/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "gnap/gnap.h" #include "gnap/gamesys.h" #include "gnap/resource.h" namespace Gnap { struct ObstacleDef { int sequenceId, ticks; }; static const ObstacleDef kObstacleDefs[] = { {0xB4, 15}, {0xCB, 14}, {0xCD, 13}, {0xCF, 15}, {0xBA, 14}, {0xCD, 13}, {0xCF, 12}, {0xCB, 15}, {0xBD, 13}, {0xCF, 12}, {0xCD, 11}, {0xCB, 15}, {0xB7, 12}, {0xCD, 11}, {0xCB, 10}, {0xCF, 15}, {0xCF, 14}, {0xBD, 13}, {0xCF, 12}, {0xCD, 11}, {0xCB, 15}, {0xCB, 13}, {0xB4, 12}, {0xCB, 11}, {0xCD, 10}, {0xCF, 15}, {0xCD, 12}, {0xBA, 12}, {0xCD, 12}, {0xCF, 12}, {0xCB, 15}, {0xCB, 9}, {0xCD, 9}, {0xCF, 9}, {0xCD, 9}, {0xCB, 9}, {0xCD, 9}, {0xCF, 5}, {0xBD, 13}, {0xCF, 8}, {0xCB, 8}, {0xCD, 15}, {0xB4, 1}, {0xBD, 7}, {0xCF, 7}, {0xCD, 7}, {0xCB, 7}, {0xCD, 7}, {0xCF, 15}, {0xCF, 15} }; int GnapEngine::scene49_init() { _gameSys->setAnimation(0, 0, 0); _gameSys->setAnimation(0, 0, 1); for (int i = 0; i < 5; ++i) _gameSys->setAnimation(0, 0, i + 2); _timers[2] = 0; _timers[0] = 0; _timers[1] = 0; clearKeyStatus1(28); clearKeyStatus1(54); clearKeyStatus1(52); return 0xD5; } void GnapEngine::scene49_updateHotspots() { _hotspotsCount = 0; } void GnapEngine::scene49_checkObstacles() { if (_timers[2] == 0) { if (_timers[3] == 0) for (int i = 0; i < 5; ++i) scene49_clearObstacle(i); for (int j = 0; j < 5; ++j) { if (_s49_obstacles[j]._currSequenceId == 0) { _timers[3] = 35; _s49_obstacles[j]._currSequenceId = kObstacleDefs[_s49_obstacleIndex].sequenceId; switch (_s49_obstacles[j]._currSequenceId) { case 0xB4: _s49_obstacles[j]._laneNum = 1; _s49_obstacles[j]._closerSequenceId = 180; _s49_obstacles[j]._passedSequenceId = 181; _s49_obstacles[j]._splashSequenceId = 182; _s49_obstacles[j]._collisionSequenceId = 192; break; case 0xB7: _s49_obstacles[j]._laneNum = 2; _s49_obstacles[j]._closerSequenceId = 183; _s49_obstacles[j]._passedSequenceId = 184; _s49_obstacles[j]._splashSequenceId = 185; _s49_obstacles[j]._collisionSequenceId = 193; break; case 0xBD: _s49_obstacles[j]._laneNum = 3; _s49_obstacles[j]._closerSequenceId = 189; _s49_obstacles[j]._passedSequenceId = 190; _s49_obstacles[j]._splashSequenceId = 191; _s49_obstacles[j]._collisionSequenceId = 195; break; case 0xBA: _s49_obstacles[j]._laneNum = 2; _s49_obstacles[j]._closerSequenceId = 186; _s49_obstacles[j]._passedSequenceId = 187; _s49_obstacles[j]._splashSequenceId = 188; _s49_obstacles[j]._collisionSequenceId = 194; break; case 0xCB: _s49_obstacles[j]._laneNum = 1; _s49_obstacles[j]._closerSequenceId = 203; _s49_obstacles[j]._passedSequenceId = 204; _s49_obstacles[j]._splashSequenceId = 0; _s49_obstacles[j]._collisionSequenceId = 209; break; case 0xCD: _s49_obstacles[j]._laneNum = 2; _s49_obstacles[j]._closerSequenceId = 205; _s49_obstacles[j]._passedSequenceId = 206; _s49_obstacles[j]._splashSequenceId = 0; _s49_obstacles[j]._collisionSequenceId = 210; break; case 0xCF: _s49_obstacles[j]._laneNum = 3; _s49_obstacles[j]._closerSequenceId = 207; _s49_obstacles[j]._passedSequenceId = 208; _s49_obstacles[j]._splashSequenceId = 0; _s49_obstacles[j]._collisionSequenceId = 211; break; } _s49_obstacles[j]._prevId = _s49_truckId; _s49_obstacles[j]._currId = _s49_obstacles[j]._prevId; _gameSys->setAnimation(_s49_obstacles[j]._currSequenceId, _s49_obstacles[j]._currId, j + 2); _gameSys->insertSequence(_s49_obstacles[j]._currSequenceId, _s49_obstacles[j]._currId, 0, 0, kSeqNone, 0, 0, -50); _timers[2] = kObstacleDefs[_s49_obstacleIndex].ticks; ++_s49_obstacleIndex; if (_s49_obstacleIndex == 50) _s49_obstacleIndex = 0; break; } } } } void GnapEngine::scene49_updateObstacle(int id) { Scene49Obstacle &obstacle = _s49_obstacles[id]; obstacle._currId = obstacle._prevId; switch (obstacle._laneNum) { case 1: obstacle._prevId = _s49_truckId + 1; break; case 2: if (_s49_truckLaneNum != 2 && _s49_truckLaneNum != 3) obstacle._prevId = _s49_truckId - 1; else obstacle._prevId = _s49_truckId + 1; break; case 3: if (_s49_truckLaneNum != 1 && _s49_truckLaneNum != 2) obstacle._prevId = _s49_truckId; else obstacle._prevId = _s49_truckId - 1; break; } if (obstacle._currSequenceId == obstacle._closerSequenceId) { if (_s49_truckLaneNum == obstacle._laneNum) { if (obstacle._splashSequenceId) { _gameSys->setAnimation(obstacle._collisionSequenceId, obstacle._prevId, id + 2); _gameSys->insertSequence(obstacle._collisionSequenceId, obstacle._prevId, obstacle._currSequenceId, obstacle._currId, kSeqSyncWait, 0, 0, -50); obstacle._currSequenceId = obstacle._collisionSequenceId; playSound(224, false); scene49_increaseScore(30); } else if ((obstacle._laneNum == 1 && _s49_truckSequenceId == 0xB0) || (obstacle._laneNum == 2 && (_s49_truckSequenceId == 0xB1 || _s49_truckSequenceId == 0xB2)) || (obstacle._laneNum == 3 && _s49_truckSequenceId == 0xB3)) { _gameSys->setAnimation(obstacle._passedSequenceId, obstacle._prevId, id + 2); _gameSys->insertSequence(obstacle._passedSequenceId, obstacle._prevId, obstacle._currSequenceId, obstacle._currId, kSeqSyncWait, 0, 0, -50); obstacle._currSequenceId = obstacle._passedSequenceId; } else { _gameSys->setAnimation(obstacle._collisionSequenceId, 256, 0); _gameSys->setAnimation(obstacle._passedSequenceId, obstacle._prevId, id + 2); _gameSys->insertSequence(obstacle._passedSequenceId, obstacle._prevId, obstacle._currSequenceId, obstacle._currId, kSeqSyncWait, 0, 0, -50); _gameSys->insertSequence(obstacle._collisionSequenceId, 256, _s49_truckSequenceId, _s49_truckId, kSeqSyncExists, 0, 0, -50); _s49_truckSequenceId = obstacle._collisionSequenceId; _s49_truckId = 256; obstacle._currSequenceId = obstacle._passedSequenceId; playSound(225, false); scene49_decreaseScore(30); } } else { _gameSys->setAnimation(obstacle._passedSequenceId, obstacle._prevId, id + 2); _gameSys->insertSequence(obstacle._passedSequenceId, obstacle._prevId, obstacle._currSequenceId, obstacle._currId, kSeqSyncWait, 0, 0, -50); obstacle._currSequenceId = obstacle._passedSequenceId; } } else if (obstacle._currSequenceId == obstacle._passedSequenceId) { if (_s49_truckLaneNum == obstacle._laneNum) { if (obstacle._splashSequenceId) { _gameSys->setAnimation(obstacle._collisionSequenceId, obstacle._prevId, id + 2); _gameSys->insertSequence(obstacle._collisionSequenceId, obstacle._prevId, obstacle._currSequenceId, obstacle._currId, kSeqSyncWait, 0, 0, -50); obstacle._currSequenceId = obstacle._collisionSequenceId; playSound(224, false); scene49_increaseScore(30); } } else if (obstacle._splashSequenceId) { _gameSys->setAnimation(obstacle._splashSequenceId, obstacle._prevId, id + 2); _gameSys->insertSequence(obstacle._splashSequenceId, obstacle._prevId, obstacle._currSequenceId, obstacle._currId, kSeqSyncWait, 0, 0, -50); obstacle._currSequenceId = obstacle._splashSequenceId; } } else { _gameSys->setAnimation(0, 0, id + 2); scene49_clearObstacle(id); } } void GnapEngine::scene49_increaseScore(int amount) { if (_s49_scoreBarPos + amount <= 556) { _s49_scoreBarPos += amount; _gameSys->fillSurface(0, _s49_scoreBarPos, 508, amount, 22, 255, 0, 0); } _s49_scoreLevel = _s49_scoreBarPos + amount >= 556; } void GnapEngine::scene49_decreaseScore(int amount) { if (_s49_scoreBarPos >= 226 && _s49_scoreLevel == 0) { if (_s49_scoreBarFlash) scene49_refreshScoreBar(); _gameSys->fillSurface(0, _s49_scoreBarPos, 508, amount, 22, 89, 0, 5); _s49_scoreBarPos -= amount; _s49_scoreLevel = 0; } } void GnapEngine::scene49_refreshScoreBar() { if (_s49_scoreBarFlash) _gameSys->fillSurface(0, 226, 508, 330, 22, 255, 0, 0); else _gameSys->fillSurface(0, 226, 508, 330, 22, 89, 0, 5); _s49_scoreBarFlash = !_s49_scoreBarFlash; } void GnapEngine::scene49_clearObstacle(int index) { _s49_obstacles[index]._currSequenceId = 0; _s49_obstacles[index]._closerSequenceId = 0; _s49_obstacles[index]._passedSequenceId = 0; _s49_obstacles[index]._splashSequenceId = 0; _s49_obstacles[index]._collisionSequenceId = 0; _s49_obstacles[index]._prevId = 0; _s49_obstacles[index]._currId = 0; _s49_obstacles[index]._laneNum = 0; } void GnapEngine::scene49_run() { bool animToggle6 = false; bool animToggle5 = false; bool animToggle4 = false; bool animToggle3 = false; bool streetAnimToggle = false; bool bgAnimToggle = false; playSound(0xE2, true); setSoundVolume(0xE2, 75); hideCursor(); setGrabCursorSprite(-1); _s49_scoreBarPos = 196; _s49_scoreLevel = 0; _s49_scoreBarFlash = false; switch (getRandom(3)) { case 0: _s49_truckSequenceId = 0xAD; _s49_truckLaneNum = 1; break; case 1: _s49_truckSequenceId = 0xAE; _s49_truckLaneNum = 2; break; case 2: _s49_truckSequenceId = 0xAF; _s49_truckLaneNum = 3; break; } int bgWidth1 = _gameSys->getSpriteWidthById(0x5E); int bgX1 = 600; int bgWidth2 = _gameSys->getSpriteWidthById(0x5F); int bgX2 = 400; int bgWidth3 = _gameSys->getSpriteWidthById(4); int bgX3 = 700; int bgWidth4 = _gameSys->getSpriteWidthById(5); int bgX4 = 500; int bgWidth5 = _gameSys->getSpriteWidthById(6); int bgX5 = 300; int bgWidth6 = _gameSys->getSpriteWidthById(7); int bgX6 = 100; _gameSys->setAnimation(0xC8, 251, 1); _gameSys->setAnimation(_s49_truckSequenceId, 256, 0); _gameSys->insertSequence(0xC9, 256, 0, 0, kSeqNone, 0, 600, 85); _gameSys->insertSequence(0xCA, 257, 0, 0, kSeqNone, 0, 400, 100); _gameSys->insertSequence(0xC4, 256, 0, 0, kSeqNone, 0, 700, 140); _gameSys->insertSequence(0xC5, 257, 0, 0, kSeqNone, 0, 500, 160); _gameSys->insertSequence(0xC6, 258, 0, 0, kSeqNone, 0, 300, 140); _gameSys->insertSequence(0xC7, 259, 0, 0, kSeqNone, 0, 100, 140); _gameSys->insertSequence(0xC8, 251, 0, 0, kSeqNone, 0, 0, -50); _gameSys->insertSequence(_s49_truckSequenceId, 256, 0, 0, kSeqNone, 0, 0, -50); _timers[0] = 2; for (int i = 0; i < 5; ++i) scene49_clearObstacle(i); _s49_obstacleIndex = 0; _timers[2] = getRandom(20) + 10; _s49_truckId = 256; _timers[3] = 35; while (!_sceneDone) { if (_timers[0] == 0) { // Update background animations (clouds etc.) --bgX1; bgX2 -= 2; bgX3 -= 5; --bgX4; --bgX5; --bgX6; if (bgX1 <= -bgWidth1) bgX1 = 799; if (bgX2 <= -bgWidth2) bgX2 = 799; if (bgX3 <= -bgWidth3) bgX3 = 799; if (bgX4 <= -bgWidth4) bgX4 = 799; if (bgX5 <= -bgWidth5) bgX5 = 799; if (bgX6 <= -bgWidth6) bgX6 = 799; bgAnimToggle = !bgAnimToggle; _gameSys->insertSequence(0xC9, (bgAnimToggle ? 1 : 0) + 256, 0xC9, (bgAnimToggle ? 0 : 1) + 256, kSeqSyncWait, 0, bgX1, 85); _gameSys->insertSequence(0xCA, (bgAnimToggle ? 1 : 0) + 257, 0xCA, (bgAnimToggle ? 0 : 1) + 257, kSeqSyncWait, 0, bgX2, 100); _gameSys->insertSequence(0xC4, (bgAnimToggle ? 1 : 0) + 256, 0xC4, (bgAnimToggle ? 0 : 1) + 256, kSeqSyncWait, 0, bgX3, 140); _gameSys->insertSequence(0xC5, (bgAnimToggle ? 1 : 0) + 257, 0xC5, (bgAnimToggle ? 0 : 1) + 257, kSeqSyncWait, 0, bgX4, 160); _gameSys->insertSequence(0xC6, (bgAnimToggle ? 1 : 0) + 258, 0xC6, (bgAnimToggle ? 0 : 1) + 258, kSeqSyncWait, 0, bgX5, 140); _gameSys->insertSequence(0xC7, (bgAnimToggle ? 1 : 0) + 259, 0xC7, (bgAnimToggle ? 0 : 1) + 259, kSeqSyncWait, 0, bgX6, 140); _timers[0] = 2; } if (_gameSys->getAnimationStatus(1) == 2) { streetAnimToggle = !streetAnimToggle; _gameSys->setAnimation(0xC8, (streetAnimToggle ? 1 : 0) + 251, 1); _gameSys->insertSequence(0xC8, (streetAnimToggle ? 1 : 0) + 251, 200, (streetAnimToggle ? 0 : 1) + 251, kSeqSyncWait, 0, 0, -50); } scene49_checkObstacles(); if (_gameSys->getAnimationStatus(0) == 2) { switch (_s49_truckSequenceId) { case 0xB1: _s49_truckLaneNum = 1; break; case 0xB0: case 0xB3: _s49_truckLaneNum = 2; break; case 0xB2: _s49_truckLaneNum = 3; break; } animToggle3 = !animToggle3; if (_s49_truckLaneNum == 1) { _gameSys->setAnimation(0xAD, (animToggle3 ? 1 : 0) + 256, 0); _gameSys->insertSequence(0xAD, (animToggle3 ? 1 : 0) + 256, _s49_truckSequenceId, _s49_truckId, kSeqSyncWait, 0, 0, -50); _s49_truckSequenceId = 0xAD; } else if (_s49_truckLaneNum == 2) { _gameSys->setAnimation(0xAE, (animToggle3 ? 1 : 0) + 256, 0); _gameSys->insertSequence(0xAE, (animToggle3 ? 1 : 0) + 256, _s49_truckSequenceId, _s49_truckId, kSeqSyncWait, 0, 0, -50); _s49_truckSequenceId = 0xAE; } else { _gameSys->setAnimation(0xAF, (animToggle3 ? 1 : 0) + 256, 0); _gameSys->insertSequence(0xAF, (animToggle3 ? 1 : 0) + 256, _s49_truckSequenceId, _s49_truckId, kSeqSyncWait, 0, 0, -50); _s49_truckSequenceId = 0xAF; } _s49_truckId = (animToggle3 ? 1 : 0) + 256; if (_s49_scoreLevel == 1) { if (!_gameSys->isSequenceActive(0xD4, 266)) { _gameSys->setAnimation(0xD4, 266, 8); _gameSys->insertSequence(0xD4, 266, 0, 0, kSeqNone, 0, 0, -50); } ++_s49_scoreLevel; _timers[1] = 2; animToggle4 = false; animToggle5 = false; animToggle6 = false; _s49_scoreBarFlash = false; } } if (_s49_scoreLevel != 0 && !_timers[1]) { scene49_refreshScoreBar(); _timers[1] = 8; if (animToggle6) { if (animToggle5) { if (animToggle4 && !_gameSys->isSequenceActive(212, 266)) _gameSys->insertSequence(212, 266, 0, 0, kSeqNone, 0, 0, -50); animToggle4 = !animToggle4; } animToggle5 = !animToggle5; } animToggle6 = !animToggle6; } scene49_updateAnimations(); if (sceneXX_sub_4466B1()) { _sceneDone = true; _newSceneNum = 2; _newCursorValue = 1; } if (isKeyStatus1(Common::KEYCODE_RIGHT)) { // Steer right if (_s49_truckSequenceId == 0xB3) _s49_truckLaneNum = 2; if (_s49_truckSequenceId == 0xB1) _s49_truckLaneNum = 1; if (_s49_truckLaneNum != 3 && _s49_truckLaneNum != 2) { if (_s49_scoreLevel) { _sceneDone = true; _newSceneNum = 47; } } else { int steerSequenceId = (_s49_truckLaneNum == 3) ? 0xB3 : 0xB1; if (_s49_truckSequenceId == 0xAE || _s49_truckSequenceId == 0xAF) { _gameSys->setAnimation(steerSequenceId, 256, 0); _gameSys->insertSequence(steerSequenceId, 256, _s49_truckSequenceId, _s49_truckId, kSeqSyncExists, 0, 0, -50); _s49_truckSequenceId = steerSequenceId; _s49_truckId = 256; } } clearKeyStatus1(Common::KEYCODE_RIGHT); } if (isKeyStatus1(Common::KEYCODE_LEFT)) { // Steer left if (_s49_truckSequenceId == 0xB0) _s49_truckLaneNum = 2; if (_s49_truckSequenceId == 0xB2) _s49_truckLaneNum = 3; if (_s49_truckLaneNum == 1 || _s49_truckLaneNum == 2) { int steerSequenceId = (_s49_truckLaneNum == 1) ? 0xB0 : 0xB2; if (_s49_truckSequenceId == 0xAD || _s49_truckSequenceId == 0xAE) { _gameSys->setAnimation(steerSequenceId, 256, 0); _gameSys->insertSequence(steerSequenceId, 256, _s49_truckSequenceId, _s49_truckId, kSeqSyncExists, 0, 0, -50); _s49_truckSequenceId = steerSequenceId; _s49_truckId = 256; } } clearKeyStatus1(Common::KEYCODE_LEFT); } gameUpdateTick(); } stopSound(0xE2); } void GnapEngine::scene49_updateAnimations() { for (int i = 0; i < 5; ++i) { if (_gameSys->getAnimationStatus(i + 2) == 2) { if (_s49_obstacles[i]._currSequenceId) scene49_updateObstacle(i); } } if (_gameSys->getAnimationStatus(8) == 2) { _sceneDone = true; _newSceneNum = 47; } } } // End of namespace Gnap