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https://github.com/scummvm/scummvm.git
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207 lines
5 KiB
C++
207 lines
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/room11.h"
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namespace Chewy {
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namespace Rooms {
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AniBlock ABLOCK17[2] = {
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{ 8, 1, ANI_FRONT, ANI_WAIT, 0 },
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{ 9, 255, ANI_FRONT, ANI_GO, 0 },
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};
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AniBlock ABLOCK18[2] = {
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{ 7, 1, ANI_FRONT, ANI_WAIT, 0 },
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{ 7, 1, ANI_BACK, ANI_WAIT, 0 },
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};
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void Room11::entry() {
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_G(zoom_horizont) = 80;
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_G(flags).ZoomMov = true;
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_G(zoom_mov_fak) = 2;
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if (_G(gameState).R12ChewyBork) {
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if (!_G(gameState).R11DoorRightB) {
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_G(obj)->calc_rsi_flip_flop(SIB_TBUTTON2_R11);
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_G(gameState).R11DoorRightB = exit_flip_flop(5, 22, -1, 98, -1, -1,
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EXIT_TOP, -1, (int16)_G(gameState).R11DoorRightB);
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_G(obj)->calc_all_static_detail();
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}
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_G(obj)->hide_sib(SIB_TBUTTON1_R11);
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_G(obj)->hide_sib(SIB_SCHLITZ_R11);
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_G(obj)->hide_sib(SIB_TBUTTON2_R11);
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_G(obj)->hide_sib(SIB_TBUTTON3_R11);
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_G(gameState).room_e_obj[20].Attribut = 255;
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_G(gameState).room_e_obj[21].Attribut = 255;
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_G(atds)->delControlBit(121, ATS_ACTIVE_BIT);
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if (!_G(flags).LoadGame) {
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startAniBlock(2, ABLOCK17);
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autoMove(8, P_CHEWY);
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startAadWait(31);
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_G(det)->stopDetail(9);
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}
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_G(det)->showStaticSpr(8);
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if (!_G(flags).LoadGame)
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autoMove(6, P_CHEWY);
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_G(timer_nr)[0] = _G(room)->set_timer(255, 10);
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}
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}
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bool Room11::timer(int16 t_nr, int16 ani_nr) {
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if (t_nr == _G(timer_nr)[0])
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bork_zwinkert();
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return false;
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}
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void Room11::gedAction(int index) {
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switch (index) {
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case 0:
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chewy_bo_use();
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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 Room11::bork_zwinkert() {
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if (!_G(flags).AutoAniPlay) {
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_G(flags).AutoAniPlay = true;
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_G(det)->hideStaticSpr(8);
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startAniBlock(2, ABLOCK18);
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_G(uhr)->resetTimer(_G(timer_nr)[0], 0);
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_G(det)->showStaticSpr(8);
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_G(flags).AutoAniPlay = false;
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}
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}
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void Room11::talk_debug() {
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if (_G(gameState).R12ChewyBork) {
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_G(flags).AutoAniPlay = true;
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autoMove(8, P_CHEWY);
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startDialogCloseupWait(5);
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_G(menu_item) = CUR_WALK;
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cursorChoice(CUR_WALK);
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_G(flags).AutoAniPlay = false;
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}
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}
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void Room11::chewy_bo_use() {
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if (_G(gameState).R12ChewyBork) {
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hideCur();
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_G(flags).AutoAniPlay = true;
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stopPerson(P_CHEWY);
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_G(det)->hideStaticSpr(8);
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startAniBlock(2, ABLOCK17);
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startAadWait(32);
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_G(det)->stopDetail(9);
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_G(det)->showStaticSpr(8);
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autoMove(6, P_CHEWY);
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_G(flags).AutoAniPlay = false;
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showCur();
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}
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}
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int16 Room11::scanner() {
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int16 actionFl = false;
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if (!_G(gameState).R12ChewyBork) {
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autoMove(7, P_CHEWY);
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if (!_G(gameState).R11CardOk) {
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actionFl = true;
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startAadWait(13);
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} else if (isCurInventory(BORK_INV)) {
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hideCur();
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setupScreen(DO_SETUP);
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actionFl = true;
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start_aad(105, 0);
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flic_cut(FCUT_010);
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register_cutscene(4);
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_G(gameState).R11TerminalOk = true;
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cur_2_inventory();
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_G(menu_item) = CUR_TALK;
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cursorChoice(_G(menu_item));
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startAadWait(12);
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showCur();
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loadDialogCloseup(3);
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} else if (!_G(cur)->usingInventoryCursor()) {
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if (!_G(gameState).R11TerminalOk) {
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actionFl = true;
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flic_cut(FCUT_009);
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startAadWait(20);
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} else {
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actionFl = true;
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startAadWait(12);
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_G(menu_item) = CUR_TALK;
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cursorChoice(_G(menu_item));
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loadDialogCloseup(3);
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}
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}
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}
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return actionFl;
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}
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void Room11::get_card() {
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if (_G(gameState).R11CardOk) {
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cur_2_inventory();
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_G(gameState).R11CardOk = false;
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_G(obj)->addInventory(_G(gameState).R11IdCardNr, &_G(room_blk));
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_G(cur)->setInventoryCursor(_G(gameState).R11IdCardNr);
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_G(det)->stopDetail(0);
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_G(atds)->set_ats_str(83, TXT_MARK_LOOK, 0, ATS_DATA);
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_G(atds)->set_ats_str(84, TXT_MARK_LOOK, 0, ATS_DATA);
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}
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}
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void Room11::put_card() {
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if (isCurInventory(RED_CARD_INV) || isCurInventory(YEL_CARD_INV)) {
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_G(gameState).R11IdCardNr = _G(cur)->getInventoryCursor();
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delInventory(_G(gameState).R11IdCardNr);
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_G(det)->startDetail(0, 255, ANI_FRONT);
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_G(atds)->set_ats_str(83, TXT_MARK_LOOK, 1, ATS_DATA);
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_G(atds)->set_ats_str(84, TXT_MARK_LOOK, 1, ATS_DATA);
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_G(gameState).R11CardOk = true;
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if (!_G(gameState).R11TerminalOk)
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startAadWait(16);
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}
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}
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} // namespace Rooms
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} // namespace Chewy
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