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author | Strangerke | 2014-05-11 00:08:34 +0200 |
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committer | Strangerke | 2014-05-11 00:08:34 +0200 |
commit | 434f33561166ed70442db3a55813176dbe0e4757 (patch) | |
tree | bbaeec9c15fa66b02b8b0393d7f112f3aba29855 /engines | |
parent | 2990034571edac22a606003f76d1619f017f1786 (diff) | |
download | scummvm-rg350-434f33561166ed70442db3a55813176dbe0e4757.tar.gz scummvm-rg350-434f33561166ed70442db3a55813176dbe0e4757.tar.bz2 scummvm-rg350-434f33561166ed70442db3a55813176dbe0e4757.zip |
MADS: Implement scene 602
Diffstat (limited to 'engines')
-rw-r--r-- | engines/mads/nebular/nebular_scenes.cpp | 2 | ||||
-rw-r--r-- | engines/mads/nebular/nebular_scenes6.cpp | 313 | ||||
-rw-r--r-- | engines/mads/nebular/nebular_scenes6.h | 20 |
3 files changed, 334 insertions, 1 deletions
diff --git a/engines/mads/nebular/nebular_scenes.cpp b/engines/mads/nebular/nebular_scenes.cpp index a6ea81db36..5b1ad6b037 100644 --- a/engines/mads/nebular/nebular_scenes.cpp +++ b/engines/mads/nebular/nebular_scenes.cpp @@ -227,7 +227,7 @@ SceneLogic *SceneFactory::createScene(MADSEngine *vm) { case 601: // outside Bruce's house return new Scene601(vm); case 602: // Bruce's house, living room - return new DummyScene(vm); // TODO + return new Scene602(vm); case 603: // Bruce's house, bedroom return new DummyScene(vm); // TODO case 604: // viewport diff --git a/engines/mads/nebular/nebular_scenes6.cpp b/engines/mads/nebular/nebular_scenes6.cpp index 0b2c939af9..5e78db60ba 100644 --- a/engines/mads/nebular/nebular_scenes6.cpp +++ b/engines/mads/nebular/nebular_scenes6.cpp @@ -217,5 +217,318 @@ void Scene601::actions() { /*------------------------------------------------------------------------*/ +void Scene602::setup() { + setPlayerSpritesPrefix(); + setAAName(); + _scene->addActiveVocab(0xD); + _scene->addActiveVocab(0x3D3); + _scene->addActiveVocab(0x343); +} + +void Scene602::enter() { + _globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('h', -1)); + _globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('x', 0)); + _globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('x', 1)); + _globals._spriteIndexes[4] = _scene->_sprites.addSprites(formAnimName('l', 0)); + _globals._spriteIndexes[5] = _scene->_sprites.addSprites("*RXMRC_9"); + + if (!_game._visitedScenes._sceneRevisited) + _globals[kSafeStatus] = 0; + + if (_globals[kLaserHoleIsThere]) { + _globals._sequenceIndexes[1] = _scene->_sequences.startCycle(_globals._spriteIndexes[1], false, 1); + _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 9); + _globals._sequenceIndexes[4] = _scene->_sequences.startCycle(_globals._spriteIndexes[4], false, 1); + _scene->_sequences.setDepth(_globals._sequenceIndexes[4], 9); + int idx = _scene->_dynamicHotspots.add(0x343, VERB_WALKTO, _globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0)); + _scene->_dynamicHotspots.setPosition(idx, Common::Point(80, 134), FACING_NORTHEAST); + _scene->changeVariant(1); + } else + _scene->_hotspots.activate(0x342, false); + + if (_globals[kSafeStatus] == 0) { + _lastSpriteIdx = _globals._spriteIndexes[2]; + _cycleIndex = -1; + } else if (_globals[kSafeStatus] == 1) { + _lastSpriteIdx = _globals._spriteIndexes[2]; + _cycleIndex = -2; + } else if (_globals[kSafeStatus] == 3) { + _lastSpriteIdx = _globals._spriteIndexes[3]; + _cycleIndex = -2; + } else { + _lastSpriteIdx = _globals._spriteIndexes[3]; + _cycleIndex = -1; + } + + _lastSequenceIdx = _scene->_sequences.startCycle(_lastSpriteIdx, false, _cycleIndex); + _scene->_sequences.setDepth(_lastSequenceIdx, 14); + int idx = _scene->_dynamicHotspots.add(0x3D3, VERB_WALKTO, _lastSequenceIdx, Common::Rect(0, 0, 0, 0)); + _scene->_dynamicHotspots.setPosition(idx, Common::Point(185, 113), FACING_NORTHWEST); + + if (_game._objects.isInRoom(OBJ_DOOR_KEY)) { + _globals._spriteIndexes[6] = _scene->_sprites.addSprites(formAnimName('k', -1)); + _globals._sequenceIndexes[6] = _scene->_sequences.startCycle(_globals._spriteIndexes[6], false, -1); + _scene->_sequences.setDepth(_globals._sequenceIndexes[6], 15); + if (_globals[kSafeStatus] == 0 || _globals[kSafeStatus] == 2) + _scene->_hotspots.activate(0x6F, false); + } else + _scene->_hotspots.activate(0x6F, false); + + if (_scene->_priorSceneId == 603) { + _game._player._playerPos = Common::Point(228, 126); + _game._player._facing = FACING_WEST; + } else if (_scene->_priorSceneId != -2) { + _game._player._playerPos = Common::Point(50, 127); + _game._player._facing = FACING_EAST; + } + + sceneEntrySound(); + _game.loadQuoteSet(0x2F1, 0x2F2, 0x2F3, 0); + + if (_scene->_roomChanged) { + _game._objects.addToInventory(OBJ_NOTE); + _game._objects.addToInventory(OBJ_REARVIEW_MIRROR); + _game._objects.addToInventory(OBJ_COMPACT_CASE); + } +} + +void Scene602::handleSafeActions() { + switch (_game._trigger) { + case 0: + _game._player._stepEnabled = false; + _game._player._visible = false; + _globals._sequenceIndexes[5] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[5], true, 12, 1, 0, 0); + _scene->_sequences.setAnimRange(_globals._sequenceIndexes[5], 1, 3); + _scene->_sequences.setMsgLayout(_globals._sequenceIndexes[5]); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[5], SEQUENCE_TRIGGER_SPRITE, 3, 1); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[5], SEQUENCE_TRIGGER_EXPIRE, 0, 3); + break; + + case 1: + if (_safeMode == 1 || _safeMode == 3) { + if (_globals[kSafeStatus] == 0 && _safeMode == 1) { + _scene->_kernelMessages.reset(); + _scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 0, 120, _game.getQuote(0x2F1)); + _scene->_sequences.addTimer(120, 4); + } else { + _scene->_sequences.remove(_lastSequenceIdx); + if (_safeMode == 3) + _lastSpriteIdx = _globals._spriteIndexes[2]; + else + _lastSpriteIdx = _globals._spriteIndexes[3]; + + _lastSequenceIdx = _scene->_sequences.addSpriteCycle(_lastSpriteIdx, false, 12, 1, 0, 0); + _scene->_sequences.setDepth(_lastSequenceIdx, 14); + if (_game._objects[OBJ_DOOR_KEY]._roomNumber == _scene->_currentSceneId) + _scene->_hotspots.activate(0x6F, true); + + _scene->_sequences.addSubEntry(_lastSequenceIdx, + SEQUENCE_TRIGGER_EXPIRE, 0, 2); + } + } else { + _scene->_sequences.remove(_lastSequenceIdx); + if (_globals[kSafeStatus] == 1) + _lastSpriteIdx = _globals._spriteIndexes[2]; + else + _lastSpriteIdx = _globals._spriteIndexes[3]; + + _lastSequenceIdx = _scene->_sequences.startReverseCycle(_lastSpriteIdx, false, 12, 1, 0, 0); + _scene->_sequences.setDepth(_lastSequenceIdx, 14); + if (_game._objects[OBJ_DOOR_KEY]._roomNumber == _scene->_currentSceneId) + _scene->_hotspots.activate(0x6F, false); + + _scene->_sequences.addSubEntry(_lastSequenceIdx, SEQUENCE_TRIGGER_EXPIRE, 0, 2); + } + break; + + case 2: { + int synxIdx = _lastSequenceIdx; + _lastSequenceIdx = _scene->_sequences.startCycle(_lastSpriteIdx, false, _cycleIndex); + _scene->_sequences.setDepth(_lastSequenceIdx, 14); + _scene->_sequences.updateTimeout(_lastSequenceIdx, synxIdx); + int idx = _scene->_dynamicHotspots.add(0x3D3, VERB_WALKTO, _lastSequenceIdx, Common::Rect(0, 0, 0, 0)); + _scene->_dynamicHotspots.setPosition(idx, Common::Point(185, 113), FACING_NORTHWEST); + if (_safeMode == 3) { + _scene->_kernelMessages.reset(); + _scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 0, 120, _game.getQuote(0x2F3)); + _scene->_sequences.addTimer(120, 4); + } else + _scene->_sequences.addTimer(60, 4); + break; + } + + case 3: + _scene->_sequences.updateTimeout(-1, _globals._sequenceIndexes[5]); + _game._player._visible = true; + break; + + case 4: + if (_safeMode == 1) { + if (_globals[kSafeStatus] == 2) + _globals[kSafeStatus] = 3; + } else if (_safeMode == 2) { + if (_globals[kSafeStatus] == 3) + _globals[kSafeStatus] = 2; + else + _globals[kSafeStatus] = 0; + } else + _globals[kSafeStatus] = 1; + + _game._player._stepEnabled = true; + break; + + default: + break; + } +} + +void Scene602::actions() { + if (_action.isAction(0x18B, 0x1F9)) + _scene->_nextSceneId = 601; + else if (_action.isAction(0x18B, 0x70)) + _scene->_nextSceneId = 603; + else if (_action.isAction(VERB_OPEN, 0x3D3) && ((_globals[kSafeStatus] == 0) || (_globals[kSafeStatus] == 2))) { + _safeMode = 1; + _cycleIndex = -2; + handleSafeActions(); + } else if (_action.isAction(VERB_CLOSE, 0x3D3) && ((_globals[kSafeStatus] == 1) || (_globals[kSafeStatus] == 3))) { + _safeMode = 2; + _cycleIndex = -1; + handleSafeActions(); + } else if (_action.isAction(0x17B, 0x3A7, 0x3D3)) { + if ((_globals[kSafeStatus] == 0) && (_game._difficulty != DIFFICULTY_HARD)) { + _safeMode = 3; + _cycleIndex = -2; + handleSafeActions(); + } + } else if ((_action.isAction(VERB_PUT, 0x120, 0x343) || _action.isAction(VERB_PUT, 0x57, 0x343) + || _action.isAction(0x365, 0x57, 0x343) || _action.isAction(0x365, 0x120, 0x343)) && (_globals[kSafeStatus] == 0)) { + switch (_game._trigger) { + case 0: + _vm->_dialogs->show(60230); + _game._player._stepEnabled = false; + _game._player._visible = false; + _scene->_sequences.remove(_globals._sequenceIndexes[4]); + _scene->_sequences.remove(_lastSequenceIdx); + _scene->loadAnimation(formAnimName('L', 1), 1); + break; + + case 1: { + _game._player._visible = true; + _game._player._priorTimer = _scene->_activeAnimation->getNextFrameTimer() - _game._player._ticksAmount; + _lastSpriteIdx = _globals._spriteIndexes[3]; + _lastSequenceIdx = _scene->_sequences.startCycle(_lastSpriteIdx, false, -1); + _scene->_sequences.setDepth(_lastSequenceIdx, 14); + int idx = _scene->_dynamicHotspots.add(0x3D3, VERB_WALKTO, _lastSequenceIdx, Common::Rect(0, 0, 0, 0)); + _scene->_dynamicHotspots.setPosition(idx, Common::Point(185, 113), FACING_NORTHWEST); + _globals._sequenceIndexes[4] = _scene->_sequences.startCycle(_globals._spriteIndexes[4], false, 1); + _scene->_sequences.setDepth(_globals._sequenceIndexes[4], 9); + idx = _scene->_dynamicHotspots.add(0x343, VERB_WALKTO, _globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0)); + _scene->_dynamicHotspots.setPosition(idx, Common::Point(80, 134), FACING_NORTHEAST); + _scene->_sequences.addTimer(60, 2); + } + break; + + case 2: + _scene->_kernelMessages.reset(); + _scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 0, 120, _game.getQuote(0x2F2)); + _globals[kSafeStatus] = 2; + _game._player._stepEnabled = true; + break; + + default: + break; + } + } else if (_action.isAction(VERB_TAKE, 0x6F) && (_game._trigger || _game._objects.isInRoom(OBJ_DOOR_KEY))) { + switch (_game._trigger) { + case 0: + _game._player._stepEnabled = false; + _game._player._visible = false; + _globals._sequenceIndexes[5] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[5], true, 8, 1, 0, 0); + _scene->_sequences.setAnimRange(_globals._sequenceIndexes[5], 1, 3); + _scene->_sequences.setMsgLayout(_globals._sequenceIndexes[5]); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[5], SEQUENCE_TRIGGER_SPRITE, 3, 1); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[5], SEQUENCE_TRIGGER_EXPIRE, 0, 2); + break; + + case 1: + _scene->_sequences.remove(_globals._sequenceIndexes[6]); + _scene->_hotspots.activate(0x6F, false); + _vm->_sound->command(9); + _game._objects.addToInventory(OBJ_DOOR_KEY); + break; + + case 2: + _scene->_sequences.updateTimeout(-1, _globals._sequenceIndexes[5]); + _game._player._visible = true; + _game._player._stepEnabled = true; + _vm->_dialogs->showItem(OBJ_DOOR_KEY, 835); + break; + + default: + break; + } + } else if (_action._lookFlag) + _vm->_dialogs->show(60210); + else if (_action.isAction(VERB_LOOK, 0x89)) + _vm->_dialogs->show(60211); + else if (_action.isAction(VERB_LOOK, 0x1F9)) + _vm->_dialogs->show(60212); + else if (_action.isAction(VERB_LOOK, 0x160)) + _vm->_dialogs->show(60213); + else if (_action.isAction(VERB_LOOK, 0x47) || _action.isAction(VERB_LOOK, 0x3CA)) + _vm->_dialogs->show(60214); + else if (_action.isAction(VERB_LOOK, 0x492)) + _vm->_dialogs->show(60215); + else if (_action.isAction(VERB_LOOK, 0x3D8)) + _vm->_dialogs->show(60216); + else if (_action.isAction(VERB_LOOK, 0x289)) + _vm->_dialogs->show(60217); + else if (_action.isAction(VERB_LOOK, 0x2F6)) + _vm->_dialogs->show(60218); + else if (_action.isAction(VERB_LOOK, 0x491)) + _vm->_dialogs->show(60219); + else if (_action.isAction(VERB_LOOK, 0x493)) + _vm->_dialogs->show(60220); + else if (_action.isAction(VERB_LOOK, 0x70)) + _vm->_dialogs->show(60221); + else if (_action.isAction(VERB_LOOK, 0x3D3)) { + if (_globals[kSafeStatus] == 0) + _vm->_dialogs->show(60222); + else if (_globals[kSafeStatus] == 1) { + if (!_game._objects.isInRoom(OBJ_DOOR_KEY)) + _vm->_dialogs->show(60223); + else + _vm->_dialogs->show(60224); + } else if (_globals[kSafeStatus] == 2) + _vm->_dialogs->show(60234); + else if (_game._objects.isInRoom(OBJ_DOOR_KEY)) + _vm->_dialogs->show(60235); + else + _vm->_dialogs->show(60236); + } else if (_action.isAction(0x17B, 0x6F, 0x3D3) || _action.isAction(0x17B, 0xFF, 0x3D3)) + _vm->_dialogs->show(60225); + else if (_action.isAction(VERB_PULL, 0x3D3)) + _vm->_dialogs->show(60226); + else if (_action.isAction(VERB_PUT, 0x3D8) && _game._objects.isInInventory(_game._objects.getIdFromDesc(_action._activeAction._objectNameId))) + _vm->_dialogs->show(60227); + else if (_action.isAction(VERB_LOOK, 0x342)) + _vm->_dialogs->show(60228); + else if (_action.isAction(VERB_LOOK, 0x343)) + _vm->_dialogs->show(60229); + else if (_action.isAction(VERB_LOOK, 0x3F5)) + _vm->_dialogs->show(60231); + else if (_action.isAction(VERB_THROW, 0x2A, 0x3D3) || _action.isAction(VERB_THROW, 0x2B, 0x3D3)) + _vm->_dialogs->show(60232); + else if (_action.isAction(VERB_PUT, 0x171)) + _vm->_dialogs->show(60233); + else + return; + + _action._inProgress = false; +} + +/*------------------------------------------------------------------------*/ + } // End of namespace Nebular } // End of namespace MADS diff --git a/engines/mads/nebular/nebular_scenes6.h b/engines/mads/nebular/nebular_scenes6.h index 5aecb133f3..cbf384d2c8 100644 --- a/engines/mads/nebular/nebular_scenes6.h +++ b/engines/mads/nebular/nebular_scenes6.h @@ -62,6 +62,26 @@ public: virtual void postActions() {}; }; +class Scene602: public Scene6xx{ +private: + int _lastSpriteIdx; + int _lastSequenceIdx; + int _cycleIndex; + int _safeMode; + + void handleSafeActions(); + +public: + Scene602(MADSEngine *vm) : Scene6xx(vm) {} + + 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 |