scummvm/engines/chewy/rooms/room14.cpp
Filippos Karapetis 1840da803e CHEWY: Renaming
2022-07-10 20:07:20 +03:00

198 lines
4.8 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/room14.h"
#include "chewy/rooms/room23.h"
namespace Chewy {
namespace Rooms {
void Room14::entry() {
_G(gameState).R23GliderExit = 14;
_G(zoom_horizont) = 310;
_G(gameState).ScrollxStep = 2;
if (!_G(gameState).R14Feuer)
_G(obj)->hide_sib(46);
if (!_G(flags).LoadGame) {
if (_G(gameState).R14GleiterAuf) {
setPersonPos(381, 264, P_CHEWY, P_LEFT);
_G(det)->showStaticSpr(6);
_G(gameState).scrollx = 160;
_G(gameState).scrolly = 120;
} else {
_G(gameState).scrollx = 92;
_G(gameState).scrolly = 17;
}
}
}
bool Room14::timer(int16 t_nr, int16 ani_nr) {
if (ani_nr)
eremit_feuer(t_nr, ani_nr);
return false;
}
void Room14::eremit_feuer(int16 t_nr, int16 ani_nr) {
if (!_G(flags).AutoAniPlay && !_G(gameState).R14Feuer) {
_G(flags).AutoAniPlay = true;
_G(det)->hideStaticSpr(9);
startSetAILWait(_G(room)->_roomTimer._objNr[ani_nr], 1, ANI_FRONT);
_G(uhr)->resetTimer(t_nr, 0);
_G(det)->showStaticSpr(9);
_G(det)->startDetail(7, 1, ANI_FRONT);
_G(flags).AutoAniPlay = false;
}
}
int16 Room14::use_schrott() {
int16 action_flag = false;
if (!_G(cur)->usingInventoryCursor()) {
autoMove(3, P_CHEWY);
_G(gameState)._personHide[P_CHEWY] = true;
startSetAILWait(12, 1, ANI_FRONT);
_G(gameState)._personHide[P_CHEWY] = false;
if (!_G(gameState).R14Waffe) {
action_flag = true;
_G(gameState).R14Waffe = true;
startAadWait(21);
invent_2_slot(BWAFFE_INV);
}
}
return action_flag;
}
int16 Room14::use_gleiter() {
int16 action_flag = false;
if (!_G(cur)->usingInventoryCursor()) {
action_flag = true;
autoMove(4, P_CHEWY);
if (!_G(gameState).R14GleiterAuf) {
_G(gameState).R14GleiterAuf = true;
_G(gameState)._personHide[P_CHEWY] = true;
startSetAILWait(10, 1, ANI_FRONT);
_G(gameState)._personHide[P_CHEWY] = false;
_G(det)->showStaticSpr(6);
_G(atds)->set_ats_str(107, TXT_MARK_LOOK, 1, ATS_DATA);
} else {
_G(gameState).R23GliderExit = 14;
Room23::cockpit();
}
}
return action_flag;
}
void Room14::talk_eremit() {
if (!_G(gameState).R14Feuer) {
autoMove(6, P_CHEWY);
_G(flags).AutoAniPlay = true;
if (_G(gameState).R14Translator) {
loadDialogCloseup(0);
_G(obj)->show_sib(46);
} else {
hideCur();
startAadWait(24);
showCur();
_G(flags).AutoAniPlay = false;
}
}
}
int16 Room14::use_schleim() {
int16 action_flag = false;
if (!_G(cur)->usingInventoryCursor()) {
autoMove(2, P_CHEWY);
_G(gameState)._personHide[P_CHEWY] = true;
startSetAILWait(11, 1, ANI_FRONT);
_G(gameState)._personHide[P_CHEWY] = false;
if (!_G(gameState).R14Sicherung) {
action_flag = true;
_G(gameState).R14Sicherung = true;
startAadWait(22);
invent_2_slot(SICHERUNG_INV);
}
}
return action_flag;
}
void Room14::feuer() {
int16 waffe = false;
int16 tmp = _G(cur)->getInventoryCursor();
_G(gameState).R14Feuer = true;
_G(flags).AutoAniPlay = true;
hideCur();
if (isCurInventory(BWAFFE_INV)) {
autoMove(5, P_CHEWY);
waffe = true;
_G(gameState)._personHide[P_CHEWY] = true;
startDetailFrame(8, 1, ANI_FRONT, 11);
startSetAILWait(9, 1, ANI_FRONT);
waitDetail(8);
_G(gameState)._personHide[P_CHEWY] = false;
} else {
autoMove(7, P_CHEWY);
_G(det)->hideStaticSpr(9);
startDetailFrame(2, 1, ANI_FRONT, 9);
_G(gameState)._personHide[P_CHEWY] = true;
startSetAILWait(13, 1, ANI_FRONT);
_G(gameState)._personHide[P_CHEWY] = false;
waitDetail(2);
startSetAILWait(5, 1, ANI_FRONT);
_G(det)->showStaticSpr(9);
}
delInventory(tmp);
_G(det)->startDetail(6, 255, ANI_FRONT);
waitShowScreen(40);
if (waffe)
autoMove(7, P_CHEWY);
startAadWait(26);
_G(det)->hideStaticSpr(9);
startSetAILWait(3, 1, ANI_FRONT);
_G(det)->showStaticSpr(9);
invent_2_slot(FLUXO_INV);
_G(atds)->set_ats_str(105, TXT_MARK_LOOK, 1, ATS_DATA);
_G(gameState).R14FluxoFlex = true;
_G(flags).AutoAniPlay = false;
showCur();
}
} // namespace Rooms
} // namespace Chewy