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