343 lines
8.5 KiB
C++
343 lines
8.5 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/room.h"
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#include "chewy/rooms/room17.h"
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#include "chewy/sound.h"
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namespace Chewy {
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namespace Rooms {
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#undef CHEWY_OBJ
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#define CHEWY_OBJ 0
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static const int16 CHEWY_PHASEN[4][2] = {
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{ 0, 0 },
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{ 0, 0 },
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{ 141, 144 },
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{ 177, 177 }
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};
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static const MovLine CHEWY_MPKT[2] = {
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{ { 241, 150, 0 }, 3, 8 },
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{ { 241, 350, 0 }, 3, 8 }
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};
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static const MovLine CHEWY_MPKT1[2] = {
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{ { 243, 334, 0 }, 2, 6 },
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{ { 243, 150, 0 }, 2, 6 }
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};
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void Room17::entry() {
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if (!_G(gameState).R17EnergyOut) {
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_G(det)->startDetail(1, 255, ANI_FRONT);
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for (int16 i = 0; i < 3; ++i)
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_G(det)->startDetail(6 + i, 255, ANI_FRONT);
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}
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plot_seil();
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if (_G(gameState).R17GridWeg)
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_G(det)->hideStaticSpr(5);
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if (_G(gameState).R17DoorCommand)
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_G(det)->showStaticSpr(7);
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if (_G(gameState).R17Location == 1) {
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_G(flags).ZoomMov = true;
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_G(zoom_mov_fak) = 3;
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_G(room)->set_zoom(25);
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_G(zoom_horizont) = 0;
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_G(gameState).scrollx = 0;
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_G(gameState).scrolly = 60;
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setPersonPos(242, 146, P_CHEWY, P_LEFT);
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xit();
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} else if (_G(gameState).R17Location == 3) {
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_G(room)->set_zoom(32);
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_G(zoom_horizont) = 399;
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xit();
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} else {
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_G(room)->set_zoom(15);
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_G(zoom_horizont) = 0;
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_G(gameState).room_e_obj[36].Attribut = 255;
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_G(gameState).room_e_obj[38].Attribut = 255;
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if (_G(gameState).R6DoorLeftF)
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_G(gameState).room_e_obj[39].Attribut = EXIT_RIGHT;
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else
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_G(gameState).room_e_obj[39].Attribut = 255;
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if (_G(gameState).R18DoorBridge)
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_G(gameState).room_e_obj[35].Attribut = EXIT_LEFT;
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else
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_G(gameState).room_e_obj[35].Attribut = 255;
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}
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}
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void Room17::xit() {
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if (_G(gameState).R17DoorCommand)
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_G(gameState).room_e_obj[36].Attribut = EXIT_TOP;
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else
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_G(gameState).room_e_obj[36].Attribut = 255;
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_G(gameState).room_e_obj[35].Attribut = 255;
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_G(gameState).room_e_obj[39].Attribut = 255;
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_G(gameState).room_e_obj[38].Attribut = EXIT_TOP;
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}
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bool Room17::timer(int16 t_nr, int16 ani_nr) {
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if (_G(room)->_roomTimer._objNr[ani_nr] == 2 ||
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_G(room)->_roomTimer._objNr[ani_nr] == 3) {
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if (_G(gameState).R17EnergyOut)
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_G(uhr)->resetTimer(t_nr, 0);
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else
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return true;
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}
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return false;
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}
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void Room17::gedAction(int index) {
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switch (index) {
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case 0:
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door_kommando(0);
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break;
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case 1:
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door_kommando(1);
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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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int16 Room17::use_seil() {
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int16 action_flag = false;
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if (!_G(flags).AutoAniPlay && _G(gameState).R17Location == 1 && isCurInventory(SEIL_INV)) {
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action_flag = true;
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hideCur();
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delInventory(_G(cur)->getInventoryCursor());
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_G(flags).AutoAniPlay = true;
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autoMove(5, P_CHEWY);
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_G(gameState)._personHide[P_CHEWY] = true;
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startSetAILWait(10, 1, ANI_FRONT);
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_G(gameState).R17Rope = true;
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_G(atds)->delControlBit(139, ATS_ACTIVE_BIT);
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plot_seil();
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_G(gameState)._personHide[P_CHEWY] = false;
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_G(flags).AutoAniPlay = false;
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start_spz(CH_TALK6, 255, false, P_CHEWY);
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startAadWait(119);
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showCur();
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}
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return action_flag;
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}
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void Room17::plot_seil() {
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if (_G(gameState).R17Rope) {
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for (int16 i = 0; i < 3; i++)
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_G(det)->showStaticSpr(8 + i);
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}
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}
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void Room17::kletter_down() {
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autoMove(5, P_CHEWY);
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_G(det)->load_taf_seq(177, 1, nullptr);
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_G(gameState)._personHide[P_CHEWY] = true;
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startSetAILWait(14, 1, ANI_FRONT);
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_G(flags).ZoomMov = false;
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_G(zoom_mov_fak) = 1;
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_G(gameState).ScrollyStep = 2;
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_G(room)->set_zoom(32);
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_G(spieler_mi)->Vorschub = 8;
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_G(zoom_horizont) = 399;
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_G(auto_obj) = 1;
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init_auto_obj(CHEWY_OBJ, &CHEWY_PHASEN[0][0], _G(mov_phasen)[CHEWY_OBJ].Lines, (const MovLine *)CHEWY_MPKT);
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setPersonPos(242, 350, P_CHEWY, P_LEFT);
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}
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void Room17::kletter_up() {
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autoMove(6, P_CHEWY);
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_G(det)->load_taf_seq(141, 4, nullptr);
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_G(gameState)._personHide[P_CHEWY] = true;
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startSetAILWait(11, 1, ANI_FRONT);
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_G(flags).ZoomMov = true;
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_G(zoom_mov_fak) = 3;
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_G(gameState).ScrollyStep = 1;
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_G(room)->set_zoom(25);
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_G(zoom_horizont) = 0;
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_G(auto_obj) = 1;
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init_auto_obj(CHEWY_OBJ, &CHEWY_PHASEN[0][0], _G(mov_phasen)[CHEWY_OBJ].Lines, (const MovLine *)CHEWY_MPKT1);
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setPersonPos(243, 146, P_CHEWY, P_LEFT);
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}
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void Room17::calc_seil() {
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if (_G(gameState).R17Rope) {
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if (_G(gameState).R17Location == 2) {
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startAadWait(619);
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} else if (!_G(flags).AutoAniPlay && !_G(cur)->usingInventoryCursor()) {
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close_door();
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_G(flags).AutoAniPlay = true;
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_G(mov_phasen)[CHEWY_OBJ].AtsText = 0;
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_G(mov_phasen)[CHEWY_OBJ].Lines = 2;
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_G(mov_phasen)[CHEWY_OBJ].Repeat = 1;
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_G(mov_phasen)[CHEWY_OBJ].ZoomFak = 0;
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_G(auto_mov_obj)[CHEWY_OBJ].Id = AUTO_OBJ0;
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_G(auto_mov_vector)[CHEWY_OBJ].Delay = _G(gameState).DelaySpeed;
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_G(auto_mov_obj)[CHEWY_OBJ].Mode = true;
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hideCur();
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if (_G(gameState).R17Location == 1) {
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kletter_down();
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_G(gameState).R17Location = 3;
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} else if (_G(gameState).R17Location == 3) {
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kletter_up();
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_G(gameState).R17Location = 1;
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}
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_G(menu_item) = CUR_WALK;
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cursorChoice(_G(menu_item));
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wait_auto_obj(CHEWY_OBJ);
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showCur();
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setPersonSpr(P_LEFT, P_CHEWY);
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_G(gameState).ScrollyStep = 1;
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_G(gameState)._personHide[P_CHEWY] = false;
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_G(flags).AutoAniPlay = false;
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_G(auto_obj) = 0;
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xit();
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}
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}
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}
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void Room17::door_kommando(int16 mode) {
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if (!_G(flags).AutoAniPlay) {
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_G(flags).AutoAniPlay = true;
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if (!mode) {
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if (!_G(gameState).R17DoorCommand) {
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_G(gameState).room_e_obj[36].Attribut = EXIT_TOP;
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_G(gameState).R17DoorCommand = true;
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startSetAILWait(4, 1, ANI_FRONT);
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stopPerson(P_CHEWY);
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_G(det)->showStaticSpr(7);
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}
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} else {
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close_door();
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}
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_G(flags).AutoAniPlay = false;
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_G(atds)->set_all_ats_str(144, _G(gameState).R17DoorCommand, ATS_DATA);
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}
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}
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void Room17::close_door() {
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if (_G(gameState).R17DoorCommand) {
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_G(gameState).room_e_obj[36].Attribut = 255;
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_G(gameState).R17DoorCommand = false;
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_G(atds)->set_all_ats_str(144, _G(gameState).R17DoorCommand ? 1 : 0, ATS_DATA);
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_G(det)->hideStaticSpr(7);
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_G(det)->startDetail(4, 1, ANI_BACK);
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}
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}
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int16 Room17::energy_lever() {
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int16 action_flag = false;
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hideCur();
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autoMove(7, P_CHEWY);
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if (!_G(gameState).R17LeverOk) {
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if (isCurInventory(BECHER_VOLL_INV)) {
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delInventory(_G(cur)->getInventoryCursor());
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_G(gameState).R17LeverOk = true;
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startAadWait(38);
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action_flag = true;
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} else if (!_G(cur)->usingInventoryCursor()) {
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startAadWait(37);
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action_flag = true;
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}
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} else if (!_G(cur)->usingInventoryCursor()) {
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action_flag = true;
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_G(obj)->calc_rsi_flip_flop(SIB_HEBEL_R17);
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_G(gameState).R17EnergyOut ^= 1;
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if (!_G(gameState).R17EnergyOut) {
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_G(det)->startDetail(1, 255, ANI_FRONT);
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for (int i = 0; i < 3; ++i)
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_G(det)->startDetail(i + 6, 255, ANI_FRONT);
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}
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_G(atds)->set_all_ats_str(142, _G(gameState).R17EnergyOut ? 1 : 0, ATS_DATA);
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_G(atds)->set_all_ats_str(140, _G(gameState).R17EnergyOut ? 1 : 0, ATS_DATA);
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_G(det)->playSound(12, 0);
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if (_G(gameState).R17EnergyOut) {
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_G(det)->stopSound(0);
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} else {
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_G(det)->playSound(15, 0);
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}
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}
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showCur();
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return action_flag;
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}
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int16 Room17::get_oel() {
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int16 action_flag = false;
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hideCur();
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if (!_G(cur)->usingInventoryCursor()) {
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action_flag = true;
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autoMove(4, P_CHEWY);
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start_spz_wait(CH_EKEL, 3, false, P_CHEWY);
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startAadWait(60);
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} else if (isCurInventory(BECHER_LEER_INV)) {
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action_flag = true;
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close_door();
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autoMove(4, P_CHEWY);
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_G(gameState)._personHide[P_CHEWY] = true;
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startSetAILWait(13, 1, ANI_FRONT);
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_G(gameState)._personHide[P_CHEWY] = false;
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delInventory(_G(cur)->getInventoryCursor());
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_G(obj)->addInventory(BECHER_VOLL_INV, &_G(room_blk));
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inventory_2_cur(BECHER_VOLL_INV);
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}
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showCur();
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return action_flag;
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}
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} // namespace Rooms
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} // namespace Chewy
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