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