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author | Strangerke | 2011-09-25 13:00:46 +0200 |
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committer | Strangerke | 2011-09-25 13:00:46 +0200 |
commit | d50b519653aa0ade953097934efa4f544b167f3c (patch) | |
tree | 9d0db415b05295b29883870b4470762f457e69f6 | |
parent | a6b796811ccedcbbdc103b5e9909c79cbe76acaf (diff) | |
download | scummvm-rg350-d50b519653aa0ade953097934efa4f544b167f3c.tar.gz scummvm-rg350-d50b519653aa0ade953097934efa4f544b167f3c.tar.bz2 scummvm-rg350-d50b519653aa0ade953097934efa4f544b167f3c.zip |
TsAGE: Implement scene 920
-rw-r--r-- | engines/tsage/blue_force/blueforce_logic.cpp | 3 | ||||
-rw-r--r-- | engines/tsage/blue_force/blueforce_scenes9.cpp | 183 | ||||
-rw-r--r-- | engines/tsage/blue_force/blueforce_scenes9.h | 35 |
3 files changed, 220 insertions, 1 deletions
diff --git a/engines/tsage/blue_force/blueforce_logic.cpp b/engines/tsage/blue_force/blueforce_logic.cpp index 3e15617146..4f822876d4 100644 --- a/engines/tsage/blue_force/blueforce_logic.cpp +++ b/engines/tsage/blue_force/blueforce_logic.cpp @@ -165,7 +165,10 @@ Scene *BlueForceGame::createScene(int sceneNumber) { // Outside Warehouse return new Scene900(); case 910: + error("Scene group 9 not implemented"); case 920: + // Inside Warehouse: Secret room + return new Scene920(); case 930: case 935: case 940: diff --git a/engines/tsage/blue_force/blueforce_scenes9.cpp b/engines/tsage/blue_force/blueforce_scenes9.cpp index a7d60f7fbb..f91818af25 100644 --- a/engines/tsage/blue_force/blueforce_scenes9.cpp +++ b/engines/tsage/blue_force/blueforce_scenes9.cpp @@ -720,6 +720,187 @@ void Scene900::synchronize(Serializer &s) { s.syncAsSint16LE(_field1976); } -} // End of namespace BlueForce +/*-------------------------------------------------------------------------- + * Scene 920 - Inside Warehouse: Secret Room + * + *--------------------------------------------------------------------------*/ +// Crate +bool Scene920::Item1::startAction(CursorType action, Event &event) { + Scene920 *scene = (Scene920 *)BF_GLOBALS._sceneManager._scene; + + switch (action) { + case CURSOR_LOOK: + if ((BF_GLOBALS.getFlag(fCrateOpen)) && (BF_GLOBALS._player._visage == 921)) { + BF_GLOBALS._player.disableControl(); + scene->_object2.postInit(); + scene->_sceneMode = 9204; + if (!BF_GLOBALS.getFlag(fGotPointsForBoots)) { + BF_GLOBALS._uiElements.addScore(30); + BF_GLOBALS.setFlag(fGotPointsForBoots); + } + scene->setAction(&scene->_sequenceManager1, scene, 9204, &BF_GLOBALS._player, &scene->_object2, NULL); + return true; + } else + return NamedHotspot::startAction(action, event); + break; + case CURSOR_USE: + BF_GLOBALS._player.disableControl(); + if (BF_GLOBALS.getFlag(fCrateOpen)) { + if (BF_GLOBALS._player._visage == 921) { + if ((BF_INVENTORY.getObjectScene(15) != 1) && (BF_GLOBALS.getFlag(fSawGuns))) { + scene->_sceneMode = 9207; + scene->setAction(&scene->_sequenceManager1, scene, 9207, &BF_GLOBALS._player, NULL); + } else { + scene->_sceneMode = 9203; + scene->setAction(&scene->_sequenceManager1, scene, 9203, &BF_GLOBALS._player, &scene->_object1, NULL); + BF_GLOBALS.clearFlag(fCrateOpen); + } + } else { + scene->_sceneMode = 9205; + scene->setAction(&scene->_sequenceManager1, scene, 9205, &BF_GLOBALS._player, NULL); + } + } else { + scene->_sceneMode = 9202; + scene->setAction(&scene->_sequenceManager1, scene, 9202, &BF_GLOBALS._player, &scene->_object1, NULL); + BF_GLOBALS.setFlag(fCrateOpen); + } + return true; + break; + default: + return NamedHotspot::startAction(action, event); + break; + } +} + +// North Exit +bool Scene920::Item8::startAction(CursorType action, Event &event) { + Scene920 *scene = (Scene920 *)BF_GLOBALS._sceneManager._scene; + + BF_GLOBALS._player.disableControl(); + if (BF_GLOBALS._player._visage == 921) { + scene->_sceneMode = 10; + scene->setAction(&scene->_sequenceManager1, scene, 9206, &BF_GLOBALS._player, NULL); + // TO BE CHECKED: Original code uses a variable to store the address of scene instance. + // As it's used later a coordinates to create a playermover, I don't understand. + // On the other hand, it's not really important as just after the hero leaves the scene + // so the variable is no longer used. + // scene->_oldCoord = &scene; + _field10 = 1; + } else { + scene->_sceneMode = 9201; + scene->setAction(&scene->_sequenceManager1, scene, 9201, &BF_GLOBALS._player, NULL); + } + return true; +} + +void Scene920::postInit(SceneObjectList *OwnerList) { + SceneExt::postInit(); + loadScene(920); + + _stripManager.addSpeaker(&_gameTextSpeaker); + _stripManager.addSpeaker(&_jakeJacketSpeaker); + if (BF_GLOBALS._dayNumber == 0) + BF_GLOBALS._dayNumber = 4; + BF_GLOBALS._player.postInit(); + if (BF_GLOBALS._v4CEC8 != 0) { + _object3.postInit(); + _object3.setVisage(922); + _object3.setStrip(2); + _object3.fixPriority(1); + _object3.setPosition(Common::Point(145, 82)); + } + + _object1.postInit(); + _object1.setVisage(922); + if (BF_GLOBALS.getFlag(fCrateOpen)) { + _object1.setStrip(3); + _object1.setFrame(5); + } + _object1.setPosition(Common::Point(158, 107)); + _object1.setPriority(130); + _exitN.setDetails(Rect(116, 12, 165, 81), 920, -1, -1, -1, 1, NULL); + _item6.setDetails(6, 920, 15, 16, 17, 1); + _item4.setDetails(5, 920, 12, 13, 14, 1); + _item7.setDetails(4, 920, 9, 10, 11, 1); + _item5.setDetails(3, 920, 6, 7, 8, 1); + _crate.setDetails(2, 920, 3, 4, 5, 1); + _item3.setDetails(1, 920, 3, 4, 5, 1); + _item2.setDetails(Rect(0, 0, 320, 200), 920, 0, 1, 2, 1, NULL); + + BF_GLOBALS._player.disableControl(); + _sceneMode = 9200; + setAction(&_sequenceManager1, this, 9200, &BF_GLOBALS._player, NULL); +} + +void Scene920::signal() { + switch (_sceneMode) { + case 10: + _sceneMode = 9201; + setAction(&_sequenceManager1, this, 9201, &BF_GLOBALS._player, NULL); + break; + case 9201: + if (BF_GLOBALS.getFlag(fCrateOpen)) + BF_GLOBALS.setFlag(fLeftTraceIn920); + else + BF_GLOBALS.clearFlag(fLeftTraceIn920); + BF_GLOBALS._sceneManager.changeScene(910); + break; + case 9204: + _object2.remove(); + BF_GLOBALS.setFlag(fSawGuns); + BF_GLOBALS._player.enableControl(); + break; + case 9206: { + BF_GLOBALS._player.enableControl(); + PlayerMover *mover = new PlayerMover(); + BF_GLOBALS._player.addMover(mover, &_oldCoord, NULL); + break; + } + case 9207: + BF_GLOBALS._player.enableControl(); + BF_GLOBALS._uiElements.addScore(30); + BF_INVENTORY.setObjectScene(15, 1); + BF_GLOBALS._bookmark = bEndDayThree; + break; + default: + BF_GLOBALS._player.enableControl(); + break; + } +} +void Scene920::process(Event &event) { + SceneExt::process(event); + if (BF_GLOBALS._player._enabled && !_eventHandler && (event.mousePos.y < (BF_INTERFACE_Y - 1))) { + if (_exitN.contains(event.mousePos)) { + GfxSurface surface = _cursorVisage.getFrame(EXITFRAME_N); + BF_GLOBALS._events.setCursor(surface); + } else { + CursorType cursorId = BF_GLOBALS._events.getCursor(); + BF_GLOBALS._events.setCursor(cursorId); + } + } + if ((event.eventType == EVENT_BUTTON_DOWN) && (BF_GLOBALS._events.getCursor() == CURSOR_WALK) && (BF_GLOBALS._player._visage == 921)) { + BF_GLOBALS._player.disableControl(); + _sceneMode = 9206; + setAction(&_sequenceManager1, this, 9206, &BF_GLOBALS._player, NULL); + _oldCoord = event.mousePos; + event.handled = true; + } +} + +void Scene920::dispatch() { + SceneExt::dispatch(); + if ((_action == 0) && (BF_GLOBALS._player._position.y < 75)) { + BF_GLOBALS._player.disableControl(); + BF_GLOBALS._sceneManager.changeScene(910); + } +} + +void Scene920::synchronize(Serializer &s) { + SceneExt::synchronize(s); + s.syncAsSint16LE(_oldCoord.x); + s.syncAsSint16LE(_oldCoord.y); +} + +} // End of namespace BlueForce } // End of namespace TsAGE diff --git a/engines/tsage/blue_force/blueforce_scenes9.h b/engines/tsage/blue_force/blueforce_scenes9.h index 09752d40d5..5e6cb5c312 100644 --- a/engines/tsage/blue_force/blueforce_scenes9.h +++ b/engines/tsage/blue_force/blueforce_scenes9.h @@ -121,6 +121,41 @@ public: void synchronize(Serializer &s); }; +class Scene920: public PalettedScene { + /* Items */ + class Item1: public NamedHotspot { + public: + virtual bool startAction(CursorType action, Event &event); + }; + class Item8: public NamedHotspot { + public: + virtual bool startAction(CursorType action, Event &event); + }; + +public: + SequenceManager _sequenceManager1; + SpeakerGameText _gameTextSpeaker; + SpeakerJakeJacket _jakeJacketSpeaker; + + Item1 _crate; + NamedHotspot _item2; + NamedHotspot _item3; + NamedHotspot _item4; + NamedHotspot _item5; + NamedHotspot _item6; + NamedHotspot _item7; + NamedObject _object1; + NamedObject _object2; + NamedObject _object3; + Item8 _exitN; + Common::Point _oldCoord; + + virtual void postInit(SceneObjectList *OwnerList = NULL); + virtual void signal(); + virtual void process(Event &event); + virtual void dispatch(); + void synchronize(Serializer &s); +}; } // End of namespace BlueForce } // End of namespace TsAGE |