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author | Strangerke | 2014-05-17 09:52:21 +0200 |
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committer | Strangerke | 2014-05-17 09:52:21 +0200 |
commit | dc1d78e8ad86bc608064cc4c3daf54247a1ccee2 (patch) | |
tree | f91f8b231925f38c1175a725c690ebe7c77460e6 /engines/mads/nebular | |
parent | 622f97244df3f6bf80c86c4452f064bee8871e3d (diff) | |
download | scummvm-rg350-dc1d78e8ad86bc608064cc4c3daf54247a1ccee2.tar.gz scummvm-rg350-dc1d78e8ad86bc608064cc4c3daf54247a1ccee2.tar.bz2 scummvm-rg350-dc1d78e8ad86bc608064cc4c3daf54247a1ccee2.zip |
MADS: Implement scene 801
Diffstat (limited to 'engines/mads/nebular')
-rw-r--r-- | engines/mads/nebular/nebular_scenes.cpp | 2 | ||||
-rw-r--r-- | engines/mads/nebular/nebular_scenes8.cpp | 228 | ||||
-rw-r--r-- | engines/mads/nebular/nebular_scenes8.h | 15 |
3 files changed, 242 insertions, 3 deletions
diff --git a/engines/mads/nebular/nebular_scenes.cpp b/engines/mads/nebular/nebular_scenes.cpp index 958c3dd1b8..d8eadc1860 100644 --- a/engines/mads/nebular/nebular_scenes.cpp +++ b/engines/mads/nebular/nebular_scenes.cpp @@ -275,7 +275,7 @@ SceneLogic *SceneFactory::createScene(MADSEngine *vm) { // Scene group #8 case 801: // control room, outside teleporter - return new DummyScene(vm); // TODO + return new Scene801(vm); case 802: // launch pad with destroyed ship return new DummyScene(vm); // TODO case 803: // empty launch pad diff --git a/engines/mads/nebular/nebular_scenes8.cpp b/engines/mads/nebular/nebular_scenes8.cpp index 296fd74c34..13ab001bae 100644 --- a/engines/mads/nebular/nebular_scenes8.cpp +++ b/engines/mads/nebular/nebular_scenes8.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 @@ -76,6 +76,230 @@ void Scene8xx::sceneEntrySound() { /*------------------------------------------------------------------------*/ +void Scene801::setup() { + setPlayerSpritesPrefix(); + setAAName(); +} + +void Scene801::enter() { + _globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('x', 1)); + _globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('x', 0)); + _globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('x', 2)); + _globals._spriteIndexes[4] = _scene->_sprites.addSprites(formAnimName('x', 3)); + _globals._spriteIndexes[5] = _scene->_sprites.addSprites(formAnimName('a', -1)); + + if (_scene->_priorSceneId != 802) { + _globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, 5); + _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 13); + } + + if ((_globals[kCameFromCut]) && (_globals[kCutX] != 0)) { + _game._player._playerPos = Common::Point(_globals[kCutX], _globals[kCutY]); + _game._player._facing = (Facing)_globals[kCutFacing]; + _globals[kCutX] = 0; + _globals[kCameFromCut] = false; + _globals[kReturnFromCut] = false; + _globals[kBeamIsUp] = false; + _globals[kForceBeamDown] = false; + _globals[kDontRepeat] = false; + } else if (_scene->_priorSceneId == 808) { + _game._player._playerPos = Common::Point(148, 110); + _game._player._facing = FACING_NORTH; + } else if (_scene->_priorSceneId == 802) { + _game._player._playerPos = Common::Point(307, 111); + _game._player.walk(Common::Point(270, 118), FACING_WEST); + _game._player._visible = true; + } else if ((_scene->_priorSceneId != -2) && !_globals[kTeleporterCommand]) { + _game._player._playerPos = Common::Point(8, 117); + _game._player.walk(Common::Point(41, 115), FACING_EAST); + _game._player._visible = true; + } + + _globals[kBetweenRooms] = false; + + if (_globals[kTeleporterCommand]) { + _game._player._stepEnabled = false; + switch (_globals[kTeleporterCommand]) { + case 1: + _game._player._playerPos = Common::Point(8, 117); + _globals[kTeleporterUnderstood] = true; + _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 8, 1, 0, 0); + _scene->_sequences.setAnimRange(_globals._sequenceIndexes[1], 1, 13); + _game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON; + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_EXPIRE, 0, 75); + _vm->_sound->command(30); + break; + + case 2: + _game._player._playerPos = Common::Point(8, 117); + _globals[kTeleporterUnderstood] = true; + _globals._sequenceIndexes[1] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[1], false, 8, 1, 0, 0); + _scene->_sequences.setAnimRange(_globals._sequenceIndexes[1], 1, 13); + _game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON; + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_EXPIRE, 0, 8090); + _vm->_sound->command(30); + break; + + case 3: + case 4: + _game._player._playerPos = Common::Point(8, 117); + _game._player.walk(Common::Point(41, 115), FACING_EAST); + _game._player._visible = true; + _game._player._stepEnabled = true; + break; + + default: + break; + } + _globals[kTeleporterCommand] = 0; + } + + _walkThroughDoor = false; + if (_scene->_priorSceneId == 802) { + _game._player._stepEnabled = false; + _walkThroughDoor = true; + } + + _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 11, 0, 0, 0); + _scene->_sequences.setAnimRange(_globals._sequenceIndexes[3], -1, -2); + _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 14); + + _globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 9, 0, 0, 0); + _scene->_sequences.setAnimRange(_globals._sequenceIndexes[4], -1, -2); + _scene->_sequences.setDepth(_globals._sequenceIndexes[4], 14); + + sceneEntrySound(); +} + +void Scene801::step() { + if (_game._trigger == 75) { + if (_globals[kSexOfRex] == REX_FEMALE) { + _globals._sequenceIndexes[5] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[5], false, 8, 1, 0, 0); + _scene->_sequences.setAnimRange(_globals._sequenceIndexes[5], 1, 8); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[5], SEQUENCE_TRIGGER_EXPIRE, 0, 140); + } else { + _game._player._stepEnabled = true; + _game._player._visible = true; + _game._player._playerPos = Common::Point(8, 117); + _game._player.walk(Common::Point(41, 115), FACING_EAST); + } + } + + if (_game._trigger == 140) { + _vm->_sound->command(27); + _globals._sequenceIndexes[5] = _scene->_sequences.startCycle(_globals._spriteIndexes[5], false, 8); + _scene->_sequences.addTimer(100, 141); + } + + if (_game._trigger == 141) { + _scene->_reloadSceneFlag = true; + _scene->_nextSceneId = _scene->_priorSceneId; + _globals[kTeleporterCommand] = 0; + } + + if (_game._trigger == 80) { + _globals[kTeleporterCommand] = 1; + _scene->_nextSceneId = _globals[kTeleporterDestination]; + _scene->_reloadSceneFlag = true; + } + + if (_walkThroughDoor && (_game._player._playerPos == Common::Point(270, 118))) { + _game._player._stepEnabled = false; + _globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 4, 1, 0, 0); + _scene->_sequences.setAnimRange(_globals._sequenceIndexes[2], 1, 5); + _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 10); + _walkThroughDoor = false; + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_EXPIRE, 0, 120); + } + + if (_game._trigger == 120) { + _vm->_sound->command(12); + _globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, 5); + _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 10); + _game._player._stepEnabled = true; + } + + if (_game._trigger == 90) { + _game._player.walk(Common::Point(307, 111), FACING_EAST); + _scene->_sequences.addTimer(80, 130); + } + + if (_game._trigger == 130) { + _vm->_sound->command(12); + _scene->_sequences.remove(_globals._sequenceIndexes[2]); + _globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 4, 1, 0, 0); + _scene->_sequences.setAnimRange(_globals._sequenceIndexes[2], 1, 5); + _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 10); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_EXPIRE, 0, 110); + } + + if (_game._trigger == 110) { + _globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, 5); + _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 10); + _scene->_nextSceneId = 802; + } +} + +void Scene801::preActions() { + if (_action.isAction(VERB_LOOK, 0x59)) { + _game._player.walk(Common::Point(148, 110), FACING_NORTH); + _game._player._needToWalk = true; + _game._player._readyToWalk = true; + } + + if (_action.isAction(0x188, 0x16C) && _globals[kBeamIsUp]) { + _globals[kCutX] = _game._player._playerPos.x; + _globals[kCutY] = _game._player._playerPos.y; + _globals[kCutFacing] = _game._player._facing; + _globals[kForceBeamDown] = true; + _globals[kDontRepeat] = true; + _scene->_nextSceneId = 803; + } +} + +void Scene801::actions() { + if (_action.isAction(VERB_LOOK, 0x59)) + _scene->_nextSceneId = 808; + else if (_action.isAction(0x188, 0x16C)) { + _game._player._stepEnabled = false; + _game._player._visible = false; + _scene->_nextSceneId = 807; + } else if (_action.isAction(0x18B, 0x6E) && (_game._player._playerPos == Common::Point(270, 118))) { + _game._player._stepEnabled = false; + _game._player._facing = FACING_EAST; + _game._player.selectSeries(); + _globals[kBetweenRooms] = true; + _game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON; + _scene->_sequences.remove(_globals._sequenceIndexes[2]); + _globals._sequenceIndexes[2] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[2], false, 4, 1, 0, 0); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_EXPIRE, 0, 90); + _scene->_sequences.setAnimRange(_globals._sequenceIndexes[2], 1, 5); + _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 13); + _vm->_sound->command(11); + } else if (_action.isAction(VERB_LOOK, 0x46)) + _vm->_dialogs->show(80110); + else if (_action.isAction(VERB_LOOK, 0xE2)) + _vm->_dialogs->show(80111); + else if (_action.isAction(VERB_LOOK, 0x16C)) + _vm->_dialogs->show(80112); + else if (_action.isAction(VERB_LOOK, 0x2C7) || _action._lookFlag) + _vm->_dialogs->show(80113); + else if (_action.isAction(VERB_LOOK, 0x390)) + _vm->_dialogs->show(80114); + else if (_action.isAction(VERB_LOOK, 0x391)) + _vm->_dialogs->show(80115); + else if (_action.isAction(VERB_LOOK, 0x18D)) + _vm->_dialogs->show(80116); + else if (_action.isAction(VERB_LOOK, 0x6E)) + _vm->_dialogs->show(80117); + else + return; + + _action._inProgress = false; +} + +/*------------------------------------------------------------------------*/ + void Scene804::setup() { Scene8xx::setPlayerSpritesPrefix(); Scene8xx::setAAName(); @@ -297,7 +521,7 @@ void Scene804::step() { _scene->_nextSceneId = 803; } - if ((_scene->_activeAnimation->getCurrentFrame() == 72) && !_alreadyPop) { + if ((_scene->_activeAnimation->getCurrentFrame() == 72) && !_alreadyPop) { _vm->_sound->command(21); _alreadyPop = true; } diff --git a/engines/mads/nebular/nebular_scenes8.h b/engines/mads/nebular/nebular_scenes8.h index 1ea295978d..8ba55d619b 100644 --- a/engines/mads/nebular/nebular_scenes8.h +++ b/engines/mads/nebular/nebular_scenes8.h @@ -52,6 +52,21 @@ public: Scene8xx(MADSEngine *vm) : NebularScene(vm) {} }; +class Scene801: public Scene8xx{ +private: + bool _walkThroughDoor; + +public: + Scene801(MADSEngine *vm) : Scene8xx(vm) {} + + virtual void setup(); + virtual void enter(); + virtual void step(); + virtual void preActions(); + virtual void actions(); + virtual void postActions() {}; +}; + class Scene804: public Scene8xx { private: bool _messWithThrottle; |