188 lines
5.3 KiB
C++
188 lines
5.3 KiB
C++
/* 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/ani_dat.h"
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#include "chewy/rooms/room07.h"
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namespace Chewy {
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namespace Rooms {
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static const AniBlock ABLOCK10[4] = {
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{ 15, 2, ANI_FRONT, ANI_WAIT, 0 },
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{ 16, 1, ANI_FRONT, ANI_WAIT, 0 },
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{ 17, 2, ANI_FRONT, ANI_WAIT, 0 },
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{ 18, 1, ANI_FRONT, ANI_WAIT, 0 },
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};
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static const AniBlock ABLOCK25[3] = {
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{ 1, 1, ANI_FRONT, ANI_WAIT, 0 },
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{ 5, 255, ANI_FRONT, ANI_GO, 0 },
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{ 4, 1, ANI_FRONT, ANI_WAIT, 0 },
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};
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void Room7::entry() {
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_G(gameState).ScrollxStep = 2;
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}
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void Room7::hook(int16 sibNr) {
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int16 diaNr;
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delInventory(8);
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_G(cur)->setInventoryCursor(-1);
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_G(menu_item) = CUR_WALK;
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cursorChoice(_G(menu_item));
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if (_G(gameState).R7RHaken) {
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_G(gameState).R7RopeOk = true;
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if (sibNr == SIB_LHAKEN_R7) {
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_G(obj)->calc_rsi_flip_flop(SIB_LHAKEN_R7);
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_G(obj)->calc_rsi_flip_flop(SIB_RHAKEN_R7);
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}
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_G(atds)->delControlBit(56, ATS_ACTIVE_BIT);
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_G(atds)->set_ats_str(55, TXT_MARK_LOOK, 1, ATS_DATA);
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diaNr = 9;
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} else {
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_G(gameState).R7RopeLeft = true;
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diaNr = 48;
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}
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_G(obj)->calc_all_static_detail();
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_G(atds)->set_ats_str(54, TXT_MARK_LOOK, 1, ATS_DATA);
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startAadWait(diaNr);
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}
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void Room7::bell() {
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hideCur();
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if ((!_G(gameState).R7BellCount) ||
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(_G(gameState).R7BellCount >= 2 && _G(gameState).R7RopeLeft && !_G(gameState).R7RopeOk)) {
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_G(gameState)._personHide[P_CHEWY] = true;
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start_aad(5, 0);
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startAniBlock(3, ABLOCK25);
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_G(det)->showStaticSpr(7);
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startSetAILWait(12, 1, ANI_FRONT);
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startSetAILWait(11, 1, ANI_FRONT);
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_G(det)->hideStaticSpr(7);
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_G(det)->stopDetail(5);
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setPersonPos(95, 94, P_CHEWY, P_RIGHT);
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_G(gameState)._personHide[P_CHEWY] = false;
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} else if (_G(gameState).R7BellCount == 1) {
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_G(gameState)._personHide[P_CHEWY] = true;
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start_aad(6, 0);
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startAniBlock(3, ABLOCK25);
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_G(det)->showStaticSpr(7);
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startSetAILWait(10, 1, ANI_FRONT);
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_G(det)->startDetail(13, 1, ANI_FRONT);
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setPersonPos(95, 94, P_CHEWY, P_RIGHT);
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_G(det)->stopDetail(5);
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_G(gameState)._personHide[P_CHEWY] = false;
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_G(flags).NoScroll = true;
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autoMove(6, P_CHEWY);
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_G(gameState)._personHide[P_CHEWY] = true;
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_G(det)->startDetail(0, 255, ANI_FRONT);
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startSetAILWait(13, 1, ANI_FRONT);
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flic_cut(FCUT_001);
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_G(det)->stopDetail(0);
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_G(gameState).scrollx = 0;
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_G(gameState).scrolly = 0;
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setPersonPos(114, 138, P_CHEWY, -1);
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startDetailFrame(19, 1, ANI_FRONT, 6);
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startDetailFrame(9, 1, ANI_FRONT, 4);
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_G(det)->showStaticSpr(9);
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waitDetail(9);
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_G(det)->hideStaticSpr(9);
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_G(obj)->show_sib(SIB_SCHLOTT_R7);
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_G(obj)->calc_rsi_flip_flop(SIB_SCHLOTT_R7);
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_G(gameState)._personHide[P_CHEWY] = false;
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_G(flags).NoScroll = false;
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_G(det)->hideStaticSpr(7);
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} else if (!_G(gameState).R7RopeOk) {
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_G(gameState)._personHide[P_CHEWY] = true;
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start_aad(7, 0);
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startAniBlock(3, ABLOCK25);
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_G(det)->showStaticSpr(7);
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_G(det)->load_taf_seq(192, 74, nullptr);
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_G(det)->startDetail(14, 1, ANI_FRONT);
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setPersonPos(95, 94, P_CHEWY, P_RIGHT);
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_G(det)->stopDetail(5);
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_G(gameState)._personHide[P_CHEWY] = false;
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_G(flags).NoScroll = true;
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autoMove(6, P_CHEWY);
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_G(gameState)._personHide[P_CHEWY] = true;
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_G(det)->startDetail(0, 255, ANI_FRONT);
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waitDetail(14);
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startAniBlock(4, ABLOCK10);
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_G(det)->hideStaticSpr(7);
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_G(det)->stopDetail(0);
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setPersonPos(181, 130, P_CHEWY, P_RIGHT);
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_G(gameState)._personHide[P_CHEWY] = false;
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_G(flags).NoScroll = false;
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_G(det)->del_taf_tbl(192, 74, nullptr);
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} else if (_G(gameState).R7RopeOk && !_G(gameState).R7BorkFlug) {
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_G(gameState).R7BorkFlug = true;
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_G(gameState)._personHide[P_CHEWY] = true;
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start_aad(8, 0);
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startSetAILWait(1, 1, ANI_FRONT);
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_G(obj)->set_rsi_flip_flop(SIB_TBUTTON2_R7, 255);
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_G(obj)->hide_sib(SIB_KLINGEL_R7);
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_G(flags).NoPalAfterFlc = false;
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register_cutscene(2);
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flic_cut(FCUT_002);
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setPersonPos(201, 117, P_CHEWY, P_LEFT);
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_G(gameState).scrollx = 0;
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_G(gameState).scrolly = 0;
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_G(gameState)._personHide[P_CHEWY] = false;
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}
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++_G(gameState).R7BellCount;
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showCur();
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}
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void Room7::gedAction(int index) {
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if (index == 0 && _G(gameState).R7BorkFlug && _G(gameState).R7ChewyFlug) {
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_G(gameState)._personHide[P_CHEWY] = true;
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setPersonPos(180, 124, P_CHEWY, P_LEFT);
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startSetAILWait(20, 1, ANI_FRONT);
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_G(det)->showStaticSpr(10);
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waitShowScreen(10 * _G(gameState).DelaySpeed);
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_G(det)->hideStaticSpr(10);
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_G(gameState)._personHide[P_CHEWY] = false;
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_G(gameState).R7ChewyFlug = false;
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}
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}
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} // namespace Rooms
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} // namespace Chewy
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