LBA1:Zone types
In LBA 1 there are seven types of Zones (in the Type field of Zone data):
0. Cube Zones
These zones move player to another Scene and Grid.
Parameters:
- Info0: Target Scene index - is an index of the target Scene in the Scene.hqr file, starting with 0,
- Info1: Target Scene position - X - is the position of the player Actor in the target Scene (in Scene units),
- Info2: Target Scene position - Y,
- Info3: Target Scene position - Z.
The actual spawning point depends on the point in which player entered the source Zone. The point will be moved by the distance from the Zone's back-bottom corner to the point of player entry. This provides more natural way of passing between scenes. For example, if player enters the passage on the right side, he will appear in the target Scene at the right side of the passage. This causes problems when setting up a passage between Scenes, if one passage entry is aligned along X axis, and the other one is along Z axis. Cube Zones should always be 511 Scene units wide along the thinnest axis. Other widths may cause strange behaviour. Although 512 width seems to work well, original LBA Cube Zones are 511.
1. Camera Zones
Camera zones bind the camera to specific point of the Scene when player is inside the Zone. The point the camera is bound to is defined as number of Bricks from Scene starting point (Scene point [0, 0, 0]).
Parameters:
- Info1: Camera center - X,
- Info2: Camera center - Y,
- Info3: Camera center - Z.
2. Sceneric Zones
These Zones can be used in Actor Life Scripts (other Zones cannot). They have special Script index that each Sceneric Zone can be referenced by in the Scripts (with the ZONE(_OBJ) condition that test if particular Actor is inside a particular Sceneric Zone).
More than one Zone can have the same Script index, thus it is easy to set up several Zones to serve the same purpose. All Zones that have the same Script index will trigger condition if zone == xx.
Parameters:
- Info0: Script index.
3. Grid Zones
Grid Zones show an additional Fragment Grid (also called disappearring ceiling Grid) when player enters them, and hide it when player exits. This is commonly used to hide ceilings of particular rooms when player enters them, but can also serve other purposes.
Parameters:
- Info0: Index of the Fragment to show, which is index of the appropriate Grid in the lba_gri.hqr file decreased by Fragment offset (for LBA 1 it is a constant value of 120).
4. Bonus Zones
This type of Zone gives player a bonus when he uses Action while inside it.
Parameters:
- Info1: Bonus type flags - a bitfield value, of which the bits mean:
- bit 8: clover leaf,
- bit 7: small key,
- bit 6: magic,
- bit 5: life,
- bit 4: money,
If more than one type of bonus is selected, the actual type of bonus will be chosen randomly each time player uses Action.
- Info2: Amount of the bonus.
5. Text Zones
Text Zones display defined text message to the player when he uses Action while inside it. This is commonly used for road and building signs.
Parameters:
- Info0: Virtual index of the text entry.
6. Ladder Zones
This type of Zone creates a ladder in the wall fragment it covers.