mirror of
https://github.com/scummvm/scummvm.git
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185 lines
4.5 KiB
C++
185 lines
4.5 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/rooms/room29.h"
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namespace Chewy {
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namespace Rooms {
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static const AniBlock ABLOCK26[3] = {
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{ 0, 1, ANI_FRONT, ANI_WAIT, 0 },
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{ 0, 1, ANI_BACK, ANI_WAIT, 0 },
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{ 0, 1, ANI_FRONT, ANI_WAIT, 0 },
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};
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static const AniBlock ABLOCK27[5] = {
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{ 0, 1, ANI_BACK, ANI_WAIT, 0 },
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{ 0, 1, ANI_FRONT, ANI_WAIT, 0 },
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{ 0, 1, ANI_BACK, ANI_WAIT, 0 },
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{ 0, 1, ANI_FRONT, ANI_WAIT, 0 },
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{ 0, 1, ANI_BACK, ANI_WAIT, 0 },
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};
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void Room29::entry() {
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if (_G(gameState).R29Schlauch1) {
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_G(det)->showStaticSpr(7);
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} else if (_G(gameState).R29WaterHose) {
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_G(det)->showStaticSpr(8);
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_G(det)->showStaticSpr(10);
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}
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if (_G(gameState).R29AutoSitz) {
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if (_G(gameState).ChewyAni == CHEWY_ROCKER)
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_G(atds)->setControlBit(212, ATS_ACTIVE_BIT);
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else
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_G(det)->showStaticSpr(9);
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}
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_G(gameState).ScrollxStep = 2;
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}
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void Room29::xit() {
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if (_G(obj)->checkInventory(PUMPE_INV))
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delInventory(PUMPE_INV);
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}
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int16 Room29::use_pumpe() {
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int16 action_flag = false;
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if (!_G(gameState).R29Pumpe) {
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hideCur();
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if (isCurInventory(SCHLAUCH_INV)) {
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action_flag = true;
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_G(gameState).R29Pumpe = true;
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_G(gameState).R29Schlauch1 = true;
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autoMove(1, P_CHEWY);
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start_spz_wait(CH_LGET_O, 1, false, P_CHEWY);
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_G(det)->showStaticSpr(7);
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_G(atds)->delControlBit(218, ATS_ACTIVE_BIT);
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delInventory(SCHLAUCH_INV);
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} else if (!_G(cur)->usingInventoryCursor()) {
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action_flag = true;
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startAadWait(62);
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}
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showCur();
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}
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return action_flag;
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}
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int16 Room29::getWaterHose() {
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int16 action_flag = false;
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if (_G(gameState).R29Schlauch1 && !_G(cur)->usingInventoryCursor()) {
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action_flag = true;
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hideCur();
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autoMove(2, P_CHEWY);
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start_spz_wait(CH_LGET_U, 1, false, P_CHEWY);
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new_invent_2_cur(PUMPE_INV);
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showCur();
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}
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return action_flag;
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}
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bool Room29::useWaterHose() {
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bool result = false;
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if (isCurInventory(PUMPE_INV)) {
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result = true;
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hideCur();
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autoMove(2, P_CHEWY);
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start_spz_wait(CH_LGET_U, 1, false, P_CHEWY);
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_G(det)->hideStaticSpr(7);
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_G(gameState)._personHide[P_CHEWY] = true;
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startSetAILWait(4, 1, ANI_FRONT);
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_G(det)->showStaticSpr(8);
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_G(det)->showStaticSpr(10);
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_G(atds)->delControlBit(219, ATS_ACTIVE_BIT);
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_G(atds)->set_ats_str(218, 1, ATS_DATA);
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_G(gameState).R29Schlauch1 = false;
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_G(gameState).R29WaterHose = true;
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delInventory(PUMPE_INV);
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setPersonPos(308, 105, P_CHEWY, P_RIGHT);
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_G(gameState)._personHide[P_CHEWY] = false;
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showCur();
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}
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return result;
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}
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void Room29::schlitz_sitz() {
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if (!_G(gameState).R29AutoSitz) {
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hideCur();
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_G(gameState).R29AutoSitz = true;
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_G(gameState)._personHide[P_CHEWY] = true;
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_G(det)->hideStaticSpr(4);
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_G(det)->showStaticSpr(11);
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startAniBlock(3, ABLOCK26);
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_G(det)->showStaticSpr(9);
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_G(det)->hideStaticSpr(11);
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_G(det)->startDetail(2, 255, ANI_FRONT);
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startAadWait(63);
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_G(det)->stopDetail(2);
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_G(atds)->delControlBit(212, ATS_ACTIVE_BIT);
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_G(gameState)._personHide[P_CHEWY] = false;
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_G(mouseLeftClick) = false;
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g_events->_kbInfo._scanCode = Common::KEYCODE_INVALID;
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showCur();
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}
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}
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int16 Room29::zaun_sprung() {
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int16 action_flag = false;
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if (_G(gameState).R29AutoSitz && !_G(cur)->usingInventoryCursor()) {
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hideCur();
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action_flag = true;
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autoMove(3, P_CHEWY);
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_G(gameState)._personHide[P_CHEWY] = true;
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startDetailFrame(3, 1, ANI_FRONT, 7);
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_G(det)->hideStaticSpr(9);
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startAniBlock(5, ABLOCK27);
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setupScreen(DO_SETUP);
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showCur();
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switchRoom(37);
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_G(gameState)._personHide[P_CHEWY] = false;
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}
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return action_flag;
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}
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} // namespace Rooms
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} // namespace Chewy
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