/* 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 "common/scummsys.h" #include "mads/mads.h" #include "mads/scene.h" #include "mads/nebular/nebular_scenes.h" #include "mads/nebular/nebular_scenes1.h" namespace MADS { namespace Nebular { void Scene1xx::setAAName() { int idx = (_scene->_nextSceneId > 103 && _scene->_nextSceneId < 112) ? 1 : 0; _game._aaName = Resources::formatAAName(idx); } void Scene1xx::sceneEntrySound() { if (_vm->_musicFlag) { switch (_scene->_nextSceneId) { case 101: _vm->_sound->command(11); break; case 102: _vm->_sound->command(12); break; case 103: _vm->_sound->command(3); _vm->_sound->command(25); break; case 109: _vm->_sound->command(13); break; case 110: _vm->_sound->command(10); break; case 111: _vm->_sound->command(3); break; case 112: _vm->_sound->command(15); break; default: if (_scene->_priorSceneId < 104 || _scene->_priorSceneId > 108) _vm->_sound->command(10); break; } } } void Scene1xx::setPlayerSpritesPrefix() { _vm->_sound->command(5); Common::String oldName = _game._player._spritesPrefix; if (_scene->_nextSceneId <= 103 || _scene->_nextSceneId == 111) { if (_globals[kSexOfRex] == SEX_FEMALE) { _game._player._spritesPrefix = "ROX"; } else { _game._player._spritesPrefix = "RXM"; _globals[kSexOfRex] = SEX_MALE; } } else if (_scene->_nextSceneId <= 110) { _game._player._spritesPrefix = "RXSW"; _globals[kSexOfRex] = SEX_UNKNOWN; } else if (_scene->_nextSceneId == 112) { _game._player._spritesPrefix = ""; } if (oldName == _game._player._spritesPrefix) _game._player._spritesChanged = true; if (_scene->_nextSceneId == 105 || (_scene->_nextSceneId == 109 && _globals[kHoovicAlive])) { _game._player._spritesChanged = true; _game._player._loadsFirst = false; } _game._player._trigger = 0; _vm->_palette->setEntry(16, 10, 63, 63); _vm->_palette->setEntry(17, 10, 45, 45); } /*------------------------------------------------------------------------*/ void Scene101::setup() { _scene->_animationData->preLoad(formAnimName('A', -1), 3); setPlayerSpritesPrefix(); setAAName(); } void Scene101::sayDang() { _game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON; _game._player._stepEnabled = false; switch (_game._trigger) { case 0: _scene->_sequences.remove(_globals._sequenceIndexes[11]); _globals._sequenceIndexes[11] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[11], false, 3, 6, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[11], 17, 21); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[11], SEQUENCE_TRIGGER_EXPIRE, 0, 72); _vm->_sound->command(17); _globals._sequenceIndexes[8] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[8], false, 3, 2, 0, 0); break; case 72: _globals._sequenceIndexes[11] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[11], false, 6, 0, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[11], 17, 17); _scene->_kernelMessages.add(Common::Point(143, 61), 0x1110, 0, 0, 60, _game.getQuote(57)); _scene->_sequences.addTimer(120, 73); break; case 73: _vm->_dialogs->show(0x2785); _game._player._stepEnabled = true; break; } } void Scene101::enter() { _globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('x', 1)); _globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('x', 2)); _globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('x', 3)); _globals._spriteIndexes[4] = _scene->_sprites.addSprites(formAnimName('x', 4)); _globals._spriteIndexes[5] = _scene->_sprites.addSprites(formAnimName('x', 5)); _globals._spriteIndexes[6] = _scene->_sprites.addSprites(formAnimName('x', 6)); _globals._spriteIndexes[7] = _scene->_sprites.addSprites(formAnimName('x', 7)); _globals._spriteIndexes[8] = _scene->_sprites.addSprites(formAnimName('m', -1)); _globals._spriteIndexes[9] = _scene->_sprites.addSprites(formAnimName('b', 1)); _globals._spriteIndexes[10] = _scene->_sprites.addSprites(formAnimName('b', 2)); _globals._spriteIndexes[11] = _scene->_sprites.addSprites(formAnimName('a', 0)); _globals._spriteIndexes[12] = _scene->_sprites.addSprites(formAnimName('a', 1)); _globals._spriteIndexes[13] = _scene->_sprites.addSprites(formAnimName('x', 8)); _globals._spriteIndexes[14] = _scene->_sprites.addSprites(formAnimName('x', 0)); _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 5, 0, 0, 25); _globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 4, 0, 1, 0); _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 6, 0, 2, 0); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_SPRITE, 7, 70); _globals._sequenceIndexes[4] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[4], false, 10, 0, 0, 60); _globals._sequenceIndexes[5] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[5], false, 5, 0, 1, 0); _globals._sequenceIndexes[6] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[6], false, 10, 0, 2, 0); _globals._sequenceIndexes[7] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[7], false, 6, 0, 0, 0); _globals._sequenceIndexes[9] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[9], false, 6, 0, 10, 4); _globals._sequenceIndexes[10] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[10], false, 6, 0, 32, 47); _scene->_hotspots.activate(0x137, false); _panelOpened = false; // HACK: set the prior scene to 102 for now when the game starts, to avoid Rex's getting up animation if (_scene->_priorSceneId == -1) _scene->_priorSceneId = 102; if (_scene->_priorSceneId != -1) _globals[kNeedToStandUp] = false; if (_scene->_priorSceneId != -2) _game._player._playerPos = Common::Point(100, 152); if ((_scene->_priorSceneId == 112) || ((_scene->_priorSceneId == -2) && _sittingFl )) { _game._player._visible = false; _sittingFl = true; _game._player._playerPos = Common::Point(161, 123); _game._player._facing = FACING_NORTHEAST; _globals._sequenceIndexes[11] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[11], false, 3, 0, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[11], 17, 17); _scene->_hotspots.activate(0x47, false); _chairHotspotId = _scene->_dynamicHotspots.add(0x47, 0x13F, -1, Common::Rect(159, 84, 159 + 33, 84 + 36)); if (_scene->_priorSceneId == 112) sayDang(); } else { _globals._sequenceIndexes[12] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[12], false, 6, 0, 0, 0); _scene->_sequences.setDepth(_globals._sequenceIndexes[12], 4); } _game.loadQuoteSet(0x31, 0x32, 0x39, 0x36, 0x37, 0x38, 0); if (_globals[kNeedToStandUp]) { _scene->loadAnimation(Resources::formatName(101, 'S', -1, EXT_AA, ""), 71); _game._player._visible = false; _game._player._stepEnabled = false; _game._player._playerPos = Common::Point(68, 140); _game._player._facing = FACING_WEST; _messageNum = 0; _posY = 30; } _oldSpecial = false; sceneEntrySound(); } void Scene101::step() { if (_oldSpecial != _game._player._special) { _oldSpecial = _game._player._special; if (_oldSpecial) _vm->_sound->command(39); else _vm->_sound->command(11); } switch (_game._trigger) { case 70: _vm->_sound->command(9); break; case 71: _globals[kNeedToStandUp] = false; _game._player._visible = true; _game._player._stepEnabled = true; _game._player._priorTimer = _scene->_frameStartTime - _game._player._ticksAmount; break; case 72: case 73: sayDang(); break; } if (_scene->_activeAnimation != nullptr) { if ((_scene->_activeAnimation->getCurrentFrame() >= 6) && (_messageNum == 0)) { _messageNum++; _scene->_kernelMessages.add(Common::Point(63, _posY), 0x1110, 0, 0, 240, _game.getQuote(49)); _posY += 14; } if ((_scene->_activeAnimation->getCurrentFrame() >= 7) && (_messageNum == 1)) { _messageNum++; _scene->_kernelMessages.add(Common::Point(63, _posY), 0x1110, 0, 0, 240, _game.getQuote(54)); _posY += 14; } if ((_scene->_activeAnimation->getCurrentFrame() >= 10) && (_messageNum == 2)) { _messageNum++; _scene->_kernelMessages.add(Common::Point(63, _posY), 0x1110, 0, 0, 240, _game.getQuote(55)); _posY += 14; } if ((_scene->_activeAnimation->getCurrentFrame() >= 17) && (_messageNum == 3)) { _messageNum++; _scene->_kernelMessages.add(Common::Point(63, _posY), 0x1110, 0, 0, 240, _game.getQuote(56)); _posY += 14; } if ((_scene->_activeAnimation->getCurrentFrame() >= 20) && (_messageNum == 4)) { _messageNum++; _scene->_kernelMessages.add(Common::Point(63, _posY), 0x1110, 0, 0, 240, _game.getQuote(50)); _posY += 14; } } } void Scene101::preActions() { if (_action.isAction(VERB_LOOK, 0x180)) _game._player._needToWalk = true; if (_sittingFl) { if (_action.isAction(VERB_LOOK) || _action.isAction(0x47) || _action.isAction(VERB_TALKTO) || _action.isAction(0x103) || _action.isAction(0x7D)) _game._player._needToWalk = false; if (_game._player._needToWalk) { switch (_game._trigger) { case 0: _game._player._needToWalk = false; _game._player._stepEnabled = false; _scene->_sequences.remove(_globals._sequenceIndexes[11]); _globals._sequenceIndexes[11] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[11], false, 3, 1, 0, 0); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[11], SEQUENCE_TRIGGER_EXPIRE, 0, 1); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[11], 1, 17); _vm->_sound->command(16); break; case 1: _sittingFl = false; _game._player._visible = true; _game._player._stepEnabled = true; _game._player._needToWalk = true; _scene->_hotspots.activate(71, true); _scene->_dynamicHotspots.remove(_chairHotspotId); _globals._sequenceIndexes[12] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[12], false, 6, 0, 0, 0); _scene->_sequences.setDepth(_globals._sequenceIndexes[12], 4); break; } } } if (_panelOpened && !(_action.isAction(0x135) || _action.isAction(0x137))) { switch (_game._trigger) { case 0: if (_game._player._needToWalk) { _scene->_sequences.remove(_globals._sequenceIndexes[13]); _shieldSpriteIdx = _game._objects.isInRoom(0x18) ? 13 : 14; _globals._sequenceIndexes[13] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[_shieldSpriteIdx], false, 6, 1, 0, 0); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[13], SEQUENCE_TRIGGER_EXPIRE, 0, 1); _game._player._stepEnabled = false; _vm->_sound->command(20); } break; case 1: _game._player._stepEnabled = true; _panelOpened = false; _scene->_hotspots.activate(0x137, false); break; } } } void Scene101::actions() { if (_action._lookFlag) { _vm->_dialogs->show(0x278D); _action._inProgress = false; return; } if (_action.isAction(VERB_WALKTO, 0xCC)) { _scene->_nextSceneId = 102; _action._inProgress = false; return; } if (_action.isAction(0x13F, 0x47) || (_action.isAction(VERB_LOOK, 0x180) && !_sittingFl)) { if (!_sittingFl) { switch (_game._trigger) { case 0: _scene->_sequences.remove(_globals._sequenceIndexes[12]); _globals._sequenceIndexes[11] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[11], false, 3, 1); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[11], 1, 17); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[11], SEQUENCE_TRIGGER_SPRITE, 10, 1); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[11], SEQUENCE_TRIGGER_EXPIRE, 0, 2); _game._player._stepEnabled = false; _game._player._visible = false; _action._inProgress = false; return; case 1: _vm->_sound->command(16); break; case 2: _globals._sequenceIndexes[11] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[11], false, 3, 0, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[11], 17, 17); _game._player._stepEnabled = true; _sittingFl = true; _scene->_hotspots.activate(71, false); _chairHotspotId = _scene->_dynamicHotspots.add(71, 0x13F, -1, Common::Rect(159, 84, 159 + 33, 84 + 36)); if (!_action.isAction(VERB_LOOK, 0x180)) { _action._inProgress = false; return; } _game._trigger = 0; break; } } else { _vm->_dialogs->show(0x2793); _action._inProgress = false; return; } } if (((_action.isAction(VERB_WALKTO, 0x135) || _action.isAction(VERB_OPEN, 0x135))) && !_panelOpened) { switch (_game._trigger) { case 0: _shieldSpriteIdx = _game._objects.isInRoom(0x18) ? 13 : 14; _globals._sequenceIndexes[13] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[_shieldSpriteIdx], false, 6, 1, 0, 0); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[13], SEQUENCE_TRIGGER_EXPIRE, 0, 1); _game._player._stepEnabled = false; _vm->_sound->command(20); break; case 1: _scene->_sequences.remove(_globals._sequenceIndexes[13]); _globals._sequenceIndexes[13] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[_shieldSpriteIdx], false, 6, 0, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[13], -2, -2); _game._player._stepEnabled = true; _panelOpened = true; if (_game._objects.isInRoom(0x18)) _scene->_hotspots.activate(0x137, true); break; } _action._inProgress = false; return; } if ((_action.isAction(VERB_TAKE, 0x137) || _action.isAction(VERB_PULL, 0x137)) && _game._objects.isInRoom(0x18)) { _game._objects.addToInventory(OBJ_SHIELD_MODULATOR); _scene->_sequences.remove(_globals._sequenceIndexes[13]); _globals._sequenceIndexes[13] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[14], false, 6, 0, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[13], -2, -2); _scene->_hotspots.activate(0x137, false); _vm->_dialogs->showItem(OBJ_SHIELD_MODULATOR, 10120); _vm->_sound->command(22); _action._inProgress = false; return; } if (_action.isAction(VERB_LOOK, 0x135) || (_action.isAction(VERB_LOOK, 0x137) && !_game._objects.isInInventory(OBJ_SHIELD_MODULATOR)) ) { if (_panelOpened) { if (_game._objects.isInRoom(OBJ_SHIELD_MODULATOR)) _vm->_dialogs->show(0x2790); else _vm->_dialogs->show(0x2791); } else { _vm->_dialogs->show(0x278F); } _action._inProgress = false; return; } if (_action.isAction(VERB_OPEN, 0x135) && _panelOpened) { _vm->_dialogs->show(0x2792); _action._inProgress = false; return; } if (_action.isAction(VERB_LOOK, 0x180) && _sittingFl) { if (_globals[kWatchedViewScreen]) { sayDang(); } else { switch (_game._trigger) { case 0: _game._player._stepEnabled = false; _scene->_sequences.remove(_globals._sequenceIndexes[11]); _globals._sequenceIndexes[11] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[11], false, 3, 1, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[11], 17, 21); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[11], SEQUENCE_TRIGGER_EXPIRE, 0, 1); _vm->_sound->command(17); break; case 1: _globals._sequenceIndexes[11] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[11], false, 3, 1, 0, 0); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[11], SEQUENCE_TRIGGER_EXPIRE, 0, 2); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[11], 17, 21); break; case 2: _globals._sequenceIndexes[11] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[11], false, 3, 0, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[11], 17, 17); _globals._sequenceIndexes[8] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[8], false, 3, 1, 0, 0); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[8], SEQUENCE_TRIGGER_EXPIRE, 0, 3); break; case 3: _game._player._stepEnabled = true; _globals[kWatchedViewScreen] = true; _sittingFl = true; _scene->_nextSceneId = 112; break; } } _action._inProgress = false; return; } if (_action.isAction(VERB_LOOK, 0x47)) { _vm->_dialogs->show(0x2775); _action._inProgress = false; return; } if ((_action.isAction(VERB_LOOK) || _action.isAction(0x103)) && (_action.isAction(0x8E) || _action.isAction(0xF9))) { _vm->_dialogs->show(0x2776); _action._inProgress = false; return; } if (_action.isAction(VERB_LOOK, 0xA8) || _action.isAction(VERB_LOOK, 0xF8) || _action.isAction(0x7D, 0xA8) || _action.isAction(0x7D, 0xF8)) { _vm->_dialogs->show(0x2777); _action._inProgress = false; return; } if (_action.isAction(VERB_LOOK, 0x91)) { _vm->_dialogs->show(0x2778); _action._inProgress = false; return; } if (_action.isAction(VERB_LOOK, 0xE1) || _action.isAction(0xD2, 0xE1)) { _vm->_dialogs->show(0x2779); _action._inProgress = false; return; } if (_action.isAction(VERB_LOOK, 0x60)) { _vm->_dialogs->show(0x277A); _action._inProgress = false; return; } if (_action.isAction(VERB_LOOK, 0x111)) { _vm->_dialogs->show(0x277B); _action._inProgress = false; return; } if (_action.isAction(VERB_LOOK, 0x7B) || (_action.isAction(VERB_OPEN, 0x7B) && !_game._objects.isInInventory(OBJ_REBREATHER))) { _vm->_dialogs->show(0x277D); _action._inProgress = false; return; } if (_action.isAction(VERB_OPEN, 0x7B)) { _vm->_dialogs->show(0x277E); _action._inProgress = false; return; } if (_action.isAction(VERB_LOOK, 0x166)) { _vm->_dialogs->show(0x277F); _action._inProgress = false; return; } if (_action.isAction(VERB_LOOK, 0xCA)) { _vm->_dialogs->show(0x278E); _action._inProgress = false; return; } if (_action.isAction(VERB_LOOK, 0x63)) { _vm->_dialogs->show(0x2780); _action._inProgress = false; return; } if (_action.isAction(VERB_LOOK, 0xEB)) { _vm->_dialogs->show(0x2781); _action._inProgress = false; return; } if (_action.isAction(VERB_LOOK, 0x78)) { _vm->_dialogs->show(0x2782); _action._inProgress = false; return; } if (_action.isAction(VERB_LOOK, 0x190)) { _vm->_dialogs->show(0x2783); _action._inProgress = false; return; } if (_action.isAction(VERB_LOOK, 0x138)) { _vm->_dialogs->show(0x2784); _action._inProgress = false; return; } if (_action.isAction(VERB_TAKE, 0x111)) { _vm->_dialogs->show(0x2786); _action._inProgress = false; return; } if (_action.isAction(VERB_TAKE, 0x91)) { _vm->_dialogs->show(0x2787); _action._inProgress = false; return; } if (_action.isAction(VERB_OPEN, 0x63)) { _vm->_dialogs->show(0x2789); _action._inProgress = false; return; } if (_action.isAction(VERB_OPEN, 0x60)) { _vm->_dialogs->show(0x278A); _action._inProgress = false; return; } if (_action.isAction(VERB_CLOSE, 0x60)) { _vm->_dialogs->show(0x278B); _action._inProgress = false; return; } if ((_action.isAction(VERB_LOOK) || _action.isAction(0x112)) && _action.isAction(0x17E)) { _vm->_dialogs->show(0x278C); _action._inProgress = false; return; } } void Scene101::synchronize(Common::Serializer &s) { Scene1xx::synchronize(s); s.syncAsByte(_sittingFl); s.syncAsByte(_panelOpened); s.syncAsSint16LE(_messageNum); s.syncAsSint16LE(_posY); s.syncAsSint16LE(_shieldSpriteIdx); s.syncAsSint16LE(_chairHotspotId); s.syncAsSint16LE(_oldSpecial); } /*------------------------------------------------------------------------*/ void Scene102::setup() { _scene->_animationData->preLoad(formAnimName('A', -1), 3); setPlayerSpritesPrefix(); setAAName(); } void Scene102::addRandomMessage() { _scene->_kernelMessages.reset(); _game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON; int quoteId = _vm->getRandomNumber(65, 69); _scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 73, 120, _game.getQuote(quoteId)); _activeMsgFl = true; } void Scene102::enter() { sceneEntrySound(); _globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('x', 1)); _globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('x', 2)); _globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('x', 3)); _globals._spriteIndexes[4] = _scene->_sprites.addSprites(formAnimName('x', 4)); _globals._spriteIndexes[5] = _scene->_sprites.addSprites(formAnimName('x', 5)); _globals._spriteIndexes[6] = _scene->_sprites.addSprites(formAnimName('b', -1)); _globals._spriteIndexes[7] = _scene->_sprites.addSprites(formAnimName('c', -1)); _globals._spriteIndexes[8] = _scene->_sprites.addSprites(formAnimName('e', -1)); _globals._spriteIndexes[9] = _scene->_sprites.addSprites(formAnimName('n', -1)); _globals._spriteIndexes[10] = _scene->_sprites.addSprites(formAnimName('g', -1)); _globals._spriteIndexes[11] = _scene->_sprites.addSprites("*RXMRC_8"); _globals._spriteIndexes[13] = _scene->_sprites.addSprites(formAnimName('x', 0)); _globals._sequenceIndexes[1] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[1], false, 8, 0, 0, 0); _globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 170, 0, 1, 6); _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 11, 0, 2, 3); _globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 4, 0, 1, 0); _globals._sequenceIndexes[5] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[5], false, 3, 0, 0, 5); if (_game._objects.isInRoom(OBJ_BINOCULARS)) _globals._sequenceIndexes[9] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[9], false, 24, 0, 0, 24); else _scene->_hotspots.activate(0x27, false); _scene->_hotspots.activate(0x35, false); if (_globals[kMedicineCabinetOpen]) { _globals._sequenceIndexes[8] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[8], false, 6, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[8], -2, -2); } if (_scene->_priorSceneId == 101) { _game._player._playerPos = Common::Point(229, 109); _game._player._stepEnabled = false; _globals._sequenceIndexes[6] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[6], false, 6, 1, 2, 0); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[6], SEQUENCE_TRIGGER_EXPIRE, 0, 70); } else if (_scene->_priorSceneId == 103) { _game._player._playerPos = Common::Point(47, 152); } else if (_scene->_priorSceneId != -2) { _game._player._facing = FACING_NORTHWEST; _game._player._playerPos = Common::Point(32, 129); } if (_scene->_priorSceneId != 106) { if (_globals[kWaterInAPuddle]) { _globals._sequenceIndexes[13] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[13], false, 6, 0, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[13], -2, -2); _scene->_sequences.setDepth(_globals._sequenceIndexes[13], 5); } } else { _game._player._stepEnabled = false; _game._player._visible = false; _globals._sequenceIndexes[13] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[13], false, 6, 1, 0, 0); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[13], SEQUENCE_TRIGGER_EXPIRE, 0, 72); _scene->_sequences.setDepth(_globals._sequenceIndexes[13], 5); _vm->_sound->command(24); _vm->_sound->command(28); } _fridgeOpenedFl = false; _fridgeOpenedDescr = false; _fridgeCommentCount = 0; _fridgeFirstOpenFl = true; _chairDescrFl = false; _activeMsgFl = false; _game.loadQuoteSet(0x3B, 0x3C, 0x3D, 0x3E, 0x3F, 0x40, 0x41, 0x42, 0x45, 0x43, 0); if (_scene->_priorSceneId == 101) _vm->_sound->command(20); } void Scene102::step() { if (_game._trigger == 70) _game._player._stepEnabled = true; if (_game._trigger == 72) { _globals._sequenceIndexes[13] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[13], false, 6, 0, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[13], -2, -2); _scene->_sequences.setDepth(_globals._sequenceIndexes[13], 5); _scene->_sequences.addTimer(48, 90); } if (_game._trigger >= 90) { if (_game._trigger >= 94) { _scene->loadAnimation(formAnimName('B', -1), 71); _game._player._stepEnabled = false; _game._player._visible = false; _globals[kWaterInAPuddle] = true; _vm->_sound->command(24); } else { _vm->_sound->command(23); _scene->_sequences.addTimer(48, _game._trigger + 1); } } if (_game._trigger == 71) { _game._player._stepEnabled = true; _game._player._visible = true; _game._player._priorTimer = _scene->_frameStartTime - _game._player._ticksAmount; } if (_fridgeOpenedFl && !_fridgeOpenedDescr) { _fridgeCommentCount++; if (_fridgeCommentCount > 16384) { _fridgeOpenedDescr = true; _vm->_dialogs->show(0x27E5); } } if (!_activeMsgFl && (_game._player._playerPos == Common::Point(177, 114)) && (_game._player._facing == FACING_NORTH) && (_vm->getRandomNumber(1, 5000) == 1)) { _scene->_kernelMessages.reset(); _activeMsgFl = false; addRandomMessage(); } if (_game._trigger == 73) _activeMsgFl = false; } void Scene102::preActions() { if (_action.isAction(0x122) || _action.isAction(0x117)) _game._player._needToWalk = _game._player._readyToWalk; if (_fridgeOpenedFl && !_action.isAction(0x122)) { switch (_game._trigger) { case 0: if (_game._player._needToWalk) { _scene->_sequences.remove(_globals._sequenceIndexes[7]); _globals._sequenceIndexes[7] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[7], false, 6, 1, 0, 0); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[7], SEQUENCE_TRIGGER_EXPIRE, 0, 1); _scene->_sequences.setDepth(_globals._sequenceIndexes[7], 15); _game._player._stepEnabled = false; _vm->_sound->command(20); } break; case 1: if (_game._objects.isInRoom(OBJ_BURGER)) { _scene->_sequences.remove(_globals._sequenceIndexes[10]); _scene->_hotspots.activate(0x35, false); } _fridgeOpenedFl = false; _game._player._stepEnabled = true; break; } } if (_game._player._needToWalk) _scene->_kernelMessages.reset(); } void Scene102::actions() { bool justOpenedFl = false; if (_action._lookFlag) { _vm->_dialogs->show(0x27FA); _action._inProgress = false; return; } if (_action.isObject(0x122) && !_fridgeOpenedFl) { switch (_game._trigger) { case 0: _globals._sequenceIndexes[7] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[7], false, 6, 1, 0, 0); _scene->_sequences.setDepth(_globals._sequenceIndexes[7], 15); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[7], SEQUENCE_TRIGGER_EXPIRE, 0, 1); if (_game._objects.isInRoom(OBJ_BURGER)) { _globals._sequenceIndexes[10] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[10], false, 7, 0, 0, 0); _scene->_sequences.setDepth(_globals._sequenceIndexes[10], 14); } _game._player._stepEnabled = false; _vm->_sound->command(20); _action._inProgress = false; return; case 1: _globals._sequenceIndexes[7] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[7], false, 6, 0, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[7], -2, -2); _scene->_sequences.setDepth(_globals._sequenceIndexes[7], 15); int delay; if (_action.isAction(VERB_WALKTO) && !_fridgeFirstOpenFl) delay = 0; else delay = 48; _scene->_sequences.addTimer(delay, 2); _action._inProgress = false; return; case 2: _fridgeOpenedFl = true; _fridgeOpenedDescr = false; _fridgeCommentCount = 0; _game._player._stepEnabled = true; justOpenedFl = true; if (_game._objects.isInRoom(OBJ_BURGER)) _scene->_hotspots.activate(0x35, true); break; } } if (_action.isAction(VERB_LOOK, 0x122) || _action.isAction(VERB_OPEN, 0x122)) { if (_game._objects.isInRoom(OBJ_BURGER)) _vm->_dialogs->show(0x27F6); else _vm->_dialogs->show(0x27F5); _fridgeFirstOpenFl = false; _action._inProgress = false; return; } if (_action.isAction(VERB_WALKTO, 0x122) && justOpenedFl) { _fridgeFirstOpenFl = false; int quoteId = _vm->getRandomNumber(59, 63); Common::String curQuote = _game.getQuote(quoteId); int width = _vm->_font->getWidth(curQuote, -1); _scene->_kernelMessages.reset(); _game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON; _scene->_kernelMessages.add(Common::Point(210, 60), 0x1110, 0, 73, 120, curQuote); _scene->_kernelMessages.add(Common::Point(214 + width, 60), 0x1110, 0, 73, 120, _game.getQuote(64)); _activeMsgFl = true; _action._inProgress = false; return; } if (_action.isAction(VERB_CLOSE, 0x122)) { _vm->_dialogs->show(0x27E5); _action._inProgress = false; return; } if (_action.isAction(VERB_TAKE, 0x122)) { _vm->_dialogs->show(0x8); _action._inProgress = false; return; } if (_action.isAction(0x18B, 0x6E)) { switch (_game._trigger) { case 0: _globals._sequenceIndexes[6] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[6], false, 6, 1, 0, 0); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[6], SEQUENCE_TRIGGER_EXPIRE, 0, 1); _game._player._stepEnabled = false; _vm->_sound->command(20); break; case 1: _scene->_nextSceneId = 101; break; } _action._inProgress = false; return; } if (_action.isAction(VERB_WALKTO, 0x79)) { _scene->_nextSceneId = 103; _action._inProgress = false; return; } if (_action.isAction(VERB_WALKTO, 0x117) || _action.isAction(VERB_LOOK, 0x117) || _action.isAction(VERB_WALKTO, 0x27)) { addRandomMessage(); _action._inProgress = false; return; } if (_action.isAction(VERB_LOOK, 0x194)) { _vm->_dialogs->show(0x27E4); _action._inProgress = false; return; } if (_action.isAction(VERB_LOOK, 0x79)) { _vm->_dialogs->show(0x27DD); _action._inProgress = false; return; } if (_action.isAction(VERB_LOOK, 0x6E)) { _vm->_dialogs->show(0x27DC); _action._inProgress = false; return; } if (_action.isAction(0x155, 0x46) || _action.isAction(VERB_LOOK, 0x46)) { _vm->_dialogs->show(0x27DB); _action._inProgress = false; return; } if (_action.isAction(0x155, 0xFD) || _action.isAction(VERB_LOOK, 0xFD)) { _vm->_dialogs->show(0x27DA); _action._inProgress = false; return; } if (_action.isAction(VERB_LOOK, 0x127)) { _vm->_dialogs->show(0x27E7); _action._inProgress = false; return; } if (_action.isAction(VERB_PUT, 0x35, 0x127) && _game._objects.isInInventory(OBJ_BURGER)) { _vm->_dialogs->show(0x27E8); _action._inProgress = false; return; } if (_action.isAction(VERB_PUT, 0x122) && _game._objects.isInInventory(_game._objects.getIdFromDesc(_action._activeAction._objectNameId))) { _vm->_dialogs->show(0x27E9); _action._inProgress = false; return; } if (_action.isAction(VERB_PUT, 0x127) && (_action.isAction(0x65) || _action.isAction(0x157))) { _vm->_dialogs->show(0x27F6); _action._inProgress = false; return; } if (_action.isAction(VERB_OPEN, 0x127)) { _vm->_dialogs->show(0x27EA); _action._inProgress = false; return; } if (_action.isAction(VERB_LOOK, 0x52)) { _vm->_dialogs->show(0x27EB); _action._inProgress = false; return; } if ((_action.isObject(0xC7) || _action.isObject(0xA3)) && (_action.isAction(VERB_LOOK) || _action.isAction(0x50) || _action.isAction(0x4F))) { if (_game._objects.isInInventory(OBJ_REBREATHER)) { if (!_action.isAction(0x50) && !_action.isAction(0x4F)) { _vm->_dialogs->show(0x27F7); _action._inProgress = false; return; } } else if (_action.isAction(VERB_LOOK) || (_game._difficulty != DIFFICULTY_EASY)) { _vm->_dialogs->show(0x27EE); _action._inProgress = false; return; } } if ((_action.isObject(0xC7) || _action.isObject(0xA3)) && (_action.isAction(0x50) || _action.isAction(0x4F)) ) { switch (_game._trigger) { case 0: _scene->loadAnimation(formAnimName('A', -1), 1); _game._player._stepEnabled = false; _game._player._visible = false; break; case 1: _vm->_sound->command(24); _scene->_sequences.addTimer(48, 2); break; case 2: case 3: case 4: _vm->_sound->command(23); _scene->_sequences.addTimer(48, _game._trigger + 1); break; case 5: _vm->_sound->command(24); _scene->_sequences.addTimer(48, _game._trigger + 1); break; case 6: if (_game._objects.isInInventory(OBJ_REBREATHER) && !_game._visitedScenes.exists(106)) _vm->_dialogs->show(0x27FD); _scene->_nextSceneId = 106; break; } _action._inProgress = false; return; } if (_action.isAction(VERB_LOOK, 0x118)) { _vm->_dialogs->show(0x27F2); _action._inProgress = false; return; } if (_action.isAction(VERB_LOOK, 0x197) || _action.isAction(0xD3, 0x197)) { _vm->_dialogs->show(0x27F3); _action._inProgress = false; return; } if (_action.isAction(VERB_LOOK, 0x70) || _action.isAction(VERB_WALKTO, 0x70)) { _vm->_dialogs->show(0x27F4); _action._inProgress = false; return; } if (_action.isAction(VERB_LOOK, 0x71) || ((_action.isAction(VERB_CLOSE, 0x71) || _action.isAction(VERB_PUSH, 0x71)) && !_drawerDescrFl)) { _vm->_dialogs->show(0x27EC); _drawerDescrFl = true; _action._inProgress = false; return; } if (_action.isAction(VERB_CLOSE, 0x71) || _action.isAction(VERB_PUSH, 0x71)) { _vm->_dialogs->show(0x27ED); _action._inProgress = false; return; } if (_action.isAction(VERB_OPEN, 0x71)) { _vm->_dialogs->show(0x27FC); _action._inProgress = false; return; } if (_action.isAction(VERB_LOOK, 0x47) || (_action.isAction(0x13F, 0x47) && !_chairDescrFl)) { _chairDescrFl = true; _vm->_dialogs->show(0x27E2); _action._inProgress = false; return; } if (_action.isAction(0x13F, 0x47)) { _vm->_dialogs->show(0x27E3); _action._inProgress = false; return; } if (_action.isAction(VERB_LOOK, 0xDE)) { if (_globals[kMedicineCabinetOpen]) _vm->_dialogs->show(0x27DF); else _vm->_dialogs->show(0x27DE); _action._inProgress = false; return; } if (_action.isAction(VERB_CLOSE, 0xDE) && _globals[kMedicineCabinetOpen]) { switch (_game._trigger) { case 0: _scene->_sequences.remove(_globals._sequenceIndexes[8]); _globals._sequenceIndexes[8] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[8], false, 6, 1, 0, 0); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[8], SEQUENCE_TRIGGER_EXPIRE, 0, 1); _game._player._stepEnabled = false; _vm->_sound->command(21); break; case 1: _scene->_sequences.addTimer(48, 2); break; case 2: _game._player._stepEnabled = true; _globals[kMedicineCabinetOpen] = false; _vm->_dialogs->show(0x27E1); break; } _action._inProgress = false; return; } if (_action.isAction(VERB_OPEN, 0xDE) && !_globals[kMedicineCabinetOpen]) { switch (_game._trigger) { case 0: _globals._sequenceIndexes[8] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[8], false, 6, 1, 0, 0); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[8], SEQUENCE_TRIGGER_EXPIRE, 0, 1); _game._player._stepEnabled = false; _vm->_sound->command(21); break; case 1: _globals._sequenceIndexes[8] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[8], false, 6, 0, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[8], -2, -2); _scene->_sequences.addTimer(48, 2); break; case 2: _game._player._stepEnabled = true; _globals[kMedicineCabinetOpen] = true; if (_globals[kMedicineCabinetVirgin]) { _vm->_dialogs->show(0x27E0); } else { _vm->_dialogs->show(0x27DF); } _globals[kMedicineCabinetVirgin] = false; break; } _action._inProgress = false; return; } if (_action.isAction(VERB_TAKE, 0x27) && _game._objects.isInRoom(OBJ_BINOCULARS)) { switch (_game._trigger) { case 0: _globals._sequenceIndexes[11] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[11], false, 3, 1, 0, 0); _scene->_sequences.setMsgLayout(_globals._sequenceIndexes[11]); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[11], SEQUENCE_TRIGGER_EXPIRE, 0, 1); _game._player._visible = false; _game._player._stepEnabled = false; break; case 1: _game._objects.addToInventory(OBJ_BINOCULARS); _scene->_sequences.remove(_globals._sequenceIndexes[9]); _scene->_hotspots.activate(0x27, false); _game._player._visible = true; _game._player._stepEnabled = true; _vm->_sound->command(22); _vm->_dialogs->showItem(OBJ_BINOCULARS, 10201); break; } _action._inProgress = false; return; } if (_action.isAction(VERB_TAKE, 0x35) && _game._objects.isInRoom(OBJ_BURGER)) { if (_game._trigger == 0) { _vm->_dialogs->showItem(OBJ_BURGER, 10235); _scene->_sequences.remove(_globals._sequenceIndexes[10]); _game._objects.addToInventory(OBJ_BURGER); _scene->_hotspots.activate(0x35, false); _vm->_sound->command(22); _game._player._visible = true; _game._player._stepEnabled = true; } _action._inProgress = false; return; } if (_action.isAction(VERB_TAKE, 0x117)) { _vm->_dialogs->show(0x27F0); _action._inProgress = false; return; } if ((_action.isAction(VERB_PUSH) || _action.isAction(VERB_PULL)) && _action.isAction(0x194)) { _vm->_dialogs->show(0x27F1); _action._inProgress = false; return; } if (_action.isAction(VERB_LOOK, 0x89)) { _vm->_dialogs->show(0x27F8); _action._inProgress = false; return; } if (_action.isAction(VERB_LOOK, 0x27) && !_game._objects.isInInventory(OBJ_BINOCULARS)) { _vm->_dialogs->show(0x27F9); _action._inProgress = false; return; } if (_action.isAction(VERB_LOOK, 0x35) && (_action._mainObjectSource == 4)) { _vm->_dialogs->show(0x321); _action._inProgress = false; } } void Scene102::postActions() { if (_action.isAction(VERB_PUT, 0x127) && _game._objects.isInInventory(_game._objects.getIdFromDesc(_action._activeAction._objectNameId))) { _vm->_dialogs->show(0x27E9); _action._inProgress = false; } } void Scene102::synchronize(Common::Serializer &s) { Scene1xx::synchronize(s); s.syncAsByte(_fridgeOpenedFl); s.syncAsByte(_fridgeOpenedDescr); s.syncAsByte(_fridgeFirstOpenFl); s.syncAsByte(_chairDescrFl); s.syncAsByte(_drawerDescrFl); s.syncAsByte(_activeMsgFl); s.syncAsSint16LE(_fridgeCommentCount); } /*------------------------------------------------------------------------*/ void Scene103::setup() { setPlayerSpritesPrefix(); setAAName(); } void Scene103::enter() { _globals._spriteIndexes[0] = _scene->_sprites.addSprites(formAnimName('x', 0)); _globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('x', 1)); _globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('x', 2)); _globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('x', 3)); _globals._spriteIndexes[4] = _scene->_sprites.addSprites(formAnimName('x', 4)); _globals._spriteIndexes[5] = _scene->_sprites.addSprites(formAnimName('x', 5)); _globals._spriteIndexes[6] = _scene->_sprites.addSprites(formAnimName('b', -1)); _globals._spriteIndexes[7] = _scene->_sprites.addSprites(formAnimName('h', -1)); _globals._spriteIndexes[8] = _scene->_sprites.addSprites(formAnimName('m', -1)); _globals._spriteIndexes[9] = _scene->_sprites.addSprites(formAnimName('t', -1)); _globals._spriteIndexes[10] = _scene->_sprites.addSprites(formAnimName('r', -1)); _globals._spriteIndexes[11] = _scene->_sprites.addSprites(formAnimName('c', -1)); _globals._spriteIndexes[12] = _scene->_sprites.addSprites("*RXMBD_2"); _globals._spriteIndexes[13] = _scene->_sprites.addSprites("*RXMRD_3"); _globals._spriteIndexes[15] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 7, 0, 1, 0); _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 6, 0, 2, 0); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 0); _globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 6, 0, 0, 25); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_SPRITE, 2, 72); _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 6, 0, 1, 37); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_SPRITE, 2, 73); _globals._sequenceIndexes[8] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[8], false, 8); _globals._sequenceIndexes[7] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[7], false, 6); _globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 6); _globals._sequenceIndexes[5] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[5], false, 6); if (_game._objects.isInRoom(OBJ_TIMER_MODULE)) _globals._sequenceIndexes[11] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[11], false, 6); else _vm->_game->_scene._hotspots.activate(371, false); if (_game._objects.isInRoom(OBJ_REBREATHER)) _globals._sequenceIndexes[10] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[10], false, 6); else _vm->_game->_scene._hotspots.activate(289, false); if (_globals[kTurkeyExploded]) { _globals._sequenceIndexes[9] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[9], false, 6); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[9], -2, -2); _scene->_hotspots.activate(362, false); } if (_scene->_priorSceneId != -2) _game._player._playerPos = Common::Point(237, 74); if (_scene->_priorSceneId == 102) { _game._player._stepEnabled = false; _globals._sequenceIndexes[6] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[6], false, 6, 1, 0, 0); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[6], SEQUENCE_TRIGGER_EXPIRE, 0, 70); } sceneEntrySound(); _vm->_game->loadQuoteSet(70, 51, 71, 7, 73, 0); if (!_game._visitedScenes._sceneRevisited) { int msgIndex = _scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 0, 120, _game.getQuote(70)); _scene->_kernelMessages.setQuoted(msgIndex, 4, true); } if (_scene->_priorSceneId == 102) _vm->_sound->command(20); _vm->_palette->setEntry(252, 63, 63, 10); _vm->_palette->setEntry(253, 45, 45, 10); _sayHiToBinky = false; _updateClock = _scene->_frameStartTime; } void Scene103::step() { Common::Point pt; int dist; switch (_vm->_game->_trigger) { case 70: _vm->_game->_player._stepEnabled = true; break; case 72: pt = _vm->_game->_player._playerPos; dist = _vm->hypotenuse(pt.x - 58, pt.y - 93); _vm->_sound->command(27, (dist * -128 / 378) + 127); break; case 73: pt = _vm->_game->_player._playerPos; dist = _vm->hypotenuse(pt.x - 266, pt.y - 81); _vm->_sound->command(27, (dist * -127 / 378) + 127); break; default: break; } if (_scene->_frameStartTime >= _updateClock) { pt = _vm->_game->_player._playerPos; dist = _vm->hypotenuse(pt.x - 79, pt.y - 137); _vm->_sound->command(29, (dist * -127 / 378) + 127); pt = _vm->_game->_player._playerPos; dist = _vm->hypotenuse(pt.x - 69, pt.y - 80); _vm->_sound->command(30, (dist * -127 / 378) + 127); pt = _vm->_game->_player._playerPos; dist = _vm->hypotenuse(pt.x - 266, pt.y - 138); _vm->_sound->command(32, (dist * -127 / 378) + 127); _updateClock = _scene->_frameStartTime + _vm->_game->_player._ticksAmount; } } void Scene103::actions() { if (_action._savedFields._lookFlag) { _vm->_dialogs->show(10322); } else if (_action.isAction(VERB_WALK_THROUGH, NOUN_DOOR)) { switch (_vm->_game->_trigger) { case 0: _globals._sequenceIndexes[6] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[6], false, 6, 1); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[6], SEQUENCE_TRIGGER_EXPIRE, 0, 1); _game._player._stepEnabled = false; _vm->_sound->command(20); break; case 1: _vm->_sound->command(1); _scene->_nextSceneId = 102; _game._player._stepEnabled = true; break; default: break; } } else if (_action.isAction(VERB_TAKE, 371) && _game._objects.isInRoom(OBJ_TIMER_MODULE)) { switch (_vm->_game->_trigger) { case 0: _scene->changeVariant(1); _globals._sequenceIndexes[13] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[13], false, 3, 2); _scene->_sequences.setMsgLayout(_globals._sequenceIndexes[13]); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[13], SEQUENCE_TRIGGER_SPRITE, 7, 1); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[13], SEQUENCE_TRIGGER_EXPIRE, 0, 2); _vm->_game->_player._visible = false; _vm->_game->_player._stepEnabled = false; break; case 1: _scene->_sequences.remove(_globals._sequenceIndexes[11]); break; case 2: _vm->_sound->command(22); _game._objects.addToInventory(OBJ_TIMER_MODULE); _scene->changeVariant(0); _scene->drawElements(kTransitionNone, false); _scene->_hotspots.activate(371, false); _vm->_game->_player._visible = true; _vm->_game->_player._stepEnabled = true; _vm->_dialogs->showItem(OBJ_REBREATHER, 805); break; default: break; } } else if (_action.isAction(VERB_TAKE, 289, 0) && _game._objects.isInRoom(OBJ_REBREATHER)) { switch (_vm->_game->_trigger) { case 0: _scene->changeVariant(1); _globals._sequenceIndexes[12] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[12], false, 3, 2); _scene->_sequences.setMsgLayout(_globals._sequenceIndexes[12]); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[12], SEQUENCE_TRIGGER_SPRITE, 6, 1); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[12], SEQUENCE_TRIGGER_EXPIRE, 0, 2); _vm->_game->_player._visible = false; _vm->_game->_player._stepEnabled = false; break; case 1: _scene->_sequences.remove(_globals._sequenceIndexes[10]); break; case 2: _vm->_sound->command(22); _game._objects.addToInventory(OBJ_REBREATHER); _scene->_hotspots.activate(289, false); _vm->_game->_player._visible = true; _vm->_game->_player._stepEnabled = true; _vm->_dialogs->showItem(OBJ_REBREATHER, 804); break; default: break; } } else if (_action.isAction(VERB_LOOK, 362)) { _vm->_dialogs->show(10301); } else if (_action.isAction(VERB_TAKE, 362)) { // Take Turkey if (!_vm->_game->_trigger) _vm->_sound->command(31); if (_vm->_game->_trigger < 2) { _globals._sequenceIndexes[9] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[9], false, 6, _vm->_game->_trigger < 1 ? 1 : 0); if (_vm->_game->_trigger) { // Lock the turkey into a permanent "exploded" frame _scene->_sequences.setAnimRange(_globals._sequenceIndexes[9], -1, -1); // Rex says "Gads.." Common::String msg = _game.getQuote(51); _scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 18, 0, 60, msg); _scene->_sequences.addTimer(120, _vm->_game->_trigger + 1); } else { // Initial turky explosion _scene->_sequences.addSubEntry(_globals._sequenceIndexes[9], SEQUENCE_TRIGGER_EXPIRE, 0, 1); } } // Re-enable player if sequence is ended, and set global flag _game._player._stepEnabled = _game._trigger == 2; _globals[kTurkeyExploded] = -1; if (_game._trigger == 2) { // Show exposition dialog at end of sequence _vm->_dialogs->show(10302); _scene->_hotspots.activate(362, false); } } else if (_action.isAction(VERB_LOOK, 250)) { _vm->_dialogs->show(!_globals[kTurkeyExploded] ? 10323 : 10303); } else if (_action.isAction(VERB_TALKTO, 27)) { switch (_vm->_game->_trigger) { case 0: { _game._player._stepEnabled = false; Common::String msg = _game.getQuote(71); _scene->_kernelMessages.add(Common::Point(), 0x1110, 18, 1, 120, msg); break; } case 1: { Common::String msg = _game.getQuote(72); _scene->_kernelMessages.add(Common::Point(310, 132), 0xFDFC, 16, 2, 120, msg); _sayHiToBinky = false; break; } case 2: _scene->_kernelMessages.reset(); _scene->_sequences.addTimer(1, 3); break; case 3: _game._player._stepEnabled = true; _vm->_dialogs->show(10306); break; default: break; } } else if (_action.isAction(VERB_LOOK, 27)) { _vm->_dialogs->show(10304); } else if (_action.isAction(VERB_LOOK, 36)) { _vm->_dialogs->show(10307); } else if (_action.isAction(VERB_LOOK, 55)) { _vm->_dialogs->show(10308); } else if (_action.isAction(VERB_TAKE, 315)) { _vm->_dialogs->show(10309); } else if (_action.isAction(VERB_TAKE, 85)) { _vm->_dialogs->show(10310); } else if (_action.isAction(VERB_LOOK, 144)) { _vm->_dialogs->show(10312); } else if (_action.isAction(VERB_OPEN, 144)) { _vm->_dialogs->show(10313); } else if (_action.isAction(VERB_CLOSE, 27)) { _vm->_dialogs->show(10314); } else if (_action.isAction(VERB_LOOK, 310)) { _vm->_dialogs->show(10315); } else if (_action.isAction(VERB_LOOK, 178)) { _vm->_dialogs->show(10316); } else if (_action.isAction(VERB_LOOK, 283)) { _vm->_dialogs->show(10317); } else if (_action.isAction(VERB_LOOK, 120)) { _vm->_dialogs->show(10318); } else if (_action.isAction(VERB_LOOK, 289) && _game._objects.isInInventory(OBJ_REBREATHER)) { _vm->_dialogs->show(10319); } else if (_action.isAction(VERB_LOOK, 371) && _game._objects.isInInventory(OBJ_TIMER_MODULE)) { _vm->_dialogs->show(10320); } else if (_action.isAction(VERB_LOOK, 137)) { _vm->_dialogs->show(10321); } else if (_action.isAction(VERB_LOOK, 409)) { _vm->_dialogs->show(_game._objects.isInInventory(OBJ_TIMER_MODULE) ? 10324 : 10325); } else { return; } _action._inProgress = false; } void Scene103::postActions() { if (_action.isAction(27) && !_action.isAction(VERB_WALKTO)) { _vm->_dialogs->show(0x2841); _action._inProgress = false; } else { if (_action.isAction(VERB_PUT, 85, 144)) { Common::String msg = _game.getQuote(73); _scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 0, 120, msg); _action._inProgress = false; } } } void Scene103::synchronize(Common::Serializer &s) { Scene1xx::synchronize(s); s.syncAsByte(_sayHiToBinky); s.syncAsUint32LE(_updateClock); } /*------------------------------------------------------------------------*/ void Scene104::setup() { // Preloading has been skipped setPlayerSpritesPrefix(); setAAName(); } void Scene104::enter() { _globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('h', -1)); _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 14, 0, 0, 1); if (_scene->_priorSceneId == 105) _game._player._playerPos = Common::Point(302, 107); else if (_scene->_priorSceneId != -2) _game._player._playerPos = Common::Point(160, 134); _loseFl = false; _game.loadQuoteSet(0x35, 0x34, 0); _kargShootingFl = false; if (_vm->getRandomNumber(1, 3) == 1) { _scene->loadAnimation(Resources::formatName(104, 'B', -1, EXT_AA, ""), 0); _kargShootingFl = true; } sceneEntrySound(); } void Scene104::step() { if ((_game._player._playerPos == Common::Point(189, 70)) && (_game._trigger || !_loseFl)) { if (_game._player._facing == FACING_SOUTHWEST || _game._player._facing == FACING_SOUTHEAST) _game._player._facing = FACING_SOUTH; if (_game._player._facing == FACING_NORTHWEST || _game._player._facing == FACING_NORTHEAST) _game._player._facing = FACING_NORTH; bool mirrorFl = false; if (_game._player._facing == FACING_WEST) { _game._player._facing = FACING_EAST; mirrorFl = true; } _loseFl = true; switch (_game._player._facing) { case FACING_EAST: switch (_game._trigger) { case 0: _scene->_kernelMessages.reset(); _scene->freeAnimation(); _scene->resetScene(); _game._player._stepEnabled = false; _game._player._visible = false; _globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('a', 0)); _vm->_palette->refreshSceneColors(); _globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], mirrorFl, 7, 1, 0, 0); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[2], Common::Point(198, 143)); _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 4); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_EXPIRE, 0, 1); break; case 1: _globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], mirrorFl, 7, 0, 0, 0); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[2], Common::Point(198, 143)); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[2], -2, -2); _scene->_sequences.addTimer(90, 2); break; case 2: _vm->_dialogs->show(0x28A6); _scene->_reloadSceneFlag = true; break; } break; case FACING_SOUTH: switch (_game._trigger) { case 0: _scene->_kernelMessages.reset(); _scene->freeAnimation(); _scene->resetScene(); _game._player._stepEnabled = false; _game._player._visible = false; _globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('a', 1)); _vm->_palette->refreshSceneColors(); _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 6, 1, 0, 0); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[3], Common::Point(198, 143)); _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 4); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[3], 1, 14); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 1); break; case 1: _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 5, 1, 0, 0); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[3], Common::Point(198, 143)); _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 4); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[3], 15, 32); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 2); break; case 2: _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 3, 0, 0, 0); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[3], Common::Point(198, 143)); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[3], -2, -2); _scene->_sequences.addTimer(90, 3); break; case 3: _vm->_dialogs->show(0x28A6); _scene->_reloadSceneFlag = true; break; } break; case FACING_NORTH: switch (_game._trigger) { case 0: _scene->_kernelMessages.reset(); _scene->freeAnimation(); _scene->resetScene(); _game._player._stepEnabled = false; _game._player._visible = false; _globals._spriteIndexes[4] = _scene->_sprites.addSprites(formAnimName('a', 2)); _vm->_palette->refreshSceneColors(); _globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 8, 1, 0, 0); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[4], Common::Point(198, 143)); _scene->_sequences.setDepth(_globals._sequenceIndexes[4], 4); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[4], SEQUENCE_TRIGGER_EXPIRE, 0, 1); if (_game._storyMode >= STORYMODE_NICE) _scene->_sequences.addSubEntry(_globals._sequenceIndexes[4], SEQUENCE_TRIGGER_SPRITE, 15, 2); break; case 1: _globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 8, 0, 0, 0); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[4], Common::Point(198, 143)); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[4], -2, -2); _scene->_sequences.addTimer(90, 2); break; case 2: _vm->_dialogs->show(0x28A6); _scene->_reloadSceneFlag = true; break; } break; default: break; } if (!_game._trigger) _vm->_sound->command(34); } if (_game._player._moving && (_scene->_rails.getNext() > 0)) { _game._player.cancelCommand(); _game._player.startWalking(Common::Point(189, 70), FACING_NONE); _scene->_rails.resetNext(); } if ((_game._player._special > 0) && _game._player._stepEnabled) _game._player._stepEnabled = false; if (_kargShootingFl && (_scene->_activeAnimation->getCurrentFrame() >= 19)) { _scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 0, 120, _game.getQuote(52)); _kargShootingFl = false; } } void Scene104::preActions() { if (_action.isAction(0x15D, 0x74)) _game._player._walkOffScreenSceneId = 105; if (_action.isAction(0x15D, 0x75)) _game._player._walkOffScreenSceneId = 106; } void Scene104::actions() { if (_action._lookFlag) _vm->_dialogs->show(0x28A5); else if (_action.isAction(VERB_LOOK, 0x5E)) _vm->_dialogs->show(0x28A4); else if (_action.isAction(VERB_LOOK, 0x158)) _vm->_dialogs->show(0x28A3); else if (_action.isAction(VERB_LOOK, 0x4D)) _vm->_dialogs->show(0x28A1); else if (_action.isAction(VERB_LOOK, 0xF0)) _vm->_dialogs->show(0x28A2); else return; _action._inProgress = false; } void Scene104::synchronize(Common::Serializer &s) { Scene1xx::synchronize(s); s.syncAsByte(_kargShootingFl); s.syncAsByte(_loseFl); } /*------------------------------------------------------------------------*/ void Scene105::setup() { // Preloading has been skipped setPlayerSpritesPrefix(); setAAName(); } void Scene105::enter() { _globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('m', 1)); _globals._spriteIndexes[4] = _scene->_sprites.addSprites(formAnimName('f', 4)); _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 8, 0, 0, 0); if (_globals[kFishIn105]) { _globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 6, 0, 0, 0); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[4], Common::Point(48, 144)); int idx = _scene->_dynamicHotspots.add(101, 348, _globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(56, 141), FACING_NORTHWEST); } if (_scene->_priorSceneId == 104) _game._player._playerPos = Common::Point(13, 97); else if (_scene->_priorSceneId != -2) _game._player._playerPos = Common::Point(116, 147); _game.loadQuoteSet(0x4A, 0x4B, 0x4C, 0x35, 0x34, 0); _explosionFl = false; sceneEntrySound(); } void Scene105::step() { if ((_game._player._playerPos == Common::Point(170, 87)) && (_game._trigger || !_explosionFl)) { _explosionFl = true; switch (_game._trigger) { case 0: _scene->_kernelMessages.reset(); _scene->resetScene(); _game._player._stepEnabled = false; _game._player._visible = false; _globals._spriteIndexes[0] = _scene->_sprites.addSprites(formAnimName('m', 0)); _globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('m', 2)); _globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('m', 3)); _vm->_sound->command(33); _scene->clearSequenceList(); _vm->_palette->refreshSceneColors(); _globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 6, 1, 0, 0); _scene->_sequences.setDepth(_globals._sequenceIndexes[0], 8); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[0], SEQUENCE_TRIGGER_EXPIRE, 0, 1); if (_game._storyMode >= STORYMODE_NICE) _scene->_sequences.addSubEntry(_globals._sequenceIndexes[0], SEQUENCE_TRIGGER_SPRITE, 8, 3); break; case 1: _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 6, 0, 0, 0); _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 8); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[3], -2, -2); _globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 9, 1, 0, 0); _scene->_sequences.updateTimeout(_globals._sequenceIndexes[2], _globals._sequenceIndexes[0]); _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 8); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[2], 5, 7); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_EXPIRE, 0, 2); break; case 2: { int oldIdx = _globals._sequenceIndexes[2]; _globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 9, 0, 0, 0); _scene->_sequences.updateTimeout(_globals._sequenceIndexes[2], oldIdx); _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 8); _scene->_sequences.addTimer(90, 3); } break; case 3: _vm->_dialogs->show(0x290B); _scene->_reloadSceneFlag = true; _scene->_sequences.addTimer(90, 4); break; } } if (_game._player._moving && (_scene->_rails.getNext() > 0)) { _game._player.cancelCommand(); _game._player.startWalking(Common::Point(170, 87), FACING_NONE); _scene->_rails.resetNext(); } if ((_game._player._special > 0) && _game._player._stepEnabled) _game._player._stepEnabled = false; } void Scene105::preActions() { if (_action.isAction(0x15D, 0x195)) _game._player._walkOffScreenSceneId = 104; if (_action.isAction(0x15D, 0xF5)) _game._player._walkOffScreenSceneId = 107; if (_action.isAction(0xE0) && (_action.isAction(VERB_TALKTO) || _action.isAction(VERB_LOOK))) _game._player._needToWalk = false; } void Scene105::actions() { if (_action._lookFlag) _vm->_dialogs->show(0x2910); else if (_action.isAction(VERB_TAKE, 0x65) && _globals[kFishIn105]) { if (_game._objects.isInInventory(OBJ_DEAD_FISH)) { int randVal = _vm->getRandomNumber(74, 76); _scene->_kernelMessages.reset(); _scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 0, 120, _game.getQuote(randVal)); } else { _scene->_sequences.remove(_globals._sequenceIndexes[4]); _game._objects.addToInventory(OBJ_DEAD_FISH); _globals[kFishIn105] = false; _vm->_dialogs->showItem(OBJ_DEAD_FISH, 802, 0); } } else if (_action.isAction(VERB_LOOK, 0x195)) _vm->_dialogs->show(0x2905); else if (_action.isAction(VERB_LOOK, 0x4D)) _vm->_dialogs->show(0x2906); else if (_action.isAction(VERB_LOOK, 0xF0)) _vm->_dialogs->show(0x2907); else if (_action.isAction(VERB_LOOK, 0xDD)) _vm->_dialogs->show(0x2908); else if (_action.isAction(VERB_TAKE, 0xDD)) _vm->_dialogs->show(0x2909); else if (_action.isAction(VERB_LOOK, 0xE0)) _vm->_dialogs->show(0x290A); else if (_action.isAction(VERB_LOOK, 0x65)) _vm->_dialogs->show(0x290C); else if (_action.isAction(VERB_LOOK, 0x158)) _vm->_dialogs->show(0x290D); else if (_action.isAction(VERB_LOOK, 0xF5)) _vm->_dialogs->show(0x290E); else if (_action.isAction(VERB_LOOK, 0x129)) _vm->_dialogs->show(0x290F); else return; _action._inProgress = false; } void Scene105::synchronize(Common::Serializer &s) { Scene1xx::synchronize(s); s.syncAsByte(_explosionFl); } /*------------------------------------------------------------------------*/ void Scene106::setup() { setPlayerSpritesPrefix(); setAAName(); if ((_scene->_priorSceneId == 102) && !_game._objects.isInInventory(OBJ_REBREATHER) && !_scene->_roomChanged) _game._player._spritesPrefix = ""; _vm->_dialogs->_defaultPosition.y = 100; } void Scene106::enter() { _globals._spriteIndexes[0] = _scene->_sprites.addSprites(formAnimName('H', -1)); if (_game._objects.isInInventory(OBJ_REBREATHER) || (_scene->_priorSceneId != 102) || _scene->_roomChanged) { _globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('A', 0)); _globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('A', 1)); } _globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('G', -1)); _globals._sequenceIndexes[2] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[2], false, 21, 0, 0, 0); _globals._spriteIndexes[4] = _scene->_sprites.addSprites(formAnimName('I', -1)); _globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 6, 0, 32, 47); if (_scene->_priorSceneId == 102) { _globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 6, 1, 4, 0); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[0], SEQUENCE_TRIGGER_EXPIRE, 0, 70); _game._player._visible = false; _game._player._stepEnabled = false; _game._player._facing = FACING_EAST; _game._player._playerPos = Common::Point(106, 69); } else if (_scene->_priorSceneId != -2) { if (_scene->_priorSceneId == 107) { _game._player._playerPos = Common::Point(319, 84); _game._player._facing = _game._player._prepareWalkFacing = FACING_WEST; } else { _game._player._playerPos = Common::Point(319, 44); _game._player._facing = _game._player._prepareWalkFacing = FACING_SOUTHWEST; _scene->_sprites[_game._player._spritesStart + 3]->_charInfo->_velocity = 24; } _game._player._prepareWalkPos = Common::Point(246, 69); _game._player._needToWalk = true; _game._player._readyToWalk = true; } if (_scene->_priorSceneId != 102) { _globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 6, 0, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[0], -2, -2); _scene->_sequences.setDepth(_globals._sequenceIndexes[0], 14); } _backToShipFl = false; _shadowFl = false; _firstEmergingFl = false; _game.loadQuoteSet(0x31, 0x32, 0x34, 0x4D, 0x4E, 0x4F, 0x50, 0x51, 0); sceneEntrySound(); } void Scene106::step() { if (_game._trigger == 70) { _globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 6, 0, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[0], -2, -2); _scene->_sequences.setDepth(_globals._sequenceIndexes[0], 14); if (!_game._objects.isInInventory(OBJ_REBREATHER) && !_scene->_roomChanged) { _scene->loadAnimation(Resources::formatName(106, 'A', -1, EXT_AA, ""), 75); } else { _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 4, 1, 0, 0); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_SPRITE, 28, 71); } } if (_game._trigger == 71) { _game._player._prepareWalkPos = Common::Point(246, 69); _game._player._prepareWalkFacing = FACING_EAST; _game._player._needToWalk = true; _game._player._readyToWalk = true; _game._player._visible = true; if (_game._visitedScenes._sceneRevisited) { _game._player._stepEnabled = true; } else { _game._player._prepareWalkFacing = FACING_SOUTHWEST; _firstEmergingFl = true; _scene->loadAnimation(Resources::formatName(106, 'B', -1, EXT_AA, ""), 80); } } if (_firstEmergingFl && (_scene->_activeAnimation->getCurrentFrame() >= 19)) { _firstEmergingFl = false; _scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 0, 120, _game.getQuote(52)); } if ((_game._trigger >= 80) && (_game._trigger <= 87)) { int tmpVal = _game._trigger - 80; int msgId = -1; switch (tmpVal) { case 0: _msgPosY = 26; msgId = 49; break; case 1: case 2: case 3: case 4: case 5: msgId = 76 + tmpVal; break; case 6: msgId = 50; break; default: msgId = -1; _game._player._stepEnabled = true; break; } if (msgId >= 0) { int nextAbortVal = _game._trigger + 1; _scene->_kernelMessages.add(Common::Point(15, _msgPosY), 0x1110, 0, 0, 360, _game.getQuote(msgId)); _scene->_sequences.addTimer(150, nextAbortVal); _msgPosY += 14; } } if (_backToShipFl) { if (!_shadowFl) { if (_game._player._playerPos.x < 204) { _shadowFl = true; _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 4, 1, 0, 0); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 72); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_SPRITE, 44, 73); } } else if (_game._trigger == 73) _game._player._visible = false; else if (_game._trigger == 72) _scene->_sequences.addTimer(24, 74); else if (_game._trigger == 74) _scene->_nextSceneId = 102; } if (_game._trigger == 75) { _game._visitedScenes.pop_back(); _scene->_nextSceneId = 102; } } void Scene106::preActions() { if (_action.isAction(0x15D, 0x12E) || _action.isAction(0x15D, 0x130)) { _game._player._stepEnabled = false; _scene->_sprites[_game._player._spritesStart + 1]->_charInfo->_velocity = 24; _game._player._walkOffScreenSceneId = 104; } if (_action.isAction(0x15D, 0xF3)) _game._player._walkOffScreenSceneId = 107; } void Scene106::actions() { if (_action._lookFlag) _vm->_dialogs->show(0x2976); else if (_action.isAction(0x15C, 0xD9)) { _game._player._stepEnabled = false; _game._player._prepareWalkPos = Common::Point(95, 72); _game._player._prepareWalkFacing = FACING_WEST; _game._player._needToWalk = true; _game._player._readyToWalk = true; _game._player._frameNumber = 9; _backToShipFl = true; } else if (_action.isAction(VERB_LOOK, 0x13) || _action.isAction(0xD1, 0x13)) _vm->_dialogs->show(0x2969); else if (_action.isAction(VERB_TAKE, 0x13)) _vm->_dialogs->show(0x296A); else if (_action.isAction(VERB_LOOK, 0x12F) || _action.isAction(VERB_LOOK, 0x130)) _vm->_dialogs->show(0x296B); else if (_action.isAction(VERB_TAKE, 0x12F) || _action.isAction(VERB_TAKE, 0x130)) _vm->_dialogs->show(0x296C); else if (_action.isAction(VERB_LOOK, 0xF3)) _vm->_dialogs->show(0x296D); else if (_action.isAction(VERB_LOOK, 0x109) || _action.isAction(0xD1, 0x109)) _vm->_dialogs->show(0x296E); else if (_action.isAction(0x109) && (_action.isAction(VERB_PUSH) || _action.isAction(VERB_PULL) || _action.isAction(VERB_TAKE))) _vm->_dialogs->show(0x296F); else if (_action.isAction(VERB_LOOK, 0x139) || _action.isAction(0xD1, 0x139)) _vm->_dialogs->show(0x2970); else if (_action.isAction(VERB_LOOK, 0xD9)) _vm->_dialogs->show(0x2971); else if (_action.isAction(VERB_OPEN, 0xD9)) _vm->_dialogs->show(0x2972); else if (_action.isAction(VERB_CLOSE, 0xD9)) _vm->_dialogs->show(0x2973); else if (_action.isAction(VERB_LOOK, 0x12E)) _vm->_dialogs->show(0x2974); else if (_action.isAction(VERB_LOOK, 0xF0)) _vm->_dialogs->show(0x2975); else return; _action._inProgress = false; } void Scene106::synchronize(Common::Serializer &s) { Scene1xx::synchronize(s); s.syncAsByte(_backToShipFl); s.syncAsByte(_shadowFl); s.syncAsByte(_firstEmergingFl); s.syncAsSint32LE(_msgPosY); } /*------------------------------------------------------------------------*/ void Scene107::setup() { setPlayerSpritesPrefix(); setAAName(); _scene->addActiveVocab(0xDA); } void Scene107::enter() { for (int i = 0; i < 3; i++) _globals._spriteIndexes[i + 1] = _scene->_sprites.addSprites(formAnimName('G', i)); _globals._spriteIndexes[4] = _scene->_sprites.addSprites(Resources::formatName(105, 'f', 4, EXT_SS, "")); _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 14, 0, 0, 7); _globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 17, 0, 0, 13); _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 19, 0, 0, 9); for (int i = 1; i < 4; i++) _scene->_sequences.setDepth(_globals._sequenceIndexes[i], 0); if (_globals[kFishIn107]) { _globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 6, 0, 0, 0); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[4], Common::Point(68, 151)); _scene->_sequences.setDepth(_globals._sequenceIndexes[4], 1); int idx = _scene->_dynamicHotspots.add(101, 348, _globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(78, 135), FACING_SOUTHWEST); } if (_scene->_priorSceneId == 105) _game._player._playerPos = Common::Point(132, 47); else if (_scene->_priorSceneId == 106) _game._player._playerPos = Common::Point(20, 91); else if (_scene->_priorSceneId != -2) _game._player._playerPos = Common::Point(223, 151); if (((_scene->_priorSceneId == 105) || (_scene->_priorSceneId == 106)) && (_vm->getRandomNumber(1, 3) == 1)) { _globals._spriteIndexes[0] = _scene->_sprites.addSprites(Resources::formatName(105, 'R', 1, EXT_SS, "")); _globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], true, 4, 0, 0, 0); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[0], Common::Point(270, 150)); _scene->_sequences.setMotion(_globals._sequenceIndexes[0], SEQUENCE_TRIGGER_SPRITE, -200, 0); _scene->_sequences.setDepth(_globals._sequenceIndexes[0], 2); _scene->_dynamicHotspots.add(218, 348, _globals._sequenceIndexes[0], Common::Rect(0, 0, 0, 0)); } _game.loadQuoteSet(0x4A, 0x4B, 0x4C, 0x35, 0x34, 0); _shootingFl = false; if (_vm->getRandomNumber(1, 3) == 1) { _scene->loadAnimation(Resources::formatName(107, 'B', -1, EXT_AA, ""), 0); _shootingFl = true; } sceneEntrySound(); } void Scene107::step() { if (_shootingFl && (_scene->_activeAnimation->getCurrentFrame() >= 19)) { _scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 0, 120, _game.getQuote(52)); _shootingFl = false; } } void Scene107::preActions() { if (_action.isAction(0x15D, 0xF6)) _game._player._walkOffScreenSceneId = 106; if (_action.isAction(0x15D, 0xF5)) _game._player._walkOffScreenSceneId = 108; } void Scene107::actions() { if (_action._lookFlag) _vm->_dialogs->show(0x29D4); else if (_action.isAction(VERB_TAKE, 0x65) && _globals[kFishIn107]) { if (_game._objects.isInInventory(OBJ_DEAD_FISH)) { int randVal = _vm->getRandomNumber(74, 76); _scene->_kernelMessages.reset(); _scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 0, 120, _game.getQuote(randVal)); } else { _scene->_sequences.remove(_globals._sequenceIndexes[4]); _game._objects.addToInventory(OBJ_DEAD_FISH); _globals[kFishIn107] = false; _vm->_dialogs->showItem(OBJ_DEAD_FISH, 802); } } else if (_action.isAction(0x15D, 0xEE)) _scene->_nextSceneId = 105; else if (_action.isAction(VERB_LOOK, 0xEE)) _vm->_dialogs->show(0x29CD); else if (_action.isAction(VERB_LOOK, 0x65) && (_action._mainObjectSource == 4)) _vm->_dialogs->show(0x29CE); else if (_action.isAction(VERB_LOOK, 0x38)) _vm->_dialogs->show(0x29CF); else if (_action.isAction(VERB_LOOK, 0x128)) _vm->_dialogs->show(0x29D0); else if (_action.isAction(VERB_LOOK, 0x12F)) _vm->_dialogs->show(0x29D1); else if (_action.isAction(VERB_LOOK, 0xF5)) _vm->_dialogs->show(0x29D2); else if (_action.isAction(VERB_LOOK, 0x4D)) _vm->_dialogs->show(0x29D3); else if (_action.isAction(VERB_LOOK, 0xDA)) _vm->_dialogs->show(0x29D5); else if (_action.isAction(VERB_TAKE, 0xDA)) _vm->_dialogs->show(0x29D6); else return; _action._inProgress = false; } void Scene107::synchronize(Common::Serializer &s) { Scene1xx::synchronize(s); s.syncAsByte(_shootingFl); } /*------------------------------------------------------------------------*/ void Scene108::setup() { setPlayerSpritesPrefix(); setAAName(); } void Scene108::enter() { if (_globals[kHoovicSated] == 2) _globals[kHoovicSated] = 0; _globals._spriteIndexes[0] = _scene->_sprites.addSprites(formAnimName('X', 0)); _globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('X', 1)); _globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('X', 2)); _globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('X', 3)); _globals._spriteIndexes[4] = _scene->_sprites.addSprites(Resources::formatName(105, 'f', 4, EXT_SS, "")); _globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 13, 0, 0, 7); _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 16, 0, 0, 9); _globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 17, 0, 0, 3); _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 14, 0, 0, 13); for (int i = 0; i <= 3; i++) _scene->_sequences.setDepth(_globals._sequenceIndexes[i], 0); if (_globals[kFishIn108]) { _globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 6, 0, 0, 0); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[4], Common::Point(41, 109)); int idx = _scene->_dynamicHotspots.add(101, 348, _globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(41, 109), FACING_NORTHWEST); } if (_scene->_priorSceneId == 107) _game._player._playerPos = Common::Point(138, 58); else if (_scene->_priorSceneId != -2) _game._player._playerPos = Common::Point(305, 98); _game.loadQuoteSet(0x4A, 0x4B, 0x4C, 0x35, 0x34, 0); sceneEntrySound(); } void Scene108::preActions() { if (_action.isAction(0x15E, 0xFB)) _game._player._walkOffScreenSceneId = 109; } void Scene108::actions() { if (_action._lookFlag) _vm->_dialogs->show(0x2A3C); else if (_action.isAction(VERB_TAKE, 0x65) && _globals[kFishIn108]) { if (_game._objects.isInInventory(OBJ_DEAD_FISH)) { int randVal = _vm->getRandomNumber(74, 76); _scene->_kernelMessages.reset(); _scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 0, 120, _game.getQuote(randVal)); } else { _scene->_sequences.remove(_globals._sequenceIndexes[4]); _game._objects.addToInventory(OBJ_DEAD_FISH); _globals[kFishIn108] = false; _vm->_dialogs->showItem(OBJ_DEAD_FISH, 10808); } } else if (_action.isAction(0x15D, 0xF4)) _scene->_nextSceneId = 107; else if (_action.isAction(VERB_LOOK, 0x4D)) _vm->_dialogs->show(0x2A31); else if (_action.isAction(VERB_LOOK, 0xF0)) _vm->_dialogs->show(0x2A32); else if (_action.isAction(VERB_LOOK, 0xF1)) _vm->_dialogs->show(0x2A33); else if (_action.isAction(VERB_TAKE, 0xF1)) _vm->_dialogs->show(0x2A34); else if (_action.isAction(VERB_LOOK, 0x129)) _vm->_dialogs->show(0x2A35); else if (_action.isAction(VERB_TAKE, 0x129)) _vm->_dialogs->show(0x2A36); else if (_action.isAction(VERB_LOOK, 0x65)) _vm->_dialogs->show(0x2A37); else if (_action.isAction(VERB_LOOK, 0xFB)) _vm->_dialogs->show(0x2A39); else if (_action.isAction(VERB_LOOK, 0xF4)) _vm->_dialogs->show(0x2A3A); else if (_action.isAction(VERB_LOOK, 0x158)) _vm->_dialogs->show(0x2A3B); else return; _action._inProgress = false; } /*------------------------------------------------------------------------*/ Scene109::Scene109(MADSEngine *vm) : Scene1xx(vm) { _rexThrowingObject = false; _hoovicDifficultFl = false; _beforeEatingRex = false; _eatingRex = false; _hungryFl = false; _eatingFirstFish = false; _throwingObjectId = -1; _hoovicTrigger = 0; } void Scene109::setup() { _scene->addActiveVocab(0x66); _scene->addActiveVocab(0xE5); setPlayerSpritesPrefix(); setAAName(); } void Scene109::enter() { _globals[kFishIn105] = true; _globals._spriteIndexes[0] = _scene->_sprites.addSprites("*RXSWRC_6"); _globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('O', 1)); _globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('O', 2)); _globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('O', 0)); _globals._spriteIndexes[6] = _scene->_sprites.addSprites(formAnimName('H', 4)); _rexThrowingObject = false; _throwingObjectId = 0; _beforeEatingRex = false; _eatingRex = false; _hungryFl = false; if (_scene->_priorSceneId == 110) { _game._player._playerPos = Common::Point(248, 38); _globals[kHoovicSated] = 2; } else if (_scene->_priorSceneId != -2) { _game._player._playerPos = Common::Point(20, 68); _game._player._facing = FACING_EAST; } if (!_globals[kHoovicAlive]) { _globals._sequenceIndexes[6] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[6], false, 6, 1, 0, 0); _scene->_sequences.setDepth(_globals._sequenceIndexes[6], 4); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[6], -2, -2); int idx = _scene->_dynamicHotspots.add(102, 348, -1, Common::Rect(256, 57, 267, 87)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(241, 91), FACING_NORTHEAST); idx = _scene->_dynamicHotspots.add(102, 348, -1, Common::Rect(242, 79, 265, 90)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(241, 91), FACING_NORTHEAST); idx = _scene->_dynamicHotspots.add(229, 348, -1, Common::Rect(231, 88, 253, 94)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(241, 91), FACING_NORTHEAST); } if (!_globals[kHoovicAlive] || _globals[kHoovicSated]) _scene->changeVariant(1); if (_game._objects.isInRoom(OBJ_BURGER)) { _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 6, 0, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[3], -2, -2); int idx = _scene->_dynamicHotspots.add(53, 348, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(-3, 0), FACING_NORTHEAST); } else if (_scene->_roomChanged) _game._objects.addToInventory(OBJ_BURGER); if (_scene->_roomChanged) { _game._objects.addToInventory(OBJ_DEAD_FISH); _game._objects.addToInventory(OBJ_STUFFED_FISH); } _vm->_palette->setEntry(252, 50, 50, 63); _vm->_palette->setEntry(253, 30, 30, 50); _game.loadQuoteSet(0x53, 0x52, 0x54, 0x55, 0x56, 0x57, 0x58, 0); _eatingFirstFish = (!_game._visitedScenes._sceneRevisited) && (_scene->_priorSceneId < 110); if (_eatingFirstFish) { _globals._spriteIndexes[10] = _scene->_sprites.addSprites(Resources::formatName(105, 'F', 1, EXT_SS, "")); _globals._spriteIndexes[9] = _scene->_sprites.addSprites(formAnimName('H', 1)); _globals._sequenceIndexes[10] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[10], true, 4, 0, 0, 0); _scene->_sequences.setDepth(_globals._sequenceIndexes[10], 5); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[10], Common::Point(126, 39)); _scene->_sequences.setMotion(_globals._sequenceIndexes[10], 0, 200, 0); _scene->_sequences.setScale(_globals._sequenceIndexes[10], 80); _game._player._stepEnabled = false; } sceneEntrySound(); } void Scene109::step() { if (_beforeEatingRex) { if (!_eatingRex) { if (_game._player._playerPos.x > 205) { _globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 6, 1, 0, 0); _scene->_sequences.setDepth(_globals._sequenceIndexes[4], 4); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[4], SEQUENCE_TRIGGER_SPRITE, 6, 70); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[4], SEQUENCE_TRIGGER_EXPIRE, 0, 71); _eatingRex = true; _vm->_sound->command(34); } } else { switch (_game._trigger) { case 70: _game._player._visible = false; break; case 71: _scene->_reloadSceneFlag = true; break; } } } if (_hungryFl && (_game._player._playerPos == Common::Point(160, 32)) && (_game._player._facing == FACING_EAST)) { _game._player.walk(Common::Point(226, 24), FACING_EAST); _game._player._stepEnabled = false; _hungryFl = false; _beforeEatingRex = true; _scene->_sprites.remove(_globals._spriteIndexes[6]); _globals._spriteIndexes[4] = _scene->_sprites.addSprites(formAnimName('H', 0)); _vm->_palette->refreshSceneColors(); } if (_game._player._moving && (_scene->_rails.getNext() > 0) && _globals[kHoovicAlive] && !_globals[kHoovicSated] && !_hungryFl && !_beforeEatingRex) { _game._player.cancelCommand(); _game._player.startWalking(Common::Point(160, 32), FACING_EAST); _scene->_rails.resetNext(); _hungryFl = true; } if (_eatingFirstFish && (_scene->_sequences[_globals._sequenceIndexes[10]]._msgPos.x >= 178)) { _globals._sequenceIndexes[9] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[9], false, 4, 1, 0, 0); _scene->_sequences.setDepth(_globals._sequenceIndexes[9], 4); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[9], SEQUENCE_TRIGGER_SPRITE, 29, 72); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[9], SEQUENCE_TRIGGER_EXPIRE, 29, 73); _scene->_sequences.updateTimeout(_globals._sequenceIndexes[10], _globals._sequenceIndexes[9]); _eatingFirstFish = false; _game._player._stepEnabled = true; _vm->_sound->command(34); } if (_game._trigger == 72) _scene->_sequences.remove(_globals._sequenceIndexes[10]); if (_game._trigger == 73) { _scene->_sequences.remove(_globals._sequenceIndexes[9]); _scene->_sprites.remove(_globals._spriteIndexes[9]); _scene->_sprites.remove(_globals._spriteIndexes[10]); _scene->_spriteSlots.clear(); _scene->_spriteSlots.fullRefresh(); int randVal = _vm->getRandomNumber(85, 88); int idx = _scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 0, 120, _game.getQuote(randVal)); _scene->_kernelMessages.setQuoted(idx, 4, true); _scene->_kernelMessages._entries[idx]._frameTimer = _scene->_frameStartTime + 4; } } void Scene109::preActions() { if (_action.isAction(0x15E, 0xFC)) _game._player._walkOffScreenSceneId = 108; if ((_action.isAction(VERB_THROW) || _action.isAction(VERB_GIVE) || _action.isAction(VERB_PUT)) && (_action.isObject(0x146) || _action.isObject(0x178)) && (_action.isObject(0x65) || _action.isObject(0x157) || _action.isObject(0x35))) { int idx = _game._objects.getIdFromDesc(_action._activeAction._objectNameId); if ((idx >= 0) && _game._objects.isInInventory(idx)) { _game._player._prepareWalkPos = Common::Point(106, 38); _game._player._prepareWalkFacing = FACING_EAST; _game._player._needToWalk = true; _game._player._readyToWalk = true; } } if ((_action.isAction(0x15A, 0x178) || _action.isAction(0x15C, 0x146)) && (!_globals[kHoovicAlive] || _globals[kHoovicSated]) && (_action.isObject(0x178))) _game._player._walkOffScreenSceneId = 110; _hungryFl = false; } void Scene109::actions() { if (_action._lookFlag) { _vm->_dialogs->show(0x2AA0); _action._inProgress = false; return; } if ((_action.isAction(VERB_THROW) || _action.isAction(VERB_GIVE)) && (_action.isTarget(0x146) || _action.isTarget(0x178))) { if (_action.isObject(0x65) || _action.isObject(0x157) || _action.isObject(0x35)) { _throwingObjectId = _game._objects.getIdFromDesc(_action._activeAction._objectNameId); if (_throwingObjectId >= 0) { if ((_game._objects.isInInventory(_throwingObjectId) && _globals[kHoovicAlive]) || _rexThrowingObject) { switch (_game._trigger) { case 0: _rexThrowingObject = true; _hoovicDifficultFl = false; _game._objects.setRoom(_throwingObjectId, NOWHERE); _globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 4, 1, 0, 0); _scene->_sequences.setMsgLayout(_globals._sequenceIndexes[0]); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[0], SEQUENCE_TRIGGER_EXPIRE, 0, 1); _game._player._visible = false; _game._player._stepEnabled = false; switch (_throwingObjectId) { case OBJ_DEAD_FISH: case OBJ_STUFFED_FISH: _globals._spriteIndexes[8] = _scene->_sprites.addSprites(formAnimName('H', 1)); break; case OBJ_BURGER: _hoovicDifficultFl = (_game._difficulty == DIFFICULTY_EASY); _globals._spriteIndexes[8] = _scene->_sprites.addSprites(formAnimName('H', (_hoovicDifficultFl ? 3 : 1))); break; } _vm->_palette->refreshSceneColors(); break; case 1: _game._player._visible = true; _hoovicTrigger = 4; switch (_throwingObjectId) { case OBJ_BURGER: _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, (_hoovicDifficultFl ? 4 : 6), 1, 0, 0); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_SPRITE, 2, 2); if (_hoovicDifficultFl) { _scene->_sequences.setAnimRange(_globals._sequenceIndexes[3], 1, 30); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 5); } else { _scene->_sequences.setAnimRange(_globals._sequenceIndexes[3], 1, 4); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 8); _hoovicTrigger = 3; } break; case OBJ_DEAD_FISH: _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 4, 1, 0, 0); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_SPRITE, 2, 2); break; case OBJ_STUFFED_FISH: _globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 4, 1, 0, 0); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_SPRITE, 2, 2); _hoovicTrigger = 3; break; } break; case 2: if (_hoovicDifficultFl) _globals._sequenceIndexes[8] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[8], false, 4, 2, 0, 0); else _globals._sequenceIndexes[8] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[8], false, 4, 1, 0, 0); _scene->_sequences.setDepth(_globals._sequenceIndexes[8], 4); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[8], SEQUENCE_TRIGGER_EXPIRE, 0, _hoovicTrigger); _vm->_sound->command(34); break; case 3: _scene->loadAnimation(Resources::formatName(109, 'H', 2, EXT_AA, ""), 4); _vm->_sound->command(35); _globals[kHoovicAlive] = false; break; case 4: if (!_globals[kHoovicAlive]) { _globals._sequenceIndexes[6] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[6], false, 6, 1, 0, 0); _scene->_sequences.setDepth(_globals._sequenceIndexes[6], 4); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[6], -2, -2); int idx = _scene->_dynamicHotspots.add(102, 348, -1, Common::Rect(256, 57, 256 + 12, 57 + 31)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(241, 91), FACING_NORTHEAST); idx = _scene->_dynamicHotspots.add(102, 348, -1, Common::Rect(242, 79, 242 + 24, 79 + 12)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(241, 91), FACING_NORTHEAST); idx = _scene->_dynamicHotspots.add(229, 348, -1, Common::Rect(231, 88, 231 + 23, 88 + 7)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(241, 91), FACING_NORTHEAST); _scene->changeVariant(1); } else { if (_throwingObjectId == OBJ_DEAD_FISH) { ++_globals[kHoovicFishEaten]; int threshold; switch (_game._difficulty) { case DIFFICULTY_HARD: threshold = 1; break; case DIFFICULTY_MEDIUM: threshold = 3; break; default: threshold = 50; break; } if (_globals[kHoovicFishEaten] >= threshold) { int randVal = _vm->getRandomNumber(83, 84); _scene->_kernelMessages.add(Common::Point(230, 24), 0xFDFC, 0, 0, 120, _game.getQuote(randVal)); _globals[kHoovicFishEaten] = 0; _globals[kHoovicSated] = 1; _scene->changeVariant(1); } } } _scene->freeAnimation(); _scene->_sequences.remove(_globals._sequenceIndexes[8]); _scene->_sprites.remove(_globals._spriteIndexes[8]); _scene->_spriteSlots.clear(); _scene->_spriteSlots.fullRefresh(); _scene->_sequences.scan(); if (_game._player._visible) { _game._player._spritesChanged = true; _game._player.update(); } _game._player._stepEnabled = true; _rexThrowingObject = false; break; case 5: { _game._objects.setRoom(OBJ_BURGER, _scene->_currentSceneId); _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 6, 0, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[3], 30, 30); int idx = _scene->_dynamicHotspots.add(53, 348, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(-3, 0), FACING_NORTHEAST); _scene->_sequences.addTimer(65, 6); } break; case 6: { _scene->_sequences.remove(_globals._sequenceIndexes[3]); _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 6, 1, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[3], 31, 46); int idx = _scene->_dynamicHotspots.add(53, 348, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(-3, 0), FACING_NORTHEAST); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 7); } break; case 7: { _scene->_sequences.remove(_globals._sequenceIndexes[3]); _globals._sequenceIndexes[3] = _scene->_sequences.startCycle(_globals._spriteIndexes[3], false, -2); int idx = _scene->_dynamicHotspots.add(53, 348, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(-3, 0), FACING_NORTHEAST); _vm->_dialogs->show(0x2AA3); } break; case 8: _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 7, 1, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[3], 5, 16); break; } _action._inProgress = false; return; } else if (_game._objects.isInInventory(_throwingObjectId)) { // Nothing. } } } } if (_action.isAction(VERB_TAKE, 0x35) && _game._objects.isInRoom(OBJ_BURGER)) { _scene->_sequences.remove(_globals._sequenceIndexes[3]); _game._objects.addToInventory(OBJ_BURGER); } else if (_action.isAction(VERB_LOOK, 0xF0)) _vm->_dialogs->show(0x2A95); else if (_action.isAction(VERB_LOOK, 0x5A)) _vm->_dialogs->show(0x2A96); else if ((_action.isAction(VERB_TAKE) || _action.isAction(VERB_PULL)) && _action.isAction(0x5A)) _vm->_dialogs->show(0x2A97); else if (_action.isAction(VERB_LOOK, 0x129)) _vm->_dialogs->show(0x2A98); else if (_action.isAction(VERB_TAKE, 0x129)) _vm->_dialogs->show(0x2A99); else if (_action.isAction(VERB_LOOK, 0x45)) _vm->_dialogs->show(0x2A9A); else if (_action.isAction(VERB_LOOK, 0x178)) { if (_globals[kHoovicAlive]) _vm->_dialogs->show(0x2A9B); else _vm->_dialogs->show(0x2AA1); } else if (_action.isAction(VERB_LOOK, 0x146)) _vm->_dialogs->show(0x2A9C); else if (_action.isAction(VERB_LOOK, 0xFC)) _vm->_dialogs->show(0x2A9F); else if (_action.isAction(VERB_PUT, 0x146)) _vm->_dialogs->show(0x2A9E); else if (_action.isAction(VERB_LOOK, 0x66)) _vm->_dialogs->show(0x2AA2); else return; _action._inProgress = false; } void Scene109::synchronize(Common::Serializer &s) { Scene1xx::synchronize(s); s.syncAsByte(_rexThrowingObject); s.syncAsByte(_hoovicDifficultFl); s.syncAsByte(_beforeEatingRex); s.syncAsByte(_eatingRex); s.syncAsByte(_hungryFl); s.syncAsByte(_eatingFirstFish); s.syncAsSint32LE(_throwingObjectId); s.syncAsSint32LE(_hoovicTrigger); } /*------------------------------------------------------------------------*/ void Scene110::setup() { setPlayerSpritesPrefix(); setAAName(); _scene->addActiveVocab(0x5B); } void Scene110::enter() { _globals._spriteIndexes[0] = _scene->_sprites.addSprites(formAnimName('X', 0)); _globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('X', 1)); _globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('X', 2)); _globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('X', 3)); _crabsFl = false; if (_scene->_priorSceneId == 109) { _game._player._playerPos = Common::Point(59, 71); _globals._sequenceIndexes[0] = _scene->_sequences.startCycle(_globals._spriteIndexes[0], false, 1); _globals._sequenceIndexes[1] = _scene->_sequences.startCycle(_globals._spriteIndexes[1], false, 1); _globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, 1); _globals._sequenceIndexes[3] = _scene->_sequences.startCycle(_globals._spriteIndexes[3], false, 1); _crabsFl = true; int idx = _scene->_dynamicHotspots.add(91, 348, _globals._sequenceIndexes[0], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(-1, 0), FACING_NONE); idx = _scene->_dynamicHotspots.add(91, 348, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(-1, 0), FACING_NONE); idx = _scene->_dynamicHotspots.add(91, 348, _globals._sequenceIndexes[2], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(-1, 0), FACING_NONE); idx = _scene->_dynamicHotspots.add(91, 348, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(-1, 0), FACING_NONE); } else if (_scene->_priorSceneId != -2) { _game._player._playerPos = Common::Point(194, 23); _game._player._facing = FACING_SOUTH; _game._player._visible = false; _game._player._stepEnabled = false; _scene->loadAnimation(Resources::formatName(110, 'T', 1,EXT_AA, ""), 70); } sceneEntrySound(); _game.loadQuoteSet(0x59, 0); if (!_game._visitedScenes._sceneRevisited && (_scene->_priorSceneId == 109)) _scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 0, 120, _game.getQuote(109)); } void Scene110::step() { if (_game._trigger == 70) { _game._player._visible = true; _game._player._stepEnabled = true; } } void Scene110::preActions() { if (_action.isAction(0x15B, 0x41)) _game._player._walkOffScreenSceneId = 109; if (_crabsFl) { _crabsFl = false; _scene->_sequences.remove(_globals._sequenceIndexes[0]); _scene->_sequences.remove(_globals._sequenceIndexes[1]); _scene->_sequences.remove(_globals._sequenceIndexes[2]); _scene->_sequences.remove(_globals._sequenceIndexes[3]); _globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 16, 1, 0, 0); _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 16, 1, 0, 0); _globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 16, 1, 0, 0); _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 16, 1, 0, 0); int idx = _scene->_dynamicHotspots.add(91, 348, _globals._sequenceIndexes[0], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(-1, 0), FACING_NONE); idx = _scene->_dynamicHotspots.add(91, 348, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(-1, 0), FACING_NONE); idx = _scene->_dynamicHotspots.add(91, 348, _globals._sequenceIndexes[2], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(-1, 0), FACING_NONE); idx = _scene->_dynamicHotspots.add(91, 348, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(-1, 0), FACING_NONE); } } void Scene110::actions() { if (_action.isAction(0x15B, 0x178)) { switch (_game._trigger) { case 0: _scene->loadAnimation(Resources::formatName(110, 'T', 0, EXT_AA, ""), 1); _scene->_activeAnimation->setNextFrameTimer(_game._player._ticksAmount + _game._player._priorTimer); _game._player._stepEnabled = false; _game._player._visible = false; break; case 1: _game._player._visible = true; _game._player._stepEnabled = true; _scene->_nextSceneId = 111; break; } } else if ((_action._lookFlag) || _action.isAction(VERB_LOOK, 0x3F)) _vm->_dialogs->show(0x2AF9); else if (_action.isAction(VERB_LOOK, 0x40) || _action.isAction(0xD1, 0x40)) _vm->_dialogs->show(0x2AFA); else if (_action.isAction(VERB_LOOK, 0x129)) _vm->_dialogs->show(0x2AFB); else if (_action.isAction(VERB_TAKE, 0x129)) _vm->_dialogs->show(0x2AFC); else if (_action.isAction(VERB_LOOK, 0x178)) _vm->_dialogs->show(0x2AFD); else if (_action.isAction(VERB_LOOK, 0x41)) _vm->_dialogs->show(0x2AFE); else if (_action.isAction(VERB_LOOK, 0x8F)) _vm->_dialogs->show(0x2AFF); else if (_action.isAction(VERB_TAKE, 0x8F)) _vm->_dialogs->show(0x2B00); else return; _action._inProgress = false; } void Scene110::synchronize(Common::Serializer &s) { Scene1xx::synchronize(s); s.syncAsByte(_crabsFl); } /*------------------------------------------------------------------------*/ void Scene111::setup() { _scene->addActiveVocab(0x1F); setPlayerSpritesPrefix(); setAAName(); } void Scene111::enter() { _globals._spriteIndexes[0] = _scene->_sprites.addSprites(formAnimName('X', 0)); _globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('X', 1)); _globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('X', 2)); _globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('B', 0)); _globals._spriteIndexes[4] = _scene->_sprites.addSprites(formAnimName('B', 1)); _globals._spriteIndexes[5] = _scene->_sprites.addSprites(formAnimName('B', 2)); _globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 8, 0, 0, 0); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[0], SEQUENCE_TRIGGER_SPRITE, 9, 73); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[0], SEQUENCE_TRIGGER_SPRITE, 13, 73); _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 5, 0, 0, 0); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_SPRITE, 71, 71); _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 12, 0, 0, 0); _globals._sequenceIndexes[4] = _scene->_sequences.startCycle(_globals._spriteIndexes[4], false, 1); _globals._sequenceIndexes[5] = _scene->_sequences.startCycle(_globals._spriteIndexes[5], false, 1); int idx = _scene->_dynamicHotspots.add(0x1F, 0xD1, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(-2, 0), FACING_NONE); idx = _scene->_dynamicHotspots.add(0x1F, 0xD1, _globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(-2, 0), FACING_NONE); idx = _scene->_dynamicHotspots.add(0x1F, 0xD1, _globals._sequenceIndexes[5], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(-2, 0), FACING_NONE); _launch1Fl = false; _launched2Fl = false; _stampedFl = false; if ((_scene->_priorSceneId < 201) && (_scene->_priorSceneId != -2)) { _game._player._stepEnabled = false; _game._player._visible = false; _scene->loadAnimation(Resources::formatName(111, 'A', 0, EXT_AA, ""), 70); _game._player._playerPos = Common::Point(234, 116); _game._player._facing = FACING_EAST; _launch1Fl = true; _launched2Fl = true; _vm->_sound->command(36); } else if (_scene->_priorSceneId != -2) { _game._player._playerPos = Common::Point(300, 130); _game._player._facing = FACING_WEST; } _rexDivingFl = false; sceneEntrySound(); } void Scene111::step() { if (_game._trigger == 70) { _game._player._stepEnabled = true; _game._player._visible = true; _launch1Fl = false; _launched2Fl = false; } if ((_game._trigger == 71) && !_stampedFl) { _stampedFl = true; _globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 18, 1, 0, 0); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_EXPIRE, 0, 72); } if (_game._trigger == 72) { _scene->_sequences.remove(_globals._sequenceIndexes[2]); _globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, 20); } if (!_launch1Fl && (_vm->getRandomNumber(1, 5000) == 1)) { _scene->_sequences.remove(_globals._sequenceIndexes[4]); _globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 5, 1, 0, 0); _launch1Fl = true; int idx = _scene->_dynamicHotspots.add(0x1F, 0xD1, _globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(-2, 0), FACING_NONE); } if (!_launched2Fl && (_vm->getRandomNumber(1, 30000) == 1)) { _scene->_sequences.remove(_globals._sequenceIndexes[5]); _globals._sequenceIndexes[5] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[5], false, 5, 1, 0, 0); int idx = _scene->_dynamicHotspots.add(0x1F, 0xD1, _globals._sequenceIndexes[5], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(-2, 0), FACING_NONE); _launched2Fl = true; } if (_game._trigger == 73) _vm->_sound->command(37); if (_rexDivingFl && (_scene->_activeAnimation->getCurrentFrame() >= 9)) { _vm->_sound->command(36); _rexDivingFl = false; } } void Scene111::preActions() { if (_action.isAction(0x18B, 0x41)) _game._player._walkOffScreenSceneId = 212; } void Scene111::actions() { if (_action.isAction(0x6D, 0x116) && _game._objects.isInInventory(OBJ_REBREATHER)) { switch (_game._trigger) { case 0: _scene->loadAnimation(Resources::formatName(111, 'A', 1, EXT_AA, ""), 1); _rexDivingFl = true; _game._player._stepEnabled = false; _game._player._visible = false; break; case 1: _scene->_nextSceneId = 110; break; } } else if (_action.isAction(VERB_LOOK, 0x43)) _vm->_dialogs->show(0x2B5D); else if (_action.isAction(VERB_LOOK, 0x116)) _vm->_dialogs->show(0x2B5E); else if (_action.isAction(VERB_LOOK, 0x41)) _vm->_dialogs->show(0x2B5F); else if (_action.isAction(VERB_LOOK, 0x153)) _vm->_dialogs->show(0x2B60); else if (_action.isAction(VERB_LOOK, 0xC8)) _vm->_dialogs->show(0x2B61); else if ((_action.isAction(VERB_PULL) || _action.isAction(VERB_TAKE)) && (_action.isAction(0x153) || _action.isAction(0xC8))) _vm->_dialogs->show(0x2B62); else return; _action._inProgress = false; } void Scene111::synchronize(Common::Serializer &s) { Scene1xx::synchronize(s); s.syncAsByte(_stampedFl); s.syncAsByte(_launch1Fl); s.syncAsByte(_launched2Fl); s.syncAsByte(_rexDivingFl); } /*------------------------------------------------------------------------*/ void Scene112::setup() { setPlayerSpritesPrefix(); setAAName(); } void Scene112::enter() { sceneEntrySound(); _globals._spriteIndexes[0] = _scene->_sprites.addSprites(formAnimName('X', 0)); _globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('X', 1)); _globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('X', 2)); _globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('X', 5)); _globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 10, 0, 17, 20); _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 4, 0, 0, 0); _globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 6, 0, 3, 0); _game._player._stepEnabled = false; _game._player._visible = false; _scene->_userInterface.emptyConversationList(); _scene->_userInterface.setup(kInputConversation); _scene->loadAnimation(Resources::formatName(112, 'X', -1, EXT_AA, ""), 70); } void Scene112::step() { if ((_scene->_activeAnimation != nullptr) && (_game._storyMode == STORYMODE_NICE)) { if (_scene->_activeAnimation->getCurrentFrame() >= 54) { _scene->freeAnimation(); _game._trigger = 70; } } if (_game._trigger == 70) { _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 7, 3, 0, 11); _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 1); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 71); } if (_game._trigger == 71) { _scene->_nextSceneId = 101; _game._player._stepEnabled = true; _game._player._visible = true; } } /*------------------------------------------------------------------------*/ } // End of namespace Nebular } // End of namespace MADS