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-rw-r--r--engines/gnap/gnap.cpp2
-rw-r--r--engines/gnap/gnap.h1
-rw-r--r--engines/gnap/scenes/scene38.cpp112
3 files changed, 63 insertions, 52 deletions
diff --git a/engines/gnap/gnap.cpp b/engines/gnap/gnap.cpp
index 86fc38d7c0..677b073207 100644
--- a/engines/gnap/gnap.cpp
+++ b/engines/gnap/gnap.cpp
@@ -751,7 +751,7 @@ void GnapEngine::mainLoop() {
// > DEBUG BEGIN
_currentSceneNum = 53;
- _newSceneNum = 32;
+ _newSceneNum = 38;
_newCursorValue = 3;
// < DEBUG END
diff --git a/engines/gnap/gnap.h b/engines/gnap/gnap.h
index cf146e407d..86bce8d935 100644
--- a/engines/gnap/gnap.h
+++ b/engines/gnap/gnap.h
@@ -816,6 +816,7 @@ public:
void scene32_run();
void scene32_updateAnimations();
+ // Scene 33
int _s33_currChickenSequenceId, _s33_nextChickenSequenceId;
int scene33_init();
void scene33_updateHotspots();
diff --git a/engines/gnap/scenes/scene38.cpp b/engines/gnap/scenes/scene38.cpp
index cfbaf9dcaf..53768fe9ca 100644
--- a/engines/gnap/scenes/scene38.cpp
+++ b/engines/gnap/scenes/scene38.cpp
@@ -42,6 +42,16 @@ enum {
kHSWalkArea6 = 12
};
+enum {
+ kASLeaveScene = 0,
+ kASExitCave = 1,
+ kASUseHuntingTrophy = 2,
+ kASHoldingHuntingTrophy = 3,
+ kASReleaseHuntingTrophy = 4,
+ kASUseBeaverWithTrapDoor = 5,
+ kASBeaverHoldingTrapDoor = 6
+};
+
int GnapEngine::scene38_init() {
_gameSys->setAnimation(0, 0, 0);
_gameSys->setAnimation(0, 0, 1);
@@ -62,21 +72,21 @@ void GnapEngine::scene38_updateHotspots() {
setHotspot(kHSWalkArea5, 770, 0, 799, 445);
setHotspot(kHSWalkArea6, 393, 0, 698, 445, SF_WALKABLE | SF_DISABLED);
setDeviceHotspot(kHSDevice, -1, -1, -1, -1);
- if (_beaverActionStatus == 6)
+ if (_beaverActionStatus == kASBeaverHoldingTrapDoor)
_hotspots[kHSPlatypus].flags = SF_WALKABLE | SF_DISABLED;
- if (_beaverActionStatus == 6)
+ if (_beaverActionStatus == kASBeaverHoldingTrapDoor)
_hotspots[kHSExitCave].flags = SF_EXIT_D_CURSOR;
- else if (_gnapActionStatus == 3)
+ else if (_gnapActionStatus == kASHoldingHuntingTrophy)
_hotspots[kHSExitCave].flags = SF_EXIT_D_CURSOR;
- if (_beaverActionStatus == 6)
+ if (_beaverActionStatus == kASBeaverHoldingTrapDoor)
_hotspots[kHSTrapDoorLid1].flags = SF_DISABLED;
- else if (_gnapActionStatus == 3)
+ else if (_gnapActionStatus == kASHoldingHuntingTrophy)
_hotspots[kHSTrapDoorLid1].flags = SF_PLAT_CURSOR | SF_TALK_CURSOR | SF_GRAB_CURSOR | SF_LOOK_CURSOR;
- if (_beaverActionStatus == 6)
+ if (_beaverActionStatus == kASBeaverHoldingTrapDoor)
_hotspots[kHSTrapDoorLid2].flags = SF_DISABLED;
- else if (_gnapActionStatus == 3)
+ else if (_gnapActionStatus == kASHoldingHuntingTrophy)
_hotspots[kHSTrapDoorLid2].flags = SF_PLAT_CURSOR | SF_TALK_CURSOR | SF_GRAB_CURSOR | SF_LOOK_CURSOR;
- if (_beaverActionStatus == 6)
+ if (_beaverActionStatus == kASBeaverHoldingTrapDoor)
_hotspots[kHSWalkArea6].flags = 0;
_hotspotsCount = 13;
}
@@ -111,8 +121,8 @@ void GnapEngine::scene38_run() {
break;
case kHSPlatypus:
- if (_gnapActionStatus == 3) {
- _gnapActionStatus = 4;
+ if (_gnapActionStatus == kASHoldingHuntingTrophy) {
+ _gnapActionStatus = kASReleaseHuntingTrophy;
} else if (_grabCursorSpriteIndex >= 0) {
playGnapImpossible(_platX, _platY);
} else {
@@ -135,42 +145,42 @@ void GnapEngine::scene38_run() {
break;
case kHSExitHouse:
- if (_gnapActionStatus == 3) {
- _gnapActionStatus = 4;
+ if (_gnapActionStatus == kASHoldingHuntingTrophy) {
+ _gnapActionStatus = kASReleaseHuntingTrophy;
} else {
- _isLeavingScene = 1;
+ _isLeavingScene = true;
gnapWalkTo(-1, -1, 0, 0x107AE, 1);
- _gnapActionStatus = 0;
+ _gnapActionStatus = kASLeaveScene;
_newSceneNum = 37;
}
break;
case kHSExitCave:
- if (_gnapActionStatus == 3) {
- _gnapActionStatus = 4;
- if (_beaverActionStatus == 6)
- _isLeavingScene = 1;
- } else if (_beaverActionStatus == 6) {
- _sceneWaiting = 0;
- _isLeavingScene = 1;
+ if (_gnapActionStatus == kASHoldingHuntingTrophy) {
+ _gnapActionStatus = kASReleaseHuntingTrophy;
+ if (_beaverActionStatus == kASBeaverHoldingTrapDoor)
+ _isLeavingScene = true;
+ } else if (_beaverActionStatus == kASBeaverHoldingTrapDoor) {
+ _sceneWaiting = false;
+ _isLeavingScene = true;
gnapWalkTo(5, 7, 0, 0x107BB, 1);
_newSceneNum = 39;
- _gnapActionStatus = 1;
+ _gnapActionStatus = kASExitCave;
}
break;
case kHSTrapDoorLid1:
case kHSTrapDoorLid2:
- if (_gnapActionStatus == 3) {
- if (_beaverActionStatus == 6 && _verbCursor == PLAT_CURSOR)
- _gnapActionStatus = 5;
+ if (_gnapActionStatus == kASHoldingHuntingTrophy) {
+ if (_verbCursor == PLAT_CURSOR && _beaverActionStatus != kASBeaverHoldingTrapDoor)
+ _gnapActionStatus = kASUseBeaverWithTrapDoor;
else
- _gnapActionStatus = 4;
+ _gnapActionStatus = kASReleaseHuntingTrophy;
}
break;
case kHSHuntingTrophy:
- if (_gnapActionStatus != 3) {
+ if (_gnapActionStatus != kASHoldingHuntingTrophy) {
if (_grabCursorSpriteIndex >= 0) {
playGnapShowCurrItem(3, 6, 2, 0);
} else {
@@ -179,12 +189,12 @@ void GnapEngine::scene38_run() {
playGnapScratchingHead(0, 0);
break;
case GRAB_CURSOR:
- if (_beaverActionStatus == 6)
+ if (_beaverActionStatus == kASBeaverHoldingTrapDoor)
playGnapImpossible(0, 0);
else {
gnapWalkTo(3, 6, 0, 0x107BB, 1);
platypusWalkTo(4, 8, -1, -1, 1);
- _gnapActionStatus = 2;
+ _gnapActionStatus = kASUseHuntingTrophy;
}
break;
case TALK_CURSOR:
@@ -207,16 +217,16 @@ void GnapEngine::scene38_run() {
case kHSWalkArea4:
case kHSWalkArea5:
case kHSWalkArea6:
- if (_gnapActionStatus == 3)
- _gnapActionStatus = 4;
+ if (_gnapActionStatus == kASHoldingHuntingTrophy)
+ _gnapActionStatus = kASReleaseHuntingTrophy;
else if (_gnapActionStatus < 0)
gnapWalkTo(-1, -1, -1, -1, 1);
break;
default:
if (_mouseClickState.left) {
- if (_gnapActionStatus == 3)
- _gnapActionStatus = 4;
+ if (_gnapActionStatus == kASHoldingHuntingTrophy)
+ _gnapActionStatus = kASReleaseHuntingTrophy;
else if (_gnapActionStatus < 0)
gnapWalkTo(-1, -1, -1, -1, 1);
_mouseClickState.left = false;
@@ -251,29 +261,29 @@ void GnapEngine::scene38_updateAnimations() {
if (_gameSys->getAnimationStatus(0) == 2) {
_gameSys->setAnimation(0, 0, 0);
switch (_gnapActionStatus) {
- case 0:
+ case kASLeaveScene:
_sceneDone = true;
break;
- case 1:
+ case kASExitCave:
_gameSys->removeSequence(_beaverSequenceId | (_beaverSequenceDatNum << 16), _beaverId, 1);
_gameSys->insertSequence(0xA3, _gnapId, makeRid(_gnapSequenceDatNum, _gnapSequenceId), _gnapId, kSeqSyncWait, 0, 0, 0);
_gnapSequenceId = 0xA3;
_gnapSequenceDatNum = 0;
_gameSys->setAnimation(0xA3, _gnapId, 0);
- _gnapActionStatus = 0;
+ _gnapActionStatus = kASLeaveScene;
break;
- case 2:
+ case kASUseHuntingTrophy:
_gameSys->removeSequence(0x9B, 0, 1);
_gameSys->insertSequence(0x9C, _gnapId, makeRid(_gnapSequenceDatNum, _gnapSequenceId), _gnapId, kSeqSyncWait, 0, 0, 0);
_gnapSequenceId = 0x9C;
_gnapSequenceDatNum = 0;
_gameSys->setAnimation(0x9C, _gnapId, 0);
- _gnapActionStatus = 3;
+ _gnapActionStatus = kASHoldingHuntingTrophy;
scene38_updateHotspots();
break;
- case 3:
- if (_beaverActionStatus != 6)
- _sceneWaiting = 1;
+ case kASHoldingHuntingTrophy:
+ if (_beaverActionStatus != kASBeaverHoldingTrapDoor)
+ _sceneWaiting = true;
if (_gnapSequenceId == 0xA4) {
_gameSys->insertSequence(0x9D, _gnapId, makeRid(_gnapSequenceDatNum, _gnapSequenceId), _gnapId, kSeqSyncWait, 0, 0, 0);
_gnapSequenceId = 0x9D;
@@ -284,11 +294,11 @@ void GnapEngine::scene38_updateAnimations() {
_gnapSequenceDatNum = 0;
_gameSys->setAnimation(_gnapSequenceId, _gnapId, 0);
break;
- case 4:
+ case kASReleaseHuntingTrophy:
if (_gnapSequenceId == 0x9E) {
_gameSys->insertSequence(0x9B, 0, 0, 0, kSeqNone, 0, 0, 0);
_gnapActionStatus = -1;
- } else if (_beaverActionStatus == 6) {
+ } else if (_beaverActionStatus == kASBeaverHoldingTrapDoor) {
_gameSys->insertSequence(0xA0, _gnapId, makeRid(_gnapSequenceDatNum, _gnapSequenceId), _gnapId, kSeqSyncWait, 0, 0, 0);
_gnapSequenceId = 0xA0;
_gnapSequenceDatNum = 0;
@@ -296,10 +306,10 @@ void GnapEngine::scene38_updateAnimations() {
_gnapY = 6;
_gnapIdleFacing = 1;
if (_isLeavingScene) {
- _sceneWaiting = 0;
+ _sceneWaiting = false;
gnapWalkTo(5, 7, 0, 0x107BB, 1);
_newSceneNum = 39;
- _gnapActionStatus = 1;
+ _gnapActionStatus = kASExitCave;
} else {
_gnapActionStatus = -1;
}
@@ -311,17 +321,17 @@ void GnapEngine::scene38_updateAnimations() {
_gnapY = 6;
_gnapIdleFacing = 1;
_gameSys->setAnimation(0x9E, _gnapId, 0);
- _sceneWaiting = 0;
+ _sceneWaiting = false;
scene38_updateHotspots();
}
break;
- case 5:
- _sceneWaiting = 0;
+ case kASUseBeaverWithTrapDoor:
+ _sceneWaiting = false;
_gameSys->insertSequence(0x9F, _gnapId, makeRid(_gnapSequenceDatNum, _gnapSequenceId), _gnapId, kSeqSyncWait, 0, 0, 0);
_gnapSequenceId = 0x9F;
_gnapSequenceDatNum = 0;
_gameSys->setAnimation(0x9F, _gnapId, 0);
- _gnapActionStatus = 3;
+ _gnapActionStatus = kASHoldingHuntingTrophy;
if (_beaverFacing)
playBeaverSequence(0x107D5);
else
@@ -332,7 +342,7 @@ void GnapEngine::scene38_updateAnimations() {
_beaverSequenceDatNum = 0;
_beaverId = _gnapId + 1;
_gameSys->setAnimation(0xA1, _gnapId + 1, 1);
- _beaverActionStatus = 6;
+ _beaverActionStatus = kASBeaverHoldingTrapDoor;
scene38_updateHotspots();
break;
}
@@ -340,7 +350,7 @@ void GnapEngine::scene38_updateAnimations() {
if (_gameSys->getAnimationStatus(1) == 2) {
_gameSys->setAnimation(0, 0, 1);
- if (_beaverActionStatus == 6) {
+ if (_beaverActionStatus == kASBeaverHoldingTrapDoor) {
_gameSys->insertSequence(0xA2, _beaverId, _beaverSequenceId | (_beaverSequenceDatNum << 16), _beaverId, kSeqSyncWait, 0, 0, 0);
_beaverSequenceId = 0xA2;
_beaverSequenceDatNum = 0;