scummvm/engines/chewy/rooms/room03.cpp
2022-07-07 12:10:03 +03:00

422 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 "chewy/cursor.h"
#include "chewy/defines.h"
#include "chewy/events.h"
#include "chewy/globals.h"
#include "chewy/room.h"
#include "chewy/rooms/room02.h"
#include "chewy/rooms/room03.h"
#include "chewy/rooms/room04.h"
#include "chewy/sound.h"
namespace Chewy {
namespace Rooms {
#define HEADSHOT 0
#define SONDE_ANI 2
#define SONDE_SHOOT 3
#define SONDE_RET 4
#define SONDE_SMOKE 5
#define SONDE_CLEAR 6
#define SONDE_GRAB 7
#define SONDE_GRAB1 8
#define SONDE_SPR_R 118
#define SONDE_SPR_L 120
#define GRID_FLASHING 7
#define SONDE_OBJ 0
#define SONDE_OBJ1 1
static const MovLine SONDE_MPKT[3] = {
{ { 13, 45, 75 }, 1, 2 },
{ { 237, 52, 160 }, 1, 2 },
{ { 4, 83, 180 }, 0, 2 }
};
static const int16 SONDE_PHASEN[4][2] = {
{ 120, 120 },
{ 118, 118 },
{ 141, 141 },
{ 119, 119 }
};
static const AniBlock ABLOCK0[5] = {
{ 6, 1, ANI_FRONT, ANI_WAIT, 0 },
{ 7, 3, ANI_FRONT, ANI_WAIT, 0 },
};
static const AniBlock ABLOCK1[2] = {
{ 10, 1, ANI_FRONT, ANI_WAIT, 0 },
{ 13, 1, ANI_FRONT, ANI_WAIT, 0 },
};
static const AniBlock ABLOCK2[2] = {
{ 12, 1, ANI_FRONT, ANI_WAIT, 0 },
{ GRID_FLASHING, 1, ANI_FRONT, ANI_GO, 0 }
};
static const AniBlock ABLOCK3[2] = {
{ 4, 2, ANI_FRONT, ANI_GO, 0 },
{ 11, 255, ANI_FRONT, ANI_GO, 0 }
};
static const AniBlock ablock5[3] = {
{ 0, 1, ANI_FRONT, ANI_WAIT, 0 },
{ 8, 9, ANI_FRONT, ANI_GO, 0 },
{ 1, 1, ANI_FRONT, ANI_WAIT, 0 },
};
void Room3::entry() {
probeInit();
}
void Room3::terminal() {
showCur();
_G(auto_obj) = 0;
switch (Room4::comp_probe()) {
case 0:
probeTransfer();
_G(spr_info)[0]._image = _G(room_blk)._detImage[120];
_G(spr_info)[0]._x = 250;
_G(spr_info)[0]._y = 2;
_G(spr_info)[0]._zLevel = 0;
if (!_G(gameState).R2ElectrocutedBork) {
_G(det)->stopDetail(5);
startAniBlock(2, ABLOCK3);
if (_G(gameState).R2FussSchleim) {
_G(gameState).R2FussSchleim = false;
_G(gameState).room_s_obj[SIB_SLIME].ZustandFlipFlop = 1;
}
_G(gameState)._personHide[P_CHEWY] = true;
startSetAILWait(8, 1, ANI_FRONT);
setupScreen(DO_SETUP);
_G(det)->stopDetail(6);
clear_prog_ani();
switchRoom(1);
startAniBlock(2, ABLOCK0);
setPersonPos(92, 131, P_CHEWY, P_LEFT);
_G(gameState)._personHide[P_CHEWY] = false;
} else if (!_G(gameState).R2FussSchleim) {
startAniBlock(2, ABLOCK2);
Room2::jump_out_r1(9);
startAadWait(45);
} else {
_G(gameState)._personHide[P_CHEWY] = true;
startAniBlock(2, ABLOCK1);
_G(gameState)._personRoomNr[P_CHEWY] = 5;
clear_prog_ani();
_G(auto_obj) = 0;
_G(room)->loadRoom(&_G(room_blk), _G(gameState)._personRoomNr[P_CHEWY], &_G(gameState));
_G(fx_blend) = BLEND1;
startAniBlock(3, ablock5);
setPersonPos(91, 107, P_CHEWY, P_LEFT);
_G(gameState)._personHide[P_CHEWY] = false;
}
clear_prog_ani();
break;
case 1:
_G(auto_obj) = 1;
_G(mouseLeftClick) = false;
_G(minfo).button = 0;
stopPerson(P_CHEWY);
start_spz(15, 255, false, P_CHEWY);
startAadWait(51);
setupScreen(DO_SETUP);
break;
case 2:
probeCreak();
break;
default:
break;
}
}
void Room3::probeInit() {
_G(auto_obj) = 1;
_G(mov_phasen)[SONDE_OBJ].AtsText = 24;
_G(mov_phasen)[SONDE_OBJ].Lines = 3;
_G(mov_phasen)[SONDE_OBJ].Repeat = 255;
_G(mov_phasen)[SONDE_OBJ].ZoomFak = 20;
_G(auto_mov_obj)[SONDE_OBJ].Id = AUTO_OBJ0;
_G(auto_mov_vector)[SONDE_OBJ].Delay = _G(gameState).DelaySpeed;
_G(auto_mov_obj)[SONDE_OBJ].Mode = true;
init_auto_obj(SONDE_OBJ, &SONDE_PHASEN[0][0], 3, (const MovLine *)SONDE_MPKT);
}
void Room3::probeCreak() {
MovLine sonde_mpkt1[3] = {
{ { 237, 52, 160 }, 0, 2 },
{ { 13, 45, 75 }, 0, 4 },
{ { 4, 100, 180 }, 1, 2 }
};
MovLine sonde_mpkt2[2] = {
{ { 4, 100, 180 }, 1, 3 },
{ { 13, 45, 75 }, 1, 3 }
};
hideCur();
RoomDetailInfo *rdi = _G(det)->getRoomDetailInfo();
_G(det)->load_taf_seq(162, 17, nullptr);
int16 tmp = _G(zoom_horizont);
_G(zoom_horizont) = 100;
_G(auto_obj) = 1;
_G(mov_phasen)[SONDE_OBJ].Lines = 3;
_G(mov_phasen)[SONDE_OBJ].Repeat = 1;
_G(mov_phasen)[SONDE_OBJ].ZoomFak = 20;
_G(auto_mov_obj)[SONDE_OBJ].Id = AUTO_OBJ0;
_G(auto_mov_vector)[SONDE_OBJ].Delay = _G(gameState).DelaySpeed;
_G(auto_mov_obj)[SONDE_OBJ].Mode = true;
init_auto_obj(SONDE_OBJ, &SONDE_PHASEN[0][0], 3, (MovLine*)sonde_mpkt1);
_G(flags).AniUserAction = false;
while (_G(mov_phasen)[SONDE_OBJ].Repeat != -1) {
set_ani_screen();
SHOULD_QUIT_RETURN;
}
_G(det)->startDetail(SONDE_SHOOT, 1, ANI_FRONT);
int16 ende = 0;
while (!ende) {
clear_prog_ani();
if (rdi->Ainfo[SONDE_SHOOT].ani_count == 170) {
_G(gameState)._personHide[P_CHEWY] = true;
_G(det)->startDetail(HEADSHOT, 1, ANI_FRONT);
}
_G(spr_info)[0] = _G(det)->plot_detail_sprite(0, 0, SONDE_ANI, SONDE_SPR_R, ANI_HIDE);
_G(spr_info)[0]._zLevel = 0;
if (rdi->Ainfo[HEADSHOT].ani_count >= 13 && rdi->Ainfo[HEADSHOT].ani_count <= 21) {
_G(spr_info)[1] = _G(det)->plot_detail_sprite(0, 0, HEADSHOT, 21, ANI_HIDE);
_G(spr_info)[1]._zLevel = 190;
} else if (rdi->Ainfo[HEADSHOT].ani_count > 21 && _G(det)->get_ani_status(SONDE_RET) == 0) {
_G(spr_info)[2] = _G(det)->plot_detail_sprite(0, 0, SONDE_RET, 173, ANI_HIDE);
_G(spr_info)[2]._zLevel = 190;
}
if (rdi->Ainfo[SONDE_SHOOT].ani_count == 178)
_G(det)->startDetail(SONDE_RET, 3, ANI_BACK);
if (rdi->Ainfo[HEADSHOT].ani_count == 28)
ende = 1;
set_ani_screen();
SHOULD_QUIT_RETURN;
}
clear_prog_ani();
_G(det)->startDetail(SONDE_SMOKE, 3, ANI_FRONT);
ende = 0;
while (_G(det)->get_ani_status(SONDE_SMOKE)) {
_G(spr_info)[0] = _G(det)->plot_detail_sprite(0, 0, SONDE_ANI, SONDE_SPR_R, ANI_HIDE);
_G(spr_info)[0]._zLevel = 0;
_G(spr_info)[1] = _G(det)->plot_detail_sprite(0, 0, SONDE_RET, 173, ANI_HIDE);
_G(spr_info)[1]._zLevel = 190;
++ende;
if (ende == 3)
_G(gameState)._personHide[P_CHEWY] = false;
set_ani_screen();
SHOULD_QUIT_RETURN;
}
start_spz(15, 255, false, P_CHEWY);
startAadWait(53);
clear_prog_ani();
_G(det)->startDetail(SONDE_CLEAR, 1, ANI_BACK);
while (_G(det)->get_ani_status(SONDE_CLEAR)) {
SHOULD_QUIT_RETURN;
_G(spr_info)[0] = _G(det)->plot_detail_sprite(0, 0, SONDE_ANI, SONDE_SPR_R, ANI_HIDE);
_G(spr_info)[0]._zLevel = 0;
set_ani_screen();
}
clear_prog_ani();
_G(mov_phasen)[SONDE_OBJ].Lines = 2;
_G(mov_phasen)[SONDE_OBJ].Repeat = 1;
_G(mov_phasen)[SONDE_OBJ].ZoomFak = 28;
init_auto_obj(SONDE_OBJ, &SONDE_PHASEN[0][0], 2, (MovLine*)sonde_mpkt2);
while (_G(mov_phasen)[SONDE_OBJ].Repeat != -1) {
set_ani_screen();
SHOULD_QUIT_RETURN;
}
_G(det)->del_taf_tbl(162, 17, nullptr);
_G(zoom_horizont) = tmp;
probeInit();
showCur();
}
void Room3::probeTransfer() {
static const MovLine SONDE_MPKT1[2] = {
{ { 237, 52, 160 }, 0, 2 },
{ { 144, 100, 180 }, 0, 2 }
};
static const MovLine SONDE_MPKT_[4][2] = {
{ { { 144, 100, 180 }, 0, 2 },
{ { 110, 100, 180 }, 0, 2 } },
{ { { 110, 101, 180 }, 0, 3 },
{ { -55, 50, 180 }, 0, 3 } },
{ { { 310, 20, 180 }, 0, 3 },
{ { -55, 20, 180 }, 0, 3 } },
{ { { 310, 2, 180 }, 0, 3 },
{ { 250, 2, 180 }, 0, 3 } }
};
_G(flags).AniUserAction = false;
hideCur();
_G(det)->getRoomDetailInfo();
int16 tmp = _G(zoom_horizont);
_G(zoom_horizont) = 100;
int16 anistart = false;
_G(auto_obj) = 1;
_G(mov_phasen)[SONDE_OBJ].Lines = 2;
_G(mov_phasen)[SONDE_OBJ].Repeat = 1;
_G(mov_phasen)[SONDE_OBJ].ZoomFak = 20;
_G(auto_mov_obj)[SONDE_OBJ].Id = AUTO_OBJ0;
_G(auto_mov_vector)[SONDE_OBJ].Delay = _G(gameState).DelaySpeed;
_G(auto_mov_obj)[SONDE_OBJ].Mode = true;
init_auto_obj(SONDE_OBJ, &SONDE_PHASEN[0][0], 2, (const MovLine *)SONDE_MPKT1);
_G(atds)->set_ats_str(24, ATS_ACTIVE_BIT, ATS_DATA);
while (_G(mov_phasen)[SONDE_OBJ].Repeat != -1) {
set_ani_screen();
SHOULD_QUIT_RETURN;
}
_G(det)->startDetail(SONDE_GRAB, 1, ANI_FRONT);
while (_G(det)->get_ani_status(SONDE_GRAB)) {
clear_prog_ani();
_G(spr_info)[0] = _G(det)->plot_detail_sprite(0, 0, SONDE_GRAB, SONDE_SPR_L, ANI_HIDE);
_G(spr_info)[0]._zLevel = 146;
set_ani_screen();
SHOULD_QUIT_RETURN;
}
clear_prog_ani();
_G(auto_obj) = 2;
int16 spr_nr = 140;
for (int16 i = 0; i < 4 && !SHOULD_QUIT; i++) {
_G(mov_phasen)[SONDE_OBJ].Lines = 2;
_G(mov_phasen)[SONDE_OBJ].Repeat = 1;
_G(mov_phasen)[SONDE_OBJ].ZoomFak = 0;
_G(auto_mov_obj)[SONDE_OBJ].Id = AUTO_OBJ0;
_G(auto_mov_obj)[SONDE_OBJ].Mode = true;
_G(auto_mov_vector)[SONDE_OBJ].Delay = _G(gameState).DelaySpeed;
init_auto_obj(SONDE_OBJ, &SONDE_PHASEN[0][0], 2, SONDE_MPKT_[i]);
_G(mov_phasen)[SONDE_OBJ1].Lines = 2;
_G(mov_phasen)[SONDE_OBJ1].Repeat = 1;
_G(mov_phasen)[SONDE_OBJ1].ZoomFak = 0;
_G(auto_mov_obj)[SONDE_OBJ1].Id = AUTO_OBJ1;
_G(auto_mov_obj)[SONDE_OBJ1].Mode = true;
_G(auto_mov_vector)[SONDE_OBJ1].Delay = _G(gameState).DelaySpeed;
init_auto_obj(SONDE_OBJ1, &SONDE_PHASEN[0][0], 2, SONDE_MPKT_[i]);
_G(mov_phasen)[SONDE_OBJ1].Phase[0][0] = spr_nr;
_G(mov_phasen)[SONDE_OBJ1].Phase[0][1] = spr_nr;
while (_G(mov_phasen)[SONDE_OBJ].Repeat != -1) {
SHOULD_QUIT_RETURN;
if (i == 2 || i == 1) {
if (mouse_auto_obj(SONDE_OBJ, 50, 100)) {
if (_G(minfo).button == 1 || g_events->_kbInfo._keyCode == Common::KEYCODE_RETURN) {
if (isCurInventory(SPINAT_INV)) {
_G(atds)->set_split_win(0, 120, 100);
if (_G(gameState)._personRoomNr[P_CHEWY] == 3)
start_aad(50);
else
start_aad(44);
delInventory(_G(cur)->getInventoryCursor());
_G(gameState).R2FussSchleim = true;
_G(mov_phasen)[SONDE_OBJ1].Phase[0][0] = 142;
_G(mov_phasen)[SONDE_OBJ1].Phase[0][1] = 149;
_G(auto_mov_vector)[SONDE_OBJ1].PhAnz = 8;
anistart = true;
}
}
}
}
set_ani_screen();
if (anistart) {
if (_G(auto_mov_vector)[SONDE_OBJ1].PhNr == 7) {
anistart = false;
spr_nr = 149;
_G(mov_phasen)[SONDE_OBJ1].Phase[0][0] = spr_nr;
_G(mov_phasen)[SONDE_OBJ1].Phase[0][1] = spr_nr;
_G(auto_mov_vector)[SONDE_OBJ1].PhAnz = 1;
_G(auto_mov_vector)[SONDE_OBJ1].PhNr = 0;
}
}
}
switch (i) {
case 0:
showCur();
start_aad(52);
_G(flags).AniUserAction = true;
spr_nr = 141;
_G(gameState)._personHide[P_CHEWY] = true;
_G(det)->load_taf_seq(142, 8, nullptr);
break;
case 1:
g_engine->_sound->waitForSpeechToFinish();
_G(atds)->set_ats_str(24, 0, ATS_DATA);
_G(mov_phasen)[0].AtsText = 544;
switchRoom(1);
break;
case 2:
g_engine->_sound->waitForSpeechToFinish();
_G(det)->del_taf_tbl(142, 7, nullptr);
_G(flags).AniUserAction = false;
_G(mov_phasen)[0].AtsText = 24;
switchRoom(2);
break;
default:
break;
}
}
_G(flags).AniUserAction = false;
_G(zoom_horizont) = tmp;
_G(auto_obj) = 0;
}
} // namespace Rooms
} // namespace Chewy