aboutsummaryrefslogtreecommitdiff
path: root/engines/mads
diff options
context:
space:
mode:
authorStrangerke2014-04-16 01:03:37 +0200
committerStrangerke2014-04-16 01:03:37 +0200
commit3db3aced02bd028b41939818b5aa1028733886f3 (patch)
treecfb09179068486edf3738e0fbb063c3dd62e38f5 /engines/mads
parent27a2ead1541fb6247b578c03fbb6265e8feb32dd (diff)
downloadscummvm-rg350-3db3aced02bd028b41939818b5aa1028733886f3.tar.gz
scummvm-rg350-3db3aced02bd028b41939818b5aa1028733886f3.tar.bz2
scummvm-rg350-3db3aced02bd028b41939818b5aa1028733886f3.zip
MADS: Implement scene 214
Diffstat (limited to 'engines/mads')
-rw-r--r--engines/mads/nebular/nebular_scenes.cpp3
-rw-r--r--engines/mads/nebular/nebular_scenes2.cpp206
-rw-r--r--engines/mads/nebular/nebular_scenes2.h16
3 files changed, 225 insertions, 0 deletions
diff --git a/engines/mads/nebular/nebular_scenes.cpp b/engines/mads/nebular/nebular_scenes.cpp
index a3b75c6098..bf8e5b7140 100644
--- a/engines/mads/nebular/nebular_scenes.cpp
+++ b/engines/mads/nebular/nebular_scenes.cpp
@@ -94,6 +94,9 @@ SceneLogic *SceneFactory::createScene(MADSEngine *vm) {
case 212:
return new Scene212(vm);
+ case 214:
+ return new Scene214(vm);
+
// Scene group #8
case 804:
return new Scene804(vm);
diff --git a/engines/mads/nebular/nebular_scenes2.cpp b/engines/mads/nebular/nebular_scenes2.cpp
index a804dbbac9..333bdc2d2b 100644
--- a/engines/mads/nebular/nebular_scenes2.cpp
+++ b/engines/mads/nebular/nebular_scenes2.cpp
@@ -4653,5 +4653,211 @@ void Scene212::actions() {
/*------------------------------------------------------------------------*/
+
+/*------------------------------------------------------------------------*/
+
+void Scene214::setup() {
+ setPlayerSpritesPrefix();
+ setAAName();
+ _scene->addActiveVocab(0x1C3);
+ _scene->addActiveVocab(0xD);
+}
+
+void Scene214::enter() {
+ _globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('e', 0));
+ _globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('e', 1));
+ _globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('t', -1));
+ _globals._spriteIndexes[4] = _scene->_sprites.addSprites("*RXMRD_7");
+
+ _devilTime = _game._player._priorTimer;
+ _devilRunningFl = false;
+
+ if (_game._objects.isInRoom(OBJ_POISON_DARTS)) {
+ _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 6, 0, 0, 0);
+ _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[1], Common::Point(103, 86));
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 11);
+ } else {
+ _scene->_hotspots.activate(0x114, false);
+ }
+
+ if (_game._objects.isInRoom(OBJ_BLOWGUN)) {
+ _globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 6, 0, 0, 0);
+ _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[2], Common::Point(90, 87));
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 13);
+ } else {
+ _scene->_hotspots.activate(0x29, false);
+ }
+
+ if (_scene->_priorSceneId != -2)
+ _game._player._playerPos = Common::Point(191, 152);
+
+ sceneEntrySound();
+}
+
+void Scene214::step() {
+ if ((_game._player._priorTimer - _devilTime > 800) && !_devilRunningFl) {
+ _devilRunningFl = true;
+ _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 9, 1, 6, 0);
+ _scene->_sequences.setAnimRange(_globals._sequenceIndexes[3], 1, 4);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 2);
+ _scene->_dynamicHotspots.add(451, 13, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0));
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SM_0, 0, 71);
+ }
+
+ if (_devilRunningFl) {
+ switch (_game._trigger) {
+ case 71: {
+ int oldIdx = _globals._sequenceIndexes[3];
+ _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 9, 5, 0, 0);
+ _scene->_sequences.updateTimeout(oldIdx, _globals._sequenceIndexes[3]);
+ _scene->_dynamicHotspots.add(451, VERB_WALKTO, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0));
+ _scene->_sequences.setAnimRange(_globals._sequenceIndexes[3], 5, 8);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 2);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SM_0, 0, 72);
+ }
+ break;
+
+ case 72: {
+ int oldIdx = _globals._sequenceIndexes[3];
+ _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 9, 1, 0, 0);
+ _scene->_sequences.updateTimeout(oldIdx, _globals._sequenceIndexes[3]);
+ _scene->_dynamicHotspots.add(451, VERB_WALKTO, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0));
+ _scene->_sequences.setAnimRange(_globals._sequenceIndexes[3], 9, -2);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 2);
+ _devilTime = _game._player._priorTimer;
+ _devilRunningFl = false;
+ }
+ break;
+ }
+ }
+}
+
+void Scene214::actions() {
+ if (_action._lookFlag)
+ _vm->_dialogs->show(0x53B3);
+ else if (_action.isAction(0x18A, 0xAA))
+ _scene->_nextSceneId = 207;
+ else if (_action.isAction(VERB_TAKE, 0x114) && (_game._trigger || _game._objects.isInRoom(OBJ_POISON_DARTS))) {
+ switch (_game._trigger) {
+ case 0:
+ _game._player._stepEnabled = false;
+ _game._player._visible = false;
+ _globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], true, 6, 1, 0, 0);
+ _scene->_sequences.setMsgLayout(_globals._sequenceIndexes[4]);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[4], SM_0, 0, 1);
+ break;
+
+ case 1:
+ _globals._sequenceIndexes[4] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[4], true, 6, 1, 0, 0);
+ _scene->_sequences.setMsgLayout(_globals._sequenceIndexes[4]);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[4], SM_0, 0, 2);
+ _scene->_sequences.remove(_globals._sequenceIndexes[1]);
+ _game._objects.addToInventory(OBJ_POISON_DARTS);
+ _scene->_hotspots.activate(0x114, false);
+ break;
+
+ case 2:
+ _game._player._visible = true;
+ _scene->_sequences.addTimer(48, 3);
+ break;
+
+ case 3:
+ _game._player._stepEnabled = true;
+ _vm->_dialogs->showPicture(OBJ_POISON_DARTS, 0x53A5);
+ break;
+ }
+ } else if (_action.isAction(VERB_TAKE, 0x29) && (_game._trigger || _game._objects.isInRoom(OBJ_BLOWGUN))) {
+ switch (_game._trigger) {
+ case 0:
+ _game._player._stepEnabled = false;
+ _game._player._visible = false;
+ _globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 6, 1, 0, 0);
+ _scene->_sequences.setMsgLayout(_globals._sequenceIndexes[4]);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[4], SM_0, 0, 1);
+ break;
+
+ case 1:
+ _globals._sequenceIndexes[4] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[4], false, 6, 1, 0, 0);
+ _scene->_sequences.setMsgLayout(_globals._sequenceIndexes[4]);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[4], SM_0, 0, 2);
+ _scene->_sequences.remove(_globals._sequenceIndexes[2]);
+ _game._objects.addToInventory(OBJ_BLOWGUN);
+ _scene->_hotspots.activate(0x29, false);
+ break;
+
+ case 2:
+ _game._player._visible = true;
+ _scene->_sequences.addTimer(48, 3);
+ break;
+
+ case 3:
+ _game._player._stepEnabled = true;
+ _vm->_dialogs->showPicture(OBJ_BLOWGUN, 0x329);
+ break;
+ }
+ } else if (_action.isAction(VERB_LOOK, 0x197))
+ _vm->_dialogs->show(0x5399);
+ else if (_action.isAction(VERB_LOOK, 0x7E))
+ _vm->_dialogs->show(0x539A);
+ else if (_action.isAction(VERB_LOOK, 0x1C3))
+ _vm->_dialogs->show(0x539B);
+ else if (_action.isAction(VERB_LOOK, 0x21))
+ _vm->_dialogs->show(0x539C);
+ else if (_action.isAction(VERB_LOOK, 0x1BB))
+ _vm->_dialogs->show(0x539D);
+ else if (_action.isAction(VERB_LOOK, 0x1BE)) {
+ if (_game._storyMode == STORYMODE_NAUGHTY) {
+ _vm->_dialogs->show(0x539E);
+ } else {
+ _vm->_dialogs->show(0x539F);
+ }
+ } else if (_action.isAction(VERB_LOOK, 0x1BC))
+ _vm->_dialogs->show(0x53A0);
+ else if (_action.isAction(VERB_TAKE, 0x1BE) || _action.isAction(VERB_TAKE, 0x1BC))
+ _vm->_dialogs->show(0x53A1);
+ else if (_action.isAction(VERB_LOOK, 0x13D))
+ _vm->_dialogs->show(0x53A2);
+ else if (_action.isAction(VERB_TAKE, 0x13D) || _action.isAction(VERB_TAKE, 0x48A))
+ _vm->_dialogs->show(0x53A3);
+ else if (_action.isAction(VERB_LOOK, 0x48A))
+ _vm->_dialogs->show(0x53B4);
+ else if (_action.isAction(VERB_LOOK, 0x114) && (_action._savedFields._mainObjectSource == 4))
+ _vm->_dialogs->show(0x53A4);
+ else if (_action.isAction(VERB_OPEN, 0x7E))
+ _vm->_dialogs->show(0x53A6);
+ else if (_action.isAction(VERB_TALKTO, 0x1C3))
+ _vm->_dialogs->show(0x53A7);
+ else if (_action.isAction(VERB_GIVE, 0x17A, 0x1C3))
+ _vm->_dialogs->show(0x53A8);
+ else if (_action.isAction(0x13A, 0x29, 0x1C3) || _action.isAction(0xA6, 0x29, 0x1C3))
+ _vm->_dialogs->show(0x53A9);
+ else if (_action.isAction(VERB_LOOK, 0x473))
+ _vm->_dialogs->show(0x53AA);
+ else if (_action.isAction(VERB_TAKE, 0x473))
+ _vm->_dialogs->show(0x53AB);
+ else if (_action.isAction(VERB_TAKE, 0x21))
+ _vm->_dialogs->show(0x53AC);
+ else if (_action.isAction(VERB_LOOK, 0x8A))
+ _vm->_dialogs->show(0x53AD);
+ else if (_action.isAction(VERB_LOOK, 0x29))
+ _vm->_dialogs->show(0x53AE);
+ else if (_action.isAction(VERB_LOOK, 0x160)) {
+ if (_game._objects.isInRoom(OBJ_POISON_DARTS) && _game._objects.isInRoom(OBJ_BLOWGUN)) {
+ _vm->_dialogs->show(0x53AF);
+ } else if (_game._objects.isInRoom(OBJ_POISON_DARTS) && !_game._objects.isInRoom(OBJ_BLOWGUN)) {
+ _vm->_dialogs->show(0x53B0);
+ } else if (!_game._objects.isInRoom(OBJ_POISON_DARTS) && _game._objects.isInRoom(OBJ_BLOWGUN)) {
+ _vm->_dialogs->show(0x53B1);
+ } else {
+ _vm->_dialogs->show(0x53B2);
+ }
+ } else
+ return;
+
+ _action._inProgress = false;
+}
+
+/*------------------------------------------------------------------------*/
+
} // End of namespace Nebular
} // End of namespace MADS
diff --git a/engines/mads/nebular/nebular_scenes2.h b/engines/mads/nebular/nebular_scenes2.h
index 0b446bbeb1..c6ef759c1e 100644
--- a/engines/mads/nebular/nebular_scenes2.h
+++ b/engines/mads/nebular/nebular_scenes2.h
@@ -265,6 +265,22 @@ public:
virtual void actions();
virtual void postActions() {};
};
+
+class Scene214: public Scene2xx {
+private:
+ uint32 _devilTime;
+ bool _devilRunningFl;
+
+public:
+ Scene214(MADSEngine *vm) : Scene2xx(vm), _devilTime(0), _devilRunningFl(false) {}
+
+ virtual void setup();
+ virtual void enter();
+ virtual void step();
+ virtual void preActions() {};
+ virtual void actions();
+ virtual void postActions() {};
+};
} // End of namespace Nebular
} // End of namespace MADS