/* 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/defines.h" #include "chewy/events.h" #include "chewy/globals.h" #include "chewy/room.h" #include "chewy/rooms/room24.h" #include "chewy/cursor.h" #include "chewy/sound.h" namespace Chewy { namespace Rooms { static const uint8 CRYSTAL_SPR[3][3] = { { 14, 20, 13 }, { 20, 13, 14 }, { 13, 14, 20 }, }; void Room24::entry() { _G(flags).MainInput = false; _G(gameState)._personHide[P_CHEWY] = true; setPersonPos(0, 0, P_CHEWY, -1); _G(gameState).scrollx = 0; _G(gameState).scrolly = 0; // TODO: There are 4 cursor frames here, but we only support // a single custom cursor frame _G(cur)->setCustomRoomCursor(_G(room_blk)._detImage[7]); _G(cur)->setAnimation(7, 10, -1); _G(menu_item) = CUR_USER; cursorChoice(CUR_USER); if (_G(gameState).R16F5Exit) _G(det)->showStaticSpr(10); else _G(det)->hideStaticSpr(10); calc_lever_spr(); calc_animation(255); for (int16 i = 0; i < 3; i++) { if (CRYSTAL_SPR[i][_G(gameState).R24Lever[i]] == 20) _G(det)->startDetail(5 + i * 4, 255, ANI_BACK); } } void Room24::xit() { _G(gameState)._personHide[P_CHEWY] = false; _G(menu_item) = CUR_WALK; cursorChoice(_G(menu_item)); setPersonPos(263, 144, P_CHEWY, -1); _G(gameState).scrollx = 88; _G(mouseLeftClick) = false; _G(flags).MainInput = true; } void Room24::use_lever(int16 txt_nr) { if (!_G(gameState).R24Lever[txt_nr - 161] || _G(gameState).R24Lever[txt_nr - 161] == 2) { _G(gameState).R24Lever[txt_nr - 161] = 1; _G(gameState).R24LeverDir[txt_nr - 161] ^= 1; } else { if (_G(gameState).R24LeverDir[txt_nr - 161]) _G(gameState).R24Lever[txt_nr - 161] = 0; else _G(gameState).R24Lever[txt_nr - 161] = 2; } calc_lever_spr(); calc_animation(txt_nr - 161); if (_G(gameState).R24Lever[0] == 1 && _G(gameState).R24Lever[1] == 0 && _G(gameState).R24Lever[2] == 2) { _G(gameState).R16F5Exit = true; _G(det)->playSound(1, 0); _G(det)->stopSound(1); _G(det)->startDetail(1, 1, ANI_FRONT); _G(det)->showStaticSpr(10); _G(atds)->set_ats_str(164, TXT_MARK_NAME, 1, ATS_DATA); } else if (_G(gameState).R16F5Exit) { _G(gameState).R16F5Exit = false; _G(det)->hideStaticSpr(10); _G(det)->playSound(1, 1); _G(det)->stopSound(0); _G(det)->startDetail(1, 1, ANI_BACK); _G(atds)->set_ats_str(164, TXT_MARK_NAME, 0, ATS_DATA); } } void Room24::calc_lever_spr() { if (!_G(gameState).R24FirstEntry) { _G(gameState).R24FirstEntry = true; _G(gameState).R24Lever[0] = 2; _G(gameState).R24LeverDir[0] = 0; _G(gameState).R24Lever[1] = 1; _G(gameState).R24LeverDir[1] = 0; _G(gameState).R24Lever[2] = 0; _G(gameState).R24LeverDir[2] = 1; } for (int16 i = 0; i < 3; i++) { for (int16 j = 0; j < 3; j++) _G(det)->hideStaticSpr(1 + j + i * 3); _G(det)->showStaticSpr(1 + _G(gameState).R24Lever[i] + i * 3); _G(atds)->set_ats_str(166 + i, TXT_MARK_NAME, _G(gameState).R24Lever[i], ATS_DATA); } } void Room24::calc_animation(int16 crystal_nr) { if (crystal_nr != 255) { hideCur(); if (CRYSTAL_SPR[crystal_nr][_G(gameState).R24Lever[crystal_nr]] == 20) { int16 ani_nr = _G(gameState).R24CrystalLast[crystal_nr] == 13 ? 7 : 8; _G(det)->playSound(ani_nr + crystal_nr * 4, 0); _G(det)->stopSound(0); _G(det)->hideStaticSpr(_G(gameState).R24CrystalLast[crystal_nr] + crystal_nr * 2); startSetAILWait(ani_nr + crystal_nr * 4, 1, ANI_BACK); startSetAILWait(6 + crystal_nr * 4, 1, ANI_BACK); _G(det)->startDetail(5 + crystal_nr * 4, 255, ANI_BACK); } else if (_G(gameState).R24CrystalLast[crystal_nr] == 20) { int16 ani_nr = CRYSTAL_SPR[crystal_nr][_G(gameState).R24Lever[crystal_nr]] == 13 ? 7 : 8; _G(det)->stopSound(0); _G(det)->playSound(5 + ani_nr + crystal_nr * 4, 0); _G(det)->stopDetail(5 + crystal_nr * 4); startSetAILWait(6 + crystal_nr * 4, 1, ANI_FRONT); startSetAILWait(ani_nr + crystal_nr * 4, 1, ANI_FRONT); } showCur(); } for (int16 i = 0; i < 6; i++) _G(det)->hideStaticSpr(13 + i); for (int16 i = 0; i < 3; i++) { _G(det)->showStaticSpr(CRYSTAL_SPR[i][_G(gameState).R24Lever[i]] + i * 2); _G(gameState).R24CrystalLast[i] = CRYSTAL_SPR[i][_G(gameState).R24Lever[i]]; } } } // namespace Rooms } // namespace Chewy