/* 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_scenes7.h" namespace MADS { namespace Nebular { void Scene7xx::setAAName() { _game._aaName = Resources::formatAAName(5); } void Scene7xx::setPlayerSpritesPrefix() { _vm->_sound->command(5); Common::String oldName = _game._player._spritesPrefix; if ((_scene->_nextSceneId == 703) || (_scene->_nextSceneId == 704) || (_scene->_nextSceneId == 705) || (_scene->_nextSceneId == 707) || (_scene->_nextSceneId == 710) || (_scene->_nextSceneId == 711)) _game._player._spritesPrefix = ""; else if (_globals[kSexOfRex] == REX_MALE) _game._player._spritesPrefix = "RXM"; else _game._player._spritesPrefix = "ROX"; _game._player._scalingVelocity = true; if (oldName != _game._player._spritesPrefix) _game._player._spritesChanged = true; _vm->_palette->setEntry(16, 10, 63, 63); _vm->_palette->setEntry(17, 10, 45, 45); } void Scene7xx::sceneEntrySound() { if (!_vm->_musicFlag) { _vm->_sound->command(2); return; } switch (_scene->_nextSceneId) { case 701: case 702: case 704: case 705: case 751: _vm->_sound->command(38); break; case 703: if (_globals[kMonsterAlive] == 0) _vm->_sound->command(24); else _vm->_sound->command(27); break; case 706: case 707: case 710: case 711: _vm->_sound->command(25); break; default: break; } } /*------------------------------------------------------------------------*/ void Scene701::setup() { setPlayerSpritesPrefix(); setAAName(); _scene->addActiveVocab(NOUN_BOAT); _scene->addActiveVocab(VERB_CLIMB_INTO); _scene->addActiveVocab(NOUN_FISHING_LINE); _scene->addActiveVocab(VERB_WALKTO); } void Scene701::enter() { _globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('x', 0)); _globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('b', 5)); _globals._spriteIndexes[4] = _scene->_sprites.addSprites(formAnimName('b', 0)); // _globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('b', 1)); // TODO: FIXME: Broken sprite? _globals._spriteIndexes[5] = _scene->_sprites.addSprites("*RM202A1"); _globals._spriteIndexes[6] = _scene->_sprites.addSprites(formAnimName('b', 8)); if (_scene->_roomChanged) { _game._objects.addToInventory(OBJ_BINOCULARS); _game._objects.addToInventory(OBJ_TWINKIFRUIT); _game._objects.addToInventory(OBJ_BOMB); _game._objects.addToInventory(OBJ_CHICKEN); _game._objects.addToInventory(OBJ_BONES); _globals[kCityFlooded] = true; _globals[kLineStatus] = LINE_TIED; _globals[kBoatRaised] = false; } if (_globals[kBoatStatus] == BOAT_UNFLOODED) { if (_globals[kBoatRaised]) _globals[kBoatStatus] = BOAT_GONE; else if (_globals[kLineStatus] == LINE_TIED) _globals[kBoatStatus] = BOAT_TIED_FLOATING; else if (_game._difficulty == DIFFICULTY_HARD) _globals[kBoatStatus] = BOAT_ADRIFT; else _globals[kBoatStatus] = BOAT_TIED; } _globals._sequenceIndexes[1] = _scene->_sequences.startCycle(_globals._spriteIndexes[1], false, 1); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[1], Common::Point(48, 136)); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 10); int boatStatus = (_scene->_priorSceneId == 703) ? BOAT_GONE : _globals[kBoatStatus]; switch (boatStatus) { case BOAT_TIED_FLOATING: _globals._sequenceIndexes[4] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[4], false, 20, 0, 0, 0); _scene->_sequences.setDepth(_globals._sequenceIndexes[4], 10); break; case BOAT_ADRIFT: _globals._sequenceIndexes[6] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[6], false, 20, 0, 0, 0); _scene->_sequences.setDepth(_globals._sequenceIndexes[6], 10); break; case BOAT_TIED: _globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, -1); _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 9); break; case BOAT_GONE: _scene->_hotspots.activate(NOUN_BOAT, false); break; default: break; } // TODO: Enable once sprite 3 can be loaded properly /* if (_globals[kLineStatus] == LINE_DROPPED || _globals[kLineStatus] == LINE_TIED) { _globals._sequenceIndexes[3] = _scene->_sequences.startCycle(_globals._spriteIndexes[3], false, -1); _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 8); int idx = _scene->_dynamicHotspots.add(NOUN_FISHING_LINE, VERB_WALKTO, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0)); _fishingLineId = _scene->_dynamicHotspots.setPosition(idx, Common::Point(234, 129), FACING_NORTHEAST); } */ if (_scene->_priorSceneId == 702) { _game._player._playerPos = Common::Point(309, 138); _game._player._facing = FACING_WEST; } else if (_scene->_priorSceneId == 710) { _game._player._playerPos = Common::Point(154, 129); _game._player._facing = FACING_NORTH; _game._player._visible = false; _game._player._stepEnabled = false; _globals._sequenceIndexes[5] = _scene->_sequences.startCycle(_globals._spriteIndexes[5], false, 1); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[5], Common::Point(155, 129)); _scene->_sequences.addTimer(15, 60); } else if (_scene->_priorSceneId == 703) { _game._player._playerPos = Common::Point(231, 127); _game._player._facing = FACING_SOUTH; _game._player._visible = false; _game._player._stepEnabled = false; _scene->loadAnimation(formAnimName('B', 1), 80); _vm->_sound->command(28); } else if (_scene->_priorSceneId != -2 && _scene->_priorSceneId != -620) { _game._player._playerPos = Common::Point(22, 131); _game._player._facing = FACING_EAST; _game._player._stepEnabled = false; _scene->_sequences.addTimer(1 * 60, 70); } _game.loadQuoteSet(0x310, 0x30F, 0); sceneEntrySound(); } void Scene701::step() { switch(_game._trigger) { case 60: _scene->_sequences.remove(_globals._sequenceIndexes[5]); _globals._sequenceIndexes[5] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[5], false, 6, 1, 0, 0); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[5], Common::Point(155, 129)); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[5], SEQUENCE_TRIGGER_EXPIRE, 0, 61); break; case 61: _scene->_sequences.updateTimeout(-1, _globals._sequenceIndexes[5]); _game._player._visible = true; _game._player._stepEnabled = true; break; case 70: _vm->_sound->command(16); _scene->_sequences.remove(_globals._sequenceIndexes[1]); _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 5, 1, 0, 0); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[1], Common::Point(48, 136)); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 10); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_EXPIRE, 0, 71); break; case 71: _game._player.walk(Common::Point(61, 131), FACING_EAST); _scene->_sequences.addTimer(2 * 60, 72); break; case 72: _vm->_sound->command(17); _globals._sequenceIndexes[1] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[1], false, 5, 1, 0, 0); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[1], Common::Point(48, 136)); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 10); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_EXPIRE, 0, 73); break; case 73: _game._player._stepEnabled = true; _globals._sequenceIndexes[1] = _scene->_sequences.startCycle(_globals._spriteIndexes[1], false, -1); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[1], Common::Point(48, 136)); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 10); _scene->_kernelMessages.reset(); break; case 80: { _game._player._visible = true; _game._player._priorTimer = _scene->_frameStartTime - _game._player._ticksAmount; _globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, -1); _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 9); int idx = _scene->_dynamicHotspots.add(NOUN_BOAT, VERB_CLIMB_INTO, _globals._sequenceIndexes[2], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(234, 129), FACING_NORTH); _globals[kBoatStatus] = BOAT_TIED; _game._player._stepEnabled = true; } break; default: break; } } void Scene701::preActions() { if (_action.isAction(VERB_WALKTO, NOUN_EAST_END_OF_PLATFORM)) _game._player._walkOffScreenSceneId = 702; if (_action.isAction(VERB_LOOK, NOUN_BUILDING)) _game._player.walk(Common::Point(154, 129), FACING_NORTHEAST); if (_action.isAction(VERB_LOOK, NOUN_BINOCULARS, NOUN_BUILDING)) _game._player.walk(Common::Point(154, 129), FACING_NORTH); } void Scene701::actions() { if (_action.isAction(VERB_WALK_ALONG, NOUN_PLATFORM)) return; if (_action.isAction(VERB_LOOK, NOUN_BINOCULARS, NOUN_BUILDING) && _game._objects[OBJ_VASE]._roomNumber == 706) { switch (_game._trigger) { case 0: _game._player._stepEnabled = false; _game._player._visible = false; _globals._sequenceIndexes[5] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[5], false, 6, 1, 0, 0); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[5], Common::Point(155, 129)); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[5], SEQUENCE_TRIGGER_EXPIRE, 0, 1); break; case 1: { int temp = _globals._sequenceIndexes[5]; _globals._sequenceIndexes[5] = _scene->_sequences.startCycle(_globals._spriteIndexes[5], false, -2); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[5], Common::Point(155, 129)); _scene->_sequences.updateTimeout(_globals._sequenceIndexes[5], temp); _scene->_sequences.addTimer(15, 2); } break; case 2: _scene->_nextSceneId = 710; break; default: break; } } else if (_action.isAction(VERB_STEP_INTO, NOUN_ELEVATOR)) { switch (_game._trigger) { case 0: _game._player._stepEnabled = false; _scene->_sequences.remove(_globals._sequenceIndexes[1]); _vm->_sound->command(16); _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 5, 1, 0, 0); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[1], Common::Point(48, 136)); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 10); _scene->_kernelMessages.reset(); _scene->_kernelMessages.add(Common::Point(0, 0), 0x310, 34, 0, 120, _game.getQuote(0x30D)); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_EXPIRE, 0, 1); break; case 1: _game._player.walk(Common::Point(22, 131), FACING_EAST); _scene->_sequences.addTimer(2 * 60, 3); break; case 3: _vm->_sound->command(17); _globals._sequenceIndexes[1] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[1], false, 5, 1, 0, 0); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[1], Common::Point(48, 136)); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 10); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_EXPIRE, 0, 4); break; case 4: _globals._sequenceIndexes[1] = _scene->_sequences.startCycle(_globals._spriteIndexes[1], false, -1); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[1], Common::Point(48, 136)); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 10); _globals[kResurrectRoom] = 701; _scene->_nextSceneId = 605; break; default: break; } } else if ((_action.isAction(VERB_PULL, NOUN_BOAT) || _action.isAction(VERB_TAKE, NOUN_BOAT) || _action.isAction(VERB_PULL, NOUN_FISHING_LINE) || _action.isAction(VERB_TAKE, NOUN_FISHING_LINE)) && !_game._objects.isInInventory(OBJ_FISHING_LINE)) { if (_globals[kBoatStatus] == BOAT_TIED_FLOATING) { switch (_game._trigger) { case 0: _game._player._stepEnabled = false; _scene->_sequences.remove(_globals._sequenceIndexes[4]); _scene->_sequences.remove(_globals._sequenceIndexes[3]); _scene->_dynamicHotspots.remove(_fishingLineId); _scene->_hotspots.activate(NOUN_BOAT, false); _game._player._visible = false; _scene->loadAnimation(formAnimName('E', -1), 1); break; case 1: { _game._player._visible = true; _game._player._priorTimer = _scene->_activeAnimation->getNextFrameTimer() - _game._player._ticksAmount; _globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, -1); _scene->_sequences.setDepth (_globals._sequenceIndexes[2], 9); int idx = _scene->_dynamicHotspots.add(NOUN_BOAT, VERB_CLIMB_INTO, _globals._sequenceIndexes[2], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(231, 127), FACING_NORTH); _scene->_sequences.addTimer(15, 2); } break; case 2: _globals[kBoatStatus] = BOAT_TIED; _globals[kLineStatus] = LINE_NOW_UNTIED; _game._player._stepEnabled = true; break; default: break; } } else if (_globals[kBoatStatus] == BOAT_TIED) { _vm->_dialogs->show(70125); } else if (_globals[kLineStatus] == LINE_DROPPED) { _globals[kLineStatus] = LINE_NOW_UNTIED; _game._objects.addToInventory(OBJ_FISHING_LINE); _vm->_sound->command(15); _scene->_sequences.remove(_globals._sequenceIndexes[3]); _vm->_dialogs->showItem(OBJ_FISHING_LINE, 70126); } else { _vm->_dialogs->show(70127); } } else if (_action.isAction(VERB_CLIMB_INTO, NOUN_BOAT) && _globals[kBoatStatus] == BOAT_TIED) { switch (_game._trigger) { case 0: _game._player._stepEnabled = false; _scene->_sequences.remove(_globals._sequenceIndexes[2]); _game._player._visible = false; _scene->loadAnimation(formAnimName('B', 0), 1); break; case 1: _scene->_nextSceneId = 703; break; default: break; } } else if (_action._lookFlag) { if (_globals[kBoatStatus] != BOAT_GONE) { if (_globals[kBoatStatus] == BOAT_TIED) _vm->_dialogs->show(70128); else _vm->_dialogs->show(70110); } else _vm->_dialogs->show(70111); } else if (_action.isAction(VERB_LOOK, NOUN_SUBMERGED_CITY)) _vm->_dialogs->show(70112); else if (_action.isAction(VERB_LOOK, 0)) _vm->_dialogs->show(70113); else if (_action.isAction(VERB_LOOK, NOUN_PLATFORM)) _vm->_dialogs->show(70114); else if (_action.isAction(VERB_LOOK, NOUN_CEMENT_PYLON)) _vm->_dialogs->show(70115); else if (_action.isAction(VERB_LOOK, NOUN_HOOK)) { if (_globals[kLineStatus] == LINE_NOT_DROPPED || _globals[kLineStatus] == LINE_NOW_UNTIED) _vm->_dialogs->show(70116); else _vm->_dialogs->show(70117); } else if (_action.isAction(VERB_LOOK, NOUN_ROCK)) _vm->_dialogs->show(70118); else if (_action.isAction(VERB_TAKE, NOUN_ROCK)) _vm->_dialogs->show(70119); else if (_action.isAction(VERB_LOOK, NOUN_EAST_END_OF_PLATFORM)) _vm->_dialogs->show(70120); else if (_action.isAction(VERB_LOOK, NOUN_BUILDING)) _vm->_dialogs->show(70121); else if (_action.isAction(VERB_LOOK, NOUN_BOAT)) { if (_globals[kBoatStatus] == BOAT_ADRIFT || _globals[kBoatStatus] == BOAT_TIED_FLOATING) _vm->_dialogs->show(70122); else _vm->_dialogs->show(70123); } else if (_action.isAction(VERB_CAST, NOUN_FISHING_ROD, NOUN_BOAT) && _game._objects.isInInventory(OBJ_FISHING_LINE)) _vm->_dialogs->show(70124); else return; _action._inProgress = false; } /*------------------------------------------------------------------------*/ void Scene702::setup() { setPlayerSpritesPrefix(); setAAName(); } void Scene702::enter() { _globals._spriteIndexes[12] = _scene->_sprites.addSprites("*RXMBD_8"); if (_scene->_priorSceneId == 701) { _game._player._playerPos = Common::Point(13, 145); _game._player._facing = FACING_EAST; } else if (_scene->_priorSceneId != -2 && _scene->_priorSceneId != 620) { _game._player._playerPos = Common::Point(289, 138); _game._player.walk(Common::Point(262, 148), FACING_WEST); _game._player._facing = FACING_WEST; _game._player._visible = true; } if (_game._globals[kTeleporterCommand]) { switch(_game._globals[kTeleporterCommand]) { case TELEPORTER_BEAM_OUT: case TELEPORTER_WRONG: case TELEPORTER_STEP_OUT: _game._player._visible = true; _game._player._stepEnabled = true; break; default: break; } _game._globals[kTeleporterCommand] = TELEPORTER_NONE; } sceneEntrySound(); } void Scene702::preActions() { if (_action.isAction(VERB_WALKTO, NOUN_WEST_END_OF_PLATFORM)) _game._player._walkOffScreenSceneId = 701; } void Scene702::actions() { if (_action.isAction(VERB_WALK_ALONG, NOUN_PLATFORM)) ; // Only set the action as finished else if (_action.isAction(VERB_STEP_INTO, NOUN_TELEPORTER)) { _game._player._stepEnabled = false; _game._player._visible = false; _scene->_nextSceneId = 711; } else if (_action.isAction(VERB_TAKE, NOUN_BONES) && (_action._mainObjectSource == 4) && (!_game._objects.isInInventory(OBJ_BONES) || _game._trigger)) { switch (_game._trigger) { case 0: _game._player._stepEnabled = false; _game._player._visible = false; _globals._sequenceIndexes[12] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[12], false, 5, 2, 0, 0); _scene->_sequences.setMsgLayout(_globals._sequenceIndexes[12]); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[12], SEQUENCE_TRIGGER_SPRITE, 4, 1); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[12], SEQUENCE_TRIGGER_EXPIRE, 0, 2); break; case 1: _vm->_sound->command(0xF); if (_game._objects.isInInventory(OBJ_BONE)) _game._objects.setRoom(OBJ_BONE, 1); _game._objects.addToInventory(OBJ_BONES); _vm->_dialogs->show(OBJ_BONES, 70218); break; case 2: _scene->_sequences.updateTimeout(-1, _globals._sequenceIndexes[12]); _game._player._visible = true; _game._player._stepEnabled = true; break; default: break; } } else if (_action._lookFlag) _vm->_dialogs->show(70210); else if (_action.isAction(VERB_LOOK, NOUN_PLATFORM)) _vm->_dialogs->show(70211); else if (_action.isAction(VERB_LOOK, NOUN_CEMENT_BLOCK)) _vm->_dialogs->show(70212); else if (_action.isAction(VERB_LOOK, NOUN_ROCK)) _vm->_dialogs->show(70213); else if (_action.isAction(VERB_TAKE, NOUN_ROCK)) _vm->_dialogs->show(70214); else if (_action.isAction(VERB_LOOK, NOUN_WEST_END_OF_PLATFORM)) _vm->_dialogs->show(70215); else if (_action.isAction(VERB_LOOK, NOUN_TELEPORTER)) _vm->_dialogs->show(70216); else if (_action.isAction(VERB_LOOK, NOUN_BONES) && (_action._mainObjectSource == 4)) _vm->_dialogs->show(70217); else if (_action.isAction(VERB_TAKE, NOUN_BONES) && (_action._mainObjectSource == 4)) { if (_game._objects.isInInventory(OBJ_BONES)) _vm->_dialogs->show(70219); } else if (_action.isAction(VERB_LOOK, NOUN_SUBMERGED_CITY)) _vm->_dialogs->show(70220); else return; _action._inProgress = false; } /*------------------------------------------------------------------------*/ void Scene703::setup() { _game._player._spritesPrefix = ""; setAAName(); } void Scene703::handleBottleInterface() { switch (_globals[kBottleStatus]) { case 0: _dialog1.write(0x311, true); _dialog1.write(0x312, true); _dialog1.write(0x313, true); _dialog1.write(0x314, true); _dialog1.write(0x315, true); break; case 1: _dialog1.write(0x311, false); _dialog1.write(0x312, true); _dialog1.write(0x313, true); _dialog1.write(0x314, true); _dialog1.write(0x315, true); break; case 2: _dialog1.write(0x311, false); _dialog1.write(0x312, false); _dialog1.write(0x313, true); _dialog1.write(0x314, true); _dialog1.write(0x315, true); break; case 3: _dialog1.write(0x311, false); _dialog1.write(0x312, false); _dialog1.write(0x313, false); _dialog1.write(0x314, true); _dialog1.write(0x315, true); break; default: break; } } void Scene703::setBottleSequence() { _scene->_userInterface.setup(kInputBuildingSentences); _game._player._stepEnabled = false; if (_boatDir == 2) _curSequence = 6; else _curSequence = 7; } void Scene703::handleFillBottle(int quote) { switch (quote) { case 0x311: _globals[kBottleStatus] = 1; setBottleSequence(); break; case 0x312: _globals[kBottleStatus] = 2; setBottleSequence(); break; case 0x313: _globals[kBottleStatus] = 3; setBottleSequence(); break; case 0x314: _globals[kBottleStatus] = 4; setBottleSequence(); break; case 0x315: _scene->_userInterface.setup(kInputBuildingSentences); break; default: break; } } void Scene703::enter() { _game._player._visible = false; if (!_game._visitedScenes._sceneRevisited) { if (_scene->_priorSceneId == 704) _globals[kMonsterAlive] = false; else _globals[kMonsterAlive] = true; } _startMonsterTimer = true; _rexDeathFl = true; _monsterTime = 0; _restartTrigger70Fl = true; _useBomb = false; _boatFrame = -1; if (!_globals[kMonsterAlive]) _scene->_hotspots.activate(0x468, false); if (_scene->_priorSceneId == 704) { _game._player._stepEnabled = false; _curSequence = 2; _boatDir = 2; _monsterMode = 0; _scene->loadAnimation(formAnimName('A', -1)); _scene->_activeAnimation->setCurrentFrame(34); } else if (_scene->_priorSceneId != -2) { _game._player._stepEnabled = false; _boatDir = 1; if (_globals[kMonsterAlive]) { _monsterMode = 1; _curSequence = 0; _scene->loadAnimation(formAnimName('B', -1)); } else { _curSequence = 0; _monsterMode = 0; _scene->loadAnimation(formAnimName('A', -1)); } } else if (_globals[kMonsterAlive]) { _curSequence = 0; _boatDir = 1; _monsterMode = 1; _scene->loadAnimation(formAnimName('B', -1)); _scene->_activeAnimation->setCurrentFrame(39); } else if (_boatDir == 1) { _curSequence = 0; _monsterMode = 0; _scene->loadAnimation(formAnimName('A', -1)); _scene->_activeAnimation->setCurrentFrame(9); } else if (_boatDir == 2) { _curSequence = 0; _monsterMode = 0; _scene->loadAnimation(formAnimName('A', -1)); _scene->_activeAnimation->setCurrentFrame(56); } if (_scene->_roomChanged) { _game._objects.addToInventory(OBJ_TWINKIFRUIT); _game._objects.addToInventory(OBJ_BOMB); _game._objects.addToInventory(OBJ_CHICKEN); _game._objects.addToInventory(OBJ_BONES); } _game.loadQuoteSet(0x311, 0x312, 0x313, 0x314, 0x315, 0); _dialog1.setup(0x98, 0x311, 0x312, 0x313, 0x314, 0x315, 0); sceneEntrySound(); _vm->_sound->command(28); } void Scene703::step() { if (_startMonsterTimer) { long diff = _scene->_frameStartTime - _lastFrameTime; if ((diff >= 0) && (diff <= 12)) _monsterTime += diff; else _monsterTime++; _lastFrameTime = _scene->_frameStartTime; } if ((_monsterTime >= 2400) && !_rexDeathFl && !_useBomb) { _startMonsterTimer = false; _rexDeathFl = true; _game._player._stepEnabled = false; _scene->freeAnimation(); _monsterMode = 3; _scene->loadAnimation(formAnimName('D', -1)); _rexDeathFl = false; _monsterTime = 0; } if (_game._trigger == 70) _scene->_reloadSceneFlag = true; if ((_monsterMode == 3) && (_scene->_activeAnimation != nullptr)) { if (_scene->_activeAnimation->getCurrentFrame() != _boatFrame) { _boatFrame = _scene->_activeAnimation->getCurrentFrame(); int nextBoatFrame = -1; if (_boatFrame == 62) { nextBoatFrame = 61; if (_restartTrigger70Fl) { _restartTrigger70Fl = false; _scene->_sequences.addTimer(15, 70); } } if ((nextBoatFrame >= 0) && (nextBoatFrame != _scene->_activeAnimation->getCurrentFrame())) { _scene->_activeAnimation->setCurrentFrame(nextBoatFrame); _boatFrame = nextBoatFrame; } } } if (_game._trigger == 70) _scene->_reloadSceneFlag = true; if ((_monsterMode == 0) && (_scene->_activeAnimation != nullptr)) { if (_scene->_activeAnimation->getCurrentFrame() != _boatFrame) { _boatFrame = _scene->_activeAnimation->getCurrentFrame(); int nextBoatFrame = -1; switch (_boatFrame) { case 11: if (_curSequence == 7) { _curSequence = 0; nextBoatFrame = 100; } else if (_curSequence == 5) nextBoatFrame = 82; else if (_curSequence == 1) nextBoatFrame = 11; else { nextBoatFrame = 9; if (!_game._player._stepEnabled) _game._player._stepEnabled = true; } break; case 34: if (_curSequence != 2) _scene->_nextSceneId = 704; break; case 57: if (_curSequence == 6) { _curSequence = 0; nextBoatFrame = 91; } else if (_curSequence == 4) nextBoatFrame = 73; else if (_curSequence == 3) nextBoatFrame = 57; else { nextBoatFrame = 56; if (!_game._player._stepEnabled) _game._player._stepEnabled = true; } break; case 73: _scene->_nextSceneId = 701; break; case 82: nextBoatFrame = 11; break; case 91: nextBoatFrame = 57; break; case 100: nextBoatFrame = 56; if (!_game._player._stepEnabled) { _scene->_sequences.addTimer(30, 80); _game._player._stepEnabled = true; } break; case 110: nextBoatFrame = 9; if (!_game._player._stepEnabled) { _scene->_sequences.addTimer(30, 80); _game._player._stepEnabled = true; } break; default: break; } if ((nextBoatFrame >= 0) && (nextBoatFrame != _scene->_activeAnimation->getCurrentFrame())) { _scene->_activeAnimation->setCurrentFrame(nextBoatFrame); _boatFrame = nextBoatFrame; } } } if (_game._trigger == 80) { switch (_globals[kBottleStatus]) { case 0: _vm->_dialogs->show(432); break; case 1: _vm->_dialogs->show(70324); break; case 2: _vm->_dialogs->show(70325); break; case 3: _vm->_dialogs->show(70326); break; case 4: _vm->_dialogs->show(70327); break; default: break; } } if ((_monsterMode == 1) && (_scene->_activeAnimation != nullptr)) { if (_scene->_activeAnimation->getCurrentFrame() != _boatFrame) { _boatFrame = _scene->_activeAnimation->getCurrentFrame(); int nextBoatFrame = -1; switch (_boatFrame) { case 39: _game._player._stepEnabled = true; _startMonsterTimer = true; _rexDeathFl = false; break; case 40: case 49: case 54: case 67: case 78: case 87: case 96: case 105: case 114: case 123: if (_curSequence == 8) nextBoatFrame = 129; break; case 129: nextBoatFrame = 39; break; case 151: _scene->_nextSceneId = 701; break; default: break; } if ((nextBoatFrame >= 0) && (nextBoatFrame != _scene->_activeAnimation->getCurrentFrame())) { _scene->_activeAnimation->setCurrentFrame(nextBoatFrame); _boatFrame = nextBoatFrame; } } } if ((_monsterMode == 2) && (_scene->_activeAnimation != nullptr)) { if (_scene->_activeAnimation->getCurrentFrame() != _boatFrame) { _boatFrame = _scene->_activeAnimation->getCurrentFrame(); int nextBoatFrame = -1; switch (_boatFrame) { case 14: if (!_useBomb) { if (_game._difficulty == DIFFICULTY_HARD) _game._objects.setRoom(OBJ_CHICKEN, 1); else _vm->_dialogs->show(70319); } nextBoatFrame = 80; break; case 33: if (_game._objects.isInInventory(OBJ_BONES)) { _game._objects.setRoom(OBJ_BONES, 1); _game._objects.addToInventory(OBJ_BONE); } else _game._objects.setRoom(OBJ_BONE, 1); nextBoatFrame = 80; break; case 53: _game._objects.setRoom(OBJ_TWINKIFRUIT, 1); nextBoatFrame = 80; _curSequence = 9; break; case 80: if (_game._difficulty == DIFFICULTY_HARD) { _game._objects.setRoom(OBJ_BOMB, 1); _vm->_dialogs->show(70318); } else _vm->_dialogs->show(70317); _scene->freeAnimation(); _monsterMode = 1; _scene->loadAnimation(formAnimName('B', -1)); _scene->_activeAnimation->setCurrentFrame(39); _game._player._stepEnabled = true; break; case 91: if (!_useBomb) { _scene->freeAnimation(); _monsterMode = 1; _scene->loadAnimation(formAnimName('B', -1)); _scene->_activeAnimation->setCurrentFrame(39); _game._player._stepEnabled = true; } else _game._objects.setRoom(OBJ_CHICKEN_BOMB, 1); break; case 126: _scene->_hotspots.activate(0x468, false); _globals[kMonsterAlive] = false; _scene->freeAnimation(); _monsterMode = 0; _scene->loadAnimation(formAnimName('A', -1)); _scene->_activeAnimation->setCurrentFrame(9); _game._player._stepEnabled = true; if (_game._storyMode == STORYMODE_NAUGHTY) _vm->_dialogs->show(70321); else _vm->_dialogs->show(70322); break; default: break; } if ((nextBoatFrame >= 0) && (nextBoatFrame != _scene->_activeAnimation->getCurrentFrame())) { _scene->_activeAnimation->setCurrentFrame(nextBoatFrame); _boatFrame = nextBoatFrame; } } } } void Scene703::actions() { if (_game._screenObjects._inputMode == 1) handleFillBottle(_action._activeAction._verbId); else if (_action.isAction(0x3B1, 0x3B0)) { _game._player._stepEnabled = false; if (_globals[kMonsterAlive]) _curSequence = 8; else if (_boatDir == 1) _curSequence = 5; else _curSequence = 3; } else if (_action.isAction(0x3B1, 0x3B2)) { _game._player._stepEnabled = false; if (_globals[kMonsterAlive]) { _startMonsterTimer = false; _rexDeathFl = true; _monsterTime = 0; _scene->freeAnimation(); _monsterMode = 3; _scene->loadAnimation(formAnimName('D', -1)); } else if (_boatDir == 2) _curSequence = 4; else _curSequence = 1; } else if (_action.isAction(VERB_THROW, 0x2C, 0x468) || _action.isAction(VERB_THROW, 0x2D, 0x468)) { _game._player._stepEnabled = false; _scene->freeAnimation(); _monsterMode = 2; _scene->loadAnimation(formAnimName('C', -1)); _scene->_activeAnimation->setCurrentFrame(19); } else if (_action.isAction(VERB_THROW, 0x49, 0x468)) { _game._player._stepEnabled = false; _scene->freeAnimation(); _monsterMode = 2; _scene->loadAnimation(formAnimName('C', -1)); } else if (_action.isAction(VERB_THROW, 0x17A, 0x468)) { _game._player._stepEnabled = false; _scene->freeAnimation(); _monsterMode = 2; _scene->loadAnimation(formAnimName('C', -1)); _scene->_activeAnimation->setCurrentFrame(39); } else if (_action.isAction(VERB_THROW, 0x2A, 0x468)) { _game._player._stepEnabled = false; _scene->freeAnimation(); _monsterMode = 2; _scene->loadAnimation(formAnimName('C', -1)); _scene->_activeAnimation->setCurrentFrame(59); } else if (_action.isAction(VERB_THROW, 0x4A, 0x468)) { _useBomb = true; _game._player._stepEnabled = false; _scene->freeAnimation(); _monsterMode = 2; _scene->loadAnimation(formAnimName('C', -1)); } else if (_action.isAction(VERB_PUT, 0x2E, 0x18F) || _action.isAction(0x85, 0x2E, 0x18F)) { if (_globals[kBottleStatus] != 4) { handleBottleInterface(); _dialog1.start(); } else _vm->_dialogs->show(70323); } else if (_action._lookFlag || _action.isAction(VERB_LOOK, 0x468)) { if (_globals[kMonsterAlive]) _vm->_dialogs->show(70310); } else if (_action.isAction(VERB_LOOK, 0x18F)) { if (!_globals[kMonsterAlive]) _vm->_dialogs->show(70311); else _vm->_dialogs->show(70312); } else if (_action.isAction(VERB_LOOK, 0x3B2)) { if (_globals[kMonsterAlive]) _vm->_dialogs->show(70313); else if (_game._visitedScenes.exists(710)) _vm->_dialogs->show(70314); else _vm->_dialogs->show(70315); } else if (_action.isAction(VERB_LOOK, 0x3B3)) _vm->_dialogs->show(70316); else return; _action._inProgress = false; } /*------------------------------------------------------------------------*/ void Scene704::setup() { _game._player._spritesPrefix = ""; setAAName(); _scene->addActiveVocab(0x2E); _scene->addActiveVocab(0xD1); } void Scene704::handleBottleInterface() { switch (_globals[kBottleStatus]) { case 0: _dialog1.write(0x311, true); _dialog1.write(0x312, true); _dialog1.write(0x313, true); _dialog1.write(0x314, true); _dialog1.write(0x315, true); break; case 1: _dialog1.write(0x311, false); _dialog1.write(0x312, true); _dialog1.write(0x313, true); _dialog1.write(0x314, true); _dialog1.write(0x315, true); break; case 2: _dialog1.write(0x311, false); _dialog1.write(0x312, false); _dialog1.write(0x313, true); _dialog1.write(0x314, true); _dialog1.write(0x315, true); break; case 3: _dialog1.write(0x311, false); _dialog1.write(0x312, false); _dialog1.write(0x313, false); _dialog1.write(0x314, true); _dialog1.write(0x315, true); break; default: break; } } void Scene704::setBottleSequence() { _scene->_userInterface.setup(kInputBuildingSentences); _game._player._stepEnabled = false; if (_boatDirection == 2) _animationMode = 6; else _animationMode = 7; } void Scene704::handleFillBottle(int quote) { switch (quote) { case 0x311: _globals[kBottleStatus] = 1; setBottleSequence(); break; case 0x312: _globals[kBottleStatus] = 2; setBottleSequence(); break; case 0x313: _globals[kBottleStatus] = 3; setBottleSequence(); break; case 0x314: _globals[kBottleStatus] = 4; setBottleSequence(); break; case 0x315: _scene->_userInterface.setup(kInputBuildingSentences); break; default: break; } } void Scene704::enter() { if (_game._objects[OBJ_BOTTLE]._roomNumber == _scene->_currentSceneId) { _globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('b', 0)); _globals._sequenceIndexes[1] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[1], false, 6, 0, 0, 0); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 1); if (_scene->_priorSceneId == 705) { _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[1], Common::Point(123, 125)); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 1); } else { _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[1], Common::Point(190, 122)); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 2); } int idx = _scene->_dynamicHotspots.add(0x2D, 0xD1, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0)); _bottleHotspotId = _scene->_dynamicHotspots.setPosition(idx, Common::Point(-2, 0), FACING_NONE); } _game._player._visible = false; _takeBottleFl = false; _boatCurrentFrame = -1; if (_scene->_priorSceneId == 705) { _game._player._stepEnabled = false; _animationMode = 2; _boatDirection = 2; _scene->loadAnimation(formAnimName('A', -1)); _scene->_activeAnimation->setCurrentFrame(36); } else if (_scene->_priorSceneId != -2) { _game._player._stepEnabled = false; _boatDirection = 1; _scene->loadAnimation(formAnimName('A', -1)); } else if (_boatDirection == 1) { _scene->loadAnimation(formAnimName('A', -1)); _scene->_activeAnimation->setCurrentFrame(8); } else if (_boatDirection == 2) { if (_game._objects[OBJ_BOTTLE]._roomNumber == _scene->_currentSceneId) { _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[1], Common::Point(123, 125)); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 1); } _scene->loadAnimation(formAnimName('A', -1)); _scene->_activeAnimation->setCurrentFrame(57); } if (_scene->_roomChanged) _globals[kMonsterAlive] = false; _game.loadQuoteSet(0x311, 0x312, 0x313, 0x314, 0x315, 0); _dialog1.setup(0x98, 0x311, 0x312, 0x313, 0x314, 0x315, 0); sceneEntrySound(); _vm->_sound->command(28); } void Scene704::step() { if (_scene->_activeAnimation != nullptr) { if (_scene->_activeAnimation->getCurrentFrame() != _boatCurrentFrame) { _boatCurrentFrame = _scene->_activeAnimation->getCurrentFrame(); int nextFrame = -1; switch (_boatCurrentFrame) { case 10: switch (_animationMode) { case 1: nextFrame = 10; break; case 5: nextFrame = 74; break; case 7: _animationMode = 0; nextFrame = 92; break; default: if (!_game._player._stepEnabled) _game._player._stepEnabled = true; nextFrame = 8; break; } break; case 36: if (_animationMode != 2) _scene->_nextSceneId = 705; break; case 59: switch (_animationMode) { case 3: nextFrame = 59; break; case 4: nextFrame = 65; break; case 6: _animationMode = 0; nextFrame = 83; break; default: if (!_game._player._stepEnabled) { _game._player._stepEnabled = true; } nextFrame = 57; break; } break; case 65: _scene->_nextSceneId = 703; break; case 74: nextFrame = 10; break; case 83: nextFrame = 59; break; case 90: if (_takeBottleFl) { _scene->_sequences.remove(_globals._sequenceIndexes[1]); _scene->_dynamicHotspots.remove(_bottleHotspotId); _game._objects.addToInventory(OBJ_BOTTLE); _vm->_sound->command(15); _vm->_dialogs->showItem(OBJ_BOTTLE, 70415); } break; case 92: nextFrame = 57; if (!_game._player._stepEnabled && !_takeBottleFl) { _scene->_sequences.addTimer(30, 70); _game._player._stepEnabled = true; } break; case 98: if (_takeBottleFl) { _scene->_sequences.remove(_globals._sequenceIndexes[1]); _scene->_dynamicHotspots.remove(_bottleHotspotId); _game._objects.addToInventory(OBJ_BOTTLE); _vm->_sound->command(15); _vm->_dialogs->showItem(OBJ_BOTTLE, 70415); } break; case 101: nextFrame = 8; if (!_game._player._stepEnabled && !_takeBottleFl) { _scene->_sequences.addTimer(30, 70); _game._player._stepEnabled = true; } break; default: break; } if ((nextFrame >= 0) && (nextFrame != _scene->_activeAnimation->getCurrentFrame())) { _scene->_activeAnimation->setCurrentFrame(nextFrame); _boatCurrentFrame = nextFrame; } } } if (_game._trigger == 70) { switch (_globals[kBottleStatus]) { case 0: _vm->_dialogs->show(432); break; case 1: _vm->_dialogs->show(70324); break; case 2: _vm->_dialogs->show(70325); break; case 3: _vm->_dialogs->show(70326); break; case 4: _vm->_dialogs->show(70327); break; default: break; } } } void Scene704::actions() { if (_game._screenObjects._inputMode == 1) handleFillBottle(_action._activeAction._verbId); else if (_action.isAction(0x3B1, 0x3B4)) { _game._player._stepEnabled = false; if (_boatDirection == 1) _animationMode = 5; else _animationMode = 3; } else if (_action.isAction(0x3B1, 0x3B2)) { _game._player._stepEnabled = false; if (_boatDirection == 2) _animationMode = 4; else _animationMode = 1; } else if (_action.isAction(VERB_TAKE, 0x2E)) { if (!_game._objects.isInInventory(OBJ_BOTTLE)) { _game._player._stepEnabled = false; _takeBottleFl = true; if (_boatDirection == 2) { _animationMode = 6; } else { _animationMode = 7; } } } else if (_action.isAction(VERB_PUT, 0x2E, 0x18F) || _action.isAction(0x85, 0x2E, 0x18F)) { if (_game._objects.isInInventory(OBJ_BOTTLE)) { if (_globals[kBottleStatus] != 4) { _takeBottleFl = false; handleBottleInterface(); _dialog1.start(); } else _vm->_dialogs->show(70323); } } else if (_action._lookFlag || _action.isAction(VERB_LOOK, 0x18F)) _vm->_dialogs->show(70410); else if (_action.isAction(VERB_LOOK, 0x3B2)) { if (_game._visitedScenes.exists(710)) _vm->_dialogs->show(70411); else _vm->_dialogs->show(70412); } else if (_action.isAction(VERB_LOOK, 0x3B3)) _vm->_dialogs->show(70413); else if (_action.isAction(VERB_LOOK, 0x2E) && (_action._mainObjectSource == 4)) _vm->_dialogs->show(70414); else if (_action.isAction(VERB_LOOK, 0x3B4)) _vm->_dialogs->show(70416); else if (_action.isAction(VERB_LOOK, 0x142)) _vm->_dialogs->show(70417); else return; _action._inProgress = false; } /*------------------------------------------------------------------------*/ void Scene705::setup() { _game._player._spritesPrefix = ""; setAAName(); } void Scene705::handleBottleInterface() { switch (_globals[kBottleStatus]) { case 0: _dialog1.write(0x311, true); _dialog1.write(0x312, true); _dialog1.write(0x313, true); _dialog1.write(0x314, true); _dialog1.write(0x315, true); break; case 1: _dialog1.write(0x311, false); _dialog1.write(0x312, true); _dialog1.write(0x313, true); _dialog1.write(0x314, true); _dialog1.write(0x315, true); break; case 2: _dialog1.write(0x311, false); _dialog1.write(0x312, false); _dialog1.write(0x313, true); _dialog1.write(0x314, true); _dialog1.write(0x315, true); break; case 3: _dialog1.write(0x311, false); _dialog1.write(0x312, false); _dialog1.write(0x313, false); _dialog1.write(0x314, true); _dialog1.write(0x315, true); break; default: break; } } void Scene705::setBottleSequence() { _scene->_userInterface.setup(kInputBuildingSentences); _game._player._stepEnabled = false; _scene->_sequences.remove(_globals._sequenceIndexes[3]); _game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON; _scene->loadAnimation(formAnimName('F', -1), 90); } void Scene705::handleFillBottle(int quote) { switch (quote) { case 0x311: _globals[kBottleStatus] = 1; setBottleSequence(); break; case 0x312: _globals[kBottleStatus] = 2; setBottleSequence(); break; case 0x313: _globals[kBottleStatus] = 3; setBottleSequence(); break; case 0x314: _globals[kBottleStatus] = 4; setBottleSequence(); break; case 0x315: _scene->_userInterface.setup(kInputBuildingSentences); break; default: break; } } void Scene705::enter() { _globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('b', 0)); _globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('b', 1)); _globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('a', 0)); _game._player._visible = false; if (_scene->_priorSceneId == 706) { _game._player._stepEnabled = false; _globals._sequenceIndexes[3] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[3], false, 9, 1, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[3], 1, 4); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 71); } else if (_scene->_priorSceneId != -2) { _game._player._stepEnabled = false; _scene->_sequences.addTimer(1, 80); _vm->_sound->command(28); } else _globals._sequenceIndexes[3] = _scene->_sequences.startCycle(_globals._spriteIndexes[3], false, 1); if (_scene->_roomChanged) _game._objects.addToInventory(OBJ_BOTTLE); _game.loadQuoteSet(0x311, 0x312, 0x313, 0x314, 0x315, 0); _dialog1.setup(0x98, 0x311, 0x312, 0x313, 0x314, 0x315, 0); sceneEntrySound(); } void Scene705::step() { switch (_game._trigger) { case 70: _globals._sequenceIndexes[3] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[3], false, 9, 1, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[3], 1, 4); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 71); break; case 71: { int syncIdx = _globals._sequenceIndexes[3]; _globals._sequenceIndexes[3] = _scene->_sequences.startCycle(_globals._spriteIndexes[3], false, 1); _scene->_sequences.updateTimeout(_globals._sequenceIndexes[3], syncIdx); _game._player._stepEnabled = true; } break; default: break; } switch (_game._trigger) { case 80: _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 9, 1, 0, 0); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 2); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_EXPIRE, 0, 81); break; case 81: { _vm->_sound->command(19); int syncIdx = _globals._sequenceIndexes[1]; _globals._sequenceIndexes[3] = _scene->_sequences.startCycle(_globals._spriteIndexes[3], false, 1); _scene->_sequences.updateTimeout(_globals._sequenceIndexes[3], syncIdx); _game._player._stepEnabled = true; } break; default: break; } switch (_game._trigger) { case 90: _globals._sequenceIndexes[3] = _scene->_sequences.startCycle(_globals._spriteIndexes[3], false, 1); _scene->_sequences.addTimer(30, 91); break; case 91: switch (_globals[kBottleStatus]) { case 0: _vm->_dialogs->show(432); break; case 1: _vm->_dialogs->show(70324); break; case 2: _vm->_dialogs->show(70325); break; case 3: _vm->_dialogs->show(70326); break; case 4: _vm->_dialogs->show(70327); break; default: break; } _game._player._stepEnabled = true; break; default: break; } } void Scene705::actions() { if (_game._screenObjects._inputMode == 1) handleFillBottle(_action._activeAction._verbId); else if (_action.isAction(0x3B1, 0x3B4)) { switch (_game._trigger) { case 0: _game._player._stepEnabled = false; _scene->_sequences.remove(_globals._sequenceIndexes[3]); _globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 6, 1, 0, 0); _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 2); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_EXPIRE, 0, 1); _vm->_sound->command(18); break; case 1: { int syncIdx = _globals._sequenceIndexes[2]; _globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, -2); _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 2); _scene->_sequences.updateTimeout(_globals._sequenceIndexes[2], syncIdx); _scene->_nextSceneId = 704; _game._player._stepEnabled = true; } break; default: break; } } else if (_action.isAction(0x4F, 0x197)) { switch (_game._trigger) { case 0: _game._player._stepEnabled = false; _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], 1, 16); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 1); break; case 1: { int syncIdx = _globals._sequenceIndexes[3]; _globals._sequenceIndexes[3] = _scene->_sequences.startCycle(_globals._spriteIndexes[3], false, 16); _scene->_sequences.updateTimeout(_globals._sequenceIndexes[3], syncIdx); _scene->_nextSceneId = 706; _game._player._stepEnabled = true; } break; default: break; } } else if (_action.isAction(0x85, 0x2E, 0x18F) || _action.isAction(VERB_PUT, 0x2E, 0x18F)) { if (_globals[kBottleStatus] != 4) { handleBottleInterface(); _dialog1.start(); } else _vm->_dialogs->show(70323); } if (_action._lookFlag || _action.isAction(VERB_LOOK, 0x18F)) _vm->_dialogs->show(70511); else if (_action.isAction(VERB_LOOK, 0x3B3)) _vm->_dialogs->show(70512); else if (_action.isAction(VERB_LOOK, 0x3B4)) _vm->_dialogs->show(70513); else if (_action.isAction(VERB_LOOK, 0x142)) _vm->_dialogs->show(70514); else if (_action.isAction(VERB_LOOK, 0x323)) _vm->_dialogs->show(70515); else if (_action.isAction(VERB_LOOK, 0x197)) _vm->_dialogs->show(70516); else return; _action._inProgress = false; } /*------------------------------------------------------------------------*/ void Scene706::setup() { setPlayerSpritesPrefix(); setAAName(); _scene->addActiveVocab(0x2E); _scene->addActiveVocab(0x17D); _scene->addActiveVocab(0xD); } void Scene706::handleRexDeath() { switch (_game._trigger) { case 0: _game._player._stepEnabled = false; _game._player._visible = false; _scene->loadAnimation(formAnimName('a', -1), 2); break; case 2: if (_animationMode == 1) _vm->_dialogs->show(70625); else if (_globals[kBottleStatus] < 2) _vm->_dialogs->show(70628); else _vm->_dialogs->show(70629); _game._objects.setRoom(OBJ_VASE, _scene->_currentSceneId); if (_animationMode == 2) _game._objects.setRoom(OBJ_BOTTLE, 2); _animationMode = 0; _scene->_reloadSceneFlag = true; break; default: break; } } void Scene706::handleTakeVase() { switch (_game._trigger) { case 0: _game._player._stepEnabled = false; _game._player._visible = false; _globals._sequenceIndexes[3] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[3], false, 4, 2, 0, 0); _scene->_sequences.setMsgLayout(_globals._sequenceIndexes[3]); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_SPRITE, 7, 1); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 2); break; case 1: _vm->_sound->command(9); _scene->_sequences.remove(_globals._sequenceIndexes[1]); _scene->_dynamicHotspots.remove(_vaseHotspotId); _game._objects.addToInventory(OBJ_VASE); if (_vaseMode == 1) { _globals._sequenceIndexes[4] = _scene->_sequences.startCycle(_globals._spriteIndexes[4], false, 1); _scene->_sequences.setDepth(_globals._sequenceIndexes[4], 4); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[4], Common::Point(195, 99)); int idx = _scene->_dynamicHotspots.add(0x2E, VERB_WALKTO, _globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(175, 124), FACING_SOUTHEAST); _game._objects.setRoom(OBJ_BOTTLE, _scene->_currentSceneId); } break; case 2: _scene->_sequences.updateTimeout(-1, _globals._sequenceIndexes[3]); _game._player._visible = true; _vm->_dialogs->showItem(OBJ_VASE, 70630); _game._player._stepEnabled = true; break; } } void Scene706::enter() { _globals._spriteIndexes[3] = _scene->_sprites.addSprites("*RXMRC_3"); _globals._spriteIndexes[4] = _scene->_sprites.addSprites(formAnimName('b', -1)); if (!_game._visitedScenes._sceneRevisited) _emptyPedestral = false; if (_game._objects[OBJ_VASE]._roomNumber == _scene->_currentSceneId) { _globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('v', -1)); _globals._sequenceIndexes[1] = _scene->_sequences.startCycle(_globals._spriteIndexes[1], false, 1); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 4); int idx = _scene->_dynamicHotspots.add(0x17D, VERB_WALKTO, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0)); _vaseHotspotId = _scene->_dynamicHotspots.setPosition(idx, Common::Point(175, 124), FACING_SOUTHEAST); } else if (_game._objects.isInRoom(OBJ_BOTTLE)) { _globals._sequenceIndexes[4] = _scene->_sequences.startCycle(_globals._spriteIndexes[4], false, 1); _scene->_sequences.setDepth(_globals._sequenceIndexes[4], 4); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[4], Common::Point(195, 99)); int idx = _scene->_dynamicHotspots.add(0x2E, VERB_WALKTO, _globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(175, 124), FACING_SOUTHEAST); } _game._player._visible = true; if (_scene->_priorSceneId == 707) { _game._player._playerPos = Common::Point(277, 103); _game._player._facing = FACING_SOUTHWEST; } else if (_scene->_priorSceneId != -2) { _game._player._playerPos = Common::Point(167, 152); _game._player._facing = FACING_NORTH; } if (_globals[kTeleporterCommand]) { _game._player._visible = false; _game._player._stepEnabled = false; switch (_globals[kTeleporterCommand]) { case 1: _scene->loadAnimation(formAnimName('E', 1), 75); break; case 2: _scene->loadAnimation(formAnimName('E', -1), 80); break; default: _game._player.walk(Common::Point(264, 116), FACING_SOUTHWEST); _game._player._visible = true; _game._player._stepEnabled = true; break; } _globals[kTeleporterCommand] = 0; } _animationMode = 0; if (_scene->_roomChanged) { _game._objects.addToInventory(OBJ_BOTTLE); _globals[kBottleStatus] = 2; } sceneEntrySound(); } void Scene706::step() { if (_game._trigger == 75) { _game._player._stepEnabled = true; _game._player._visible = true; _game._player._priorTimer = _scene->_frameStartTime - _game._player._ticksAmount; _game._player.walk(Common::Point(264, 116), FACING_SOUTHWEST); } if (_game._trigger == 80) { _globals[kTeleporterCommand] = 1; _scene->_nextSceneId = _globals[kTeleporterDestination]; _scene->_reloadSceneFlag = true; } if (_scene->_activeAnimation != nullptr) { if ((_animationMode != 0) && (_scene->_activeAnimation->getCurrentFrame() != _animationFrame)) { _animationFrame = _scene->_activeAnimation->getCurrentFrame(); if (_animationFrame == 6) { _scene->_sequences.remove(_globals._sequenceIndexes[1]); _game._objects.setRoom(OBJ_VASE, 2); if (_animationMode == 2) { _game._objects.setRoom(OBJ_BOTTLE, 1); _globals._sequenceIndexes[4] = _scene->_sequences.startCycle(_globals._spriteIndexes[4], false, 1); _scene->_sequences.setDepth(_globals._sequenceIndexes[4], 4); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[4], Common::Point(195, 99)); int idx = _scene->_dynamicHotspots.add(0x2E, VERB_WALKTO, _globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(175, 124), FACING_SOUTHEAST); } } } } } void Scene706::preActions() { if (_action.isAction(VERB_LOOK, 0x46E)) _game._player._needToWalk = true; } void Scene706::actions() { if (_action.isAction(0x188, 0x16C)) { _game._player._stepEnabled = false; _game._player._visible = false; _scene->_nextSceneId = 707; _action._inProgress = false; return; } if (_action.isAction(0x298, 0x2FA)) { _scene->_nextSceneId = 705; _action._inProgress = false; return; } if (_action.isAction(VERB_TAKE, 0x17D)) { if (_game._difficulty != DIFFICULTY_EASY) { _animationMode = 1; handleRexDeath(); } else if (_game._trigger || !_game._objects.isInInventory(OBJ_VASE)) { handleTakeVase(); _emptyPedestral = true; } _action._inProgress = false; return; } if (_action.isAction(VERB_PUT, 0x2E, 0x344)) { if ((_globals[kBottleStatus] == 2 && _game._difficulty == DIFFICULTY_HARD) || (_globals[kBottleStatus] != 0 && _game._difficulty != DIFFICULTY_HARD)) { if (!_game._objects.isInInventory(OBJ_VASE) || _game._trigger) { _vaseMode = 1; handleTakeVase(); _action._inProgress = false; return; } } else if (_game._objects.isInRoom(OBJ_VASE) || _game._trigger) { _animationMode = 2; handleRexDeath(); _action._inProgress = false; return; } } if (_action.isAction(VERB_PUT, 0x344) && _game._objects.isInInventory(_game._objects.getIdFromDesc(_action._activeAction._objectNameId))) { int objectId = _game._objects.getIdFromDesc(_action._activeAction._objectNameId); if (_game._objects[objectId].hasQuality(10)) _vm->_dialogs->show(70626); else _vm->_dialogs->show(70627); } else if (_action.isAction(VERB_TAKE, 0x2E) && _game._objects.isInInventory(OBJ_VASE)) _vm->_dialogs->show(70631); else if (_action._lookFlag) { if (_game._objects[OBJ_VASE]._roomNumber == _scene->_currentSceneId) _vm->_dialogs->show(70610); else _vm->_dialogs->show(70611); } else if (_action.isAction(VERB_LOOK, 0x89)) _vm->_dialogs->show(70612); else if (_action.isAction(VERB_LOOK, 0x32B)) _vm->_dialogs->show(70613); else if (_action.isAction(VERB_LOOK, 0x46B)) _vm->_dialogs->show(70614); else if (_action.isAction(VERB_TAKE, 0x46B)) _vm->_dialogs->show(70615); else if (_action.isAction(VERB_LOOK, 0x46D)) _vm->_dialogs->show(70616); else if (_action.isAction(VERB_LOOK, 0x46E)) _vm->_dialogs->show(70617); else if (_action.isAction(VERB_LOOK, 0x46C)) _vm->_dialogs->show(70618); else if (_action.isAction(VERB_LOOK, 0x18D)) _vm->_dialogs->show(70619); else if (_action.isAction(VERB_LOOK, 0x344)) { if (_game._objects[OBJ_VASE]._roomNumber == _scene->_currentSceneId) _vm->_dialogs->show(70620); else if (_game._objects[OBJ_BOTTLE]._roomNumber == _scene->_currentSceneId) _vm->_dialogs->show(70622); else _vm->_dialogs->show(70621); } else if (_action.isAction(VERB_LOOK, 0x16C)) _vm->_dialogs->show(70623); else if (_action.isAction(VERB_LOOK, 0x17D) && (_game._objects[OBJ_VASE]._roomNumber == _scene->_currentSceneId)) _vm->_dialogs->show(70624); else if (_action.isAction(VERB_LOOK, 0x2E) && (_action._mainObjectSource == 4)) _vm->_dialogs->show(70632); else return; _action._inProgress = false; } /*------------------------------------------------------------------------*/ void Scene707::setup() { _game._player._spritesPrefix = ""; // The original calls Scene7xx::setAAName() _game._aaName = Resources::formatAAName(5); } void Scene707::enter() { _handSpriteId = _scene->_sprites.addSprites("*REXHAND"); teleporterEnter(); // The original uses Scene7xx_sceneEntrySound if (!_vm->_musicFlag) _vm->_sound->command(2); else _vm->_sound->command(25); } void Scene707::step() { teleporterStep(); } void Scene707::actions() { if (teleporterActions()) { _action._inProgress = false; return; } if (_action.isAction(VERB_LOOK, 0x181) || _action.isAction(0x103, 0x181)) _vm->_dialogs->show(70710); else if (_action.isAction(VERB_LOOK, 0xC4)) _vm->_dialogs->show(70711); else if (_action.isAction(VERB_LOOK, 0x1CC)) _vm->_dialogs->show(70712); else if (_action.isAction(VERB_LOOK, 0x1D0) || _action.isAction(VERB_LOOK, 0x1D1) || _action.isAction(VERB_LOOK, 0x1D2) || _action.isAction(VERB_LOOK, 0x1D3) || _action.isAction(VERB_LOOK, 0x1D4) || _action.isAction(VERB_LOOK, 0x1D5) || _action.isAction(VERB_LOOK, 0x1D6) || _action.isAction(VERB_LOOK, 0x1D7) || _action.isAction(VERB_LOOK, 0x1D8) || _action.isAction(VERB_LOOK, 0x1D9) || _action.isAction(VERB_LOOK, 0x1DB) || _action.isAction(VERB_LOOK, 0x7A) || _action.isAction(VERB_LOOK, 0x1DA)) _vm->_dialogs->show(70713); else if (_action.isAction(VERB_LOOK, 0x1CF) || _action._lookFlag) _vm->_dialogs->show(70714); else return; _action._inProgress = false; } /*------------------------------------------------------------------------*/ void Scene710::setup() { _game._player._spritesPrefix = ""; setAAName(); } void Scene710::enter() { _scene->_userInterface.setup(kInputLimitedSentences); if (_game._objects[OBJ_VASE]._roomNumber == 706) { _globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('g', -1)); _globals._sequenceIndexes[1] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[1], false, 6, 0, 0, 0); } _game._player._visible = false; _scene->_sequences.addTimer(600, 70); sceneEntrySound(); } void Scene710::step() { if (_game._trigger == 70) { if (_game._globals[kCityFlooded]) _scene->_nextSceneId = 701; else _scene->_nextSceneId = 751; } } void Scene710::actions() { if (_action.isAction(0x46F, 0x27)) { _game._player._stepEnabled = false; if (_game._globals[kCityFlooded]) _scene->_nextSceneId = 701; else _scene->_nextSceneId = 751; _action._inProgress = false; } } /*------------------------------------------------------------------------*/ void Scene711::setup() { // The original was calling Scene7xx::setPlayerSpreitesPrefix() _vm->_sound->command(5); Common::String oldName = _game._player._spritesPrefix; _game._player._spritesPrefix = ""; _game._player._scalingVelocity = true; if (oldName != _game._player._spritesPrefix) _game._player._spritesChanged = true; _vm->_palette->setEntry(16, 10, 63, 63); _vm->_palette->setEntry(17, 10, 45, 45); // The original was calling Scene7xx::setAAName() _game._aaName = Resources::formatAAName(5); _game._player._spritesPrefix = ""; } void Scene711::enter() { if (_globals[kSexOfRex] == REX_FEMALE) _handSpriteId = _scene->_sprites.addSprites("*ROXHAND"); else _handSpriteId = _scene->_sprites.addSprites("*REXHAND"); teleporterEnter(); // The original was using Scene7xx_SceneEntrySound() if (!_vm->_musicFlag) _vm->_sound->command(2); else _vm->_sound->command(25); } void Scene711::step() { teleporterStep(); } void Scene711::actions() { if (teleporterActions()) _action._inProgress = false; } /*------------------------------------------------------------------------*/ void Scene751::setup() { setPlayerSpritesPrefix(); setAAName(); _scene->addActiveVocab(0x87); _scene->addActiveVocab(0xD); } void Scene751::enter() { _globals._spriteIndexes[1] = _scene->_sprites.addSprites("*RM701X0"); _globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('a', 0)); _globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('f', 0)); _globals._spriteIndexes[4] = _scene->_sprites.addSprites("*RM202A1"); if (!_game._visitedScenes._sceneRevisited) _rexHandingLine = false; if (_globals[kLineStatus] == 2 || _globals[kLineStatus] == 3) { _globals._sequenceIndexes[3] = _scene->_sequences.startCycle(_globals._spriteIndexes[3], false, -1); _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 7); int idx = _scene->_dynamicHotspots.add(0x87, 0xD, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(268, 140), FACING_NORTHWEST); } _globals._sequenceIndexes[1] = _scene->_sequences.startCycle(_globals._spriteIndexes[1], false, 1); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[1], Common::Point(48, 136)); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 10); if (_scene->_priorSceneId == 752) { _game._player._playerPos = Common::Point(309, 138); _game._player._facing = FACING_WEST; } else if (_scene->_priorSceneId == 710) { _game._player._playerPos = Common::Point(154, 129); _game._player._facing = FACING_NORTH; _game._player._visible = false; _game._player._stepEnabled = false; _globals._sequenceIndexes[4] = _scene->_sequences.startCycle(_globals._spriteIndexes[4], false, -2); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[4], Common::Point(155, 129)); _scene->_sequences.addTimer(15, 70); } else if (_scene->_priorSceneId != -2) { _game._player._playerPos = Common::Point(22, 131); _game._player._facing = FACING_EAST; _game._player._stepEnabled = false; _scene->_sequences.addTimer(60, 60); } else if (_rexHandingLine) { _game._player._visible = false; _game._player._playerPos = Common::Point(268, 140); _game._player._facing = FACING_NORTHWEST; _game._player._visible = false; _globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, 7); _scene->_sequences.setMsgLayout(_globals._sequenceIndexes[2]); } else if (_globals[kLineStatus] == 2) { _globals._sequenceIndexes[3] = _scene->_sequences.startCycle(_globals._spriteIndexes[3], false, -1); _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 7); int idx = _scene->_dynamicHotspots.add(0x87, 0xD, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(268, 140), FACING_NORTHWEST); } if (_scene->_roomChanged) { _game._objects.addToInventory(OBJ_FISHING_LINE); _game._objects.addToInventory(OBJ_BINOCULARS); } sceneEntrySound(); _game.loadQuoteSet(0x30A, 0x30B, 0x30C, 0x30D, 0x30E, 0); if (_globals[kTimebombTimer] > 0) _globals[kTimebombTimer] = 10200; } void Scene751::step() { switch (_game._trigger) { case 70: _scene->_sequences.remove(_globals._sequenceIndexes[4]); _globals._sequenceIndexes[4] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[4], false, 6, 1, 0, 0); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[4], Common::Point(155, 129)); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[4], SEQUENCE_TRIGGER_EXPIRE, 0, 71); break; case 71: _scene->_sequences.updateTimeout(-1, _globals._sequenceIndexes[4]); _game._player._visible = true; _game._player._stepEnabled = true; break; default: break; } if ((_globals[kTimebombTimer] >= 10800) && (_globals[kTimebombStatus] == 1)) { _globals[kTimebombStatus] = 3; _globals[kTimebombTimer] = 0; _globals[kCheckDaemonTimebomb] = false; _scene->_nextSceneId = 620; } switch (_game._trigger) { case 60: _vm->_sound->command(16); _scene->_sequences.remove(_globals._sequenceIndexes[1]); _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 5, 1, 0, 0); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[1], Common::Point(48, 136)); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 10); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_EXPIRE, 0, 61); break; case 61: _game._player.walk(Common::Point(61, 131), FACING_EAST); _scene->_sequences.addTimer(120, 62); break; case 62: _vm->_sound->command(17); _globals._sequenceIndexes[1] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[1], false, 5, 1, 0, 0); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[1], Common::Point(48, 136)); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 10); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_EXPIRE, 0, 63); break; case 63: _globals._sequenceIndexes[1] = _scene->_sequences.startCycle(_globals._spriteIndexes[1], false, -1); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[1], Common::Point(48, 136)); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 10); _game._player._stepEnabled = true; _scene->_kernelMessages.reset(); break; default: break; } } void Scene751::preActions() { if (_action.isAction(VERB_LOOK, 0x470)) _game._player.walk(Common::Point(154, 129), FACING_NORTHEAST); if (_action.isAction(VERB_LOOK, 0x27, 0x470)) _game._player.walk(Common::Point(154, 129), FACING_NORTH); if (_action.isAction(VERB_WALKTO, 0x4AA)) _game._player._walkOffScreenSceneId = 752; if (!_rexHandingLine) return; if (_action.isAction(VERB_LOOK) || _action.isAction(0x87) || _action.isAction(VERB_TALKTO)) _game._player._needToWalk = false; if ((!_action.isAction(VERB_PUT, 0x87, 0x467) || !_action.isAction(0x170, 0x87, 0x467) || !_action.isAction(0x19, 0x87, 0x467)) && (_game._player._needToWalk)) { switch (_game._trigger) { case 0: _game._player._readyToWalk = false; _game._player._stepEnabled = false; _scene->_sequences.remove(_globals._sequenceIndexes[2]); _globals._sequenceIndexes[2] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[2], false, 11, 1, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[2], -1, 7); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_EXPIRE, 0, 1); break; case 1: _scene->_sequences.updateTimeout(-1, _globals._sequenceIndexes[2]); _game._player._visible = true; _rexHandingLine = false; _game._player._stepEnabled = true; _game._player._readyToWalk = true; break; default: break; } } } void Scene751::actions() { if (_action.isAction(0x312, 0x22C)) ; // Nothing else if (_action.isAction(VERB_LOOK, 0x27, 0x470)) { switch (_game._trigger) { case 0: _game._player._stepEnabled = false; _game._player._visible = false; _globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 6, 1, 0, 0); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[4], Common::Point(155, 129)); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[4], SEQUENCE_TRIGGER_EXPIRE, 0, 1); break; case 1: { int syncIdx = _globals._sequenceIndexes[4]; _globals._sequenceIndexes[4] = _scene->_sequences.startCycle(_globals._spriteIndexes[4], false, -2); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[4], Common::Point(155, 129)); _scene->_sequences.updateTimeout(_globals._sequenceIndexes[4], syncIdx); _scene->_sequences.addTimer(15, 2); } break; case 2: _scene->_nextSceneId = 710; break; default: break; } } else if (_action.isAction(0x2F9, 0x317)) { switch (_game._trigger) { case 0: _game._player._stepEnabled = false; _scene->_sequences.remove(_globals._sequenceIndexes[1]); _vm->_sound->command(16); _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 5, 1, 0, 0); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[1], Common::Point(48, 136)); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 10); _scene->_kernelMessages.reset(); _scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 0, 120, _game.getQuote(0x30D)); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_EXPIRE, 0, 1); break; case 1: _game._player.walk(Common::Point(22, 131), FACING_EAST); _scene->_sequences.addTimer(120, 3); break; case 3: _vm->_sound->command(17); _globals._sequenceIndexes[1] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[1], false, 5, 1, 0, 0); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[1], Common::Point(48, 136)); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 10); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_EXPIRE, 0, 4); break; case 4: _globals._sequenceIndexes[1] = _scene->_sequences.startCycle(_globals._spriteIndexes[1], false, -1); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[1], Common::Point(48, 136)); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 10); _scene->_sequences.addTimer(60, 5); break; case 5: _game._player._stepEnabled = true; _scene->_nextSceneId = 513; break; default: break; } } else if (_action.isAction(VERB_PUT, 0x87, 0x467) || _action.isAction(0x170, 0x87, 0x467) || _action.isAction(0x19, 0x87, 0x467)) { if (_globals[kLineStatus] == 1) { switch (_game._trigger) { case 0: _game._player._visible = false; _game._player._stepEnabled = false; _globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 8, 1, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[2], -1, 6); _scene->_sequences.updateTimeout(_globals._sequenceIndexes[2], -1); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_EXPIRE, 0, 1); break; case 1: { int syncIdx = _globals._sequenceIndexes[2]; _globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, 7); _scene->_sequences.updateTimeout(_globals._sequenceIndexes[2], syncIdx); _scene->_sequences.addTimer(30, 2); } break; case 2: _rexHandingLine = true; _scene->_sequences.remove(_globals._sequenceIndexes[2]); _globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 8, 1, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[2], 8, -2); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_EXPIRE, 0, 3); break; case 3: { _scene->_sequences.updateTimeout(-1, _globals._sequenceIndexes[2]); _game._player._visible = true; _globals._sequenceIndexes[3] = _scene->_sequences.startCycle(_globals._spriteIndexes[3], false, -1); _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 7); int idx = _scene->_dynamicHotspots.add(0x87, 0xD, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(268, 140), FACING_NORTHWEST); _scene->_kernelMessages.reset(); _game._objects.setRoom(OBJ_FISHING_LINE, _scene->_currentSceneId); _rexHandingLine = false; _globals[kLineStatus] = 2; _game._player._stepEnabled = true; _vm->_dialogs->show(75120); } break; default: break; } } } else if (_action._lookFlag || _action.isAction(VERB_LOOK, 0x38F)) _vm->_dialogs->show(75110); else if (_action.isAction(VERB_LOOK, 0x317)) _vm->_dialogs->show(75112); else if (_action.isAction(VERB_LOOK, 0x22C)) _vm->_dialogs->show(75113); else if (_action.isAction(VERB_LOOK, 0x316)) _vm->_dialogs->show(75114); else if ((_action.isAction(VERB_LOOK, 0x467) || _action.isAction(VERB_LOOK, 0x87)) && (_globals[kLineStatus] == 2 || _globals[kLineStatus] == 3)) _vm->_dialogs->show(75116); else if (_action.isAction(VERB_LOOK, 0x467)) _vm->_dialogs->show(75115); else if (_action.isAction(VERB_LOOK, 0x128)) _vm->_dialogs->show(75117); else if (_action.isAction(VERB_TAKE, 0x128)) _vm->_dialogs->show(75118); else if (_action.isAction(VERB_LOOK, 0x4AA)) _vm->_dialogs->show(75119); else if (_action.isAction(VERB_TAKE, 0x87) && (_globals[kLineStatus] == 3 || _globals[kLineStatus] == 2)) _vm->_dialogs->show(75121); else if (_action.isAction(VERB_LOOK, 0x470)) _vm->_dialogs->show(75122); else if (_action.isAction(0x170, 0x87, 0x316) || _action.isAction(0x19, 0x87, 0x316)) _vm->_dialogs->show(75123); else return; _action._inProgress = false; } /*------------------------------------------------------------------------*/ void Scene752::setup() { setPlayerSpritesPrefix(); setAAName(); _scene->addActiveVocab(NOUN_ID_CARD); _scene->addActiveVocab(VERB_WALKTO); _scene->addActiveVocab(VERB_LOOK_AT); _scene->addActiveVocab(NOUN_LASER_BEAM); } void Scene752::enter() { _globals._spriteIndexes[14] = _scene->_sprites.addSprites(formAnimName('l', -1)); _globals._spriteIndexes[12] = _scene->_sprites.addSprites("*RXMBD_8"); if (_scene->_priorSceneId == 751) { _game._player._playerPos = Common::Point(13, 145); _game._player._facing = FACING_EAST; } else if (_scene->_priorSceneId != -2) { _game._player._playerPos = Common::Point(289, 138); _game._player.walk(Common::Point(262, 148), FACING_WEST); _game._player._facing = FACING_WEST; _game._player._visible = true; } if (_game._objects[OBJ_ID_CARD]._roomNumber == 752) { _globals._spriteIndexes[13] = _scene->_sprites.addSprites(formAnimName('i', -1)); _globals._sequenceIndexes[13] = _scene->_sequences.startCycle(_globals._spriteIndexes[13], false, 1); _scene->_sequences.setDepth(_globals._sequenceIndexes[13], 8); int idx = _scene->_dynamicHotspots.add(0xB3, VERB_WALKTO, _globals._sequenceIndexes[13], Common::Rect(0, 0, 0, 0)); _cardId = _scene->_dynamicHotspots.setPosition(idx, Common::Point(234, 135), FACING_NORTH); } if (_game._globals[kLaserHoleIsThere]) { _globals._sequenceIndexes[14] = _scene->_sequences.startCycle(_globals._spriteIndexes[14], false, 1); _scene->_sequences.setDepth(_globals._sequenceIndexes[14], 13); int idx = _scene->_dynamicHotspots.add(NOUN_LASER_BEAM, VERB_LOOK_AT, _globals._sequenceIndexes[14], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(215, 130), FACING_NORTHWEST); } if (_game._globals[kTeleporterCommand]) { switch(_game._globals[kTeleporterCommand]) { case TELEPORTER_BEAM_OUT: case TELEPORTER_WRONG: case TELEPORTER_STEP_OUT: _game._player._visible = true; _game._player._stepEnabled = true; break; default: break; } _game._globals[kTeleporterCommand] = TELEPORTER_NONE; } if (_globals._timebombTimer > 0) _globals._timebombTimer = 10800 - 600; sceneEntrySound(); } void Scene752::step() { if (_globals._timebombTimer >= 10800 && _game._globals[kTimebombStatus] == TIMEBOMB_ACTIVATED) { _globals[kTimebombStatus] = TIMEBOMB_DEAD; _globals._timebombTimer = 0; _globals[kCheckDaemonTimebomb] = false; _scene->_nextSceneId = 620; } } void Scene752::preActions() { if (_action.isAction(VERB_WALKTO, NOUN_WEST_END_OF_PLATFORM)) { _game._player._walkOffScreenSceneId = 751; } } void Scene752::actions() { if (_action.isAction(VERB_WALK_ALONG, NOUN_PLATFORM)) ; else if (_action.isAction(VERB_STEP_INTO, NOUN_TELEPORTER)) { _game._player._stepEnabled = false; _game._player._visible = false; _scene->_nextSceneId = 711; } else if (_action.isAction(VERB_TAKE, NOUN_ID_CARD) && (!_game._objects.isInInventory(OBJ_ID_CARD) || _game._trigger)) { switch (_game._trigger) { case 0: _game._player._stepEnabled = false; _game._player._visible = false; _globals._sequenceIndexes[12] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[12], false, 5, 2, 0, 0); _scene->_sequences.setMsgLayout(_globals._sequenceIndexes[12]); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[12], SEQUENCE_TRIGGER_SPRITE, 4, 1); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[12], SEQUENCE_TRIGGER_EXPIRE, 0, 2); break; case 1: _vm->_sound->command(0xF); _scene->_sequences.remove(_globals._sequenceIndexes[13]); _game._objects.addToInventory(OBJ_ID_CARD); _scene->_dynamicHotspots.remove(_cardId); _vm->_dialogs->show(OBJ_ID_CARD, 830); break; case 2: _game._player._visible = true; _game._player._stepEnabled = true; break; default: break; } } else if (_action.isAction(VERB_TAKE, NOUN_BONES) && (_action._mainObjectSource == 4) && (!_game._objects.isInInventory(OBJ_BONES) || _game._trigger)) { switch (_game._trigger) { case 0: _game._player._stepEnabled = false; _game._player._visible = false; _globals._sequenceIndexes[12] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[12], false, 5, 2, 0, 0); _scene->_sequences.setMsgLayout(_globals._sequenceIndexes[12]); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[12], SEQUENCE_TRIGGER_SPRITE, 4, 1); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[12], SEQUENCE_TRIGGER_EXPIRE, 0, 2); break; case 1: _vm->_sound->command(0xF); if (_game._objects.isInInventory(OBJ_BONE)) _game._objects.setRoom(OBJ_BONE, 1); _game._objects.addToInventory(OBJ_BONES); _vm->_dialogs->show(OBJ_BONES, 75221); break; case 2: _scene->_sequences.updateTimeout(-1, _globals._sequenceIndexes[12]); _game._player._visible = true; _game._player._stepEnabled = true; break; default: break; } } else if (_action._lookFlag || _action.isAction(VERB_LOOK, NOUN_CITY)) { if (_globals[kLaserHoleIsThere]) _vm->_dialogs->show(75212); else _vm->_dialogs->show(75210); } else if (_action.isAction(VERB_LOOK, NOUN_PLATFORM)) _vm->_dialogs->show(75213); else if (_action.isAction(VERB_LOOK, NOUN_CEMENT_BLOCK)) _vm->_dialogs->show(75214); else if (_action.isAction(VERB_LOOK, NOUN_ROCK)) _vm->_dialogs->show(75215); else if (_action.isAction(VERB_TAKE, NOUN_ROCK)) _vm->_dialogs->show(75216); else if (_action.isAction(VERB_LOOK, NOUN_WEST_END_OF_PLATFORM)) _vm->_dialogs->show(75217); else if (_action.isAction(VERB_LOOK, NOUN_TELEPORTER)) _vm->_dialogs->show(75218); else if ((_action.isAction(VERB_LOOK, NOUN_BONES) || _action.isAction(VERB_LOOK, NOUN_ID_CARD)) && (_action._mainObjectSource == 4)) { if (_game._objects[OBJ_ID_CARD]._roomNumber == 752) _vm->_dialogs->show(75219); else _vm->_dialogs->show(75220); } else if (_action.isAction(VERB_TAKE, NOUN_BONES) && (_action._mainObjectSource == 4)) { if (_game._objects.isInInventory(OBJ_BONES)) _vm->_dialogs->show(75222); } else return; _action._inProgress = false; } /*------------------------------------------------------------------------*/ } // End of namespace Nebular } // End of namespace MADS