mirror of
https://github.com/scummvm/scummvm.git
synced 2025-04-02 10:52:32 -04:00
422 lines
11 KiB
C++
422 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 "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/room.h"
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#include "chewy/rooms/room02.h"
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#include "chewy/rooms/room03.h"
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#include "chewy/rooms/room04.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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#define HEADSHOT 0
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#define SONDE_ANI 2
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#define SONDE_SHOOT 3
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#define SONDE_RET 4
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#define SONDE_SMOKE 5
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#define SONDE_CLEAR 6
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#define SONDE_GRAB 7
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#define SONDE_GRAB1 8
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#define SONDE_SPR_R 118
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#define SONDE_SPR_L 120
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#define GRID_FLASHING 7
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#define SONDE_OBJ 0
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#define SONDE_OBJ1 1
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static const MovLine SONDE_MPKT[3] = {
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{ { 13, 45, 75 }, 1, 2 },
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{ { 237, 52, 160 }, 1, 2 },
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{ { 4, 83, 180 }, 0, 2 }
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};
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static const int16 SONDE_PHASEN[4][2] = {
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{ 120, 120 },
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{ 118, 118 },
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{ 141, 141 },
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{ 119, 119 }
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};
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static const AniBlock ABLOCK0[5] = {
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{ 6, 1, ANI_FRONT, ANI_WAIT, 0 },
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{ 7, 3, ANI_FRONT, ANI_WAIT, 0 },
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};
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static const AniBlock ABLOCK1[2] = {
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{ 10, 1, ANI_FRONT, ANI_WAIT, 0 },
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{ 13, 1, ANI_FRONT, ANI_WAIT, 0 },
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};
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static const AniBlock ABLOCK2[2] = {
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{ 12, 1, ANI_FRONT, ANI_WAIT, 0 },
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{ GRID_FLASHING, 1, ANI_FRONT, ANI_GO, 0 }
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};
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static const AniBlock ABLOCK3[2] = {
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{ 4, 2, ANI_FRONT, ANI_GO, 0 },
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{ 11, 255, ANI_FRONT, ANI_GO, 0 }
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};
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static const AniBlock ablock5[3] = {
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{ 0, 1, ANI_FRONT, ANI_WAIT, 0 },
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{ 8, 9, ANI_FRONT, ANI_GO, 0 },
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{ 1, 1, ANI_FRONT, ANI_WAIT, 0 },
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};
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void Room3::entry() {
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probeInit();
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}
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void Room3::terminal() {
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showCur();
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_G(auto_obj) = 0;
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switch (Room4::comp_probe()) {
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case 0:
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probeTransfer();
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_G(spr_info)[0]._image = _G(room_blk)._detImage[120];
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_G(spr_info)[0]._x = 250;
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_G(spr_info)[0]._y = 2;
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_G(spr_info)[0]._zLevel = 0;
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if (!_G(gameState).R2ElectrocutedBork) {
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_G(det)->stopDetail(5);
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startAniBlock(2, ABLOCK3);
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if (_G(gameState).R2FussSchleim) {
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_G(gameState).R2FussSchleim = false;
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_G(gameState).room_s_obj[SIB_SLIME].ZustandFlipFlop = 1;
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}
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_G(gameState)._personHide[P_CHEWY] = true;
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startSetAILWait(8, 1, ANI_FRONT);
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setupScreen(DO_SETUP);
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_G(det)->stopDetail(6);
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clear_prog_ani();
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switchRoom(1);
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startAniBlock(2, ABLOCK0);
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setPersonPos(92, 131, P_CHEWY, P_LEFT);
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_G(gameState)._personHide[P_CHEWY] = false;
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} else if (!_G(gameState).R2FussSchleim) {
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startAniBlock(2, ABLOCK2);
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Room2::jump_out_r1(9);
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startAadWait(45);
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} else {
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_G(gameState)._personHide[P_CHEWY] = true;
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startAniBlock(2, ABLOCK1);
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_G(gameState)._personRoomNr[P_CHEWY] = 5;
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clear_prog_ani();
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_G(auto_obj) = 0;
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_G(room)->loadRoom(&_G(room_blk), _G(gameState)._personRoomNr[P_CHEWY], &_G(gameState));
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_G(fx_blend) = BLEND1;
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startAniBlock(3, ablock5);
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setPersonPos(91, 107, P_CHEWY, P_LEFT);
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_G(gameState)._personHide[P_CHEWY] = false;
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}
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clear_prog_ani();
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break;
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case 1:
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_G(auto_obj) = 1;
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_G(mouseLeftClick) = false;
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_G(minfo).button = 0;
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stopPerson(P_CHEWY);
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start_spz(15, 255, false, P_CHEWY);
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startAadWait(51);
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setupScreen(DO_SETUP);
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break;
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case 2:
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probeCreak();
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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 Room3::probeInit() {
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_G(auto_obj) = 1;
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_G(mov_phasen)[SONDE_OBJ].AtsText = 24;
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_G(mov_phasen)[SONDE_OBJ].Lines = 3;
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_G(mov_phasen)[SONDE_OBJ].Repeat = 255;
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_G(mov_phasen)[SONDE_OBJ].ZoomFak = 20;
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_G(auto_mov_obj)[SONDE_OBJ].Id = AUTO_OBJ0;
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_G(auto_mov_vector)[SONDE_OBJ].Delay = _G(gameState).DelaySpeed;
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_G(auto_mov_obj)[SONDE_OBJ].Mode = true;
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init_auto_obj(SONDE_OBJ, &SONDE_PHASEN[0][0], 3, (const MovLine *)SONDE_MPKT);
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}
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void Room3::probeCreak() {
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MovLine sonde_mpkt1[3] = {
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{ { 237, 52, 160 }, 0, 2 },
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{ { 13, 45, 75 }, 0, 4 },
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{ { 4, 100, 180 }, 1, 2 }
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};
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MovLine sonde_mpkt2[2] = {
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{ { 4, 100, 180 }, 1, 3 },
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{ { 13, 45, 75 }, 1, 3 }
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};
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hideCur();
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RoomDetailInfo *rdi = _G(det)->getRoomDetailInfo();
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_G(det)->load_taf_seq(162, 17, nullptr);
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int16 tmp = _G(zoom_horizont);
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_G(zoom_horizont) = 100;
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_G(auto_obj) = 1;
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_G(mov_phasen)[SONDE_OBJ].Lines = 3;
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_G(mov_phasen)[SONDE_OBJ].Repeat = 1;
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_G(mov_phasen)[SONDE_OBJ].ZoomFak = 20;
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_G(auto_mov_obj)[SONDE_OBJ].Id = AUTO_OBJ0;
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_G(auto_mov_vector)[SONDE_OBJ].Delay = _G(gameState).DelaySpeed;
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_G(auto_mov_obj)[SONDE_OBJ].Mode = true;
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init_auto_obj(SONDE_OBJ, &SONDE_PHASEN[0][0], 3, (MovLine*)sonde_mpkt1);
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_G(flags).AniUserAction = false;
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while (_G(mov_phasen)[SONDE_OBJ].Repeat != -1) {
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set_ani_screen();
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SHOULD_QUIT_RETURN;
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}
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_G(det)->startDetail(SONDE_SHOOT, 1, ANI_FRONT);
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int16 ende = 0;
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while (!ende) {
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clear_prog_ani();
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if (rdi->Ainfo[SONDE_SHOOT].ani_count == 170) {
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_G(gameState)._personHide[P_CHEWY] = true;
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_G(det)->startDetail(HEADSHOT, 1, ANI_FRONT);
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}
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_G(spr_info)[0] = _G(det)->plot_detail_sprite(0, 0, SONDE_ANI, SONDE_SPR_R, ANI_HIDE);
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_G(spr_info)[0]._zLevel = 0;
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if (rdi->Ainfo[HEADSHOT].ani_count >= 13 && rdi->Ainfo[HEADSHOT].ani_count <= 21) {
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_G(spr_info)[1] = _G(det)->plot_detail_sprite(0, 0, HEADSHOT, 21, ANI_HIDE);
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_G(spr_info)[1]._zLevel = 190;
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} else if (rdi->Ainfo[HEADSHOT].ani_count > 21 && _G(det)->get_ani_status(SONDE_RET) == 0) {
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_G(spr_info)[2] = _G(det)->plot_detail_sprite(0, 0, SONDE_RET, 173, ANI_HIDE);
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_G(spr_info)[2]._zLevel = 190;
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}
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if (rdi->Ainfo[SONDE_SHOOT].ani_count == 178)
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_G(det)->startDetail(SONDE_RET, 3, ANI_BACK);
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if (rdi->Ainfo[HEADSHOT].ani_count == 28)
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ende = 1;
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set_ani_screen();
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SHOULD_QUIT_RETURN;
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}
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clear_prog_ani();
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_G(det)->startDetail(SONDE_SMOKE, 3, ANI_FRONT);
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ende = 0;
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while (_G(det)->get_ani_status(SONDE_SMOKE)) {
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_G(spr_info)[0] = _G(det)->plot_detail_sprite(0, 0, SONDE_ANI, SONDE_SPR_R, ANI_HIDE);
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_G(spr_info)[0]._zLevel = 0;
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_G(spr_info)[1] = _G(det)->plot_detail_sprite(0, 0, SONDE_RET, 173, ANI_HIDE);
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_G(spr_info)[1]._zLevel = 190;
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++ende;
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if (ende == 3)
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_G(gameState)._personHide[P_CHEWY] = false;
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set_ani_screen();
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SHOULD_QUIT_RETURN;
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}
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start_spz(15, 255, false, P_CHEWY);
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startAadWait(53);
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clear_prog_ani();
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_G(det)->startDetail(SONDE_CLEAR, 1, ANI_BACK);
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while (_G(det)->get_ani_status(SONDE_CLEAR)) {
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SHOULD_QUIT_RETURN;
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_G(spr_info)[0] = _G(det)->plot_detail_sprite(0, 0, SONDE_ANI, SONDE_SPR_R, ANI_HIDE);
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_G(spr_info)[0]._zLevel = 0;
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set_ani_screen();
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}
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clear_prog_ani();
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_G(mov_phasen)[SONDE_OBJ].Lines = 2;
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_G(mov_phasen)[SONDE_OBJ].Repeat = 1;
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_G(mov_phasen)[SONDE_OBJ].ZoomFak = 28;
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init_auto_obj(SONDE_OBJ, &SONDE_PHASEN[0][0], 2, (MovLine*)sonde_mpkt2);
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while (_G(mov_phasen)[SONDE_OBJ].Repeat != -1) {
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set_ani_screen();
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SHOULD_QUIT_RETURN;
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}
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_G(det)->del_taf_tbl(162, 17, nullptr);
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_G(zoom_horizont) = tmp;
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probeInit();
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showCur();
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}
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void Room3::probeTransfer() {
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static const MovLine SONDE_MPKT1[2] = {
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{ { 237, 52, 160 }, 0, 2 },
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{ { 144, 100, 180 }, 0, 2 }
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};
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static const MovLine SONDE_MPKT_[4][2] = {
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{ { { 144, 100, 180 }, 0, 2 },
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{ { 110, 100, 180 }, 0, 2 } },
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{ { { 110, 101, 180 }, 0, 3 },
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{ { -55, 50, 180 }, 0, 3 } },
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{ { { 310, 20, 180 }, 0, 3 },
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{ { -55, 20, 180 }, 0, 3 } },
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{ { { 310, 2, 180 }, 0, 3 },
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{ { 250, 2, 180 }, 0, 3 } }
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};
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_G(flags).AniUserAction = false;
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hideCur();
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_G(det)->getRoomDetailInfo();
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int16 tmp = _G(zoom_horizont);
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_G(zoom_horizont) = 100;
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int16 anistart = false;
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_G(auto_obj) = 1;
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_G(mov_phasen)[SONDE_OBJ].Lines = 2;
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_G(mov_phasen)[SONDE_OBJ].Repeat = 1;
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_G(mov_phasen)[SONDE_OBJ].ZoomFak = 20;
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_G(auto_mov_obj)[SONDE_OBJ].Id = AUTO_OBJ0;
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_G(auto_mov_vector)[SONDE_OBJ].Delay = _G(gameState).DelaySpeed;
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_G(auto_mov_obj)[SONDE_OBJ].Mode = true;
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init_auto_obj(SONDE_OBJ, &SONDE_PHASEN[0][0], 2, (const MovLine *)SONDE_MPKT1);
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_G(atds)->set_ats_str(24, ATS_ACTIVE_BIT, ATS_DATA);
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while (_G(mov_phasen)[SONDE_OBJ].Repeat != -1) {
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set_ani_screen();
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SHOULD_QUIT_RETURN;
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}
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_G(det)->startDetail(SONDE_GRAB, 1, ANI_FRONT);
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while (_G(det)->get_ani_status(SONDE_GRAB)) {
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clear_prog_ani();
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_G(spr_info)[0] = _G(det)->plot_detail_sprite(0, 0, SONDE_GRAB, SONDE_SPR_L, ANI_HIDE);
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_G(spr_info)[0]._zLevel = 146;
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set_ani_screen();
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SHOULD_QUIT_RETURN;
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}
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clear_prog_ani();
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_G(auto_obj) = 2;
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int16 spr_nr = 140;
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for (int16 i = 0; i < 4 && !SHOULD_QUIT; i++) {
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_G(mov_phasen)[SONDE_OBJ].Lines = 2;
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_G(mov_phasen)[SONDE_OBJ].Repeat = 1;
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_G(mov_phasen)[SONDE_OBJ].ZoomFak = 0;
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_G(auto_mov_obj)[SONDE_OBJ].Id = AUTO_OBJ0;
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_G(auto_mov_obj)[SONDE_OBJ].Mode = true;
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_G(auto_mov_vector)[SONDE_OBJ].Delay = _G(gameState).DelaySpeed;
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init_auto_obj(SONDE_OBJ, &SONDE_PHASEN[0][0], 2, SONDE_MPKT_[i]);
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_G(mov_phasen)[SONDE_OBJ1].Lines = 2;
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_G(mov_phasen)[SONDE_OBJ1].Repeat = 1;
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_G(mov_phasen)[SONDE_OBJ1].ZoomFak = 0;
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_G(auto_mov_obj)[SONDE_OBJ1].Id = AUTO_OBJ1;
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_G(auto_mov_obj)[SONDE_OBJ1].Mode = true;
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_G(auto_mov_vector)[SONDE_OBJ1].Delay = _G(gameState).DelaySpeed;
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init_auto_obj(SONDE_OBJ1, &SONDE_PHASEN[0][0], 2, SONDE_MPKT_[i]);
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_G(mov_phasen)[SONDE_OBJ1].Phase[0][0] = spr_nr;
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_G(mov_phasen)[SONDE_OBJ1].Phase[0][1] = spr_nr;
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while (_G(mov_phasen)[SONDE_OBJ].Repeat != -1) {
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SHOULD_QUIT_RETURN;
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if (i == 2 || i == 1) {
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if (mouse_auto_obj(SONDE_OBJ, 50, 100)) {
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if (_G(minfo).button == 1 || g_events->_kbInfo._keyCode == Common::KEYCODE_RETURN) {
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if (isCurInventory(SPINAT_INV)) {
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_G(atds)->set_split_win(0, 120, 100);
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if (_G(gameState)._personRoomNr[P_CHEWY] == 3)
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start_aad(50);
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else
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start_aad(44);
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delInventory(_G(cur)->getInventoryCursor());
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_G(gameState).R2FussSchleim = true;
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_G(mov_phasen)[SONDE_OBJ1].Phase[0][0] = 142;
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_G(mov_phasen)[SONDE_OBJ1].Phase[0][1] = 149;
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_G(auto_mov_vector)[SONDE_OBJ1].PhAnz = 8;
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anistart = true;
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}
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}
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}
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}
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set_ani_screen();
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if (anistart) {
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if (_G(auto_mov_vector)[SONDE_OBJ1].PhNr == 7) {
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anistart = false;
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spr_nr = 149;
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_G(mov_phasen)[SONDE_OBJ1].Phase[0][0] = spr_nr;
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_G(mov_phasen)[SONDE_OBJ1].Phase[0][1] = spr_nr;
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_G(auto_mov_vector)[SONDE_OBJ1].PhAnz = 1;
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_G(auto_mov_vector)[SONDE_OBJ1].PhNr = 0;
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}
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}
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}
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switch (i) {
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case 0:
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showCur();
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start_aad(52);
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_G(flags).AniUserAction = true;
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spr_nr = 141;
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_G(gameState)._personHide[P_CHEWY] = true;
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_G(det)->load_taf_seq(142, 8, nullptr);
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break;
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case 1:
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g_engine->_sound->waitForSpeechToFinish();
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_G(atds)->set_ats_str(24, 0, ATS_DATA);
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_G(mov_phasen)[0].AtsText = 544;
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switchRoom(1);
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break;
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case 2:
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g_engine->_sound->waitForSpeechToFinish();
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_G(det)->del_taf_tbl(142, 7, nullptr);
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_G(flags).AniUserAction = false;
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_G(mov_phasen)[0].AtsText = 24;
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switchRoom(2);
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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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_G(flags).AniUserAction = false;
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_G(zoom_horizont) = tmp;
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_G(auto_obj) = 0;
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}
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} // namespace Rooms
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} // namespace Chewy
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