1)
   label namape
    stayon -25 190 vpravo
    if(stroj_funguje>=2) funguje
    loadmusic "..\midi\music3.mid"
    startmusic
    exit
   label funguje
    loadmusic "..\midi\music6.mid"
    startmusic
  gplend
  gate 1
    walkonplay 25 190 vpravo
  gplend


ROOM LenVenku
{13
title outside the idler's house
     BACK ..\LENOCH_O\LCL17.PCX
     MASK ..\LENOCH_O\DEF\LCL16.MSK
     MAP ..\LENOCH_O\DEF\LCL16.MAP
  persp0 0.03125
  perspstep 0.0046875
  init
   labels funguje
    if(stroj_funguje>=2) funguje
    loadmusic "..\midi\music3.mid"
    startmusic
    exit
   label funguje
    loadmusic "..\midi\music6.mid"
    startmusic
  gplend
  {od lesa:}
  gate 1
    stayon -32 196 vpravo
    walkonplay 24 196 vpravo
  gplend
  {z baraku:}
  gate 2
    stayon 156 164 vlevo
    walkonplay 124 172 vlevo
  gplend




ROOM leskriz
{14
title the forest intersection
     BACK ..\LES_KRIZ\LESKRIZ4.PCX
     MASK ..\LES_KRIZ\DEF\LESKRIZ2.MSK
     MAP ..\LES_KRIZ\DEF\LESKRIZ2.MAP
music ..\midi\music17.mid
  persp0 0.166666666
  perspstep 0.00416666
  init
    startmusic
  gplend
  gate 1
    {odleva}
    stayon -8 164 vpravo
    walkonplay 44 164 vpravo
  gplend
  gate 2
    {odshora}
    stayon 224 128 vlevo
    walkonplay 188 136 vlevo
  gplend
  gate 3
    {odprava}
    stayon 344 196 vlevo
    walkonplay 292 196 vlevo
  gplend
  canuse (isactico(i_jablko))
  use
    walkonplay 132 172 vpravo
    icostat off i_jablko
    objstat_on leskriz_jablko leskriz
    start leskriz_jablko "zakladni"
  gplend




ROOM lesleno
{15
title the path in the forest|towards to idler
     BACK ..\LES_LENO\CENLEL07.PCX
     MASK ..\LES_LENO\DEF\CENLEL07.MSK
     MAP ..\LES_LENO\DEF\CENLEL07.MAP
music ..\midi\music17.mid
  init
    startmusic
  gplend
  {zleva= z krizovatky}
  gate 1
    stayon -40 196 vpravo
    walkonplay 32 196 vpravo
  gplend
  {zprava= od lenocha}
  gate 2
    stayon 332 156 vlevo
    walkonplay 268 156 vlevo
  gplend



ROOM map
{16
title the map
     BACK ..\MAPA\MAPAPRA4.PCX
     MASK ..\MAPA\DEF\MAPAPRAZ.MSK
     MAP ..\MAPA\DEF\MAPAPRAZ.MAP
  HERO OFF
  MOUSE ON
  init
   labels an_loop an_dom an_dut an_hor an_hos an_kom an_myt an_zid an_par an_len an_obr an_hra an_mos an_skr an_sip an_jes
   label an_loop
    if(new_domek=1) an_dom
    if(new_dutina=1) an_dut
    if(new_hory=1) an_hor
    if(new_hospa=1) an_hos
    if(new_komous=1) an_kom
    if(new_mytina=1) an_myt
    if(new_zidle=1) an_zid
    if(new_parezy=1) an_par
    if(new_lenoch=1) an_len
    if(new_obr=1) an_obr
    if(new_hrad=1) an_hra
    if(new_most=1) an_mos
    if(new_sipek=1) an_sip
    if(new_skreti=1) an_skr
    if(new_jeskyn=1) an_jes
    exit
   label an_dom
    objstat_on map_domek map
    start map_domek "z"
    let new_domek (2)
    goto an_loop
   label an_dut
    objstat_on map_dutina map
    start map_dutina "z"
    let new_dutina (2)
    goto an_loop
   label an_hor
    objstat_on map_hory map
    start map_hory "z"
    let new_hory (2)
    goto an_loop
   label an_hos
    objstat_on map_hospa map
    start map_hospa "z"
    let new_hospa (2)
    goto an_loop
   label an_kom
    objstat_on map_komous map
    start map_komous "z"
    let new_komous (2)
    goto an_loop
   label an_myt
    let new_mytina (2)
    goto an_loop
    objstat_on map_mytina map
    start map_mytina "z"
    let new_mytina (2)
    goto an_loop
   label an_zid
    objstat_on map_zidle map
    start map_zidle "z"
    let new_zidle (2)
    goto an_loop
   label an_par
    objstat_on map_parezy map
    start map_parezy "z"
    let new_parezy (2)
    goto an_loop
   label an_len
    objstat_on map_lenoch map
    start map_lenoch "z"
    let new_lenoch (2)
    goto an_loop
   label an_obr
    objstat_on map_obr map
    start map_obr "z"
    let new_obr (2)
    goto an_loop
   label an_hra
    objstat_on map_hrad map
    start map_hrad "z"
    let new_hrad (2)
    goto an_loop
   label an_mos
    objstat_on map_most map
    start map_most "z"
    let new_most (2)
    goto an_loop
   label an_sip
    objstat_on map_sipek map
    start map_sipek "z"
    let new_sipek (2)
    goto an_loop
   label an_skr
    objstat_on map_skreti map
    start map_skreti "z"
    let new_skreti (2)
    goto an_loop
   label an_jes
    objstat_on map_jeskyn map
    start map_jeskyn "z"
    let new_jeskyn (2)
    goto an_loop
  gplend
  gate 1
   labels vz_loop vz_dom vz_dut vz_hor vz_hos vz_kom vz_myt vz_zid vz_par vz_len vz_obr vz_hra vz_mos vz_skr vz_sip vz_jes
   label vz_loop
    if(new_domek=2) vz_dom
    if(new_dutina=2) vz_dut
    if(new_hory=2) vz_hor
    if(new_hospa=2) vz_hos
    if(new_komous=2) vz_kom
    if(new_mytina=2) vz_myt
    if(new_zidle=2) vz_zid
    if(new_parezy=2) vz_par
    if(new_lenoch=2) vz_len
    if(new_obr=2) vz_obr
    if(new_hrad=2) vz_hra
    if(new_most=2) vz_mos
    if(new_sipek=2) vz_sip
    if(new_skreti=2) vz_skr
    if(new_jeskyn=2) vz_jes
    exit
   label vz_dom
    load map_jisk "domek"
    startplay map_jisk "domek"
    let new_domek (3)
    goto vz_loop
   label vz_dut
    load map_jisk "dutina"
    startplay map_jisk "dutina"
    let new_dutina (3)
    goto vz_loop
   label vz_hor
    load map_jisk "hory"
    startplay map_jisk "hory"
    let new_hory (3)
    goto vz_loop
   label vz_hos
    load map_jisk "hospa"
    startplay map_jisk "hospa"
    let new_hospa (3)
    goto vz_loop
   label vz_kom
    load map_jisk "komous"
    startplay map_jisk "komous"
    let new_komous (3)
    goto vz_loop
   label vz_myt
    let new_mytina (3)
    goto vz_loop
    load map_jisk "mytina"
    startplay map_jisk "mytina"
    let new_mytina (3)
    goto vz_loop
   label vz_zid
    load map_jisk "zidle"
    startplay map_jisk "zidle"
    let new_zidle (3)
    goto vz_loop
   label vz_par
    load map_jisk "parezy"
    startplay map_jisk "parezy"
    let new_parezy (3)
    goto vz_loop
   label vz_len
    load map_jisk "lenoch"
    startplay map_jisk "lenoch"
    let new_lenoch (3)
    goto vz_loop
   label vz_obr
    load map_jisk "obr"
    startplay map_jisk "obr"
    let new_obr (3)
    goto vz_loop
   label vz_hra
    load map_jisk "hrad"
    startplay map_jisk "hrad"
    let new_hrad (3)
    goto vz_loop
   label vz_mos
    load map_jisk "most"
    startplay map_jisk "most"
    let new_most (3)
    goto vz_loop
   label vz_sip
    load map_jisk "sipek"
    startplay map_jisk "sipek"
    let new_sipek (3)
    goto vz_loop
   label vz_skr
    load map_jisk "skreti"
    startplay map_jisk "skreti"
    let new_skreti (3)
    goto vz_loop
   label vz_jes
    load map_jisk "jeskyn"
    startplay map_jisk "jeskyn"
    let new_jeskyn (3)
    goto vz_loop
  gplend




ROOM most
{17
title the bridge
     BACK ..\MOST\mostik3.pcx
     MASK ..\MOST\DEF\MOSTIK3.MSK
     MAP ..\MOST\DEF\MOSTIK3.MAP
  music ..\midi\music15.mid
  persp0 0.267973856
  perspstep 0.003734827
  init
   labels gate2 mnamape gate4
    startmusic
    if(new_most>1) mnamape
    let new_most (1)
   label mnamape
    if(gate=2) gate2
    if(gate=4) gate4
    exit
   label gate2
    stayon 284 68 vpravo
    exit
   label gate4
    load most_sipkar "mluvipred"
    start most_sipkar "mluvipred"
  gplend
  {od sipkarovy chalupy:}
  gate 1
    stayon -32 180 vpravo
    walkonplay 24 180 vpravo
  gplend
  {od hradu:}
  gate 2
  gplend
  {od trola:}
  gate 3
    stayon 340 76 vlevo
    walkonplay 308 76 vlevo
  gplend
  {incident:}
  gate 4
   {incident probehne kdyz jdu od dutiny na mytinu
    dialogue "incident.txt"
{    newroom myt 3
    popnewroom
  gplend



ROOM mrav
{18
title the forest with the ant-hill
     BACK ..\MRAVENEC\MRA11B.PCX
     MASK ..\MRAVENEC\DEF\MRA11B.MSK
     MAP ..\MRAVENEC\DEF\MRA11B.MAP
  music ..\midi\music12.mid
  persp0 0.02
  perspstep 0.005
  init
    startmusic
  gplend
  {odleva (dutina):}
  gate 1
    stayon -32 156 vpravo
    walkonplay 12 156 vpravo
  gplend
  {odprava (zidle:}
  gate 2
    stayon 340 196 vlevo
    walkonplay 260 192 vlevo
  gplend




ROOM myt
{19
title the clearing
     BACK ..\MYTINA\MYT13.PCX
     MASK ..\MYTINA\DEF\MYT12B.MSK
     MAP ..\MYTINA\DEF\MYT12B.MAP
  music ..\midi\music2.mid
  persp0 -0.566666666
  perspstep 0.0083333333
  init
   labels myt_gate23 namape
    startmusic
    if(new_mytina>1) namape
    let new_mytina (1)
   label namape
    if (gate!=1) myt_gate23
    stayon 116 120 vpravo
   label myt_gate23
  gplend
  {od trola:}
  gate 1
  gplend
  {od hospody:}
  gate 2
    stayon -32 164 vpravo
    walkonplay 16 164 vpravo
  gplend
  {z lesa:}
  gate 3
    stayon 300 180 vlevo
    walkonplay 232 180 vlevo
  gplend



ROOM ObrUvnitr
{20
title inside the Giant's house
     BACK ..\obr_in\bobr39.pcx
     MASK ..\obr_in\DEF\BOBR25H3.MSK
     MAP ..\obr_in\DEF\BOBR25H3.MAP
   music ..\midi\music7.mid
     PERSP0 0.83
     PERSPSTEP 0
     HERO ON
     MOUSE ON
     INIT
       startmusic
       STAYON 140 150 vlevo
     GPLEND
     GATE 1
       LOAD obr_uvnitr_dvere "zavirani"
       WALKON 100 170 vlevo
       STARTPLAY obr_uvnitr_dvere "zavirani"
     GPLEND
     CANUSE (0)
     USE
     GPLEND



ROOM ObrVenku
{21
title outside the Giant's house
     BACK ..\OBR_OUT\OBR11.PCX
     MASK ..\OBR_OUT\DEF\OBR09.MSK
     MAP ..\OBR_OUT\DEF\OBR09.MAP
     music ..\midi\music7.mid
     PERSP0 0.70
     PERSPSTEP 0
     HERO ON
     MOUSE ON
     INIT
       startmusic
       STAYON -20 185 vlevo
     GPLENd
     GATE 1
       walkon 20 185 vpravo
     gplend
     GATE 2
       LOAD obrvenku_dvere "otvirame"
       stayon 123 161 vlevo
       WALKON 100 170 vlevo
       STARTPLAY obrvenku_dvere "otvirame"
       start obrvenku_dvere "otevrene"
     GPLEND


ROOM parezy
{22
title old stumps
     BACK ..\PAREZY\PL8.PCX
     MASK ..\PAREZY\DEF\PL8.MSK
     MAP ..\PAREZY\DEF\PL8.MAP
  music ..\midi\music4.mid
  init
   labels gate1
    startmusic
    if(gate=1) gate1
    stayon 148 176 vpravo
    objstat away bert
   label gate1
  gplend
  {z mapy:}
  gate 1
    stayon -32 180 vpravo
    walkonplay 32 180 vpravo
  gplend
  {z diry:}
  gate 2
    load bert "skace_ven"
    startplay bert "skace_ven"
    load bert "dobrej-pravo"
    startplay bert "dobrej-pravo"
    start bert "kour-pravo"
  gplend



ROOM sipdumuvn
{23
title inside the darter's house
     BACK ..\SIPDUM_I\FIB02.PCX
     MASK ..\SIPDUM_I\DEF\FIB02.MSK
     MAP ..\SIPDUM_I\DEF\FIB02.MAP
  music ..\midi\music17.mid
  persp0 0.44318
  perspstep 0.00284
  init
    startmusic
    stayon 350 196 vpravo
  gplend
  gate 1
    walkonplay 296 196 vlevo
  gplend




ROOM sipdumven
{24
title outside the darter's house
     BACK ..\SIPDUM_O\SIPDUM04.PCX
     MASK ..\SIPDUM_O\DEF\SIPDUM01.MSK
     MAP ..\SIPDUM_O\DEF\SIPDUM01.MAP
  music ..\midi\music17.mid
  persp0 -0.382352941
  perspstep 0.007352941
  init
   labels sipdumven_gate3
    startmusic
    if(gate=3) sipdumven_gate3
    exit
   label sipdumven_gate3
    stayon 192 148 vlevo
  gplend
  {od draciho domku:}
  gate 1
    stayon 344 188 vlevo
    walkonplay 292 188 vlevo
  gplend
  {od mostu:}
  gate 2
    stayon 188 120 vlevo
    walkonplay 168 120 vlevo
  gplend
  {z domku:}
  gate 3
  gplend



ROOM sipek
{25
title the Darttree
     BACK ..\sipek\borjas.PCX
     MASK ..\SIPEK\DEF\BORJAS.MSK
     MAP ..\SIPEK\DEF\BORJAS.MAP
  music ..\midi\music2.mid
  persp0 1
  perspstep 0
  init
    let prozkoumal_oblohu (1)
    startmusic
  gplend
  {standardni vchod:}
  gate 1
    stayon -36 196 vpravo
    walkonplay 24 196 vpravo
  gplend
  {situacka- prilet vetru, odvanuti mraku:}
  gate 2
   labels padaji ven
    mark
    load sipek_vitr "leti"
    startplay sipek_vitr "leti"
    release
    mark
    load sipek_obl "vyjasneni"
    startplay sipek_obl "vyjasneni"
    release
    objstat_on sipek_jas sipek
  { mensi chybka je, ze sipek_jas byl away, takze jasnou zatim dame do zatazene...
    load sipek_obl "jasna"
    start sipek_obl "jasna"

  {zapneme spravne sipky:}
    if(isobjon(sip1zel)) padaji
  {rostou:}
    objstat_on sip1zel sipek
    objstat_on sip2zel sipek
    load sip1zel "roste"
    load sip2zel "roste"
    startplay sip2zel "roste"
    start sip2zel "z"
    startplay sip1zel "roste"
    start sip1zel "z"
    goto ven
   label padaji
  {padaji:}
    objstat_on sip1cer sipek
    objstat_on sip2cer sipek
    load sip1cer "pada"
    load sip2cer "pada"
    objstat away sip2zel
    startplay sip2cer "pada"
    start sip2cer "z"
    objstat away sip1zel
    startplay sip1cer "pada"
    start sip1cer "z"
   label ven
    objstat away sipek_obl
  {vypneme aji lit v horach:}
    objstat away hory_list
    newroom hory 2
  gplend

ROOM skreti
{26
title the goblins|in the forest
  BACK ..\SKRETI\skretiok.PCX
  MASK ..\SKRETI\DEF\SKRBOSEJ.MSK
  MAP ..\SKRETI\DEF\SKRBOSEJ.MAP
  music ..\midi\music12.mid
  persp0 0.4
  perspstep 0.003
  init
   labels novypajzl
    startmusic
    stayon 16 160 vpravo
    if(isobjaway(hpajzl)) novypajzl
    exit
   label novypajzl
    objstat_on hpajzl hospuvn
    objstat_on hpajzl_hlava hospuvn
  gplend
  gate 1
    walkonplay 50 160 vpravo
  gplend




ROOM lestrol
{27
title in the forest|by the Troll
     BACK ..\TROL\TRODL15.PCX
     MASK ..\TROL\DEF\trodl14.MSK
     MAP ..\TROL\DEF\TRODL14.MAP
  music ..\midi\music15.mid
  persp0 0.135294
  perspstep 0.004411764
  init
    startmusic
  gplend
  {od mostu:}
  gate 1
    stayon -12 132 vpravo
    walkonplay 8 132 vpravo
  gplend
  {od mytiny:}
  gate 2
    stayon 340 192 vlevo
    walkonplay 304 192 vlevo
  gplend


ROOM zid
{28
title the lea with chairs
     BACK ..\ZIDLE\sydle4.PCX
     MASK ..\ZIDLE\DEF\LYDLE6.MSK
     MAP ..\ZIDLE\DEF\LYDLE6.MAP
  music ..\midi\music12.mid
  persp0 0.02
  perspstep 0.005
  INIT
   labels namape
    startmusic
    if(new_zidle>2) namape
    let new_zidle (1)
   label namape
  gplend
  gate 1
    stayon 0 164 vpravo
    walkonplay 40 164 vpravo
  gplend
  canuse (isactico(i_pivo)and(hradni_dvere=2))
  use immediately
    walkonplay 80 196 vpravo
    load bert "pivo_vytah"
    load bert "pivo_mluvi"
    load bert "pivo_leje"
    startplay bert "pivo_vytah"
    start bert "pivo_mluvi"
D: "You may remember
    when I told you I was a boyscout."
D: "I forgot to add I'm also
    a beerscout (snicker) ..."
D: "Let's see if this works. Cheers!"
    startplay bert "pivo_leje"
    start bert "kour-pravo"
    icostat off i_pivo
    let hradni_dvere (3)
  gplend

ROOM chaven
{29
title in front of the dragons' house
     BACK ..\CHAL_OUT\VAR2.PCX
     MASK ..\CHAL_OUT\DEF\VAR2.MSK
     MAP ..\CHAL_OUT\DEF\VAR2.MAP
  music ..\midi\music16.mid
  persp0 1
  perspstep 0
  init
   labels chaven_gate3 chaven_gate2
    startmusic
    if(gate=3) chaven_gate3
    if(gate=2) chaven_gate2
    exit
   label chaven_gate3
    stayon 104 172 vlevo
    exit
   label chaven_gate2
    stayon 124 196 vlevo
  gplend
  {zleva:}
  gate 1
    stayon -40 180 vpravo
    walkonplay 24 180 vpravo
  gplend
  gate 2
  gplend
  gate 3
  gplend

ROOM hod
{30
title castle library
     BACK ..\HODOVNA\HODOVNA1.PCX
     MASK ..\HODOVNA\DEF\HODOVNA1.MSK
     MAP ..\HODOVNA\DEF\HODOVNA1.MAP
music ..\midi\music1.mid
persp0 -0.14619
perspstep 0.005847953
init
 labels zadnypingl hodgate2 hodgate3 hodgate4
  startmusic
  if(isobjon(pingl)) zadnypingl
  objstat_on pingl hospuvn
 label zadnypingl
  if(gate=2) hodgate2
  if(gate=3) hodgate3
  if(gate=4) hodgate4
  exit
 label hodgate2
  {vypneme zidli mimo:}
  let stary_stav_zidle (isobjon(hodzid_dobra))
  objstat off hodzid_dobra
  objstat off hodzid_blba
  objstat off hodzid
  {zapneme pritavenou zidli ke knihovne, atd...:}
  load bert "knihovna"
  load bert "knihovna2"
  start bert "knihovna"
  exit
 label hodgate3
  stayon 44 180 vpravo
  exit
 label hodgate4
  {zapneme jidlo:}
  objstat_on hodjidlo hod
  start hodjidlo "z"
  objstat_on hodrakev hod
  start hodrakev "z"
  {vypneme zidli mimo:}
  let stary_stav_zidle (isobjon(hodzid_dobra))
  objstat off hodzid_dobra
  objstat off hodzid_blba
  objstat off hodzid
  {zapneme zidli s hradnim panem:}
  objstat_on hrpan hod
  load hrpan "pojida"
  start hrpan "pojida"
gplend

{standardni prichod:}
gate 1
  stayon 340 196 vlevo
  walkonplay 280 184 vlevo
gplend

{situacka s vytahovanim knizky:}
gate 2
 labels oldgatedobra
{provedu situacku:}
  startplay bert "knihovna"
  start bert "knihovna2"

{bacha, vyskocim odtud do uplne jine mistnosti!!}
{dam to uz ted, protoze pak muzu vyskocit exitem
  icostat on i_pohadka
  objstat away pohadka
  let vim_o_pohadce (2)
  let nedosahnu_na_pohadku (2)
  newroom hod 3

{zpatky vrsek zidle:}
  objstat_on hodzid hod
{nastavime zpatky spodek zidle:}
  if(stary_stav_zidle=1) oldgatedobra
  objstat_on hodzid_blba hod
  exit
 label oldgatedobra
  objstat_on hodzid_dobra hod
gplend

{semhle vyskocim po situacce s vytahovanim knihy}
gate 3
  {je to v initu}
gplend

{situacka s jezenim gulase:}
gate 4
 labels oldgatedobra

  dialogue "pan.txt"

{bacha, vyskocim odtud do uplne jine mistnosti!!}
{dam to uz ted, protoze pak muzu vyskocit exitem
  newroom hradven 2

  {zpatky vrsek zidle:}
  objstat_on hodzid hod
  {nastavime zpatky spodek zidle:}
  if(stary_stav_zidle=1) oldgatedobra
  objstat_on hodzid_blba hod
  exit
 label oldgatedobra
  objstat_on hodzid_dobra hod

gplend



{***********************************************************************
{***********************************************************************
{************************ i n t r o ************************************
{***********************************************************************
{***********************************************************************

ROOM logo0
  escroom dutina
  TITLE
  BACK ..\logo0\vochlogo.PCX
{  MASK ..\logo0\DEF\logo0.MSK
  MAP ..\logo0\DEF\logo0.MAP
  HERO NO
  MOUSE NO
  init
  gplend
  gate 1
    fadepaletteplay 0 255 6
    newroom intro0 1
  gplend

ROOM logo1
  escroom dutina
title intro page nuber x
     BACK ..\logo1\logomask.PCX
{     MASK ..\logo1\DEF\logo1.MSK
     MAP ..\logo1\DEF\logo1.MAP
  HERO NO
  MOUSE NO
  init
  gplend
  gate 1
    startplay logo1_logo "nova2"
    { newroom logo0 1 #SR: 2006-05-28
    newroom intro0 1
  gplend

ROOM intro0
  escroom dutina
title intro page number x
     BACK ..\IN0\reinbac2.PCX
     MASK ..\IN0\DEF\TITLBACK.MSK
     MAP ..\IN0\DEF\TITLBACK.MAP
  music ..\midi\music16.mid
  HERO NO
  MOUSE NO
  init
    startmusic
  gplend
  gate 1
    mark
    load spotl "z1"
    load spotl "z2"
    load spotl "z"
    load spotdr "z"
    start opona_l "zatazena"
    start opona_r "zatazena"
    startplay spotl "z1"
    start spotl "z"
    startplay spotdr "z"
    startplay spotl "z2"
    release
    mark
    load opona_l "FLI-animace"
    load opona_r "FLI-animace"
    start opona_r "FLI-animace"
    startplay opona_l "FLI-animace"
    release
    dialogue "intro0.txt"
    newroom intro1 1
  gplend

ROOM intro1
  escroom dutina
title intro 1
     BACK ..\in1\in1back.PCX
     MASK ..\in1\DEF\I2311.MSK
     MAP ..\in1\DEF\I2311.MAP
  MOUSE NO
  init
   labels gate3 gate2
    if(gate=2) gate2
    if(gate=3) gate3
    load foto_cel "z"
    load foto_cel "z2"
    start foto_cel "z"
    exit
   label gate2
    load foto_roz "z"
    start foto_roz "z"
    load intr_ota "z"
    start intr_ota "z"
    exit
   label gate3
    stayon 268 144 vlevo
  gplend
  {foto:}
  gate 1
    dialogue "intro1.txt"
    newroom intro2 1
  gplend
  {otaznik:}
  gate 2
    dialogue "intro1b.txt"
    newroom intro2 2
  gplend
  {matka nas hubuje:}
  gate 3
    dialogue "intro1c.txt"
    newroom dutina 1
  gplend

ROOM intro2
  escroom dutina
     TITLE
     BACK ..\IN2\INTRO04F.PCX
     MASK ..\IN2\DEF\IN2.MSK
     MAP ..\IN2\DEF\In2.MAP
  MOUSE NO
  init
  gplend
  {hulka priskace:}
  gate 1
    dialogue "intro2.txt"
    newroom intro1 2
  gplend
  {hulka ukeca draka:}
  gate 2
    dialogue "intro2b.txt"
    newroom intro3 1
  gplend


ROOM intro3
  escroom dutina
title intro 3
     BACK ..\IN3\PIMP09.PCX
     MASK ..\IN3\DEF\PIMP09.MSK
     MAP ..\IN3\DEF\PIMP09.MAP
  MOUSE NO
init
  load intr_lout1 "mlci"
  load intr_lout1 "kamennej"
  start intr_lout1 "mlci"
  load intr_lout2 "schovanej"
  start intr_lout2 "schovanej"
gplend
gate 1
  dialogue "intro3.txt"
  newroom intro4 1
gplend

ROOM intro4
  escroom dutina
  TITLE
  BACK ..\in4\KOMintr.PCX
  MASK ..\KOMOUS\DEF\in4.MSK
  MAP ..\KOMOUS\DEF\in4.MAP
  persp0 0.08125
  perspstep 0.0046875
  MOUSE NO
  init
  gplend
  gate 1
    startplay intr_beverly "z"
    start intr_beverly "z2"
    newroom intro1 3
  gplend

{***********************************************************************
{***********************************************************************
{************************ o u t r o ************************************
{***********************************************************************
{***********************************************************************

ROOM outro0
title outro...
  BACK ..\outro\outro12.PCX
  MASK ..\outro\DEF\outro.MSK
  MAP ..\outro\DEF\outro.MAP
  music ..\midi\music9.mid
  HERO NO
  MOUSE NO
  init
    startmusic
  gplend
  gate 1
    load outrblesk "levej"
    startplay outrblesk "levej"
    newroom chauvn 4
  gplend
  gate 2
    load outrkour "zacina"
    startplay outrkour "zacina"
    newroom chauvn 5
  gplend
  gate 3
    load outrblesk "pravej"
    startplay outrblesk "pravej"
    newroom chauvn 6
  gplend
  gate 4
    disablespeedtext
    loadpalette "..\outro\outpal1.pcx"
    fadepalette 0 255 160
Titulek: "The Dragon History
          |is written by
          |Pavel Pospíšil"
Titulek: "The Dragon History
          |is written by
          |Pavel Pospíšil"
Titulek: "Programmed by
          |Lukáš Svoboda,
          Pavel Pospíšil,
          Robert Špalek"
Titulek: "Programmed by
          |Lukáš Svoboda,
          Pavel Pospíšil,
          Robert Špalek"
Titulek: "Graphics by
          |Pavel Jura,
          |Jakub Dvorský,
          Jan Pokorný"
Titulek: "Graphics by
          |Pavel Jura,
          |Jakub Dvorský,
          Jan Pokorný"
Titulek: "Music by
          |Radovan Kramář"
Titulek: "Music by
          |Radovan Kramář"
    load outrblesk "pravej"
    start outrblesk "pravej"
    loadpalette "..\outro\outpal2.pcx"
    fadepalette 0 255 128
Titulek: "Starring voices of ...
          |Gabriela Burianová, Jana Dvořáková,
          Iva Pazderková, Miloš Bednář, Jan Budař,
          Robert Kocián, Martin Kollár, Radovan Kramář,
          Pavel Šmíd, Pavel Vraný
          and others"
Titulek: "Starring voices of ...
          |Gabriela Burianová, Jana Dvořáková,
          Iva Pazderková, Miloš Bednář, Jan Budař,
          Robert Kocián, Martin Kollár, Radovan Kramář,
          Pavel Šmíd, Pavel Vraný
          and others"
Titulek: "Tested by
          |Martin Argaláš, Marek Floryán,
          Tomáš Rektor, Martin Weber
          and others"
Titulek: "Very special thanks to
          |Martin Sedlák"
Titulek: "Thanks to
          |Michal Dvorský, David Koblížek,
          Jarek Kolář, Martin Sajda"
Titulek: "Revived and cleaned up
          in 2006-2012 by
          |Robert Špalek"
Titulek: "English scripts proofread by
          |Tom Pietschmann"
    loadpalette "..\outro\outpal3.pcx"
    fadepalette 0 255 255
Titulek: "The Dragon History
          |(c) 1995 NoSense"
Titulek: "The Dragon History
          |(c) 1995 NoSense"
    enablespeedtext
Titulek: "The Dragon History
          |(c) 1995 NoSense"
Titulek: "The Dragon History
          |(c) 1995 NoSense"
    newroom chauvn 7
  gplend