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authorStrangerke2015-10-19 07:15:42 +0200
committerStrangerke2015-10-19 07:15:42 +0200
commit7a6bc4f8cfb26ea58385f21886ad0a6b0dbb18a9 (patch)
tree555eed2f8f85a536b1d80d004002c6d779f93810 /engines/mads/phantom/phantom_scenes1.cpp
parent3488f05585a1c3491e90e3aa5d14fb34fcfb17d5 (diff)
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MADS: Phantom: Implement scene 109
Diffstat (limited to 'engines/mads/phantom/phantom_scenes1.cpp')
-rw-r--r--engines/mads/phantom/phantom_scenes1.cpp507
1 files changed, 507 insertions, 0 deletions
diff --git a/engines/mads/phantom/phantom_scenes1.cpp b/engines/mads/phantom/phantom_scenes1.cpp
index 0e50bf55e7..cc84b6efcb 100644
--- a/engines/mads/phantom/phantom_scenes1.cpp
+++ b/engines/mads/phantom/phantom_scenes1.cpp
@@ -5607,5 +5607,512 @@ void Scene108::handleCharlesConversation() {
/*------------------------------------------------------------------------*/
+Scene109::Scene109(MADSEngine *vm) : Scene1xx(vm) {
+ _anim0ActvFl = false;
+ _anim1ActvFl = false;
+ _anim2ActvFl = false;
+ _anim3ActvFl = false;
+}
+
+void Scene109::synchronize(Common::Serializer &s) {
+ Scene1xx::synchronize(s);
+
+ s.syncAsByte(_anim0ActvFl);
+ s.syncAsByte(_anim1ActvFl);
+ s.syncAsByte(_anim2ActvFl);
+ s.syncAsByte(_anim3ActvFl);
+}
+
+void Scene109::setup() {
+ setPlayerSpritesPrefix();
+ setAAName();
+}
+
+void Scene109::enter() {
+ _anim0ActvFl = false;
+ _anim1ActvFl = false;
+ _anim2ActvFl = false;
+ _anim3ActvFl = false;
+
+ _globals._spriteIndexes[0] = _scene->_sprites.addSprites(formAnimName('x', 0), false);
+ _globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('x', 2), false);
+ _globals._spriteIndexes[8] = _scene->_sprites.addSprites("*RDR_6", false);
+
+ if (_globals[kCurrentYear] == 1881) {
+ _globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('x', 1), false);
+ _globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('x', 3), false);
+ _globals._spriteIndexes[4] = _scene->_sprites.addSprites(formAnimName('x', 4), false);
+
+ _scene->_hotspots.activate(NOUN_LIGHT_FIXTURE, false);
+ _globals._sequenceIndexes[2] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[2], false, 1);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 14);
+ _globals._sequenceIndexes[3] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[3], false, 1);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 14);
+ _globals._sequenceIndexes[4] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[4], false, 1);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[4], 14);
+ _scene->_sequences.setTimingTrigger(1, 70);
+ } else {
+ _globals._spriteIndexes[5] = _scene->_sprites.addSprites(formAnimName('z', 0), false);
+ _globals._spriteIndexes[6] = _scene->_sprites.addSprites(formAnimName('z', 1), false);
+ _globals._spriteIndexes[7] = _scene->_sprites.addSprites(formAnimName('z', 2), false);
+
+ _scene->_hotspots.activate(NOUN_LAMP, false);
+ _globals._sequenceIndexes[5] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[5], false, 1);
+ _globals._sequenceIndexes[6] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[6], false, 1);
+ _globals._sequenceIndexes[7] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[7], false, 1);
+ }
+
+ if (_scene->_priorSceneId == 106) {
+ _game._player._playerPos = Common::Point(31, 459);
+ _game._player._facing = FACING_NORTHEAST;
+ _scene->setCamera(Common::Point(0, 312));
+ _scene->sceneScale(467, 95, 442, 78);
+ _currentFloor = 1;
+ } else if (_scene->_priorSceneId == 111) {
+ if (_globals[kLeaveAngelMusicOn]) {
+ _globals[kLeaveAngelMusicOn] = false;
+ sceneEntrySound();
+ }
+ _game._player._playerPos = Common::Point(4, 136);
+ _game._player._facing = FACING_EAST;
+ _game._player.walk(Common::Point(32, 138), FACING_EAST);
+ _game._player.setWalkTrigger(60);
+ _game._player._stepEnabled = false;
+ _scene->setCamera(Common::Point(0, 0));
+ _scene->sceneScale(155, 95, 130, 78);
+ _globals._sequenceIndexes[0] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[0], false, 3);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[0], 14);
+ _currentFloor = 3;
+ } else if ((_scene->_priorSceneId == 110) || (_scene->_priorSceneId != RETURNING_FROM_LOADING)) {
+ _game._player._playerPos = Common::Point(3, 292);
+ _game._player._facing = FACING_EAST;
+ _game._player.walk(Common::Point(31, 295), FACING_EAST);
+ _game._player.setWalkTrigger(65);
+ _game._player._stepEnabled = false;
+ _scene->setCamera(Common::Point(0, 156));
+ _scene->sceneScale(311, 95, 286, 78);
+ _globals._sequenceIndexes[1] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[1], false, 3);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 14);
+ _currentFloor = 2;
+ } else if (_scene->_priorSceneId == RETURNING_FROM_LOADING) {
+ if (_currentFloor == 2) {
+ _scene->setCamera(Common::Point(0, 156));
+ _scene->sceneScale(311, 95, 286, 78);
+ } else if (_currentFloor == 3) {
+ _scene->setCamera(Common::Point(0, 0));
+ _scene->sceneScale(155, 95, 130, 78);
+ } else {
+ _scene->setCamera(Common::Point(0, 312));
+ _scene->sceneScale(467, 95, 442, 78);
+ }
+ }
+
+ sceneEntrySound();
+}
+
+void Scene109::step() {
+ if (_anim0ActvFl) {
+ if (_scene->_animation[_globals._animationIndexes[0]]->getCurrentFrame() == 80)
+ _game.camPanTo(&_game._camY, 156);
+ }
+
+ if (_anim1ActvFl) {
+ if (_scene->_animation[_globals._animationIndexes[1]]->getCurrentFrame() == 80)
+ _game.camPanTo(&_game._camY, 0);
+ }
+
+ if (_anim2ActvFl) {
+ if (_scene->_animation[_globals._animationIndexes[2]]->getCurrentFrame() == 7)
+ _game.camPanTo(&_game._camY, 312);
+ }
+
+ if (_anim3ActvFl) {
+ if (_scene->_animation[_globals._animationIndexes[3]]->getCurrentFrame() == 14)
+ _game.camPanTo(&_game._camY, 156);
+ }
+
+ switch (_game._trigger) {
+ case 60:
+ _scene->deleteSequence(_globals._sequenceIndexes[0]);
+ _globals._sequenceIndexes[0] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[0], false, 8, 1);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[0], 14);
+ _scene->_sequences.setRange(_globals._sequenceIndexes[0], 1, 3);
+ _scene->_sequences.setTrigger(_globals._sequenceIndexes[0], 0, 0, 61);
+ break;
+
+ case 61:
+ _vm->_sound->command(25);
+ _game._player._stepEnabled = true;
+ break;
+
+ default:
+ break;
+ }
+
+ switch (_game._trigger) {
+ case 65:
+ _scene->deleteSequence(_globals._sequenceIndexes[1]);
+ _globals._sequenceIndexes[1] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[1], false, 8, 1);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 14);
+ _scene->_sequences.setRange(_globals._sequenceIndexes[1], 1, 3);
+ _scene->_sequences.setTrigger(_globals._sequenceIndexes[1], 0, 0, 66);
+ break;
+
+ case 66:
+ _vm->_sound->command(25);
+ _game._player._stepEnabled = true;
+ break;
+
+ default:
+ break;
+ }
+
+ if (_game._trigger == 70) {
+ int rndFrame = _vm->getRandomNumber(1, 3);
+ int rndDelay = _vm->getRandomNumber(4, 7);
+ _scene->deleteSequence(_globals._sequenceIndexes[2]);
+ _scene->deleteSequence(_globals._sequenceIndexes[3]);
+ _scene->deleteSequence(_globals._sequenceIndexes[4]);
+
+ _globals._sequenceIndexes[2] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[2], false, rndFrame);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 14);
+
+ _globals._sequenceIndexes[3] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[3], false, rndFrame);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 14);
+
+ _globals._sequenceIndexes[4] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[4], false, rndFrame);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[4], 14);
+
+ _scene->_sequences.setTimingTrigger(rndDelay, 70);
+ }
+}
+
+void Scene109::actions() {
+ if (_action.isAction(VERB_WALK, NOUN_BACKSTAGE)) {
+ _scene->_nextSceneId = 106;
+ _action._inProgress = false;
+ return;
+ }
+
+ if (_action.isAction(VERB_CLIMB_UP, NOUN_STAIRCASE)) {
+ if (_currentFloor == 2) {
+ switch (_game._trigger) {
+ case 0:
+ _game._player.walk(Common::Point(58, 295), FACING_EAST);
+ _game._player.setWalkTrigger(1);
+ break;
+
+ case 1:
+ _anim1ActvFl = true;
+ _game._player._stepEnabled = false;
+ _game._player._visible = false;
+ _globals._animationIndexes[1] = _scene->loadAnimation(formAnimName('w', 2), 2);
+ _game.syncTimers(3, _globals._animationIndexes[1], 2, 0);
+ break;
+
+ case 2:
+ _game.syncTimers(2, 0, 3, _globals._animationIndexes[1]);
+ _scene->sceneScale(155, 95, 130, 78);
+ _anim1ActvFl = false;
+ _game._player._visible = true;
+ _game._player._playerPos = Common::Point(261, 137);
+ _game._player.walk(Common::Point(281, 143), FACING_SOUTHWEST);
+ _game._player.setWalkTrigger(3);
+ break;
+
+ case 3:
+ _game._player._stepEnabled = true;
+ _currentFloor = 3;
+ break;
+
+ default:
+ break;
+ }
+ } else if (_currentFloor == 1) {
+ switch (_game._trigger) {
+ case 0:
+ _game._player.walk(Common::Point(58, 452), FACING_EAST);
+ _game._player.setWalkTrigger(1);
+ break;
+
+ case 1:
+ _anim0ActvFl = true;
+ _game._player._stepEnabled = false;
+ _game._player._visible = false;
+ _globals._animationIndexes[0] = _scene->loadAnimation(formAnimName('w', 1), 2);
+ _game.syncTimers(3, _globals._animationIndexes[0], 2, 0);
+ break;
+
+ case 2:
+ _game.syncTimers(2, 0, 3, _globals._animationIndexes[0]);
+ _scene->sceneScale(311, 95, 286, 78);
+ _anim0ActvFl = false;
+ _game._player._visible = true;
+ _game._player._playerPos = Common::Point(264, 295);
+ _game._player.walk(Common::Point(289, 299), FACING_SOUTHWEST);
+ _game._player.setWalkTrigger(3);
+ break;
+
+ case 3:
+ _game._player._stepEnabled = true;
+ _currentFloor = 2;
+ break;
+
+ default:
+ break;
+ }
+ }
+ _action._inProgress = false;
+ return;
+ }
+
+ if (_action.isAction(VERB_CLIMB_DOWN, NOUN_STAIRCASE)) {
+ if (_currentFloor == 2) {
+ switch (_game._trigger) {
+ case 0:
+ _game._player.walk(Common::Point(287, 291), FACING_WEST);
+ _game._player.setWalkTrigger(1);
+ break;
+
+ case 1:
+ _game._player.walk(Common::Point(269, 292), FACING_WEST);
+ _game._player.setWalkTrigger(2);
+ break;
+
+ case 2:
+ _anim2ActvFl = true;
+ _game._player._stepEnabled = false;
+ _game._player._visible = false;
+ _globals._animationIndexes[2] = _scene->loadAnimation(formAnimName('w', 3), 3);
+ _game.syncTimers(3, _globals._animationIndexes[2], 2, 0);
+ break;
+
+ case 3:
+ _game.syncTimers(2, 0, 3, _globals._animationIndexes[2]);
+ _scene->sceneScale(467, 95, 442, 78);
+ _anim2ActvFl = false;
+ _game._player._visible = true;
+ _game._player._playerPos = Common::Point(61, 450);
+ _game._player.walk(Common::Point(36, 450), FACING_SOUTHEAST);
+ _game._player.setWalkTrigger(4);
+ break;
+
+ case 4:
+ _game._player._stepEnabled = true;
+ _currentFloor = 1;
+ break;
+
+ default:
+ break;
+ }
+ } else if (_currentFloor == 3) {
+ switch (_game._trigger) {
+ case 0:
+ _game._player.walk(Common::Point(287, 137), FACING_WEST);
+ _game._player.setWalkTrigger(1);
+ break;
+
+ case 1:
+ _game._player.walk(Common::Point(269, 138), FACING_WEST);
+ _game._player.setWalkTrigger(2);
+ break;
+
+ case 2:
+ _anim3ActvFl = true;
+ _game._player._stepEnabled = false;
+ _game._player._visible = false;
+ _globals._animationIndexes[3] = _scene->loadAnimation(formAnimName('w', 4), 3);
+ _game.syncTimers(3, _globals._animationIndexes[3], 2, 0);
+ break;
+
+ case 3:
+ _game.syncTimers(2, 0, 3, _globals._animationIndexes[3]);
+ _scene->sceneScale(311, 95, 286, 78);
+ _anim3ActvFl = false;
+ _game._player._visible = true;
+ _game._player._playerPos = Common::Point(59, 296);
+ _game._player.walk(Common::Point(40, 294), FACING_SOUTHEAST);
+ _game._player.setWalkTrigger(4);
+ break;
+
+ case 4:
+ _game._player._stepEnabled = true;
+ _currentFloor = 2;
+ break;
+
+ default:
+ break;
+ }
+ }
+ _action._inProgress = false;
+ return;
+ }
+
+ if (_action.isAction(VERB_WALK_THROUGH, NOUN_DOOR) || _action.isAction(VERB_OPEN, NOUN_DOOR) || _game._trigger) {
+ switch (_game._trigger) {
+ case (0):
+ _game._player._stepEnabled = false;
+ _game._player._visible = false;
+ _globals._sequenceIndexes[8] = _scene->_sequences.startPingPongCycle(_globals._spriteIndexes[8], true, 5, 2);
+ _scene->_sequences.setRange(_globals._sequenceIndexes[8], -1, -2);
+ _scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[8], true);
+ _scene->_sequences.setTrigger(_globals._sequenceIndexes[8], 0, 0, 2);
+ _scene->_sequences.setTrigger(_globals._sequenceIndexes[8], 2, 4, 75);
+ break;
+
+ case 2:
+ _game._player._visible = true;
+ _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[8]);
+ if (_currentFloor == 3)
+ _game._player.walk(Common::Point(2, 131), FACING_WEST);
+ else if (_currentFloor == 2)
+ _game._player.walk(Common::Point(2, 281), FACING_WEST);
+
+ _scene->_sequences.setTimingTrigger(180, 3);
+ break;
+
+ case 3:
+ if (_currentFloor == 3)
+ _scene->_nextSceneId = 111;
+ else if (_currentFloor == 2)
+ _scene->_nextSceneId = 110;
+ break;
+
+ case 75:
+ _vm->_sound->command(24);
+ if (_currentFloor == 3) {
+ _globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 8, 1);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[0], 14);
+ _scene->_sequences.setRange(_globals._sequenceIndexes[0], 1, 3);
+ _scene->_sequences.setTrigger(_globals._sequenceIndexes[0],
+ 0, 0, 76);
+ } else if (_currentFloor == 2) {
+ _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 8, 1);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 14);
+ _scene->_sequences.setRange(_globals._sequenceIndexes[1], 1, 3);
+ _scene->_sequences.setTrigger(_globals._sequenceIndexes[1],
+ 0, 0, 76);
+ }
+ break;
+
+ case 76:
+ if (_currentFloor == 3) {
+ int idx = _globals._sequenceIndexes[0];
+ _globals._sequenceIndexes[0] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[0], false, 3);
+ _game.syncTimers(1, _globals._sequenceIndexes[0], 1, idx);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[0], 14);
+ } else if (_currentFloor == 2) {
+ int idx = _globals._sequenceIndexes[1];
+ _globals._sequenceIndexes[1] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[1], false, 3);
+ _game.syncTimers(1, _globals._sequenceIndexes[1], 1, idx);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 14);
+ }
+ break;
+
+ default:
+ break;
+ }
+ _action._inProgress = false;
+ return;
+ }
+
+ if (_action._lookFlag) {
+ _vm->_dialogs->show(10910);
+ _action._inProgress = false;
+ return;
+ }
+
+ if (_action.isAction(VERB_LOOK) || _action.isAction(VERB_LOOK_AT)) {
+ if (_action.isAction(NOUN_STAIRCASE)) {
+ if (_currentFloor == 1)
+ _vm->_dialogs->show(10911);
+ else if (_currentFloor == 2)
+ _vm->_dialogs->show(10921);
+ else if (_currentFloor == 3)
+ _vm->_dialogs->show(10922);
+
+ _action._inProgress = false;
+ return;
+ }
+
+ if (_action.isAction(NOUN_FLOOR)) {
+ _vm->_dialogs->show(10912);
+ _action._inProgress = false;
+ return;
+ }
+
+ if (_action.isAction(NOUN_BACKSTAGE)) {
+ _vm->_dialogs->show(10913);
+ _action._inProgress = false;
+ return;
+ }
+
+ if (_action.isAction(NOUN_DOOR)) {
+ _vm->_dialogs->show(10914);
+ _action._inProgress = false;
+ return;
+ }
+
+ if (_action.isAction(NOUN_RAILING)) {
+ _vm->_dialogs->show(10915);
+ _action._inProgress = false;
+ return;
+ }
+
+ if (_action.isAction(NOUN_WALL)) {
+ _vm->_dialogs->show(10916);
+ _action._inProgress = false;
+ return;
+ }
+
+ if (_action.isAction(NOUN_LIGHT_FIXTURE)) {
+ _vm->_dialogs->show(10917);
+ _action._inProgress = false;
+ return;
+ }
+
+ if (_action.isAction(NOUN_LAMP)) {
+ _vm->_dialogs->show(10918);
+ _action._inProgress = false;
+ return;
+ }
+
+ if (_action.isAction(NOUN_HOLE)) {
+ _vm->_dialogs->show(10919);
+ _action._inProgress = false;
+ return;
+ }
+
+ if (_action.isAction(NOUN_CEILING)) {
+ _vm->_dialogs->show(10920);
+ _action._inProgress = false;
+ return;
+ }
+ }
+
+ if (_action.isAction(VERB_TAKE, NOUN_LAMP)) {
+ _vm->_dialogs->show(10924);
+ _action._inProgress = false;
+ return;
+ }
+
+ if (_action.isAction(VERB_CLOSE, NOUN_DOOR)) {
+ _vm->_dialogs->show(10923);
+ _action._inProgress = false;
+ return;
+ }
+}
+
+void Scene109::preActions() {
+ if (_action.isAction(VERB_OPEN, NOUN_DOOR)) {
+ if (_currentFloor == 3)
+ _game._player.walk(Common::Point(32, 138), FACING_WEST);
+ else if (_currentFloor == 2)
+ _game._player.walk(Common::Point(31, 295), FACING_WEST);
+ }
+}
+
+/*------------------------------------------------------------------------*/
+
} // End of namespace Phantom
} // End of namespace MADS