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2026-02-02 04:50:13 +01:00

211 lines
5.7 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#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