/* 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/room.h" #include "chewy/rooms/room14.h" #include "chewy/rooms/room23.h" namespace Chewy { namespace Rooms { void Room14::entry() { _G(gameState).R23GliderExit = 14; _G(zoom_horizont) = 310; _G(gameState).ScrollxStep = 2; if (!_G(gameState).R14Feuer) _G(obj)->hide_sib(46); if (!_G(flags).LoadGame) { if (_G(gameState).R14GleiterAuf) { setPersonPos(381, 264, P_CHEWY, P_LEFT); _G(det)->showStaticSpr(6); _G(gameState).scrollx = 160; _G(gameState).scrolly = 120; } else { _G(gameState).scrollx = 92; _G(gameState).scrolly = 17; } } } bool Room14::timer(int16 t_nr, int16 ani_nr) { if (ani_nr) eremit_feuer(t_nr, ani_nr); return false; } void Room14::eremit_feuer(int16 t_nr, int16 ani_nr) { if (!_G(flags).AutoAniPlay && !_G(gameState).R14Feuer) { _G(flags).AutoAniPlay = true; _G(det)->hideStaticSpr(9); startSetAILWait(_G(room)->_roomTimer._objNr[ani_nr], 1, ANI_FRONT); _G(uhr)->resetTimer(t_nr, 0); _G(det)->showStaticSpr(9); _G(det)->startDetail(7, 1, ANI_FRONT); _G(flags).AutoAniPlay = false; } } int16 Room14::use_schrott() { int16 action_flag = false; if (!_G(cur)->usingInventoryCursor()) { autoMove(3, P_CHEWY); _G(gameState)._personHide[P_CHEWY] = true; startSetAILWait(12, 1, ANI_FRONT); _G(gameState)._personHide[P_CHEWY] = false; if (!_G(gameState).R14Waffe) { action_flag = true; _G(gameState).R14Waffe = true; startAadWait(21); invent_2_slot(BWAFFE_INV); } } return action_flag; } int16 Room14::use_gleiter() { int16 action_flag = false; if (!_G(cur)->usingInventoryCursor()) { action_flag = true; autoMove(4, P_CHEWY); if (!_G(gameState).R14GleiterAuf) { _G(gameState).R14GleiterAuf = true; _G(gameState)._personHide[P_CHEWY] = true; startSetAILWait(10, 1, ANI_FRONT); _G(gameState)._personHide[P_CHEWY] = false; _G(det)->showStaticSpr(6); _G(atds)->set_ats_str(107, TXT_MARK_LOOK, 1, ATS_DATA); } else { _G(gameState).R23GliderExit = 14; Room23::cockpit(); } } return action_flag; } void Room14::talk_eremit() { if (!_G(gameState).R14Feuer) { autoMove(6, P_CHEWY); _G(flags).AutoAniPlay = true; if (_G(gameState).R14Translator) { loadDialogCloseup(0); _G(obj)->show_sib(46); } else { hideCur(); startAadWait(24); showCur(); _G(flags).AutoAniPlay = false; } } } int16 Room14::use_schleim() { int16 action_flag = false; if (!_G(cur)->usingInventoryCursor()) { autoMove(2, P_CHEWY); _G(gameState)._personHide[P_CHEWY] = true; startSetAILWait(11, 1, ANI_FRONT); _G(gameState)._personHide[P_CHEWY] = false; if (!_G(gameState).R14Sicherung) { action_flag = true; _G(gameState).R14Sicherung = true; startAadWait(22); invent_2_slot(SICHERUNG_INV); } } return action_flag; } void Room14::feuer() { int16 waffe = false; int16 tmp = _G(cur)->getInventoryCursor(); _G(gameState).R14Feuer = true; _G(flags).AutoAniPlay = true; hideCur(); if (isCurInventory(BWAFFE_INV)) { autoMove(5, P_CHEWY); waffe = true; _G(gameState)._personHide[P_CHEWY] = true; startDetailFrame(8, 1, ANI_FRONT, 11); startSetAILWait(9, 1, ANI_FRONT); waitDetail(8); _G(gameState)._personHide[P_CHEWY] = false; } else { autoMove(7, P_CHEWY); _G(det)->hideStaticSpr(9); startDetailFrame(2, 1, ANI_FRONT, 9); _G(gameState)._personHide[P_CHEWY] = true; startSetAILWait(13, 1, ANI_FRONT); _G(gameState)._personHide[P_CHEWY] = false; waitDetail(2); startSetAILWait(5, 1, ANI_FRONT); _G(det)->showStaticSpr(9); } delInventory(tmp); _G(det)->startDetail(6, 255, ANI_FRONT); waitShowScreen(40); if (waffe) autoMove(7, P_CHEWY); startAadWait(26); _G(det)->hideStaticSpr(9); startSetAILWait(3, 1, ANI_FRONT); _G(det)->showStaticSpr(9); invent_2_slot(FLUXO_INV); _G(atds)->set_ats_str(105, TXT_MARK_LOOK, 1, ATS_DATA); _G(gameState).R14FluxoFlex = true; _G(flags).AutoAniPlay = false; showCur(); } } // namespace Rooms } // namespace Chewy