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

463 lines
11 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 "m4/riddle/rooms/section5/room506.h"
#include "m4/graphics/gr_series.h"
#include "m4/riddle/vars.h"
#include "m4/gui/gui_vmng_screen.h"
namespace M4 {
namespace Riddle {
namespace Rooms {
#define PALETTE_BLOCK 39
Room506::Room506() : Room() {
}
void Room506::preload() {
_G(player).walker_type = 1;
_G(player).shadow_type = 1;
}
void Room506::init() {
_darkPaletteSet = _lightPaletteSet = _towerFlag = false;
if (_G(game).previous_room != KERNEL_RESTORING_GAME)
_flag1 = true;
for (int i = 21; i < 59; ++i)
_palette[i] = _G(master_palette)[i];
_G(kernel).call_daemon_every_loop = true;
hotspot_set_active("OBSERVATORY DOOR", !_G(flags)[V156]);
digi_preload("506_s01");
digi_play_loop("506_s01", 3, 100);
if (_G(flags)[V157] == 1)
_dome = series_play("506dome2", 0x100, 16, -1, 5);
if (inv_object_in_scene("CRYSTAL SKULL", 510)) {
_skullSparkle = series_play("506 skull sparkle", 0x100, 16, -1, 5, 0, 100, 0, 0, 0, 0);
kernel_timing_trigger(imath_ranged_rand(600, 3600), 505);
}
switch (_G(game).previous_room) {
case KERNEL_RESTORING_GAME:
break;
case 504:
_flag1 = false;
MoveScreenDelta(-640, 0);
player_set_commands_allowed(false);
series_play("506 RIP UP STEPS", 0x700, 0, 503, 5);
ws_demand_location(_G(my_walker), 1054, 346, 12);
ws_hide_walker();
break;
case 507:
digi_unload("507_s02");
ws_demand_location(_G(my_walker), 346, 214, 4);
ws_walk(_G(my_walker), 420, 234, nullptr, 502, 4);
player_set_commands_allowed(false);
break;
case 508:
player_set_commands_allowed(false);
if (_G(flags)[V158]) {
ws_demand_location(_G(my_walker), 100, 100);
ws_hide_walker();
digi_preload("506_s02");
digi_unload("508_s01");
_domeRotation = series_stream("506 DOME ROTATION", 20, 0x100, -1);
series_stream_break_on_frame(_domeRotation, 45, 500);
digi_play("506_S02", 1);
} else {
ws_demand_location(_G(my_walker), 346, 214, 4);
ws_walk(_G(my_walker), 420, 234, nullptr, 502, 4);
}
break;
default:
MoveScreenDelta(-432, 0);
ws_demand_location(_G(my_walker), 754, 242, 8);
ws_walk(_G(my_walker), 697, 247, nullptr, 502, 8);
player_set_commands_allowed(false);
break;
}
if (_flag1)
restorePalette();
else
setDarkPalette();
}
void Room506::daemon() {
switch (_G(kernel).trigger) {
case 500:
disable_player_commands_and_fade_init(501);
break;
case 501:
adv_kill_digi_between_rooms(false);
digi_play_loop("506_s01", 3, 100);
_G(game).setRoom(508);
break;
case 502:
player_set_commands_allowed(true);
break;
case 503:
ws_unhide_walker();
player_set_commands_allowed(true);
break;
case 505:
terminateMachineAndNull(_skullSparkle);
_skullSparkle = series_play("506 skull sparkle", 0x100, 16, 506, 5);
break;
case 506:
terminateMachineAndNull(_skullSparkle);
_skullSparkle = series_play("506 skull sparkle", 0x100, 16, -1, 5);
kernel_timing_trigger(imath_ranged_rand(600, 3600), 505);
break;
default:
break;
}
}
void Room506::pre_parser() {
switch (_G(kernel).trigger) {
case 1000:
if (_G(i_just_hyperwalked))
_G(please_hyperwalk) = true;
if (_towerFlag) {
ws_walk(_G(my_walker), _destX, _destY, nullptr, 1002, _destFacing);
Common::strcpy_s(_G(player).verb, "IN TOWER");
} else {
ws_walk(_G(my_walker), _destX, _destY, nullptr, -1, _destFacing);
}
restorePalette();
break;
case 1001:
if (_G(i_just_hyperwalked))
_G(please_hyperwalk) = true;
if (_towerFlag) {
ws_walk(_G(my_walker), _destX, _destY, nullptr, 1002, _destFacing);
Common::strcpy_s(_G(player).verb, "IN TOWER");
} else {
ws_walk(_G(my_walker), _destX, _destY, nullptr, -1, _destFacing);
}
setDarkPalette();
break;
case 1002:
player_set_commands_allowed(false);
disable_player_commands_and_fade_init(1004);
break;
case 1004:
_G(game).setRoom(509);
break;
default:
break;
}
if (_G(player).need_to_walk || _G(player).ready_to_walk || _G(player).waiting_for_walk) {
_towerFlag = !scumm_strnicmp(_G(player).verb, "IN TOWER", 8);
if (_G(player).walk_x < 900 && _darkPaletteSet && !player_said(" ") && !player_said(" ")) {
saveWalk();
ws_walk(_G(my_walker), 717, 144, nullptr, 1000, 1);
}
if (_G(player).walk_x > 900 && _lightPaletteSet && !player_said(" ") && !player_said(" ")) {
saveWalk();
ws_walk(_G(my_walker), 995, 308, nullptr, 1001, 1);
}
}
}
void Room506::parser() {
const bool lookFlag = player_said_any("look", "look at");
const bool takeFlag = player_said("take");
const bool useFlag = player_said("gear");
if (takeFlag && player_said("CLUMP OF VINES")) {
switch (_G(kernel).trigger) {
case -1:
case 666:
if (_G(flags)[V152] != 6 && _G(flags)[V153] != 6) {
digi_play("504R47", 1, 255, -1, 504);
} else {
player_set_commands_allowed(false);
_ripLowReach = series_load("RIP TREK LOW REACHER POS5");
setGlobals1(_ripLowReach, 1, 26, 26, 26, 0, 26, 1, 1, 1);
sendWSMessage_110000(2);
}
break;
case 2:
kernel_examine_inventory_object(_G(flags)[V152] == 6 ? "PING GREEN VINE" :
"PING BROWN VINE", 5, 1, 396, 180, 3);
break;
case 3:
if (_G(flags)[V152] == 6) {
inv_give_to_player("GREEN VINE");
_G(flags)[V152] = 3;
} else {
inv_give_to_player("BROWN VINE");
_G(flags)[V153] = 3;
}
sendWSMessage_120000(4);
break;
case 4:
sendWSMessage_150000(5);
break;
case 5:
series_unload(_ripLowReach);
player_set_commands_allowed(true);
break;
default:
break;
}
} else if (lookFlag && player_said("CLUMP OF VINES")) {
digi_play("506R19", 1);
} else if (lookFlag && player_said("NICHE")) {
switch (_G(kernel).trigger) {
case -1:
player_set_commands_allowed(false);
ws_hide_walker();
digi_play(inv_object_in_scene("CRYSTAL SKULL", 510) ? "506R04" : "com127", 1, 255, 3);
_ripley = series_play("RIPLEY LOOKS TO NICH", 0x700, 16, -1, 7);
break;
case 3:
terminateMachineAndNull(_ripley);
_ripley = series_play("RIPLEY LOOKS TO NICH", 0x700, 2, 5, 7);
break;
case 5:
terminateMachineAndNull(_ripley);
ws_unhide_walker();
player_set_commands_allowed(true);
break;
default:
break;
}
} else if (lookFlag && player_said("SKELETON")) {
switch (_G(kernel).trigger) {
case -1:
player_set_commands_allowed(false);
ws_hide_walker();
digi_play("506R03", 1, 255, 3);
_ripley = series_play("RIPLEY LOOKS TO NICH", 0x700, 16, -1, 7);
break;
case 3:
terminateMachineAndNull(_ripley);
_ripley = series_play("RIPLEY LOOKS TO NICH", 0x700, 2, 5, 7);
break;
case 5:
terminateMachineAndNull(_ripley);
ws_unhide_walker();
player_set_commands_allowed(true);
break;
default:
break;
}
} else if (lookFlag && player_said("TERRACE")) {
digi_play("506R05", 1);
} else if (lookFlag && player_said("OBSERVATORY")) {
digi_play("506R06", 1);
} else if (player_said("OBSERVATORY DOOR") && (!lookFlag && !takeFlag && !useFlag)) {
switch (_G(kernel).trigger) {
case -1:
case 666:
player_set_commands_allowed(false);
disable_player_commands_and_fade_init(2);
break;
case 2:
adv_kill_digi_between_rooms(false);
digi_preload("506_s01");
digi_play_loop("506_s01", 3, 100);
_G(game).setRoom(507);
break;
default:
break;
}
} else if (lookFlag && player_said("OBSERVATORY DOME")) {
digi_play("506R07", 1);
} else if (lookFlag && player_said("SPIDER STATUE")) {
digi_play("506R08", 1);
} else if (lookFlag && player_said("TOWER")) {
digi_play("506R02", 1);
} else if (lookFlag && player_said_any(" ", " ")) {
digi_play(_G(player).been_here_before ? "506r01" : "506r01a", 1);
} else if (player_said("STAIRS FROM LANDING")) {
switch (_G(kernel).trigger) {
case -1:
case 666:
player_set_commands_allowed(false);
ws_hide_walker();
series_play("506 RIP DOWN STEPS", 0x700, 0, -1, 5);
kernel_timing_trigger(60, 3);
break;
case 3:
disable_player_commands_and_fade_init(5);
break;
case 5:
_G(game).setRoom(504);
break;
default:
break;
}
} else if (player_said("IN TOWER")) {
player_set_commands_allowed(false);
switch (_G(kernel).trigger) {
case -1:
case 666:
disable_player_commands_and_fade_init(2);
break;
case 2:
_G(game).setRoom(509);
break;
default:
break;
}
} else if (player_said("IN OBSERVATORY")) {
player_set_commands_allowed(false);
switch (_G(kernel).trigger) {
case -1:
case 666:
disable_player_commands_and_fade_init(2);
break;
case 2:
_G(game).setRoom(508);
break;
default:
break;
}
} else {
if (player_said(" ")) {
restorePalette();
ws_walk(_G(my_walker), 662, 143, nullptr, -1, 8);
if (_towerFlag)
Common::strcpy_s(_G(player).verb, "IN TOWER");
}
if (player_said(" ")) {
setDarkPalette();
ws_walk(_G(my_walker), 1039, 328, nullptr, -1, 4);
if (_towerFlag)
Common::strcpy_s(_G(player).verb, "IN TOWER");
}
return;
}
_G(player).command_ready = false;
}
void Room506::restorePalette() {
if (!_lightPaletteSet) {
_lightPaletteSet = true;
_darkPaletteSet = false;
hotspot_set_active(" ", false);
hotspot_set_active(" ", true);
for (int i = 21; i < 59; ++i) {
_G(master_palette)[i].r = _palette[i].r;
_G(master_palette)[i].g = _palette[i].g;
_G(master_palette)[i].b = _palette[i].b;
}
gr_pal_set_range(21, PALETTE_BLOCK);
_flag1 = true;
}
}
void Room506::setDarkPalette() {
if (!_darkPaletteSet) {
_darkPaletteSet = true;
_lightPaletteSet = false;
hotspot_set_active(" ", true);
hotspot_set_active(" ", false);
for (int i = 21; i < 59; ++i) {
const int palR = MAX(_G(master_palette)[i].r - 100, 0);
const int palG = MAX(_G(master_palette)[i].g - 100, 0);
const int palB = MAX(_G(master_palette)[i].b - 100, 0);
_G(master_palette)[i].r = palR;
_G(master_palette)[i].g = palG;
_G(master_palette)[i].b = palB;
}
gr_pal_set_range(21, PALETTE_BLOCK);
_flag1 = false;
}
}
void Room506::saveWalk() {
_G(player).need_to_walk = false;
_G(player).ready_to_walk = false;
_G(player).waiting_for_walk = false;
_destX = _G(player).walk_x;
_destY = _G(player).walk_y;
_destFacing = _G(player).walk_facing;
}
} // namespace Rooms
} // namespace Riddle
} // namespace M4