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authorStrangerke2014-05-06 07:18:34 +0200
committerStrangerke2014-05-06 07:22:53 +0200
commitdaf4170d74b8dff91818443baa287b5b5176e9b5 (patch)
tree5ace0da051c7ba42e5c8db09ab9db5bcec9f8474 /engines/mads/nebular/nebular_scenes5.cpp
parentadd4135d46f48cf3bda3424a11215b893c6b3a33 (diff)
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MADS: Implement scene 501
Diffstat (limited to 'engines/mads/nebular/nebular_scenes5.cpp')
-rw-r--r--engines/mads/nebular/nebular_scenes5.cpp377
1 files changed, 371 insertions, 6 deletions
diff --git a/engines/mads/nebular/nebular_scenes5.cpp b/engines/mads/nebular/nebular_scenes5.cpp
index eb1aa42dd3..db6e6dad59 100644
--- a/engines/mads/nebular/nebular_scenes5.cpp
+++ b/engines/mads/nebular/nebular_scenes5.cpp
@@ -92,6 +92,371 @@ void Scene5xx::sceneEntrySound() {
/*------------------------------------------------------------------------*/
+void Scene501::setup() {
+ setPlayerSpritesPrefix();
+ setAAName();
+ _scene->addActiveVocab(0x6E);
+ _scene->addActiveVocab(0x18B);
+}
+
+void Scene501::handleSlotActions() {
+ switch (_game._trigger) {
+ case 0:
+ _game._player._stepEnabled = false;
+ _game._player._visible = false;
+ int numTicks, frameIndex;
+ if (_globals[kSexOfRex] == REX_MALE) {
+ _mainSpriteId = _globals._spriteIndexes[4];
+ numTicks = 8;
+ frameIndex = 3;
+ } else {
+ _mainSpriteId = _globals._spriteIndexes[5];
+ numTicks = 10;
+ frameIndex = 2;
+ }
+
+ _mainSequenceId = _scene->_sequences.startReverseCycle(_mainSpriteId, false, numTicks, 1, 0, 0);
+ _scene->_sequences.setAnimRange(_mainSequenceId, 1, frameIndex);
+ _scene->_sequences.setMsgLayout(_mainSequenceId);
+ _vm->_sound->command(10);
+ _scene->_sequences.addSubEntry(_mainSequenceId, SEQUENCE_TRIGGER_SPRITE, frameIndex, 1);
+ _scene->_sequences.addSubEntry(_mainSequenceId, SEQUENCE_TRIGGER_EXPIRE, 0, 2);
+ break;
+
+ case 1:
+ _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 12, 6, 0, 0);
+ break;
+
+ case 2:
+ _scene->_sequences.updateTimeout(-1, _mainSequenceId);
+ _game._player._visible = true;
+ _scene->_sequences.addTimer(15, 3);
+ break;
+
+ case 3:
+ _game._player.walk(Common::Point(282, 110), FACING_NORTH);
+ _scene->_sequences.addTimer(60, 4);
+ break;
+
+ default:
+ break;
+ }
+}
+
+void Scene501::enter() {
+ _globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('x', 1));
+ _globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('c', 0));
+ _globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('x', 0));
+
+ if (_globals[kSexOfRex] == REX_MALE) {
+ _globals._spriteIndexes[4] = _scene->_sprites.addSprites("*RXMRC_9");
+ _globals._spriteIndexes[6] = _scene->_sprites.addSprites("*RXCD_7");
+ } else {
+ _globals._spriteIndexes[5] = _scene->_sprites.addSprites("*ROXRC_9");
+ _globals._spriteIndexes[7] = _scene->_sprites.addSprites("*ROXCD_7");
+ }
+
+ _globals._sequenceIndexes[3] = _scene->_sequences.startCycle(_globals._spriteIndexes[3], false, 1);
+ int idx = _scene->_dynamicHotspots.add(0x6E, 0x18B, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0));
+ _doorHotspotid = _scene->_dynamicHotspots.setPosition(idx,Common::Point(282, 110), FACING_NORTH);
+ _scene->_dynamicHotspots.setCursor(_doorHotspotid, CURSOR_GO_UP);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 7);
+ _globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, -1);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 4);
+ _rexPunched = true;
+
+ if (_scene->_priorSceneId == 504) {
+ _game._player._stepEnabled = false;
+ _game._player._playerPos = Common::Point(74, 121);
+ _game._player._facing = FACING_NORTHWEST;
+ _game._player._visible = false;
+ _game._player._stepEnabled = false;
+ _scene->_sequences.remove(_globals._sequenceIndexes[2]);
+ _globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, -2);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 4);
+ if (_globals[kSexOfRex] == REX_MALE)
+ _scene->loadAnimation(formAnimName('G', 2), 70);
+ else
+ _scene->loadAnimation(formAnimName('R', 2), 70);
+ } else if (_scene->_priorSceneId == 503) {
+ _game._player._playerPos = Common::Point(317, 102);
+ _game._player._facing = FACING_SOUTHWEST;
+ _scene->_sequences.addTimer(15, 80);
+ } else if (_scene->_priorSceneId != -2)
+ _game._player._playerPos = Common::Point(299, 131);
+
+ if (_scene->_roomChanged) {
+ _game._objects.addToInventory(OBJ_FAKE_ID);
+ _game._objects.addToInventory(OBJ_SECURITY_CARD);
+ _game._objects.addToInventory(OBJ_ID_CARD);
+ }
+
+ sceneEntrySound();
+ _game.loadQuoteSet(0x275, 0x276, 0x277, 0);
+
+ if (!_game._visitedScenes._sceneRevisited)
+ _scene->_sequences.addTimer(2, 90);
+}
+
+void Scene501::step() {
+ if (_game._trigger == 90)
+ _vm->_dialogs->show(50127);
+
+ if (_game._trigger >= 80) {
+ switch (_game._trigger) {
+ case 80:
+ _game._player._stepEnabled = false;
+ _scene->_sequences.remove(_globals._sequenceIndexes[3]);
+ _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 12, 6, 0, 0);
+ _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 9, 1, 0, 0);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 7);
+ _vm->_sound->command(11);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 81);
+ break;
+
+ case 81:
+ _scene->_dynamicHotspots.remove(_doorHotspotid);
+ _game._player.walk(Common::Point(276, 110), FACING_SOUTHWEST);
+ _scene->_sequences.addTimer(120, 82);
+ break;
+
+ case 82:
+ _globals._sequenceIndexes[3] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[3], false, 9, 1, 0, 0);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 7);
+ _vm->_sound->command(12);
+ _doorHotspotid = _scene->_dynamicHotspots.add(0x6E, 0x18B, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0));
+ _scene->_dynamicHotspots.setPosition(_globals._sequenceIndexes[3], Common::Point(282, 110), FACING_NORTH);
+ _scene->_dynamicHotspots.setCursor(_doorHotspotid, CURSOR_GO_UP);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 83);
+ break;
+
+ case 83:
+ _game._player._stepEnabled = true;
+ _globals._sequenceIndexes[3] = _scene->_sequences.startCycle(_globals._spriteIndexes[3], false, -1);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 7);
+ break;
+
+ default:
+ break;
+ }
+ }
+
+ if (_game._trigger >= 70 && _game._trigger <= 73) {
+ switch (_game._trigger) {
+ case 70:
+ _game._player._visible = true;
+ _game._player._priorTimer = _scene->_frameStartTime - _game._player._ticksAmount;
+ _scene->_sequences.addTimer(15, 71);
+ break;
+
+ case 71:
+ _game._player.walk(Common::Point(92, 130), FACING_SOUTH);
+ _scene->_sequences.addTimer(30, 72);
+ break;
+
+ case 72:
+ _scene->_sequences.remove(_globals._sequenceIndexes[2]);
+ _globals._sequenceIndexes[2] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[2], false, 6, 1, 0, 0);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 4);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_EXPIRE, 0, 73);
+ break;
+
+ case 73:
+ _game._player._stepEnabled = true;
+ _globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, -1);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 4);
+ break;
+
+ default:
+ break;
+ }
+ }
+}
+
+void Scene501::preActions() {
+ if (_action.isAction(0x1AD) && (_action.isAction(0x321) || _action.isAction(0x322)))
+ _game._player._walkOffScreenSceneId = 551;
+}
+
+void Scene501::actions() {
+ if (_action.isAction(0x36A, 0x324)) {
+ switch (_game._trigger) {
+ case 0:
+ _game._player._stepEnabled = false;
+ _scene->_sequences.remove(_globals._sequenceIndexes[2]);
+ _globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 6, 1, 0, 0);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 4);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_EXPIRE, 0, 1);
+ break;
+
+ case 1: {
+ int syncIdx = _globals._sequenceIndexes[2];
+ _globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, -2);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 4);
+ _scene->_sequences.updateTimeout(_globals._sequenceIndexes[2], syncIdx);
+ _scene->_sequences.addTimer(15, 2);
+ }
+ break;
+
+ case 2:
+ _game._player._visible = false;
+ if (_globals[kSexOfRex] == REX_MALE)
+ _mainSpriteId = _globals._spriteIndexes[6];
+ else
+ _mainSpriteId = _globals._spriteIndexes[7];
+
+ _mainSequenceId = _scene->_sequences.addSpriteCycle(_mainSpriteId, false, 8, 1, 0, 0);
+ _scene->_sequences.setMsgLayout(_mainSequenceId);
+ _scene->_sequences.addSubEntry(_mainSequenceId, SEQUENCE_TRIGGER_EXPIRE, 0, 3);
+ break;
+
+ case 3: {
+ int syncIdx = _mainSequenceId;
+ _mainSequenceId = _scene->_sequences.startCycle(_mainSpriteId, false, -2);
+ _scene->_sequences.setMsgLayout(_mainSequenceId);
+ _scene->_sequences.updateTimeout(_mainSequenceId, syncIdx);
+ _scene->_sequences.addTimer(30, 4);
+ }
+ break;
+
+ case 4:
+ _scene->_nextSceneId = 504;
+ break;
+
+ default:
+ break;
+ }
+ } else if (_action.isAction(VERB_PUT, 0x131, 0x251))
+ _vm->_dialogs->show(50113);
+ else if (_action.isAction(VERB_PUT, 0x305, 0x251)) {
+ switch (_game._trigger) {
+ case 0:
+ case 1:
+ case 2:
+ case 3:
+ handleSlotActions();
+ break;
+
+ case 4:
+ if (_globals[kSexOfRex] == REX_MALE) {
+ _game._player._visible = false;
+ _vm->_sound->command(13);
+ _scene->loadAnimation(formAnimName('G', 1), 5);
+ } else {
+ _rexPunched = false;
+ _scene->_kernelMessages.reset();
+ _scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 6, 120, _game.getQuote(0x277));
+ }
+ break;
+
+ case 5:
+ _game._player._visible = true;
+ _game._player._priorTimer = _scene->_frameStartTime - _game._player._ticksAmount;
+ _scene->_sequences.addTimer(30, 6);
+ break;
+
+ case 6:
+ if (_globals[kSexOfRex] == REX_MALE) {
+ if (_rexPunched) {
+ _scene->_kernelMessages.reset();
+ _scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 0, 120, _game.getQuote(0x275));
+ _rexPunched = false;
+ } else {
+ _scene->_kernelMessages.reset();
+ _scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 0, 120, _game.getQuote(0x276));
+ }
+ }
+ _game._player._stepEnabled = true;
+ break;
+
+ default:
+ break;
+ }
+ } else if (_action.isAction(VERB_PUT, 0xB3, 0x251)) {
+ switch (_game._trigger) {
+ case 0:
+ case 1:
+ case 2:
+ case 3:
+ handleSlotActions();
+
+ case 4:
+ _scene->_sequences.remove(_globals._sequenceIndexes[3]);
+ _scene->_dynamicHotspots.remove(_doorHotspotid);
+ _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 9, 1, 0, 0);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 7);
+ _vm->_sound->command(11);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 6);
+ break;
+
+ case 6:
+ _game._player.walk(Common::Point(317, 102), FACING_NORTHEAST);
+ _scene->_sequences.addTimer(120, 7);
+ break;
+
+ case 7: {
+ _vm->_sound->command(12);
+ int syncIdx = _globals._sequenceIndexes[3];
+ _globals._sequenceIndexes[3] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[3], false, 9, 1, 0, 0);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 7);
+ _scene->_sequences.updateTimeout(_globals._sequenceIndexes[3], syncIdx);
+ _vm->_sound->command(12);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 8);
+ }
+ break;
+
+ case 8: {
+ int syncIdx = _globals._sequenceIndexes[3];
+ _globals._sequenceIndexes[3] = _scene->_sequences.startCycle(_globals._spriteIndexes[3], false, 1);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 7);
+ _scene->_sequences.updateTimeout(_globals._sequenceIndexes[3], syncIdx);
+ _scene->_nextSceneId = 503;
+ }
+ break;
+
+ default:
+ break;
+ }
+ } else if ((_action._lookFlag) || _action.isAction(VERB_LOOK, 0x31E))
+ _vm->_dialogs->show(50121);
+ else if (_action.isAction(VERB_LOOK, 0x6E))
+ _vm->_dialogs->show(50110);
+ else if (_action.isAction(VERB_LOOK, 0x251))
+ _vm->_dialogs->show(50112);
+ else if (_action.isAction(VERB_LOOK, 0x244))
+ _vm->_dialogs->show(50114);
+ else if (_action.isAction(VERB_TAKE, 0x244))
+ _vm->_dialogs->show(50115);
+ else if (_action.isAction(VERB_LOOK, 0x322))
+ _vm->_dialogs->show(50118);
+ else if (_action.isAction(VERB_LOOK, 0x361) || _action.isAction(VERB_LOOK, 0x360)
+ || _action.isAction(0x1AD, 0x361) || _action.isAction(0x1AD, 0x360))
+ _vm->_dialogs->show(50119);
+ else if (_action.isAction(VERB_LOOK, 0x323))
+ _vm->_dialogs->show(50120);
+ else if (_action.isAction(VERB_OPEN, 0x6E))
+ _vm->_dialogs->show(50122);
+ else if (_action.isAction(VERB_LOOK, 0x1E6))
+ _vm->_dialogs->show(50123);
+ else if (_action.isAction(VERB_OPEN, 0x1E6))
+ _vm->_dialogs->show(50124);
+ else if (_action.isAction(VERB_LOOK, 0x369))
+ _vm->_dialogs->show(50125);
+ else if (_action.isAction(VERB_LOOK, 0x1FA) || _action.isAction(VERB_LOOK, 0x10C))
+ _vm->_dialogs->show(50126);
+ else if (_action.isAction(VERB_LOOK, 0x324)) {
+ if (!_game._visitedScenes.exists(504))
+ _vm->_dialogs->show(50116);
+ else
+ _vm->_dialogs->show(50117);
+ } else
+ return;
+
+ _action._inProgress = false;
+}
+
+/*------------------------------------------------------------------------*/
+
void Scene502::setup() {
_game._player._spritesPrefix = "";
// The original is using Scene5xx_setAAName()
@@ -132,12 +497,12 @@ void Scene502::actions() {
else if (_action.isAction(VERB_LOOK, 0x1CC))
_vm->_dialogs->show(50212);
else if (_action.isAction(VERB_LOOK, 0x1D0) || _action.isAction(VERB_LOOK, 0x1D1)
- || _action.isAction(VERB_LOOK, 0x1D2) || _action.isAction(VERB_LOOK, 0x1D3)
- || _action.isAction(VERB_LOOK, 0x1D4) || _action.isAction(VERB_LOOK, 0x1D5)
- || _action.isAction(VERB_LOOK, 0x1D6) || _action.isAction(VERB_LOOK, 0x1D7)
- || _action.isAction(VERB_LOOK, 0x1D8) || _action.isAction(VERB_LOOK, 0x1D9)
- || _action.isAction(VERB_LOOK, 0x1DB) || _action.isAction(VERB_LOOK, 0x7A)
- || _action.isAction(VERB_LOOK, 0x1DA))
+ || _action.isAction(VERB_LOOK, 0x1D2) || _action.isAction(VERB_LOOK, 0x1D3)
+ || _action.isAction(VERB_LOOK, 0x1D4) || _action.isAction(VERB_LOOK, 0x1D5)
+ || _action.isAction(VERB_LOOK, 0x1D6) || _action.isAction(VERB_LOOK, 0x1D7)
+ || _action.isAction(VERB_LOOK, 0x1D8) || _action.isAction(VERB_LOOK, 0x1D9)
+ || _action.isAction(VERB_LOOK, 0x1DB) || _action.isAction(VERB_LOOK, 0x7A)
+ || _action.isAction(VERB_LOOK, 0x1DA))
_vm->_dialogs->show(50213);
else if (_action.isAction(VERB_LOOK, 0x1CF) || _action._lookFlag)
_vm->_dialogs->show(50214);