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authorStrangerke2014-04-13 11:27:07 +0200
committerStrangerke2014-04-13 11:27:07 +0200
commit38336886741dc9d980270cfbaae82805e7e4b046 (patch)
tree9191484e922e811af0bbd451e677bbc72f10b48d
parentf4165c5f8a2a15a6b3cdf1ce46732e2e5efe772a (diff)
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MADS: Implement scene 106
-rw-r--r--engines/mads/nebular/nebular_scenes.cpp2
-rw-r--r--engines/mads/nebular/nebular_scenes1.cpp241
-rw-r--r--engines/mads/nebular/nebular_scenes1.h19
3 files changed, 243 insertions, 19 deletions
diff --git a/engines/mads/nebular/nebular_scenes.cpp b/engines/mads/nebular/nebular_scenes.cpp
index f9d23be2cf..cd233701c3 100644
--- a/engines/mads/nebular/nebular_scenes.cpp
+++ b/engines/mads/nebular/nebular_scenes.cpp
@@ -57,6 +57,8 @@ SceneLogic *SceneFactory::createScene(MADSEngine *vm) {
return new Scene104(vm);
case 105:
return new Scene105(vm);
+ case 106:
+ return new Scene106(vm);
// Scene group #2
case 201:
diff --git a/engines/mads/nebular/nebular_scenes1.cpp b/engines/mads/nebular/nebular_scenes1.cpp
index 9d0cf5f8ce..8871032178 100644
--- a/engines/mads/nebular/nebular_scenes1.cpp
+++ b/engines/mads/nebular/nebular_scenes1.cpp
@@ -11,7 +11,7 @@
* 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
+ * 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
@@ -1338,10 +1338,8 @@ void Scene103::actions() {
switch (_vm->_game->_trigger) {
case 0:
_scene->changeVariant(1);
- _globals._sequenceIndexes[13] = _scene->_sequences.startReverseCycle(
- _globals._spriteIndexes[13], false, 3, 2);
+ _globals._sequenceIndexes[13] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[13], false, 3, 2);
_scene->_sequences.setMsgLayout(_globals._sequenceIndexes[13]);
-
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[13], SM_FRAME_INDEX, 7, 1);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[13], SM_0, 0, 2);
_vm->_game->_player._visible = false;
@@ -1370,10 +1368,8 @@ void Scene103::actions() {
switch (_vm->_game->_trigger) {
case 0:
_scene->changeVariant(1);
- _globals._sequenceIndexes[12] = _scene->_sequences.startReverseCycle(
- _globals._spriteIndexes[12], false, 3, 2);
+ _globals._sequenceIndexes[12] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[12], false, 3, 2);
_scene->_sequences.setMsgLayout(_globals._sequenceIndexes[12]);
-
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[12], SM_FRAME_INDEX, 6, 1);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[12], SM_0, 0, 2);
_vm->_game->_player._visible = false;
@@ -1523,8 +1519,8 @@ void Scene104::setup() {
}
void Scene104::enter() {
- _globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('h', -1), false);
- _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 14, 0, 0, 1);
+ _globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('h', -1));
+ _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 14, 0, 0, 1);
if (_scene->_priorSceneId == 105)
_game._player._playerPos = Common::Point(302, 107);
@@ -1568,7 +1564,7 @@ void Scene104::step() {
_scene->resetScene();
_game._player._stepEnabled = false;
_game._player._visible = false;
- _globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('a', 0), false);
+ _globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('a', 0));
_vm->_palette->refreshHighColors();
_globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], mirrorFl, 7, 1, 0, 0);
_scene->_sequences.setMsgPosition(_globals._sequenceIndexes[2], Common::Point(198, 143));
@@ -1598,7 +1594,7 @@ void Scene104::step() {
_scene->resetScene();
_game._player._stepEnabled = false;
_game._player._visible = false;
- _globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('a', 1), false);
+ _globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('a', 1));
_vm->_palette->refreshHighColors();
_globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 6, 1, 0, 0);
_scene->_sequences.setMsgPosition(_globals._sequenceIndexes[3], Common::Point(198, 143));
@@ -1636,8 +1632,8 @@ void Scene104::step() {
_scene->_activeAnimation->free();
_scene->resetScene();
_game._player._stepEnabled = false;
- _game._player._visible = false;
- _globals._spriteIndexes[4] = _scene->_sprites.addSprites(formAnimName('a', 2), false);
+ _game._player._visible = false;
+ _globals._spriteIndexes[4] = _scene->_sprites.addSprites(formAnimName('a', 2));
_vm->_palette->refreshHighColors();
_globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 8, 1, 0, 0);
_scene->_sequences.setMsgPosition(_globals._sequenceIndexes[4], Common::Point(198, 143));
@@ -1717,8 +1713,8 @@ void Scene105::setup() {
}
void Scene105::enter() {
- _globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('m', 1), false);
- _globals._spriteIndexes[4] = _scene->_sprites.addSprites(formAnimName('f', 4), false);
+ _globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('m', 1));
+ _globals._spriteIndexes[4] = _scene->_sprites.addSprites(formAnimName('f', 4));
_globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 8, 0, 0, 0);
if (_globals[kFishIn105]) {
@@ -1748,11 +1744,11 @@ void Scene105::step() {
_scene->_kernelMessages.reset();
_scene->resetScene();
_game._player._stepEnabled = false;
- _game._player._visible = false;
+ _game._player._visible = false;
- _globals._spriteIndexes[0] = _scene->_sprites.addSprites(formAnimName('m', 0), false);
- _globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('m', 2), false);
- _globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('m', 3), false);
+ _globals._spriteIndexes[0] = _scene->_sprites.addSprites(formAnimName('m', 0));
+ _globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('m', 2));
+ _globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('m', 3));
_vm->_sound->command(33);
_scene->clearSequenceList();
_vm->_palette->refreshHighColors();
@@ -1856,5 +1852,212 @@ void Scene105::actions() {
/*------------------------------------------------------------------------*/
+void Scene106::setup() {
+ setPlayerSpritesPrefix();
+ setAAName();
+
+ if ((_scene->_priorSceneId == 102) && !_game._objects.isInInventory(OBJ_REBREATHER) && !_scene->_roomChanged)
+ _game._player._spritesPrefix = "";
+
+ _vm->_dialogs->_defaultPosition.y = 100;
+}
+
+void Scene106::enter() {
+ _globals._spriteIndexes[0] = _scene->_sprites.addSprites(formAnimName('H', -1));
+
+ if (_game._objects.isInInventory(OBJ_REBREATHER) || (_scene->_priorSceneId != 102) || _scene->_roomChanged) {
+ _globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('A', 0));
+ _globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('A', 1));
+ }
+
+ _globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('G', -1));
+ _globals._sequenceIndexes[2] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[2], false, 21, 0, 0, 0);
+ _globals._spriteIndexes[4] = _scene->_sprites.addSprites(formAnimName('I', -1));
+ _globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 6, 0, 32, 47);
+
+ if (_scene->_priorSceneId == 102) {
+ _globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 6, 1, 4, 0);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[0], SM_0, 0, 70);
+ _game._player._visible = false;
+ _game._player._stepEnabled = false;
+ _game._player._facing = FACING_EAST;
+ _game._player._playerPos = Common::Point(106, 69);
+ } else if (_scene->_priorSceneId != -2) {
+ if (_scene->_priorSceneId == 107) {
+ _game._player._playerPos = Common::Point(319, 84);
+ _game._player._facing = _game._player._prepareWalkFacing = FACING_WEST;
+ } else {
+ _game._player._playerPos = Common::Point(319, 44);
+ _game._player._facing = _game._player._prepareWalkFacing = FACING_SOUTHWEST;
+ _scene->_sprites[_game._player._spritesStart + 3]->_charInfo->_velocity = 24;
+ }
+
+ _game._player._prepareWalkPos = Common::Point(246, 69);
+ _game._player._needToWalk = true;
+ _game._player._readyToWalk = true;
+ }
+
+ if (_scene->_priorSceneId != 102) {
+ _globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 6, 0, 0, 0);
+ _scene->_sequences.setAnimRange(_globals._sequenceIndexes[0], -2, -2);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[0], 14);
+ }
+
+ _backToShipFl = false;
+ _shadowFl = false;
+ _firstEmergingFl = false;
+
+ _game.loadQuoteSet(0x31, 0x32, 0x34, 0x4D, 0x4E, 0x4F, 0x50, 0x51, 0);
+ sceneEntrySound();
+}
+
+void Scene106::step() {
+ if (_game._trigger == 70) {
+ _globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 6, 0, 0, 0);
+ _scene->_sequences.setAnimRange(_globals._sequenceIndexes[0], -2, -2);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[0], 14);
+
+ if (!_game._objects.isInInventory(OBJ_REBREATHER) && !_scene->_roomChanged) {
+ _scene->loadAnimation(Resources::formatName(106, 'A', -1, EXT_AA, ""), 75);
+ } else {
+ _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 4, 1, 0, 0);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SM_FRAME_INDEX, 28, 71);
+ }
+ }
+
+ if (_game._trigger == 71) {
+ _game._player._prepareWalkPos = Common::Point(246, 69);
+ _game._player._prepareWalkFacing = FACING_EAST;
+ _game._player._needToWalk = true;
+ _game._player._readyToWalk = true;
+ _game._player._visible = true;
+
+ if (_game._visitedScenes._sceneRevisited) {
+ _game._player._stepEnabled = true;
+ } else {
+ _game._player._prepareWalkFacing = FACING_SOUTHWEST;
+ _firstEmergingFl = true;
+ _scene->loadAnimation(Resources::formatName(106, 'B', -1, EXT_AA, ""), 80);
+ }
+ }
+
+ if (_firstEmergingFl && (_scene->_activeAnimation->getCurrentFrame() >= 19)) {
+ _firstEmergingFl = false;
+ _scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 0, 120, _game.getQuote(52));
+ }
+
+ if ((_game._trigger >= 80) && (_game._trigger <= 87)) {
+ int tmpVal = _game._trigger - 80;
+ int msgId = -1;
+ switch (tmpVal) {
+ case 0:
+ _msgPosY = 26;
+ msgId = 49;
+ break;
+
+ case 1:
+ case 2:
+ case 3:
+ case 4:
+ case 5:
+ msgId = 76 + tmpVal;
+ break;
+
+ case 6:
+ msgId = 50;
+ break;
+
+ default:
+ msgId = -1;
+ _game._player._stepEnabled = true;
+ break;
+ }
+
+ if (msgId >= 0) {
+ int nextAbortVal = _game._trigger + 1;
+ _scene->_kernelMessages.add(Common::Point(15, _msgPosY), 0x1110, 0, 0, 360, _game.getQuote(msgId));
+ _scene->_sequences.addTimer(150, nextAbortVal);
+ _msgPosY += 14;
+ }
+ }
+
+ if (_backToShipFl) {
+ if (!_shadowFl) {
+ if (_game._player._playerPos.x < 204) {
+ _shadowFl = true;
+ _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 4, 1, 0, 0);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SM_0, 0, 72);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SM_FRAME_INDEX, 44, 73);
+ }
+ } else if (_game._trigger == 73)
+ _game._player._visible = false;
+ else if (_game._trigger == 72)
+ _scene->_sequences.addTimer(24, 74);
+ else if (_game._trigger == 74)
+ _scene->_nextSceneId = 102;
+ }
+
+ if (_game._trigger == 75) {
+ _game._visitedScenes.pop_back();
+ _scene->_nextSceneId = 102;
+ }
+}
+
+void Scene106::preActions() {
+ if (_action.isAction(0x15D, 0x12E) || _action.isAction(0x15D, 0x130)) {
+ _game._player._stepEnabled = false;
+ _scene->_sprites[_game._player._spritesStart + 1]->_charInfo->_velocity = 24;
+ _game._player._walkOffScreenSceneId = 104;
+ }
+
+ if (_action.isAction(0x15D, 0xF3))
+ _game._player._walkOffScreenSceneId = 107;
+}
+
+void Scene106::actions() {
+ if (_action._lookFlag)
+ _vm->_dialogs->show(0x2976);
+ else if (_action.isAction(0x15C, 0xD9)) {
+ _game._player._stepEnabled = false;
+ _game._player._prepareWalkPos = Common::Point(95, 72);
+ _game._player._prepareWalkFacing = FACING_WEST;
+ _game._player._needToWalk = true;
+ _game._player._readyToWalk = true;
+ _game._player._frameNumber = 9;
+ _backToShipFl = true;
+ } else if (_action.isAction(VERB_LOOK, 0x13) || _action.isAction(0xD1, 0x13))
+ _vm->_dialogs->show(0x2969);
+ else if (_action.isAction(VERB_TAKE, 0x13))
+ _vm->_dialogs->show(0x296A);
+ else if (_action.isAction(VERB_LOOK, 0x12F) || _action.isAction(VERB_LOOK, 0x130))
+ _vm->_dialogs->show(0x296B);
+ else if (_action.isAction(VERB_TAKE, 0x12F) || _action.isAction(VERB_TAKE, 0x130))
+ _vm->_dialogs->show(0x296C);
+ else if (_action.isAction(VERB_LOOK, 0xF3))
+ _vm->_dialogs->show(0x296D);
+ else if (_action.isAction(VERB_LOOK, 0x109) || _action.isAction(0xD1, 0x109))
+ _vm->_dialogs->show(0x296E);
+ else if (_action.isAction(0x109) && (_action.isAction(VERB_PUSH) || _action.isAction(VERB_PULL) || _action.isAction(VERB_TAKE)))
+ _vm->_dialogs->show(0x296F);
+ else if (_action.isAction(VERB_LOOK, 0x139) || _action.isAction(0xD1, 0x139))
+ _vm->_dialogs->show(0x2970);
+ else if (_action.isAction(VERB_LOOK, 0xD9))
+ _vm->_dialogs->show(0x2971);
+ else if (_action.isAction(VERB_OPEN, 0xD9))
+ _vm->_dialogs->show(0x2972);
+ else if (_action.isAction(VERB_CLOSE, 0xD9))
+ _vm->_dialogs->show(0x2973);
+ else if (_action.isAction(VERB_LOOK, 0x12E))
+ _vm->_dialogs->show(0x2974);
+ else if (_action.isAction(VERB_LOOK, 0xF0))
+ _vm->_dialogs->show(0x2975);
+ else
+ return;
+
+ _action._inProgress = false;
+}
+
+/*------------------------------------------------------------------------*/
+
} // End of namespace Nebular
} // End of namespace MADS
diff --git a/engines/mads/nebular/nebular_scenes1.h b/engines/mads/nebular/nebular_scenes1.h
index f150e2f135..ef6dc3c504 100644
--- a/engines/mads/nebular/nebular_scenes1.h
+++ b/engines/mads/nebular/nebular_scenes1.h
@@ -144,6 +144,25 @@ public:
virtual void postActions() {};
};
+class Scene106 : public Scene1xx {
+private:
+ bool _backToShipFl;
+ bool _shadowFl;
+ bool _firstEmergingFl;
+
+ int _msgPosY;
+
+public:
+ Scene106(MADSEngine *vm) : Scene1xx(vm), _backToShipFl(false), _shadowFl(false), _firstEmergingFl(false), _msgPosY(0) {}
+
+ virtual void setup();
+ virtual void enter();
+ virtual void step();
+ virtual void preActions();
+ virtual void actions();
+ virtual void postActions() {};
+};
+
} // End of namespace Nebular
} // End of namespace MADS