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

153 lines
4.0 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/detail.h"
#include "chewy/events.h"
#include "chewy/globals.h"
#include "chewy/room.h"
#include "chewy/rooms/room88.h"
namespace Chewy {
namespace Rooms {
void Room88::entry() {
_G(gameState).scrollx = 0;
setPersonPos(163, 122, P_CHEWY, P_LEFT);
setPersonPos(59, 107, P_HOWARD, P_RIGHT);
setPersonPos(91, 110, P_NICHELLE, P_RIGHT);
_G(det)->showStaticSpr(1 + (_G(gameState).flags30_10 ? 1 : 0));
_G(SetUpScreenFunc) = calc_person_look;
if (_G(gameState).flags32_10) {
_G(det)->startDetail(4, 255, false);
_G(atds)->delControlBit(505, ATS_ACTIVE_BIT);
}
}
void Room88::xit() {
_G(gameState).flags31_8 = true;
_G(gameState)._personRoomNr[P_HOWARD] = _G(gameState).R88UsedMonkey ? 84 : 82;
// Don't move Nichelle if she has been abducted in room 86
if (_G(gameState)._personRoomNr[P_NICHELLE] != 0)
_G(gameState)._personRoomNr[P_NICHELLE] = _G(gameState)._personRoomNr[P_HOWARD];
}
int Room88::proc1() {
if (_G(cur)->usingInventoryCursor())
return 0;
hideCur();
autoMove(0, P_CHEWY);
switchRoom(_G(gameState).R88UsedMonkey ? 84 : 82);
_G(menu_item) = CUR_WALK;
cursorChoice(CUR_WALK);
showCur();
return 1;
}
int Room88::proc2() {
if (_G(cur)->usingInventoryCursor())
return 0;
hideCur();
autoMove(1, P_CHEWY);
start_spz_wait(13, 1, false, P_CHEWY);
_G(det)->showStaticSpr(0);
startSetAILWait(0, 1, _G(gameState).flags30_10 ? ANI_GO : ANI_FRONT);
_G(det)->hideStaticSpr(1 + (_G(gameState).flags30_10 ? 1 : 0));
_G(gameState).flags31_10 = false;
_G(det)->showStaticSpr(1 + (!_G(gameState).flags30_10 ? 1 : 0));
start_spz_wait(13, 1, false, P_CHEWY);
_G(det)->hideStaticSpr(0);
showCur();
return 1;
}
int Room88::proc3() {
if (_G(cur)->usingInventoryCursor())
return 0;
hideCur();
autoMove(2, P_CHEWY);
if (!_G(gameState).flags30_80 || _G(gameState).R88UsedMonkey) {
hideCur();
if (_G(gameState).flags32_10) {
startAadWait(480);
_G(out)->setPointer(nullptr);
_G(out)->cls();
_G(flags).NoPalAfterFlc = true;
flic_cut(FCUT_087);
_G(out)->setPointer(nullptr);
_G(out)->cls();
_G(gameState).flags32_40 = true;
switchRoom(84);
} else {
startAadWait(465);
}
} else {
startAadWait(466);
start_spz_wait(13, 1, false, P_CHEWY);
const int aniNr = 1 + (_G(gameState).flags31_10 ? 1 : 0);
for (int i = 0; i < 3; ++i) {
startSetAILWait(aniNr, 1, ANI_FRONT);
startSetAILWait(aniNr, 1, ANI_GO);
}
_G(out)->setPointer(nullptr);
_G(out)->cls();
_G(flags).NoPalAfterFlc = true;
flic_cut(FCUT_088);
_G(gameState)._personHide[P_CHEWY] = true;
_G(gameState).flags32_1 = true;
_G(out)->raster_col(0, 0, 0, 0);
switchRoom(80);
hideCur();
startSetAILWait(1, 1, ANI_FRONT);
_G(out)->setPointer(nullptr);
_G(out)->cls();
_G(flags).NoPalAfterFlc = true;
flic_cut(FCUT_086);
register_cutscene(24);
_G(gameState)._personHide[P_CHEWY] = false;
_G(gameState)._personRoomNr[P_HOWARD] = 88;
_G(gameState)._personRoomNr[P_NICHELLE] = 88;
switchRoom(88);
_G(gameState).R88UsedMonkey = true;
_G(gameState).flags32_1 = false;
}
showCur();
return 1;
}
} // namespace Rooms
} // namespace Chewy