scummvm/engines/chewy/rooms/room11.cpp
2022-07-07 12:10:03 +03:00

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