/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #include "chewy/cursor.h" #include "chewy/defines.h" #include "chewy/events.h" #include "chewy/globals.h" #include "chewy/ani_dat.h" #include "chewy/rooms/room07.h" namespace Chewy { namespace Rooms { static const AniBlock ABLOCK10[4] = { { 15, 2, ANI_FRONT, ANI_WAIT, 0 }, { 16, 1, ANI_FRONT, ANI_WAIT, 0 }, { 17, 2, ANI_FRONT, ANI_WAIT, 0 }, { 18, 1, ANI_FRONT, ANI_WAIT, 0 }, }; static const AniBlock ABLOCK25[3] = { { 1, 1, ANI_FRONT, ANI_WAIT, 0 }, { 5, 255, ANI_FRONT, ANI_GO, 0 }, { 4, 1, ANI_FRONT, ANI_WAIT, 0 }, }; void Room7::entry() { _G(gameState).ScrollxStep = 2; } void Room7::hook(int16 sibNr) { int16 diaNr; delInventory(8); _G(cur)->setInventoryCursor(-1); _G(menu_item) = CUR_WALK; cursorChoice(_G(menu_item)); if (_G(gameState).R7RHaken) { _G(gameState).R7RopeOk = true; if (sibNr == SIB_LHAKEN_R7) { _G(obj)->calc_rsi_flip_flop(SIB_LHAKEN_R7); _G(obj)->calc_rsi_flip_flop(SIB_RHAKEN_R7); } _G(atds)->delControlBit(56, ATS_ACTIVE_BIT); _G(atds)->set_ats_str(55, TXT_MARK_LOOK, 1, ATS_DATA); diaNr = 9; } else { _G(gameState).R7RopeLeft = true; diaNr = 48; } _G(obj)->calc_all_static_detail(); _G(atds)->set_ats_str(54, TXT_MARK_LOOK, 1, ATS_DATA); startAadWait(diaNr); } void Room7::bell() { hideCur(); if ((!_G(gameState).R7BellCount) || (_G(gameState).R7BellCount >= 2 && _G(gameState).R7RopeLeft && !_G(gameState).R7RopeOk)) { _G(gameState)._personHide[P_CHEWY] = true; start_aad(5, 0); startAniBlock(3, ABLOCK25); _G(det)->showStaticSpr(7); startSetAILWait(12, 1, ANI_FRONT); startSetAILWait(11, 1, ANI_FRONT); _G(det)->hideStaticSpr(7); _G(det)->stopDetail(5); setPersonPos(95, 94, P_CHEWY, P_RIGHT); _G(gameState)._personHide[P_CHEWY] = false; } else if (_G(gameState).R7BellCount == 1) { _G(gameState)._personHide[P_CHEWY] = true; start_aad(6, 0); startAniBlock(3, ABLOCK25); _G(det)->showStaticSpr(7); startSetAILWait(10, 1, ANI_FRONT); _G(det)->startDetail(13, 1, ANI_FRONT); setPersonPos(95, 94, P_CHEWY, P_RIGHT); _G(det)->stopDetail(5); _G(gameState)._personHide[P_CHEWY] = false; _G(flags).NoScroll = true; autoMove(6, P_CHEWY); _G(gameState)._personHide[P_CHEWY] = true; _G(det)->startDetail(0, 255, ANI_FRONT); startSetAILWait(13, 1, ANI_FRONT); flic_cut(FCUT_001); _G(det)->stopDetail(0); _G(gameState).scrollx = 0; _G(gameState).scrolly = 0; setPersonPos(114, 138, P_CHEWY, -1); startDetailFrame(19, 1, ANI_FRONT, 6); startDetailFrame(9, 1, ANI_FRONT, 4); _G(det)->showStaticSpr(9); waitDetail(9); _G(det)->hideStaticSpr(9); _G(obj)->show_sib(SIB_SCHLOTT_R7); _G(obj)->calc_rsi_flip_flop(SIB_SCHLOTT_R7); _G(gameState)._personHide[P_CHEWY] = false; _G(flags).NoScroll = false; _G(det)->hideStaticSpr(7); } else if (!_G(gameState).R7RopeOk) { _G(gameState)._personHide[P_CHEWY] = true; start_aad(7, 0); startAniBlock(3, ABLOCK25); _G(det)->showStaticSpr(7); _G(det)->load_taf_seq(192, 74, nullptr); _G(det)->startDetail(14, 1, ANI_FRONT); setPersonPos(95, 94, P_CHEWY, P_RIGHT); _G(det)->stopDetail(5); _G(gameState)._personHide[P_CHEWY] = false; _G(flags).NoScroll = true; autoMove(6, P_CHEWY); _G(gameState)._personHide[P_CHEWY] = true; _G(det)->startDetail(0, 255, ANI_FRONT); waitDetail(14); startAniBlock(4, ABLOCK10); _G(det)->hideStaticSpr(7); _G(det)->stopDetail(0); setPersonPos(181, 130, P_CHEWY, P_RIGHT); _G(gameState)._personHide[P_CHEWY] = false; _G(flags).NoScroll = false; _G(det)->del_taf_tbl(192, 74, nullptr); } else if (_G(gameState).R7RopeOk && !_G(gameState).R7BorkFlug) { _G(gameState).R7BorkFlug = true; _G(gameState)._personHide[P_CHEWY] = true; start_aad(8, 0); startSetAILWait(1, 1, ANI_FRONT); _G(obj)->set_rsi_flip_flop(SIB_TBUTTON2_R7, 255); _G(obj)->hide_sib(SIB_KLINGEL_R7); _G(flags).NoPalAfterFlc = false; register_cutscene(2); flic_cut(FCUT_002); setPersonPos(201, 117, P_CHEWY, P_LEFT); _G(gameState).scrollx = 0; _G(gameState).scrolly = 0; _G(gameState)._personHide[P_CHEWY] = false; } ++_G(gameState).R7BellCount; showCur(); } void Room7::gedAction(int index) { if (index == 0 && _G(gameState).R7BorkFlug && _G(gameState).R7ChewyFlug) { _G(gameState)._personHide[P_CHEWY] = true; setPersonPos(180, 124, P_CHEWY, P_LEFT); startSetAILWait(20, 1, ANI_FRONT); _G(det)->showStaticSpr(10); waitShowScreen(10 * _G(gameState).DelaySpeed); _G(det)->hideStaticSpr(10); _G(gameState)._personHide[P_CHEWY] = false; _G(gameState).R7ChewyFlug = false; } } } // namespace Rooms } // namespace Chewy