From e59d2ace2db3a9c52195332655798e93f19a54d9 Mon Sep 17 00:00:00 2001 From: Strangerke Date: Sun, 18 May 2014 18:15:51 +0200 Subject: MADS: Some work and bugfixing in scene 701 --- engines/mads/nebular/nebular_scenes7.cpp | 141 ++++++++++++++++++++----------- 1 file changed, 93 insertions(+), 48 deletions(-) (limited to 'engines/mads/nebular') diff --git a/engines/mads/nebular/nebular_scenes7.cpp b/engines/mads/nebular/nebular_scenes7.cpp index cc24070169..85c79e4877 100644 --- a/engines/mads/nebular/nebular_scenes7.cpp +++ b/engines/mads/nebular/nebular_scenes7.cpp @@ -103,7 +103,7 @@ void Scene701::enter() { _globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('x', 0)); _globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('b', 5)); _globals._spriteIndexes[4] = _scene->_sprites.addSprites(formAnimName('b', 0)); - //_globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('b', 1)); // FIXME: Broken sprite? +// _globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('b', 1)); // TODO: FIXME: Broken sprite? _globals._spriteIndexes[5] = _scene->_sprites.addSprites("*RM202A1"); _globals._spriteIndexes[6] = _scene->_sprites.addSprites(formAnimName('b', 8)); @@ -156,15 +156,15 @@ void Scene701::enter() { break; } - // TODO: Enable once sprite 3 can be loaded properly - /* +// TODO: Enable once sprite 3 can be loaded properly +/* if (_globals[kLineStatus] == LINE_DROPPED || _globals[kLineStatus] == LINE_TIED) { _globals._sequenceIndexes[3] = _scene->_sequences.startCycle(_globals._spriteIndexes[3], false, -1); _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 8); int idx = _scene->_dynamicHotspots.add(NOUN_FISHING_LINE, VERB_WALKTO, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0)); _fishingLineId = _scene->_dynamicHotspots.setPosition(idx, Common::Point(234, 129), FACING_NORTHEAST); } - */ +*/ if (_scene->_priorSceneId == 702) { _game._player._playerPos = Common::Point(309, 138); @@ -203,11 +203,13 @@ void Scene701::step() { _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[5], Common::Point(155, 129)); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[5], SEQUENCE_TRIGGER_EXPIRE, 0, 61); break; + case 61: _scene->_sequences.updateTimeout(-1, _globals._sequenceIndexes[5]); _game._player._visible = true; _game._player._stepEnabled = true; break; + case 70: _vm->_sound->command(16); _scene->_sequences.remove(_globals._sequenceIndexes[1]); @@ -216,10 +218,12 @@ void Scene701::step() { _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 10); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_EXPIRE, 0, 71); break; + case 71: _game._player.walk(Common::Point(61, 131), FACING_EAST); _scene->_sequences.addTimer(2 * 60, 72); break; + case 72: _vm->_sound->command(17); _globals._sequenceIndexes[1] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[1], false, 5, 1, 0, 0); @@ -227,14 +231,16 @@ void Scene701::step() { _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 10); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_EXPIRE, 0, 73); break; + case 73: _game._player._stepEnabled = true; - _globals._sequenceIndexes[1] = _scene->_sequences.startCycle(_globals._spriteIndexes[1], false, -1); + _globals._sequenceIndexes[1] = _scene->_sequences.startCycle(_globals._spriteIndexes[1], false, -1); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[1], Common::Point(48, 136)); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 10); _scene->_kernelMessages.reset(); break; - case 80: + + case 80: { _game._player._visible = true; _game._player._priorTimer = _scene->_frameStartTime - _game._player._ticksAmount; _globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, -1); @@ -243,28 +249,29 @@ void Scene701::step() { _scene->_dynamicHotspots.setPosition(idx, Common::Point(234, 129), FACING_NORTH); _globals[kBoatStatus] = BOAT_TIED; _game._player._stepEnabled = true; + } + break; + + default: break; } } void Scene701::preActions() { - if (_action.isAction(VERB_WALKTO, NOUN_EAST_END_OF_PLATFORM)) { + if (_action.isAction(VERB_WALKTO, NOUN_EAST_END_OF_PLATFORM)) _game._player._walkOffScreenSceneId = 702; - } - if (_action.isAction(VERB_LOOK, NOUN_BUILDING)) { + if (_action.isAction(VERB_LOOK, NOUN_BUILDING)) _game._player.walk(Common::Point(154, 129), FACING_NORTHEAST); - } - if (_action.isAction(VERB_LOOK, NOUN_BINOCULARS, NOUN_BUILDING)) { + if (_action.isAction(VERB_LOOK, NOUN_BINOCULARS, NOUN_BUILDING)) _game._player.walk(Common::Point(154, 129), FACING_NORTH); - } } void Scene701::actions() { if (_action.isAction(VERB_WALK_ALONG, NOUN_PLATFORM)) return; - + if (_action.isAction(VERB_LOOK, NOUN_BINOCULARS, NOUN_BUILDING) && _game._objects[OBJ_VASE]._roomNumber == 706) { switch (_game._trigger) { case 0: @@ -274,6 +281,7 @@ void Scene701::actions() { _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[5], Common::Point(155, 129)); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[5], SEQUENCE_TRIGGER_EXPIRE, 0, 1); break; + case 1: { int temp = _globals._sequenceIndexes[5]; _globals._sequenceIndexes[5] = _scene->_sequences.startCycle(_globals._spriteIndexes[5], false, -2); @@ -282,9 +290,13 @@ void Scene701::actions() { _scene->_sequences.addTimer(15, 2); } break; + case 2: _scene->_nextSceneId = 710; break; + + default: + break; } } else if (_action.isAction(VERB_STEP_INTO, NOUN_ELEVATOR)) { switch (_game._trigger) { @@ -299,10 +311,12 @@ void Scene701::actions() { _scene->_kernelMessages.add(Common::Point(0, 0), 0x310, 34, 0, 120, _game.getQuote(0x30D)); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_EXPIRE, 0, 1); break; + case 1: _game._player.walk(Common::Point(22, 131), FACING_EAST); _scene->_sequences.addTimer(2 * 60, 3); break; + case 3: _vm->_sound->command(17); _globals._sequenceIndexes[1] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[1], false, 5, 1, 0, 0); @@ -310,13 +324,17 @@ void Scene701::actions() { _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 10); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_EXPIRE, 0, 4); break; + case 4: - _globals._sequenceIndexes[1] = _scene->_sequences.startCycle(_globals._spriteIndexes[1], false, -1); + _globals._sequenceIndexes[1] = _scene->_sequences.startCycle(_globals._spriteIndexes[1], false, -1); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[1], Common::Point(48, 136)); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 10); _globals[kResurrectRoom] = 701; _scene->_nextSceneId = 605; break; + + default: + break; } } else if ((_action.isAction(VERB_PULL, NOUN_BOAT) || _action.isAction(VERB_TAKE, NOUN_BOAT) || _action.isAction(VERB_PULL, NOUN_FISHING_LINE) || _action.isAction(VERB_TAKE, NOUN_FISHING_LINE)) && @@ -324,21 +342,43 @@ void Scene701::actions() { if (_globals[kBoatStatus] == BOAT_TIED_FLOATING) { switch (_game._trigger) { case 0: - // TODO + _game._player._stepEnabled = false; + _scene->_sequences.remove(_globals._sequenceIndexes[4]); + _scene->_sequences.remove(_globals._sequenceIndexes[3]); + _scene->_dynamicHotspots.remove(_fishingLineId); + _scene->_hotspots.activate(NOUN_BOAT, false); + _game._player._visible = false; + _scene->loadAnimation(formAnimName('E', -1), 1); break; - case 1: - // TODO + + case 1: { + _game._player._visible = true; + _game._player._priorTimer = _scene->_activeAnimation->getNextFrameTimer() - _game._player._ticksAmount; + _globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, -1); + _scene->_sequences.setDepth (_globals._sequenceIndexes[2], 9); + int idx = _scene->_dynamicHotspots.add(NOUN_BOAT, VERB_CLIMB_INTO, _globals._sequenceIndexes[2], Common::Rect(0, 0, 0, 0)); + _scene->_dynamicHotspots.setPosition(idx, Common::Point(231, 127), FACING_NORTH); + _scene->_sequences.addTimer(15, 2); + } break; + case 2: _globals[kBoatStatus] = BOAT_TIED; _globals[kLineStatus] = LINE_NOW_UNTIED; _game._player._stepEnabled = true; break; + + default: + break; } } else if (_globals[kBoatStatus] == BOAT_TIED) { _vm->_dialogs->show(70125); } else if (_globals[kLineStatus] == LINE_DROPPED) { - // TODO + _globals[kLineStatus] = LINE_NOW_UNTIED; + _game._objects.addToInventory(OBJ_FISHING_LINE); + _vm->_sound->command(15); + _scene->_sequences.remove(_globals._sequenceIndexes[3]); + _vm->_dialogs->showItem(OBJ_FISHING_LINE, 70126); } else { _vm->_dialogs->show(70127); } @@ -350,9 +390,13 @@ void Scene701::actions() { _game._player._visible = false; _scene->loadAnimation(formAnimName('B', 0), 1); break; + case 1: _scene->_nextSceneId = 703; break; + + default: + break; } } else if (_action._lookFlag) { if (_globals[kBoatStatus] != BOAT_GONE) { @@ -360,39 +404,40 @@ void Scene701::actions() { _vm->_dialogs->show(70128); else _vm->_dialogs->show(70110); - } else { + } else _vm->_dialogs->show(70111); - } - } else if (_action.isAction(VERB_LOOK, NOUN_SUBMERGED_CITY)) { + } else if (_action.isAction(VERB_LOOK, NOUN_SUBMERGED_CITY)) _vm->_dialogs->show(70112); - } else if (_action.isAction(VERB_LOOK, 0)) { + else if (_action.isAction(VERB_LOOK, 0)) _vm->_dialogs->show(70113); - } else if (_action.isAction(VERB_LOOK, NOUN_PLATFORM)) { + else if (_action.isAction(VERB_LOOK, NOUN_PLATFORM)) _vm->_dialogs->show(70114); - } else if (_action.isAction(VERB_LOOK, NOUN_CEMENT_PYLON)) { + else if (_action.isAction(VERB_LOOK, NOUN_CEMENT_PYLON)) _vm->_dialogs->show(70115); - } else if (_action.isAction(VERB_LOOK, NOUN_HOOK)) { + else if (_action.isAction(VERB_LOOK, NOUN_HOOK)) { if (_globals[kLineStatus] == LINE_NOT_DROPPED || _globals[kLineStatus] == LINE_NOW_UNTIED) _vm->_dialogs->show(70116); else _vm->_dialogs->show(70117); - } else if (_action.isAction(VERB_LOOK, NOUN_ROCK)) { + } else if (_action.isAction(VERB_LOOK, NOUN_ROCK)) _vm->_dialogs->show(70118); - } else if (_action.isAction(VERB_TAKE, NOUN_ROCK)) { + else if (_action.isAction(VERB_TAKE, NOUN_ROCK)) _vm->_dialogs->show(70119); - } else if (_action.isAction(VERB_LOOK, NOUN_EAST_END_OF_PLATFORM)) { + else if (_action.isAction(VERB_LOOK, NOUN_EAST_END_OF_PLATFORM)) _vm->_dialogs->show(70120); - } else if (_action.isAction(VERB_LOOK, NOUN_BUILDING)) { + else if (_action.isAction(VERB_LOOK, NOUN_BUILDING)) _vm->_dialogs->show(70121); - } else if (_action.isAction(VERB_LOOK, NOUN_BOAT)) { + else if (_action.isAction(VERB_LOOK, NOUN_BOAT)) { if (_globals[kBoatStatus] == BOAT_ADRIFT || _globals[kBoatStatus] == BOAT_TIED_FLOATING) _vm->_dialogs->show(70122); else _vm->_dialogs->show(70123); - } else if (_action.isAction(VERB_CAST, NOUN_FISHING_ROD, NOUN_BOAT)) { - if (_game._objects.isInInventory(OBJ_FISHING_LINE)) - _vm->_dialogs->show(70124); - } + } else if (_action.isAction(VERB_CAST, NOUN_FISHING_ROD, NOUN_BOAT) && _game._objects.isInInventory(OBJ_FISHING_LINE)) + _vm->_dialogs->show(70124); + else + return; + + _action._inProgress = false; } /*------------------------------------------------------------------------*/ @@ -1812,13 +1857,13 @@ void Scene706::actions() { _action._inProgress = false; return; } - + if (_action.isAction(0x298, 0x2FA)) { _scene->_nextSceneId = 705; _action._inProgress = false; return; } - + if (_action.isAction(VERB_TAKE, 0x17D)) { if (_game._difficulty != DIFFICULTY_EASY) { _animationMode = 1; @@ -1830,7 +1875,7 @@ void Scene706::actions() { _action._inProgress = false; return; } - + if (_action.isAction(VERB_PUT, 0x2E, 0x344)) { if ((_globals[kBottleStatus] == 2 && _game._difficulty == DIFFICULTY_HARD) || (_globals[kBottleStatus] != 0 && _game._difficulty != DIFFICULTY_HARD)) { @@ -1847,7 +1892,7 @@ void Scene706::actions() { return; } } - + if (_action.isAction(VERB_PUT, 0x344) && _game._objects.isInInventory(_game._objects.getIdFromDesc(_action._activeAction._objectNameId))) { int objectId = _game._objects.getIdFromDesc(_action._activeAction._objectNameId); if (_game._objects[objectId].hasQuality(10)) @@ -2083,7 +2128,7 @@ void Scene751::enter() { } else if (_rexHandingLine) { _game._player._visible = false; _game._player._playerPos = Common::Point(268, 140); - _game._player._facing = FACING_NORTHWEST; + _game._player._facing = FACING_NORTHWEST; _game._player._visible = false; _globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, 7); _scene->_sequences.setMsgLayout(_globals._sequenceIndexes[2]); @@ -2140,7 +2185,7 @@ void Scene751::step() { _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[1], Common::Point(48, 136)); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 10); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_EXPIRE, 0, 61); - break; + break; case 61: _game._player.walk(Common::Point(61, 131), FACING_EAST); @@ -2153,10 +2198,10 @@ void Scene751::step() { _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[1], Common::Point(48, 136)); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 10); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_EXPIRE, 0, 63); - break; + break; case 63: - _globals._sequenceIndexes[1] = _scene->_sequences.startCycle(_globals._spriteIndexes[1], false, -1); + _globals._sequenceIndexes[1] = _scene->_sequences.startCycle(_globals._spriteIndexes[1], false, -1); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[1], Common::Point(48, 136)); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 10); _game._player._stepEnabled = true; @@ -2201,12 +2246,12 @@ void Scene751::preActions() { _game._player._visible = true; _rexHandingLine = false; _game._player._stepEnabled = true; - _game._player._readyToWalk = true; + _game._player._readyToWalk = true; break; default: break; - } + } } } @@ -2239,7 +2284,7 @@ void Scene751::actions() { default: break; } - } else if (_action.isAction(0x2F9, 0x317)) { + } else if (_action.isAction(0x2F9, 0x317)) { switch (_game._trigger) { case 0: _game._player._stepEnabled = false; @@ -2254,7 +2299,7 @@ void Scene751::actions() { break; case 1: - _game._player.walk(Common::Point(22, 131), FACING_EAST); + _game._player.walk(Common::Point(22, 131), FACING_EAST); _scene->_sequences.addTimer(120, 3); break; @@ -2267,7 +2312,7 @@ void Scene751::actions() { break; case 4: - _globals._sequenceIndexes[1] = _scene->_sequences.startCycle(_globals._spriteIndexes[1], false, -1); + _globals._sequenceIndexes[1] = _scene->_sequences.startCycle(_globals._spriteIndexes[1], false, -1); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[1], Common::Point(48, 136)); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 10); _scene->_sequences.addTimer(60, 5); @@ -2337,7 +2382,7 @@ void Scene751::actions() { _vm->_dialogs->show(75113); else if (_action.isAction(VERB_LOOK, 0x316)) _vm->_dialogs->show(75114); - else if ((_action.isAction(VERB_LOOK, 0x467) || _action.isAction(VERB_LOOK, 0x87)) + else if ((_action.isAction(VERB_LOOK, 0x467) || _action.isAction(VERB_LOOK, 0x87)) && (_globals[kLineStatus] == 2 || _globals[kLineStatus] == 3)) _vm->_dialogs->show(75116); else if (_action.isAction(VERB_LOOK, 0x467)) -- cgit v1.2.3