/* 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/room84.h" #include "chewy/sound.h" namespace Chewy { namespace Rooms { bool Room84::_flag; void Room84::entry() { _G(gameState).ScrollxStep = 2; _G(zoom_horizont) = 110; _G(flags).ZoomMov = true; _G(zoom_mov_fak) = 3; _G(spieler_mi)[P_HOWARD].Mode = true; _G(spieler_mi)[P_NICHELLE].Mode = true; _G(gameState).R84GoonsPresent = !_G(gameState).R88UsedMonkey; _flag = false; _G(det)->playSound(0, 0); if (_G(gameState).R88UsedMonkey) { _G(det)->del_static_ani(3); _G(det)->stopDetail(0); _G(gameState).room_e_obj[124].Attribut = EXIT_TOP; _G(atds)->setControlBit(478, ATS_ACTIVE_BIT); _G(atds)->setControlBit(479, ATS_ACTIVE_BIT); _G(atds)->set_all_ats_str(485, 1, ATS_DATA); _G(det)->showStaticSpr(7); _G(atds)->delControlBit(481, ATS_ACTIVE_BIT); _G(atds)->delControlBit(482, ATS_ACTIVE_BIT); } if (_G(gameState).flags32_10) { _G(det)->startDetail(7, 255, false); _G(atds)->delControlBit(504, ATS_ACTIVE_BIT); _G(gameState).room_e_obj[124].Attribut = 255; _G(atds)->set_all_ats_str(485, 2, ATS_DATA); } if (_G(gameState).flags32_40) { _G(atds)->setControlBit(481, ATS_ACTIVE_BIT); _G(atds)->setControlBit(482, ATS_ACTIVE_BIT); _G(atds)->set_all_ats_str(485, 1, ATS_DATA); _G(gameState).room_e_obj[124].Attribut = EXIT_TOP; } if (_G(flags).LoadGame) { ; // Nothing. It avoids a deeper level of if, and we need the _G(SetUpScreenFunc) at the end } else if (_G(gameState).flags30_1 || _G(gameState).flags31_8) { setPersonPos(569, 135, P_CHEWY, P_LEFT); setPersonPos(489, 113, P_HOWARD, P_RIGHT); setPersonPos(523, 110, P_NICHELLE, P_RIGHT); _G(gameState).flags30_1 = false; _G(gameState).flags31_8 = false; _G(mouseLeftClick) = false; _G(gameState).scrollx = 319; if (_G(gameState).flags32_10) { setPersonPos(347, 130, P_CHEWY, P_RIGHT); setPersonPos(408, 113, P_HOWARD, P_LEFT); _G(gameState).scrollx = 250; if (_G(gameState).flags32_40) { startAadWait(481); _G(gameState).room_e_obj[124].Attribut = EXIT_TOP; } } } else if (_G(gameState).flags32_20) { hideCur(); setPersonPos(347, 130, P_CHEWY, P_RIGHT); setPersonPos(408, 113, P_HOWARD, P_LEFT); _G(gameState).scrollx = 250; _G(gameState).flags32_20 = false; _G(gameState).room_e_obj[124].Attribut = 255; _G(gameState).room_e_obj[125].Attribut = 255; _G(atds)->set_all_ats_str(485, 2, ATS_DATA); startAadWait(477); showCur(); } else { setPersonPos(263, 136, P_CHEWY, P_LEFT); setPersonPos(238, 113, P_HOWARD, P_RIGHT); setPersonPos(294, 110, P_NICHELLE, P_RIGHT); _G(gameState).flags30_1 = false; _G(gameState).scrollx = 156; } _G(SetUpScreenFunc) = setup_func; } void Room84::xit(int16 eib_nr) { _G(gameState).ScrollxStep = 1; if (eib_nr == 125) { _G(gameState).R79Val[P_CHEWY] = 1; _G(gameState).R79Val[P_HOWARD] = 1; _G(gameState).R79Val[P_NICHELLE] = 1; _G(gameState)._personRoomNr[P_HOWARD] = 80; _G(gameState)._personRoomNr[P_NICHELLE] = 80; } else { if (_G(gameState)._personRoomNr[P_HOWARD] == 84) _G(gameState)._personRoomNr[P_HOWARD] = 85; if (_G(gameState)._personRoomNr[P_NICHELLE] == 84) _G(gameState)._personRoomNr[P_NICHELLE] = 85; } } void Room84::setup_func() { calc_person_look(); if (_G(gameState).R84GoonsPresent && !_flag) { _flag = true; _G(gameState).flags30_80 = true; hideCur(); autoMove(4, P_CHEWY); _G(flags).NoScroll = true; setPersonSpr(P_LEFT, P_CHEWY); auto_scroll(150, 0); _G(det)->del_static_ani(3); _G(det)->set_static_ani(4, -1); startAadWait(455); _G(det)->del_static_ani(4); start_spz(62, 1, false, P_HOWARD); startSetAILWait(5, 1, ANI_FRONT); _G(det)->set_static_ani(3, -1); startAadWait(456); _G(flags).NoScroll = false; showCur(); } const int posX = _G(moveState)[P_CHEWY].Xypos[0]; int howDestX, nicDestX; if (posX > 610) { howDestX = nicDestX = 610; } else if (posX < 280) { howDestX = 238; nicDestX = 294; } else if (posX < 380) { howDestX = 408; nicDestX = 454; } else { howDestX = 489; nicDestX = 523; } goAutoXy(howDestX, 113, P_HOWARD, ANI_GO); goAutoXy(nicDestX, 110, P_NICHELLE, ANI_GO); } void Room84::talk1() { autoMove(4, P_CHEWY); _G(flags).NoScroll = true; setPersonSpr(P_LEFT, P_CHEWY); auto_scroll(150, 0); startDialogCloseupWait(22); _G(flags).NoScroll = false; } void Room84::talk2() { startAadWait(478); } int Room84::proc4() { if (_G(cur)->usingInventoryCursor()) return 0; hideCur(); autoMove(5, P_CHEWY); if (_G(gameState).flags32_10) { _G(det)->stopDetail(7); startSetAILWait(8, 1, ANI_FRONT); } else { _G(gameState)._personRoomNr[P_NICHELLE] = 88; } _G(gameState)._personRoomNr[P_HOWARD] = 88; switchRoom(88); _G(menu_item) = CUR_WALK; cursorChoice(CUR_WALK); showCur(); return 1; } } // namespace Rooms } // namespace Chewy