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authorStrangerke2014-05-01 19:15:28 +0200
committerStrangerke2014-05-01 19:15:28 +0200
commitb9a1b5376188c2e75d6aa2dba0fceba17fe3b2a6 (patch)
treee9e56228ad5874d1dd746f0b265aee6bbb1ed3bf /engines/mads/nebular/nebular_scenes4.cpp
parent0350cc79b3db9eb3e35314730f6e067bc6693c82 (diff)
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MADS: Implement scene 408
Diffstat (limited to 'engines/mads/nebular/nebular_scenes4.cpp')
-rw-r--r--engines/mads/nebular/nebular_scenes4.cpp154
1 files changed, 154 insertions, 0 deletions
diff --git a/engines/mads/nebular/nebular_scenes4.cpp b/engines/mads/nebular/nebular_scenes4.cpp
index 1335bd609f..9b0c5affbb 100644
--- a/engines/mads/nebular/nebular_scenes4.cpp
+++ b/engines/mads/nebular/nebular_scenes4.cpp
@@ -2785,5 +2785,159 @@ void Scene407::actions() {
/*------------------------------------------------------------------------*/
+void Scene408::setup() {
+ setPlayerSpritesPrefix();
+ setAAName();
+ _scene->addActiveVocab(0x167);
+ _scene->addActiveVocab(0xD);
+}
+
+void Scene408::enter() {
+ _game._player._playerPos = Common::Point(137, 150);
+ _game._player._facing = FACING_NORTH;
+
+ _globals._spriteIndexes[1] = _scene->_sprites.addSprites("*ROXRC_7");
+ _globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('m', -1));
+
+ if (_game._objects.isInRoom(OBJ_TARGET_MODULE)) {
+ _globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, 1);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 3);
+ int idx = _scene->_dynamicHotspots.add(0x167, 0xD, _globals._sequenceIndexes[2], Common::Rect(0, 0, 0, 0));
+ _scene->_dynamicHotspots.setPosition(idx, Common::Point(283, 128), FACING_NORTHEAST);
+ }
+ sceneEntrySound();
+}
+
+void Scene408::preActions() {
+ if ((_action.isAction(VERB_TAKE) && !_action.isAction(0x167)) || _action.isAction(VERB_PULL, 0x47B) || _action.isAction(VERB_OPEN, 0x265))
+ _game._player._needToWalk = false;
+
+ if ((_action.isAction(VERB_LOOK, 0x167) && _game._objects.isInRoom(0x17)) || _action.isAction(VERB_LOOK, 0x263))
+ _game._player._needToWalk = true;
+}
+
+void Scene408::actions() {
+ if (_action.isAction(0x242, 0x2B3)) {
+ _scene->_nextSceneId = 405;
+ _vm->_sound->command(58);
+ } else if (_action.isAction(VERB_TAKE, 0x167) && (_game._objects.isInRoom(OBJ_TARGET_MODULE) || _game._trigger)) {
+ switch (_game._trigger) {
+ case (0):
+ _vm->_sound->command(57);
+ _game._player._stepEnabled = false;
+ _game._player._visible = false;
+ _globals._sequenceIndexes[1] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[1], true, 7, 2, 0, 0);
+ _scene->_sequences.setAnimRange(_globals._sequenceIndexes[1], 1, 2);
+ _scene->_sequences.setMsgLayout(_globals._sequenceIndexes[1]);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_SPRITE, 2, 1);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_EXPIRE, 0, 2);
+ break;
+
+ case 1:
+ _scene->_sequences.remove(_globals._sequenceIndexes[2]);
+ _game._objects.addToInventory(OBJ_TARGET_MODULE);
+ _vm->_dialogs->showItem(OBJ_TARGET_MODULE, 40847);
+ break;
+
+ case 2:
+ _game._player._priorTimer = _game._player._ticksAmount + _scene->_frameStartTime;
+ _game._player._visible = true;
+ _scene->_sequences.addTimer(20, 3);
+ break;
+
+ case 3:
+ _game._player._stepEnabled = true;
+ break;
+
+ default:
+ break;
+ }
+ } else if (_action.isAction(VERB_LOOK, 0x2BC))
+ _vm->_dialogs->show(40810);
+ else if (_action.isAction(VERB_TAKE, 0x2BC) || _action.isAction(VERB_TAKE, 0x261) || _action.isAction(VERB_TAKE, 0x25F))
+ _vm->_dialogs->show(40811);
+ else if (_action.isAction(VERB_LOOK, 0x2BE))
+ _vm->_dialogs->show(40812);
+ else if (_action.isAction(VERB_TAKE, 0x2BE))
+ _vm->_dialogs->show(40813);
+ else if (_action.isAction(VERB_LOOK, 0x2C2))
+ _vm->_dialogs->show(40814);
+ else if (_action.isAction(VERB_TAKE, 0x2C2))
+ _vm->_dialogs->show(40815);
+ else if (_action.isAction(VERB_TAKE, 0x47B) || _action.isAction(VERB_PULL, 0x47B))
+ _vm->_dialogs->show(40816);
+ else if (_action.isAction(VERB_LOOK, 0x26D))
+ _vm->_dialogs->show(40817);
+ else if (_action.isAction(VERB_TAKE, 0x26D))
+ _vm->_dialogs->show(40818);
+ else if (_action.isAction(VERB_LOOK, 0x2BB))
+ _vm->_dialogs->show(40819);
+ else if (_action.isAction(VERB_TAKE, 0x2BB))
+ _vm->_dialogs->show(40820);
+ else if (_action.isAction(VERB_LOOK, 0x269))
+ _vm->_dialogs->show(40821);
+ else if (_action.isAction(VERB_TAKE, 0x269))
+ _vm->_dialogs->show(40822);
+ else if (_action.isAction(VERB_LOOK, 0x263)) {
+ if (_game._objects.isInRoom(OBJ_TARGET_MODULE))
+ _vm->_dialogs->show(40823);
+ else
+ _vm->_dialogs->show(40824);
+ } else if (_action.isAction(VERB_TAKE, 0x263))
+ _vm->_dialogs->show(40825);
+ else if (_action.isAction(VERB_LOOK, 0x2BF))
+ _vm->_dialogs->show(40826);
+ else if (_action.isAction(VERB_TAKE, 0x2BF))
+ _vm->_dialogs->show(40827);
+ else if (_action.isAction(VERB_LOOK, 0x7B))
+ _vm->_dialogs->show(40828);
+ else if (_action.isAction(VERB_OPEN, 0x7B) || _action.isAction(VERB_PULL, 0x7B))
+ _vm->_dialogs->show(40829);
+ else if (_action.isAction(VERB_LOOK, 0x26B))
+ _vm->_dialogs->show(40830);
+ else if (_action.isAction(VERB_TAKE, 0x26B))
+ _vm->_dialogs->show(40831);
+ else if (_action.isAction(VERB_LOOK, 0x2C1))
+ _vm->_dialogs->show(40832);
+ else if (_action.isAction(VERB_TAKE, 0x2C1))
+ _vm->_dialogs->show(40833);
+ else if (_action.isAction(VERB_LOOK, 0x2BD))
+ _vm->_dialogs->show(40834);
+ else if (_action.isAction(VERB_TAKE, 0x2BD))
+ _vm->_dialogs->show(40835);
+ else if (_action.isAction(VERB_LOOK, 0x261))
+ _vm->_dialogs->show(40836);
+ else if (_action.isAction(VERB_LOOK, 0x25F))
+ _vm->_dialogs->show(40837);
+ else if (_action.isAction(VERB_LOOK, 0x2C0))
+ _vm->_dialogs->show(40838);
+ else if (_action.isAction(VERB_LOOK, 0x47C))
+ _vm->_dialogs->show(40839);
+ else if (_action.isAction(VERB_TAKE, 0x47C))
+ _vm->_dialogs->show(40840);
+ else if (_action.isAction(VERB_LOOK, 0x265))
+ _vm->_dialogs->show(40841);
+ else if (_action.isAction(VERB_TAKE, 0x265))
+ _vm->_dialogs->show(40842);
+ else if (_action.isAction(VERB_OPEN, 0x265))
+ _vm->_dialogs->show(40843);
+ else if (_action.isAction(VERB_LOOK, 0x2B3))
+ _vm->_dialogs->show(40844);
+ else if (_action._lookFlag)
+ _vm->_dialogs->show(40845);
+ else if (_action.isAction(VERB_LOOK, 0x167) && _game._objects.isInRoom(OBJ_TARGET_MODULE))
+ _vm->_dialogs->show(40846);
+ else if (_action.isAction(VERB_LOOK, 0x26C))
+ _vm->_dialogs->show(40848);
+ else if (_action.isAction(VERB_OPEN, 0x263))
+ _vm->_dialogs->show(40849);
+ else
+ return;
+
+ _action._inProgress = false;
+}
+
+/*------------------------------------------------------------------------*/
+
} // End of namespace Nebular
} // End of namespace MADS