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engines/chewy/rooms/room04.cpp
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161
engines/chewy/rooms/room04.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "chewy/cursor.h"
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#include "chewy/defines.h"
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#include "chewy/events.h"
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#include "chewy/globals.h"
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#include "chewy/room.h"
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#include "chewy/rooms/room04.h"
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#include "chewy/sound.h"
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namespace Chewy {
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namespace Rooms {
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#define HAND_NORMAL 68
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#define HAND_CLICK 69
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#define RED_FRAME 70
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#define YELLOW_FRAME 71
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int16 Room4::comp_probe() {
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static const int16 CUR_POS[3][2] = {
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{ 83, 106 },
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{ 136, 103 },
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{ 188, 101 }
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};
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// This can't be static because it makes them global objects
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const Common::Rect CONSOLE_HOTSPOTS[] = {
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{ 80, 140, 120, 175 },
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{ 140, 140, 170, 175 },
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{ 195, 140, 235, 175 }
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};
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cur_2_inventory();
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_G(gameState)._personHide[P_CHEWY] = true;
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switchRoom(4);
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bool endLoop = false;
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// TODO: The original limited the cursor height to 16 pixels
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//WRITE_LE_INT16(_G(room_blk)._detImage[HAND_NORMAL] + 2, 16);
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//WRITE_LE_INT16(_G(room_blk)._detImage[HAND_CLICK] + 2, 16);
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_G(cur)->setCustomRoomCursor(_G(room_blk)._detImage[HAND_NORMAL]);
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byte curCursor = HAND_NORMAL;
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int16 curX = 1;
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int16 sprNr = RED_FRAME;
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_G(cur)->move(160, 160);
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// Clear any pending keys
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g_events->_kbInfo._keyCode = '\0';
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g_events->_kbInfo._scanCode = Common::KEYCODE_INVALID;
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_G(minfo).button = 0;
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_G(mouseLeftClick) = false;
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start_aad(46);
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while (!endLoop) {
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// WORKAROUND: The original constrained the mouse area.
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// We don't do that in ScummVM so the below prevents
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// potential crashes caused by the hand sprites being
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// unloaded if the cursor is moved up too high
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if (g_events->_mousePos.y < 135)
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g_events->_mousePos.y = 135;
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mouseAction();
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if (_G(mouseLeftClick)) {
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switch (_G(out)->findHotspot(CONSOLE_HOTSPOTS)) {
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case 0:
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if (curX > 0)
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--curX;
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else
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curX = 2;
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_G(det)->playSound(0, 1);
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break;
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case 1:
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endLoop = true;
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sprNr = YELLOW_FRAME;
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_G(det)->playSound(0, 0);
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break;
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case 2:
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if (curX < 2)
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++curX;
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else
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curX = 0;
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_G(det)->playSound(0, 2);
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break;
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default:
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break;
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}
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}
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_G(spr_info)[0]._image = _G(room_blk)._detImage[sprNr];
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_G(spr_info)[0]._zLevel = 0;
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_G(spr_info)[0]._x = CUR_POS[curX][0];
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_G(spr_info)[0]._y = CUR_POS[curX][1];
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if (_G(minfo).button == 1 || g_events->_kbInfo._keyCode == Common::KEYCODE_RETURN) {
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if (curCursor != HAND_CLICK) {
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_G(cur)->setCustomRoomCursor(_G(room_blk)._detImage[HAND_CLICK]);
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_G(cur)->setAnimation(HAND_CLICK, HAND_CLICK, -1);
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curCursor = HAND_CLICK;
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}
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} else {
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if (curCursor != HAND_NORMAL) {
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_G(cur)->setCustomRoomCursor(_G(room_blk)._detImage[HAND_NORMAL]);
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_G(cur)->setAnimation(HAND_NORMAL, HAND_NORMAL, -1);
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curCursor = HAND_NORMAL;
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}
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}
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cursorChoice(CUR_USER);
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if (g_events->_mousePos.y < 124)
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g_events->_mousePos.y = 123;
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setupScreen(DO_SETUP);
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SHOULD_QUIT_RETURN0;
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}
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g_events->delay(500);
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clear_prog_ani();
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_G(gameState)._personHide[P_CHEWY] = false;
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_G(menu_item) = CUR_WALK;
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cursorChoice(_G(menu_item));
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_G(moveState)[P_CHEWY]._delayCount = 0;
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_G(mouseLeftClick) = false;
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_G(minfo).button = 0;
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_G(gameState)._personRoomNr[P_CHEWY] = 3;
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_G(room)->loadRoom(&_G(room_blk), 3, &_G(gameState));
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setPersonPos(110, 139, P_CHEWY, P_LEFT);
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_G(fx_blend) = BLEND1;
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_G(atds)->stopAad();
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return curX;
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}
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} // namespace Rooms
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} // namespace Chewy
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