/* 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_scenes8.h" namespace MADS { namespace Nebular { void Scene8xx::setPlayerSpritesPrefix() { _vm->_sound->command(5); if ((_globals[kFromCockpit] && !_globals[kExitShip]) || _scene->_nextSceneId == 804 || _scene->_nextSceneId == 805 || _scene->_nextSceneId == 808 || _scene->_nextSceneId == 810) { _game._player._spritesPrefix = ""; } else _game._player._spritesPrefix = _globals[kSexOfRex] == SEX_FEMALE ? "ROX" : "RXM"; _vm->_palette->setEntry(16, 0x0A, 0x3F, 0x3F); _vm->_palette->setEntry(17, 0x0A, 0x2D, 0x2D); } void Scene8xx::setAAName() { _game._aaName = Resources::formatAAName(5); } void Scene8xx::sceneEntrySound() { if (!_vm->_musicFlag) _vm->_sound->command(2); else { switch (_scene->_nextSceneId) { case 801: case 802: case 803: case 804: case 806: case 807: case 808: _vm->_sound->command(20); break; case 805: _vm->_sound->command(23); break; case 810: _vm->_sound->command(10); break; default: break; } } } /*------------------------------------------------------------------------*/ Scene801::Scene801(MADSEngine *vm) : Scene8xx(vm) { _walkThroughDoor = false; } void Scene801::synchronize(Common::Serializer &s) { Scene8xx::synchronize(s); s.syncAsByte(_walkThroughDoor); } void Scene801::setup() { setPlayerSpritesPrefix(); setAAName(); } void Scene801::enter() { _globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('x', 1)); _globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('x', 0)); _globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('x', 2)); _globals._spriteIndexes[4] = _scene->_sprites.addSprites(formAnimName('x', 3)); _globals._spriteIndexes[5] = _scene->_sprites.addSprites(formAnimName('a', -1)); if (_scene->_priorSceneId != 802) { _globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, 5); _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 13); } if ((_globals[kCameFromCut]) && (_globals[kCutX] != 0)) { _game._player._playerPos = Common::Point(_globals[kCutX], _globals[kCutY]); _game._player._facing = (Facing)_globals[kCutFacing]; _globals[kCutX] = 0; _globals[kCameFromCut] = false; _globals[kReturnFromCut] = false; _globals[kBeamIsUp] = false; _globals[kForceBeamDown] = false; _globals[kDontRepeat] = false; } else if (_scene->_priorSceneId == 808) { _game._player._playerPos = Common::Point(148, 110); _game._player._facing = FACING_NORTH; } else if (_scene->_priorSceneId == 802) { _game._player._playerPos = Common::Point(307, 111); _game._player.walk(Common::Point(270, 118), FACING_WEST); _game._player._visible = true; } else if ((_scene->_priorSceneId != -2) && !_globals[kTeleporterCommand]) { _game._player._playerPos = Common::Point(8, 117); _game._player.walk(Common::Point(41, 115), FACING_EAST); _game._player._visible = true; } _globals[kBetweenRooms] = false; if (_globals[kTeleporterCommand]) { _game._player._stepEnabled = false; switch (_globals[kTeleporterCommand]) { case 1: _game._player._playerPos = Common::Point(8, 117); _globals[kTeleporterUnderstood] = true; _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 8, 1, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[1], 1, 13); _game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON; _scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_EXPIRE, 0, 75); _vm->_sound->command(30); break; case 2: _game._player._playerPos = Common::Point(8, 117); _globals[kTeleporterUnderstood] = true; _globals._sequenceIndexes[1] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[1], false, 8, 1, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[1], 1, 13); _game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON; _scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_EXPIRE, 0, 8090); _vm->_sound->command(30); break; case 3: case 4: _game._player._playerPos = Common::Point(8, 117); _game._player.walk(Common::Point(41, 115), FACING_EAST); _game._player._visible = true; _game._player._stepEnabled = true; break; default: break; } _globals[kTeleporterCommand] = 0; } _walkThroughDoor = false; if (_scene->_priorSceneId == 802) { _game._player._stepEnabled = false; _walkThroughDoor = true; } _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 11, 0, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[3], -1, -2); _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 14); _globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 9, 0, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[4], -1, -2); _scene->_sequences.setDepth(_globals._sequenceIndexes[4], 14); sceneEntrySound(); } void Scene801::step() { if (_game._trigger == 75) { if (_globals[kSexOfRex] == REX_FEMALE) { _globals._sequenceIndexes[5] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[5], false, 8, 1, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[5], 1, 8); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[5], SEQUENCE_TRIGGER_EXPIRE, 0, 140); } else { _game._player._stepEnabled = true; _game._player._visible = true; _game._player._playerPos = Common::Point(8, 117); _game._player.walk(Common::Point(41, 115), FACING_EAST); } } if (_game._trigger == 140) { _vm->_sound->command(27); _globals._sequenceIndexes[5] = _scene->_sequences.startCycle(_globals._spriteIndexes[5], false, 8); _scene->_sequences.addTimer(100, 141); } if (_game._trigger == 141) { _scene->_reloadSceneFlag = true; _scene->_nextSceneId = _scene->_priorSceneId; _globals[kTeleporterCommand] = 0; } if (_game._trigger == 80) { _globals[kTeleporterCommand] = 1; _scene->_nextSceneId = _globals[kTeleporterDestination]; _scene->_reloadSceneFlag = true; } if (_walkThroughDoor && (_game._player._playerPos == Common::Point(270, 118))) { _game._player._stepEnabled = false; _globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 4, 1, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[2], 1, 5); _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 10); _walkThroughDoor = false; _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_EXPIRE, 0, 120); } if (_game._trigger == 120) { _vm->_sound->command(12); _globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, 5); _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 10); _game._player._stepEnabled = true; } if (_game._trigger == 90) { _game._player.walk(Common::Point(307, 111), FACING_EAST); _scene->_sequences.addTimer(80, 130); } if (_game._trigger == 130) { _vm->_sound->command(12); _scene->_sequences.remove(_globals._sequenceIndexes[2]); _globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 4, 1, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[2], 1, 5); _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 10); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_EXPIRE, 0, 110); } if (_game._trigger == 110) { _globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, 5); _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 10); _scene->_nextSceneId = 802; } } void Scene801::preActions() { if (_action.isAction(VERB_LOOK, NOUN_CONTROL_PANEL)) { _game._player.walk(Common::Point(148, 110), FACING_NORTH); _game._player._needToWalk = true; _game._player._readyToWalk = true; } if (_action.isAction(VERB_WALK_INSIDE, NOUN_TELEPORTER) && _globals[kBeamIsUp]) { _globals[kCutX] = _game._player._playerPos.x; _globals[kCutY] = _game._player._playerPos.y; _globals[kCutFacing] = _game._player._facing; _globals[kForceBeamDown] = true; _globals[kDontRepeat] = true; _scene->_nextSceneId = 803; } } void Scene801::actions() { if (_action.isAction(VERB_LOOK, NOUN_CONTROL_PANEL)) _scene->_nextSceneId = 808; else if (_action.isAction(VERB_WALK_INSIDE, NOUN_TELEPORTER)) { _game._player._stepEnabled = false; _game._player._visible = false; _scene->_nextSceneId = 807; } else if (_action.isAction(VERB_WALK_THROUGH, NOUN_DOOR) && (_game._player._playerPos == Common::Point(270, 118))) { _game._player._stepEnabled = false; _game._player._facing = FACING_EAST; _game._player.selectSeries(); _globals[kBetweenRooms] = true; _game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON; _scene->_sequences.remove(_globals._sequenceIndexes[2]); _globals._sequenceIndexes[2] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[2], false, 4, 1, 0, 0); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_EXPIRE, 0, 90); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[2], 1, 5); _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 13); _vm->_sound->command(11); } else if (_action.isAction(VERB_LOOK, NOUN_CEILING)) _vm->_dialogs->show(80110); else if (_action.isAction(VERB_LOOK, NOUN_MONITOR)) _vm->_dialogs->show(80111); else if (_action.isAction(VERB_LOOK, NOUN_TELEPORTER)) _vm->_dialogs->show(80112); else if (_action.isAction(VERB_LOOK, NOUN_EQUIPMENT) || _action._lookFlag) _vm->_dialogs->show(80113); else if (_action.isAction(VERB_LOOK, NOUN_SPEAKER)) _vm->_dialogs->show(80114); else if (_action.isAction(VERB_LOOK, NOUN_EYE_CHART)) _vm->_dialogs->show(80115); else if (_action.isAction(VERB_LOOK, NOUN_WALL)) _vm->_dialogs->show(80116); else if (_action.isAction(VERB_LOOK, NOUN_DOOR)) _vm->_dialogs->show(80117); else return; _action._inProgress = false; } /*------------------------------------------------------------------------*/ void Scene802::setup() { setPlayerSpritesPrefix(); setAAName(); _scene->addActiveVocab(NOUN_SHIELD_MODULATOR); _scene->addActiveVocab(VERB_WALKTO); _scene->addActiveVocab(NOUN_REMOTE); } void Scene802::enter() { _globals._spriteIndexes[2] = _scene->_sprites.addSprites("*RXMRC_8"); _globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('f', 2)); _globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('f', 0)); _globals._spriteIndexes[4] = _scene->_sprites.addSprites(formAnimName('f', 1)); _globals._spriteIndexes[5] = _scene->_sprites.addSprites("*RXMBD_8"); _globals[kBetweenRooms] = false; if ((_globals[kCameFromCut]) && (_globals[kCutX] != 0)) { _game._player._playerPos.x = _globals[kCutX]; _game._player._playerPos.y = _globals[kCutY]; _game._player._facing = (Facing)_globals[kCutFacing]; _globals[kCutX] = 0; _globals[kCameFromCut] = false; _globals[kReturnFromCut] = false; _globals[kBeamIsUp] = false; _globals[kForceBeamDown] = false; _globals[kDontRepeat] = false; _globals[kAntigravClock] = _scene->_frameStartTime; } else if (_scene->_priorSceneId == 801) { _game._player._playerPos = Common::Point(15, 129); _game._player._facing = FACING_EAST; } else if (_scene->_priorSceneId == 803) { _game._player._playerPos = Common::Point(303, 119); _game._player._facing = FACING_WEST; } else if (_scene->_priorSceneId != -2) { _game._player._playerPos = Common::Point(15, 129); _game._player._facing = FACING_EAST; } _game._player._visible = true; if (_globals[kHasWatchedAntigrav] && !_globals[kRemoteSequenceRan]) { _game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON; _scene->_sequences.addTimer(200, 70); } if ((_globals[kRemoteOnGround]) && (!_game._objects.isInInventory(OBJ_REMOTE))) { _globals._sequenceIndexes[4] = _scene->_sequences.startCycle(_globals._spriteIndexes[4], false, 1); _scene->_sequences.setDepth(_globals._sequenceIndexes[4], 8); int idx = _scene->_dynamicHotspots.add(NOUN_REMOTE, VERB_WALKTO,_globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(107, 99), FACING_NORTH); } if (!_game._objects.isInInventory(OBJ_SHIELD_MODULATOR) && !_globals[kShieldModInstalled]) { _globals._sequenceIndexes[1] = _scene->_sequences.startCycle(_globals._spriteIndexes[1], false, 1); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 8); int idx = _scene->_dynamicHotspots.add(NOUN_SHIELD_MODULATOR, VERB_WALKTO, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(93, 97), FACING_NORTH); } sceneEntrySound(); } void Scene802::step() { if (_game._trigger == 70) { _game._player._stepEnabled = false; _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 8, 1, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[3], 1, 19); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 71); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_SPRITE, 4, 72); } if (_game._trigger == 71) { _globals._sequenceIndexes[4] = _scene->_sequences.startCycle(_globals._spriteIndexes[4], false, 1); _scene->_sequences.setDepth(_globals._sequenceIndexes[4], 8); int idx = _scene->_dynamicHotspots.add(NOUN_REMOTE, VERB_WALKTO, _globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(107, 99), FACING_NORTH); _globals[kRemoteSequenceRan] = true; _globals[kRemoteOnGround] = true; _game._player._stepEnabled = true; } if (_game._trigger == 72) _vm->_sound->command(13); } void Scene802::preActions() { if (_action.isAction(VERB_WALK_TOWARDS, NOUN_BUILDING_TO_WEST)) _game._player._walkOffScreenSceneId = 801; if (_action.isAction(VERB_WALK_DOWN, NOUN_PATH_TO_EAST)) { _game._player._walkOffScreenSceneId = 803; _globals[kForceBeamDown] = false; } if (_action.isAction(VERB_TAKE, NOUN_SHIP)) _game._player._needToWalk = false; } void Scene802::actions() { if (_action.isAction(VERB_TAKE, NOUN_SHIELD_MODULATOR) && !_game._objects.isInInventory(OBJ_SHIELD_MODULATOR)) { switch (_game._trigger) { case 0: _game._player._stepEnabled = false; _game._player._visible = false; _globals._sequenceIndexes[2] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[2], true, 7, 2, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[2], 1, 2); _scene->_sequences.setMsgLayout(_globals._sequenceIndexes[2]); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_SPRITE, 2, 1); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_EXPIRE, 0, 2); break; case 1: _scene->_sequences.remove(_globals._sequenceIndexes[1]); _vm->_sound->command(9); break; case 2: _game._player._priorTimer = _scene->_frameStartTime + _game._player._ticksAmount; _game._player._visible = true; _scene->_sequences.addTimer(20, 3); break; case 3: _game._player._stepEnabled = true; _game._objects.addToInventory(OBJ_SHIELD_MODULATOR); _vm->_dialogs->showItem(OBJ_SHIELD_MODULATOR, 80215); break; default: break; } } else if ((_action.isAction(VERB_TAKE, NOUN_REMOTE)) && (!_game._objects.isInInventory(OBJ_REMOTE))) { switch (_game._trigger) { case 0: _game._player._stepEnabled = false; _game._player._visible = false; _globals._sequenceIndexes[5] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[5], true, 7, 2, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[5], 1, 4); _scene->_sequences.setMsgLayout(_globals._sequenceIndexes[5]); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[5], SEQUENCE_TRIGGER_SPRITE, 4, 1); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[5], SEQUENCE_TRIGGER_EXPIRE, 0, 2); break; case 1: _scene->_sequences.remove(_globals._sequenceIndexes[4]); _vm->_sound->command(9); _globals[kRemoteOnGround] = false; break; case 2: _game._player._priorTimer = _scene->_frameStartTime + _game._player._ticksAmount; _game._player._visible = true; _scene->_sequences.addTimer(20, 3); break; case 3: _game._player._stepEnabled = true; _game._objects.addToInventory(OBJ_REMOTE); _vm->_dialogs->showItem(OBJ_REMOTE, 80223); break; default: break; } } else if (!_globals[kRemoteOnGround] && (_game._objects.isInInventory(OBJ_SHIELD_MODULATOR) || _globals[kShieldModInstalled]) && (_action.isAction(VERB_LOOK, NOUN_LAUNCH_PAD) || _action._lookFlag)) _vm->_dialogs->show(80210); else if (!_globals[kRemoteOnGround]&& !_game._objects.isInInventory(OBJ_SHIELD_MODULATOR) && !_globals[kShieldModInstalled] && (_action.isAction(VERB_LOOK, NOUN_LAUNCH_PAD) || _action._lookFlag)) _vm->_dialogs->show(80211); else if (_globals[kRemoteOnGround] && !_game._objects.isInInventory(OBJ_SHIELD_MODULATOR) && !_globals[kShieldModInstalled] && (_action.isAction(VERB_LOOK, NOUN_LAUNCH_PAD) || _action._lookFlag)) _vm->_dialogs->show(80213); else if (_globals[kRemoteOnGround] && (_game._objects.isInInventory(OBJ_SHIELD_MODULATOR) || _globals[kShieldModInstalled]) && (_action.isAction(VERB_LOOK, NOUN_LAUNCH_PAD) || _action._lookFlag)) _vm->_dialogs->show(80212); else if (!_game._objects.isInInventory(OBJ_SHIELD_MODULATOR) && !_globals[kShieldModInstalled] && _action.isAction(VERB_LOOK, NOUN_SHIELD_MODULATOR)) _vm->_dialogs->show(80214); else if (_globals[kRemoteOnGround] && _action.isAction(VERB_LOOK, NOUN_REMOTE)) _vm->_dialogs->show(80216); else if (_action.isAction(VERB_LOOK, NOUN_SHIP)) { if ((!_game._objects.isInInventory(OBJ_SHIELD_MODULATOR)) && (!_globals[kShieldModInstalled])) _vm->_dialogs->show(80218); else _vm->_dialogs->show(80217); } else if (_action.isAction(VERB_LOOK, NOUN_BUSHES)) _vm->_dialogs->show(80219); else if (_action.isAction(VERB_LOOK, NOUN_PATH_TO_EAST)) _vm->_dialogs->show(80220); else if (_action.isAction(VERB_LOOK, NOUN_SKY)) _vm->_dialogs->show(80221); else if (_action.isAction(VERB_TAKE, NOUN_SHIP)) _vm->_dialogs->show(80222); else if (_action.isAction(VERB_LOOK, NOUN_TREE) || _action.isAction(VERB_LOOK, NOUN_TREES)) _vm->_dialogs->show(80224); else if (_action.isAction(VERB_LOOK, NOUN_BUILDING_TO_WEST)) _vm->_dialogs->show(80225); else return; _action._inProgress = false; } /*------------------------------------------------------------------------*/ void Scene803::setup() { setPlayerSpritesPrefix(); setAAName(); _scene->addActiveVocab(NOUN_GUTS); _scene->addActiveVocab(VERB_WALKTO); if ((!_globals[kFromCockpit] && _globals[kReturnFromCut] && !_globals[kBeamIsUp]) || (_globals[kFromCockpit] && !_globals[kExitShip])) { _game._player._spritesPrefix = ""; _game._player._spritesChanged = true; } } void Scene803::enter() { _globals[kBetweenRooms] = false; _game._player._visible = false; _globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('f', 1)); _globals._spriteIndexes[9] = _scene->_sprites.addSprites("*RXMBD_2"); _globals._spriteIndexes[6] = _scene->_sprites.addSprites(formAnimName('d', 1)); _game.loadQuoteSet(0x31B, 0x31C, 0x31D, 0x31E, 0x31F, 0x320, 0x321, 0x322, 0); if (_globals[kHoppyDead]) { _globals._spriteIndexes[7] = _scene->_sprites.addSprites(formAnimName('e', 1)); _globals._sequenceIndexes[7] = _scene->_sequences.startCycle(_globals._spriteIndexes[7], false, 1); int idx = _scene->_dynamicHotspots.add(NOUN_GUTS, VERB_WALKTO, _globals._sequenceIndexes[7], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(66, 123), FACING_SOUTH); } if (!_globals[kBeamIsUp] && !_globals[kReturnFromCut] && (!_globals[kFromCockpit] || _globals[kExitShip])) { _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 8, 1, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[1], 2, 2); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 1); } if (!_globals[kFromCockpit]) { if (!_globals[kReturnFromCut]) { if (_scene->_priorSceneId != -2) { _game._player._playerPos = Common::Point(15, 130); _game._player._facing = FACING_EAST; } _game._player._visible = true; } else if (!_globals[kBeamIsUp]){ _globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('a', 1)); _globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('a', 3)); _globals._spriteIndexes[4] = _scene->_sprites.addSprites(formAnimName('a', 2)); _game._player._visible = false; _game._player._stepEnabled = false; _globals._sequenceIndexes[3] = _scene->_sequences.startCycle(_globals._spriteIndexes[3], false, 1); _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 15); _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 8, 1, 0, 0); _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 1); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 80); _vm->_sound->command(14); } if (_globals[kBeamIsUp] && !_globals[kReturnFromCut]){ if (_globals[kForceBeamDown]) _game._player._visible = false; else _game._player._visible = true; _globals._spriteIndexes[5] = _scene->_sprites.addSprites(formAnimName('b', 1)); _vm->_sound->command(15); _game._player._stepEnabled = false; _globals._sequenceIndexes[5] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[5], false, 12, 1, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[5], 1, 6); _scene->_sequences.setDepth(_globals._sequenceIndexes[5], 1); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[5], SEQUENCE_TRIGGER_EXPIRE, 0, 100); } } else if (!_globals[kExitShip]) { if (!_globals[kBeamIsUp]) { _globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('a', 1)); _game._player._visible = false; _game._player._stepEnabled = false; _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 8, 1, 0, 0); _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 1); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 130); _vm->_sound->command(14); } else { _globals._spriteIndexes[8] = _scene->_sprites.addSprites(formAnimName('c', 1)); _game._player._visible = false; _game._player._stepEnabled = false; _globals._sequenceIndexes[8] = _scene->_sequences.startCycle(_globals._spriteIndexes[8], false, 1); _globals._sequenceIndexes[8] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[8], false, 8, 1, 0, 0); _scene->_sequences.setDepth(_globals._sequenceIndexes[8], 1); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[8], SEQUENCE_TRIGGER_EXPIRE, 0, 140); } } else { _game._player._stepEnabled = false; _game._player._playerPos = Common::Point(197, 96); _game._player._facing = FACING_SOUTHWEST; _game._player._visible = true; _globals._spriteIndexes[6] = _scene->_sprites.addSprites(formAnimName('d', 1)); _globals._sequenceIndexes[6] = _scene->_sequences.startCycle(_globals._spriteIndexes[6], false, 19); _scene->_sequences.addTimer(1, 150); } sceneEntrySound(); } void Scene803::step() { if (_game._trigger == 120) { _globals._sequenceIndexes[6] = _scene->_sequences.startCycle(_globals._spriteIndexes[6], false, 19); _scene->_nextSceneId = 804; } if (_game._trigger == 100) { _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 8, 1, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[1], 2, 2); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 1); if (!_globals[kHoppyDead]) { _globals._sequenceIndexes[5] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[5], false, 7, 1, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[5], 7, 12); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[5],SEQUENCE_TRIGGER_EXPIRE, 0, 101); } else { _globals._sequenceIndexes[5] = _scene->_sequences.startCycle(_globals._spriteIndexes[5], false, -2); int idx = _scene->_dynamicHotspots.add(NOUN_GUTS, VERB_WALKTO, _globals._sequenceIndexes[5], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(66, 123), FACING_SOUTH); _vm->_sound->command(16); _globals[kCameFromCut] = true; _globals[kBeamIsUp] = false; _globals[kReturnFromCut] = false; _globals[kDontRepeat] = false; _globals[kHoppyDead] = true; _globals[kHasWatchedAntigrav] = true; if (_globals[kForceBeamDown]) _scene->_nextSceneId = _scene->_priorSceneId; else _game._player._stepEnabled = true; } } if (_game._trigger == 101) { _globals._sequenceIndexes[5] = _scene->_sequences.startCycle(_globals._spriteIndexes[5], false, -2); int idx = _scene->_dynamicHotspots.add(NOUN_GUTS, VERB_WALKTO, _globals._sequenceIndexes[5], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(66, 123), FACING_SOUTH); _vm->_sound->command(16); _globals[kCameFromCut] = true; _globals[kBeamIsUp] = false; _globals[kReturnFromCut] = false; _globals[kDontRepeat] = false; _globals[kHoppyDead] = true; _globals[kHasWatchedAntigrav] = true; if (_globals[kForceBeamDown]) _scene->_nextSceneId = _scene->_priorSceneId; else _game._player._stepEnabled = true; } if (_game._trigger == 80) { if (!_globals[kHoppyDead]) _scene->_sequences.addTimer(350, 70); _globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 12, 1, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[4], 1, 3); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[4], SEQUENCE_TRIGGER_EXPIRE, 0, 90); } if (_game._trigger == 70) { _globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 8, 1, 0, 0); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_EXPIRE, 0, 71); _vm->_sound->command(31); } if (_game._trigger == 71) _scene->_sequences.addTimer(200, 110); if (_game._trigger == 90) { int syncIdx = _globals._sequenceIndexes[4]; _globals._sequenceIndexes[4] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[4], false, 15, 0, 0, 0); _scene->_sequences.updateTimeout(_globals._sequenceIndexes[4], syncIdx); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[4], 4, 9); if (_globals[kHoppyDead]) _scene->_sequences.addTimer(200, 110); } if (_game._trigger == 110) _scene->_nextSceneId = 808; if (_game._trigger == 130) { _globals[kBeamIsUp] = true; _scene->_nextSceneId = 804; } if (_game._trigger == 140) { if (!_globals[kWindowFixed]) { _scene->_nextSceneId = 810; _globals[kInSpace] = true; } else { if (!_globals[kShieldModInstalled]) _game._winStatus = 1; else if (!_globals[kTargetModInstalled]) _game._winStatus = 2; else _game._winStatus = 3; _vm->quitGame(); } } if (_game._trigger == 150) { _scene->_sequences.remove(_globals._sequenceIndexes[6]); _vm->_sound->command(18); _globals._sequenceIndexes[6] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[6], false, 8, 1, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[6], 1, 19); _scene->_sequences.setDepth(_globals._sequenceIndexes[6], 4); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[6], SEQUENCE_TRIGGER_EXPIRE, 0, 151); } if (_game._trigger == 151) { _globals[kBeamIsUp] = false; _globals[kFromCockpit] = false; _globals[kExitShip] = false; _game._player._stepEnabled = true; } } void Scene803::preActions() { if (_action.isAction(VERB_WALK_DOWN, NOUN_PATH_TO_WEST)) _game._player._walkOffScreenSceneId = 802; if (_action.isAction(VERB_TAKE, NOUN_SHIP)) _game._player._needToWalk = false; } void Scene803::actions() { if (_action.isAction(VERB_TAKE, NOUN_GUTS)) { switch (_game._trigger) { case 0: _game._player._stepEnabled = false; _game._player._visible = false; _globals._sequenceIndexes[9] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[9], true, 6, 1, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[9], 1, 4); _scene->_sequences.setMsgLayout(_globals._sequenceIndexes[9]); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[9], SEQUENCE_TRIGGER_EXPIRE, 0, 160); break; case 160: { int syncIdx = _globals._sequenceIndexes[9]; _globals._sequenceIndexes[9] = _scene->_sequences.startCycle(_globals._spriteIndexes[9], false, 4); _scene->_sequences.updateTimeout(_globals._sequenceIndexes[9], syncIdx); _scene->_sequences.setMsgLayout(_globals._sequenceIndexes[9]); _scene->_sequences.addTimer(60, 161); } break; case 161: { int quoteId = 0x31A + _vm->getRandomNumber(1, 8); _scene->_kernelMessages.add(Common::Point(64, 67), 0x1110, 32, 0, 80, _game.getQuote(quoteId)); _scene->_sequences.addTimer(60, 162); } break; case 162: _scene->_sequences.remove(_globals._sequenceIndexes[9]); _globals._sequenceIndexes[9] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[9], true, 6, 1, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[9], 1, 4); _scene->_sequences.setMsgLayout(_globals._sequenceIndexes[9]); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[9], SEQUENCE_TRIGGER_EXPIRE, 0, 163); break; case 163: _game._player._priorTimer = _scene->_frameStartTime + _game._player._ticksAmount; _game._player._visible = true; _game._player._stepEnabled = true; break; default: break; } } else if (_action.isAction(VERB_ENTER, NOUN_SHIP)) { _vm->_sound->command(17); _game._player._stepEnabled = false; _game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON; _globals._sequenceIndexes[6] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[6], false, 8, 1, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[6], 1, 19); _scene->_sequences.setDepth(_globals._sequenceIndexes[6], 4); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[6], SEQUENCE_TRIGGER_EXPIRE, 0, 120); _globals[kBeamIsUp] = false; } else if (_action.isAction(VERB_LOOK, NOUN_LAUNCH_PAD)) _vm->_dialogs->show(80310); else if (_action._lookFlag) _vm->_dialogs->show(80310); else if (_action.isAction(VERB_LOOK, NOUN_PAD_TO_WEST)) _vm->_dialogs->show(80311); else if (_action.isAction(VERB_LOOK, NOUN_GUTS)) { if (_game._storyMode == STORYMODE_NICE) _vm->_dialogs->show(80312); else _vm->_dialogs->show(80313); } else if (_action.isAction(VERB_LOOK, NOUN_BUSHES)) _vm->_dialogs->show(80315); else if (_action.isAction(VERB_LOOK, NOUN_SHIP)) _vm->_dialogs->show(80317); else if (_action.isAction(VERB_LOOK, NOUN_TOWER)) _vm->_dialogs->show(80318); else if (_action.isAction(VERB_LOOK, NOUN_TREE) || _action.isAction(VERB_LOOK, NOUN_TREES)) _vm->_dialogs->show(80319); else if (_action.isAction(VERB_LOOK, NOUN_SKY)) _vm->_dialogs->show(80320); else if (_action.isAction(VERB_TAKE, NOUN_SHIP)) _vm->_dialogs->show(80321); else return; _action._inProgress = false; } /*------------------------------------------------------------------------*/ Scene804::Scene804(MADSEngine *vm) : Scene8xx(vm) { _messWithThrottle = false; _movingThrottle = false; _throttleGone = false; _dontPullThrottleAgain = false; _pullThrottleReally = false; _alreadyOrgan = false; _alreadyPop = false; _throttleCounter = 0; _resetFrame = -1; } void Scene804::synchronize(Common::Serializer &s) { Scene8xx::synchronize(s); s.syncAsByte(_messWithThrottle); s.syncAsByte(_movingThrottle); s.syncAsByte(_throttleGone); s.syncAsByte(_dontPullThrottleAgain); s.syncAsByte(_pullThrottleReally); s.syncAsByte(_alreadyOrgan); s.syncAsByte(_alreadyPop); s.syncAsSint16LE(_resetFrame); s.syncAsUint32LE(_throttleCounter); } void Scene804::setup() { Scene8xx::setPlayerSpritesPrefix(); Scene8xx::setAAName(); } void Scene804::enter() { _messWithThrottle = false; _throttleCounter = 0; _movingThrottle = false; _throttleGone = false; _dontPullThrottleAgain = false; _resetFrame = -1; _pullThrottleReally = false; _alreadyOrgan = false; _alreadyPop = false; if (_globals[kCopyProtectFailed]) { // Copy protection failed _globals[kInSpace] = true; _globals[kWindowFixed] = 0; } _globals._spriteIndexes[4] = _scene->_sprites.addSprites(formAnimName('x', 0)); _globals._spriteIndexes[5] = _scene->_sprites.addSprites(formAnimName('x', 1)); _globals._spriteIndexes[6] = _scene->_sprites.addSprites(formAnimName('x', 2)); _globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('x', 3)); _globals._spriteIndexes[7] = _scene->_sprites.addSprites(formAnimName('x', 4)); _globals._spriteIndexes[8] = _scene->_sprites.addSprites(formAnimName('f', 1)); _game.loadQuoteSet(791, 0); if (_globals[kInSpace]) { if (_globals[kWindowFixed]) { _globals._sequenceIndexes[5] = _scene->_sequences.startCycle(_globals._spriteIndexes[5], 0, 1); _scene->_sequences.addTimer(60, 100); } else { _globals._sequenceIndexes[6] = _scene->_sequences.startCycle(_globals._spriteIndexes[6], false, 1); _globals._sequenceIndexes[7] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[7], false, 4, 0, 0, 0); _scene->_sequences.addTimer(160, 70); _game._player._stepEnabled = false; } } else { if (_globals[kBeamIsUp] == 0) _globals._sequenceIndexes[8] = _scene->_sequences.startCycle(_globals._spriteIndexes[8], false, 1); if (_globals[kWindowFixed] == 0) _globals._sequenceIndexes[4] = _scene->_sequences.startCycle(_globals._spriteIndexes[4], false, 1); _globals._sequenceIndexes[1] = _scene->_sequences.startCycle(_globals._spriteIndexes[1], false, 1); _scene->_sequences.setPosition(_globals._sequenceIndexes[1], Common::Point(133, 139)); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 8); } _scene->loadAnimation(Resources::formatName(804, 'r', 1, EXT_AA, "")); Scene8xx::sceneEntrySound(); if (_globals[kInSpace] && !_globals[kWindowFixed]) { _scene->_userInterface.setup(kInputLimitedSentences); _vm->_sound->command(19); } } void Scene804::step() { if (!_messWithThrottle) { if ((_throttleGone) && (_movingThrottle) && (_scene->_activeAnimation->getCurrentFrame() == 39)) { _globals._sequenceIndexes[1] = _scene->_sequences.startCycle (_globals._spriteIndexes[1], false, 1); _scene->_sequences.setPosition(_globals._sequenceIndexes[1], Common::Point(133, 139)); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 8); _throttleGone = false; } if ((_movingThrottle) && (_scene->_activeAnimation->getCurrentFrame() == 42)) { _resetFrame = 0; _movingThrottle = false; } if (_game._trigger == 70) { _resetFrame = 42; } if (_scene->_activeAnimation->getCurrentFrame() == 65) _scene->_sequences.remove(_globals._sequenceIndexes[7]); switch (_game._storyMode) { case STORYMODE_NAUGHTY: if (_scene->_activeAnimation->getCurrentFrame() == 81) { _resetFrame = 80; _globals[kInSpace] = false; _globals[kBeamIsUp] = true; assert(!_globals[kCopyProtectFailed]); _game._winStatus = 4; _vm->quitGame(); } break; case STORYMODE_NICE: if (_scene->_activeAnimation->getCurrentFrame() == 68) { _resetFrame = 66; _globals[kInSpace] = false; _globals[kBeamIsUp] = true; assert(!_globals[kCopyProtectFailed]); _game._winStatus = 4; _vm->quitGame(); } } if (_scene->_activeAnimation->getCurrentFrame() == 34) { _resetFrame = 36; _scene->_sequences.remove(_globals._sequenceIndexes[1]); } if (_scene->_activeAnimation->getCurrentFrame() == 37) { _resetFrame = 36; if (!_dontPullThrottleAgain) { _dontPullThrottleAgain = true; _scene->_sequences.addTimer(60, 80); } } if (_game._trigger == 80) { _scene->_nextSceneId = 803; } if ((_scene->_activeAnimation->getCurrentFrame() == 7) && (!_globals[kWindowFixed])) { _globals._sequenceIndexes[4] = _scene->_sequences.startCycle(_globals._spriteIndexes[4], false, 1); _scene->_sequences.addTimer(20, 110); _globals[kWindowFixed] = true; } if (_scene->_activeAnimation->getCurrentFrame() == 10) { _resetFrame = 0; _game._player._stepEnabled = true; _game._objects.setRoom(OBJ_POLYCEMENT, NOWHERE); } // FIXME: Original doesn't have resetFrame check. Check why this has been needed if (_resetFrame == -1 && _scene->_activeAnimation->getCurrentFrame() == 1) { int randomVal = _vm->getRandomNumber(29) + 1; switch (randomVal) { case 1: _resetFrame = 25; break; case 2: _resetFrame = 27; break; case 3: _resetFrame = 29; break; default: _resetFrame = 0; break; } } switch (_scene->_activeAnimation->getCurrentFrame()) { case 26: case 28: case 31: _resetFrame = 0; break; } } else { if ((_scene->_activeAnimation->getCurrentFrame() == 36) && (!_throttleGone)) { _scene->_sequences.remove(_globals._sequenceIndexes[1]); _throttleGone = true; } if (_scene->_activeAnimation->getCurrentFrame() == 39) { _movingThrottle = false; switch (_throttleCounter) { case 1: break; case 3: _scene->_sequences.addTimer(130, 120); break; } } if (!_movingThrottle) { ++_throttleCounter; _movingThrottle = true; if (_throttleCounter < 4) { _resetFrame = 34; } else { _messWithThrottle = false; _throttleCounter = 0; _game._player._stepEnabled = true; } } } if (_game._trigger == 120) { _vm->_dialogs->show(80422); } if (_game._trigger == 110) { _vm->_dialogs->show(80426); } if (_pullThrottleReally) { _resetFrame = 32; _pullThrottleReally = false; } if (_resetFrame >= 0) { if (_resetFrame != _scene->_activeAnimation->getCurrentFrame()) { _scene->_activeAnimation->setCurrentFrame(_resetFrame); _resetFrame = -1; } } if (_game._trigger == 90) { _scene->_nextSceneId = 803; } if ((_scene->_activeAnimation->getCurrentFrame() == 72) && !_alreadyPop) { _vm->_sound->command(21); _alreadyPop = true; } if ((_scene->_activeAnimation->getCurrentFrame() == 80) && !_alreadyOrgan) { _vm->_sound->command(22); _alreadyOrgan = true; } } void Scene804::actions() { if (_action.isAction(VERB_LOOK, NOUN_SERVICE_PANEL) || _action.isAction(VERB_OPEN, NOUN_SERVICE_PANEL)) { _scene->_nextSceneId = 805; } else if ((_action.isAction(VERB_ACTIVATE, NOUN_REMOTE)) && _globals[kTopButtonPushed]) { if (!_globals[kInSpace]) { // Top button pressed on panel in hanger control if (!_globals[kBeamIsUp]) { _globals[kFromCockpit] = true; _globals[kUpBecauseOfRemote] = true; _scene->_nextSceneId = 803; } else { // Player turning off remote _globals[kBeamIsUp] = false; _globals[kUpBecauseOfRemote] = false; _scene->_sequences.remove(_globals._sequenceIndexes[8]); _vm->_sound->command(15); } } } else if (_action.isAction(VERB_PULL, NOUN_THROTTLE)) { _game._player._stepEnabled = false; if (_globals[kBeamIsUp]) { if (!_game._objects.isInInventory(OBJ_VASE) && _globals[kWindowFixed]) { _vm->_dialogs->show(80423); _game._player._stepEnabled = true; } else { _action._inProgress = false; //saveGame("REX000.SAV"); _vm->_dialogs->show(80424); _pullThrottleReally = true; _scene->_kernelMessages.add(Common::Point(78, 75), 0x1110, 0, 0, 120, _game.getQuote(791)); } } else { _messWithThrottle = true; } } else if (_action.isAction(VERB_APPLY, NOUN_POLYCEMENT, NOUN_CRACK) || _action.isAction(VERB_PUT, NOUN_POLYCEMENT, NOUN_CRACK)) { if (!_globals[kWindowFixed]) { _resetFrame = 2; _game._player._stepEnabled = false; } } else if (_action.isAction(VERB_EXIT, NOUN_SHIP)) { _globals[kExitShip] = true; _globals[kFromCockpit] = true; if (_globals[kBeamIsUp]) { _vm->_dialogs->show(80425); _scene->_sequences.remove(_globals._sequenceIndexes[8]); _vm->_sound->command(15); _globals[kBeamIsUp] = false; } _game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON; _scene->_sequences.addTimer(2, 90); } else if (_action._lookFlag) { _vm->_dialogs->show(80410); } else if ((_action.isAction(VERB_LOOK, NOUN_WINDOW)) || (_action.isAction(VERB_LOOK_OUT, NOUN_WINDOW))) { if (_globals[kBeamIsUp]) { _vm->_dialogs->show(80412); } else { _vm->_dialogs->show(80411); } } else if (_action.isAction(VERB_LOOK, NOUN_CRACK)) { if (_globals[kWindowFixed]) { _vm->_dialogs->show(80414); } else { _vm->_dialogs->show(80413); } } else if (_action.isAction(VERB_LOOK, NOUN_CONTROLS)) { _vm->_dialogs->show(80415); } else if (_action.isAction(VERB_LOOK, NOUN_STATUS_PANEL)) { if (_globals[kBeamIsUp]) { _vm->_dialogs->show(80417); } else { _vm->_dialogs->show(80416); } } else if (_action.isAction(VERB_LOOK, NOUN_TP)) { _vm->_dialogs->show(80418); } else if (_action.isAction(VERB_TAKE, NOUN_TP)) { _vm->_dialogs->show(80419); } else if (_action.isAction(VERB_LOOK, NOUN_INSTRUMENTATION)) { _vm->_dialogs->show(80420); } else if (_action.isAction(VERB_LOOK, NOUN_SEAT)) { _vm->_dialogs->show(80421); } else return; _action._inProgress = false; } /*------------------------------------------------------------------------*/ void Scene805::setup() { setPlayerSpritesPrefix(); setAAName(); _scene->addActiveVocab(VERB_REMOVE); _scene->addActiveVocab(NOUN_TARGET_MODULE); _scene->addActiveVocab(NOUN_SHIELD_MODULATOR); } void Scene805::enter() { _game._player._visible = false; _scene->_userInterface.setup(kInputLimitedSentences); _globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('a', 1)); _globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('a', 2)); if (_globals[kShieldModInstalled]) { _scene->_hotspots.activate(OBJ_SHIELD_MODULATOR, false); _globals._sequenceIndexes[1] = _scene->_sequences.startCycle(_globals._spriteIndexes[1], false, 25); int idx = _scene->_dynamicHotspots.add(NOUN_SHIELD_MODULATOR, VERB_REMOVE, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(0, 0), FACING_DUMMY); } if (_globals[kTargetModInstalled]) { _scene->_hotspots.activate(OBJ_TARGET_MODULE, false); _globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, 12); int idx = _scene->_dynamicHotspots.add(NOUN_TARGET_MODULE, VERB_REMOVE, _globals._sequenceIndexes[2], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(0, 0), FACING_DUMMY); } sceneEntrySound(); } void Scene805::step() { if (_game._trigger == 70) { _scene->_hotspots.activate(OBJ_SHIELD_MODULATOR, false); _globals._sequenceIndexes[1] = _scene->_sequences.startCycle(_globals._spriteIndexes[1], false, 25); int idx = _scene->_dynamicHotspots.add(NOUN_SHIELD_MODULATOR, VERB_REMOVE, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(0, 0), FACING_DUMMY); _globals[kShieldModInstalled] = true; _game._objects.setRoom(OBJ_SHIELD_MODULATOR, NOWHERE); _game._player._stepEnabled = true; _vm->_sound->command(24); } if (_game._trigger == 80) { _scene->_hotspots.activate(OBJ_TARGET_MODULE, false); _globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, 12); int idx = _scene->_dynamicHotspots.add(NOUN_TARGET_MODULE, VERB_REMOVE, _globals._sequenceIndexes[2], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(0, 0), FACING_DUMMY); _globals[kTargetModInstalled] = true; _game._objects.setRoom(OBJ_TARGET_MODULE, NOWHERE); _game._player._stepEnabled = true; _vm->_sound->command(24); } if (_game._trigger == 71) { _scene->_hotspots.activate(OBJ_SHIELD_MODULATOR, true); _globals[kShieldModInstalled] = false; _game._objects.addToInventory(OBJ_SHIELD_MODULATOR); _game._player._stepEnabled = true; } if (_game._trigger == 81) { _scene->_hotspots.activate(OBJ_TARGET_MODULE, true); _globals[kTargetModInstalled] = false; _game._objects.addToInventory(OBJ_TARGET_MODULE); _game._player._stepEnabled = true; } } void Scene805::preActions() { _game._player._needToWalk = false; } void Scene805::actions() { if (_action.isAction(VERB_EXIT, NOUN_SERVICE_PANEL)) _scene->_nextSceneId = 804; else if (_action.isAction(VERB_INSTALL, NOUN_SHIELD_MODULATOR) && _game._objects.isInInventory(OBJ_SHIELD_MODULATOR)) { _game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON; _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 7, 1, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[1], -1, -2); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_EXPIRE, 0, 70); _game._player._stepEnabled = false; } else if (_action.isAction(VERB_INSTALL, NOUN_TARGET_MODULE) && _game._objects.isInInventory(OBJ_TARGET_MODULE)) { _game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON; _globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 7, 1, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[2], -1, -2); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_EXPIRE, 0, 80); _game._player._stepEnabled = false; } else if (_action.isAction(VERB_REMOVE, NOUN_SHIELD_MODULATOR) && _globals[kShieldModInstalled]) { _scene->_sequences.remove(_globals._sequenceIndexes[1]); _game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON; _globals._sequenceIndexes[1] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[1], false, 7, 1, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[1], -1, -2); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_EXPIRE, 0, 71); _game._player._stepEnabled = false; } else if (_action.isAction(VERB_REMOVE, NOUN_TARGET_MODULE) && _globals[kTargetModInstalled]) { _scene->_sequences.remove(_globals._sequenceIndexes[2]); _game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON; _globals._sequenceIndexes[2] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[2], false, 7, 1, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[2], -1, -2); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_EXPIRE, 0, 81); _game._player._stepEnabled = false; } else if (_action.isAction(VERB_INSTALL, NOUN_SHIELD_MODULATOR) && !_game._objects.isInInventory(OBJ_SHIELD_MODULATOR)) _vm->_dialogs->show(80511); else if (_action.isAction(VERB_INSTALL, NOUN_TARGET_MODULE) && !_game._objects.isInInventory(OBJ_TARGET_MODULE)) _vm->_dialogs->show(80510); else if (_action.isAction(VERB_REMOVE, NOUN_LIFE_SUPPORT_MODULE)) _vm->_dialogs->show(80512); else return; _action._inProgress = false; } /*------------------------------------------------------------------------*/ void Scene807::setup() { _game._player._spritesPrefix = ""; // The original was calling Scene8xx::setAAName() _game._aaName = Resources::formatAAName(5); } void Scene807::enter() { if (_globals[kSexOfRex] == REX_FEMALE) _handSpriteId = _scene->_sprites.addSprites("*ROXHAND"); else _handSpriteId = _scene->_sprites.addSprites("*REXHAND"); teleporterEnter(); // The original uses Scene8xx::SceneEntrySound() if (!_vm->_musicFlag) _vm->_sound->command(2); else _vm->_sound->command(20); } void Scene807::step() { teleporterStep(); } void Scene807::actions() { if (teleporterActions()) { _action._inProgress = false; return; } if (_action.isAction(VERB_LOOK, NOUN_VIEWPORT)) _vm->_dialogs->show(80710); else if (_action.isAction(VERB_PEER_THROUGH, NOUN_VIEWPORT)) _vm->_dialogs->show(80710); else if (_action.isAction(VERB_LOOK, NOUN_KEYPAD) && _action.isAction(VERB_INSPECT, NOUN_KEYPAD)) _vm->_dialogs->show(80711); else if (_action.isAction(VERB_LOOK, NOUN_DISPLAY)) _vm->_dialogs->show(80712); else if (_action.isAction(VERB_LOOK, NOUN_1_KEY) || _action.isAction(VERB_LOOK, NOUN_2_KEY) || _action.isAction(VERB_LOOK, NOUN_3_KEY) || _action.isAction(VERB_LOOK, NOUN_4_KEY) || _action.isAction(VERB_LOOK, NOUN_5_KEY) || _action.isAction(VERB_LOOK, NOUN_6_KEY) || _action.isAction(VERB_LOOK, NOUN_7_KEY) || _action.isAction(VERB_LOOK, NOUN_8_KEY) || _action.isAction(VERB_LOOK, NOUN_9_KEY) || _action.isAction(VERB_LOOK, NOUN_0_KEY) || _action.isAction(VERB_LOOK, NOUN_SMILE_KEY) || _action.isAction(VERB_LOOK, NOUN_FROWN_KEY)) _vm->_dialogs->show(80713); else if (_action.isAction(VERB_LOOK, NOUN_DEVICE) && _action._lookFlag) _vm->_dialogs->show(80714); else return; _action._inProgress = false; } /*------------------------------------------------------------------------*/ Scene808::Scene808(MADSEngine *vm) : Scene8xx(vm) { _goingTo803 = false; } void Scene808::synchronize(Common::Serializer &s) { Scene8xx::synchronize(s); s.syncAsByte(_goingTo803); } void Scene808::setup() { setPlayerSpritesPrefix(); setAAName(); } void Scene808::enter() { _scene->_userInterface.setup(kInputLimitedSentences); _globals._spriteIndexes[4] = _scene->_sprites.addSprites ("*REXHAND"); _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('b', 2)); if (_globals[kTopButtonPushed]) _globals._sequenceIndexes[1] = _scene->_sequences.startCycle(_globals._spriteIndexes[1], false, 1); else _globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, 1); _goingTo803 = false; if (_globals[kCameFromCut] && _globals[kCutX] != 0) { _globals[kCutX] = 0; _globals[kCameFromCut] = false; _globals[kReturnFromCut] = false; _globals[kBeamIsUp] = false; _globals[kForceBeamDown] = false; _globals[kDontRepeat] = false; } else if ((_scene->_priorSceneId == 803) && _globals[kReturnFromCut]){ _globals[kDontRepeat] = false; _globals[kBeamIsUp] = true; _globals[kAntigravClock] = _scene->_frameStartTime; _globals[kAntigravTiming] = _scene->_frameStartTime; _globals[kForceBeamDown] = false; _globals[kReturnFromCut] = false; } _globals[kBetweenRooms] = false; if (_globals[kBeamIsUp]) { _globals._sequenceIndexes[3] = _scene->_sequences.startCycle(_globals._spriteIndexes[3], false, 1); _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 8); } sceneEntrySound(); } void Scene808::actions() { if (_action.isAction(VERB_PRESS, NOUN_START_BUTTON_2)) { switch (_game._trigger) { case 0: _game._player._stepEnabled = false; _globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 4, 1, 0, 0); _scene->_sequences.setPosition(_globals._sequenceIndexes[4], Common::Point(248, 211)); _scene->_sequences.setDepth(_globals._sequenceIndexes[4], 2); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[4], SEQUENCE_TRIGGER_EXPIRE, 0, 70); break; case 70: if (!_globals[kBeamIsUp] && !_globals[kTopButtonPushed]) { _globals._sequenceIndexes[3] = _scene->_sequences.startCycle(_globals._spriteIndexes[3], false, 1); _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 8); _goingTo803 = true; _vm->_sound->command(20); _vm->_sound->command(25); } _globals._sequenceIndexes[4] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[4], false, 4, 1, 0, 0); _scene->_sequences.setPosition(_globals._sequenceIndexes[4], Common::Point(248, 211)); _scene->_sequences.setDepth(_globals._sequenceIndexes[4], 2); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[4], SEQUENCE_TRIGGER_EXPIRE, 0, 71); break; case 71: _game._player._stepEnabled = true; if (_goingTo803 && !_globals[kTopButtonPushed]) { _goingTo803 = false; _globals[kReturnFromCut] = true; _scene->_nextSceneId = 803; } break; default: break; } } else if (_action.isAction(VERB_PRESS, NOUN_TIMER_BUTTON_2)) { switch (_game._trigger) { case 0: _game._player._stepEnabled = false; _globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 4, 1, 0, 0); _scene->_sequences.setPosition(_globals._sequenceIndexes[4], Common::Point(248, 186)); _scene->_sequences.setDepth(_globals._sequenceIndexes[4], 2); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[4], SEQUENCE_TRIGGER_EXPIRE, 0, 90); break; case 90: if (_globals[kTopButtonPushed]) { _scene->_sequences.remove(_globals._sequenceIndexes[1]); _globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, 1); _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 8); _vm->_sound->command(20); } _globals[kTopButtonPushed] = false; _globals._sequenceIndexes[4] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[4], false, 4, 1, 0, 0); _scene->_sequences.setPosition(_globals._sequenceIndexes[4], Common::Point(248, 186)); _scene->_sequences.setDepth(_globals._sequenceIndexes[4], 2); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[4], SEQUENCE_TRIGGER_EXPIRE, 0, 91); break; case 91: _game._player._stepEnabled = true; break; default: break; } } else if (_action.isAction(VERB_PRESS, NOUN_REMOTE_BUTTON_2)) { switch (_game._trigger) { case 0: _game._player._stepEnabled = false; _globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 4, 1, 0, 0); _scene->_sequences.setPosition(_globals._sequenceIndexes[4], Common::Point(248, 163)); _scene->_sequences.setDepth(_globals._sequenceIndexes[4], 2); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[4], SEQUENCE_TRIGGER_EXPIRE, 0, 80); break; case 80: if (!_globals[kTopButtonPushed]) { _scene->_sequences.remove(_globals._sequenceIndexes[2]); _globals._sequenceIndexes[1] = _scene->_sequences.startCycle(_globals._spriteIndexes[1], false, 1); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 8); _vm->_sound->command(20); } _globals[kTopButtonPushed] = true; _globals._sequenceIndexes[4] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[4], false, 4, 1, 0, 0); _scene->_sequences.setPosition(_globals._sequenceIndexes[4], Common::Point(248, 163)); _scene->_sequences.setDepth(_globals._sequenceIndexes[4], 2); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[4], SEQUENCE_TRIGGER_EXPIRE, 0, 81); break; case 81: _game._player._stepEnabled = true; break; default: break; } } else if (_action.isAction(VERB_PRESS, NOUN_START_BUTTON_1)) { switch (_game._trigger) { case 0: _game._player._stepEnabled = false; _globals._sequenceIndexes[4] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[4], false, 4, 2, 0, 0); _scene->_sequences.setPosition(_globals._sequenceIndexes[4], Common::Point(168, 211)); _scene->_sequences.setDepth(_globals._sequenceIndexes[4], 2); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[4], SEQUENCE_TRIGGER_EXPIRE, 0, 70); break; case 70: _game._player._stepEnabled = true; break; default: break; } } else if (_action.isAction(VERB_PRESS, NOUN_REMOTE_BUTTON_1)) { switch (_game._trigger) { case 0: _game._player._stepEnabled = false; _globals._sequenceIndexes[4] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[4], false, 4, 2, 0, 0); _scene->_sequences.setPosition(_globals._sequenceIndexes[4], Common::Point(172, 163)); _scene->_sequences.setDepth(_globals._sequenceIndexes[4], 2); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[4], SEQUENCE_TRIGGER_EXPIRE, 0, 80); break; case 80: _game._player._stepEnabled = true; break; default: break; } } else if (_action.isAction(VERB_PRESS, NOUN_TIMER_BUTTON_1)) { switch (_game._trigger) { case 0: _game._player._stepEnabled = false; _globals._sequenceIndexes[4] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[4], false, 4, 2, 0, 0); _scene->_sequences.setPosition(_globals._sequenceIndexes[4], Common::Point(172, 186)); _scene->_sequences.setDepth(_globals._sequenceIndexes[4], 2); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[4], SEQUENCE_TRIGGER_EXPIRE, 0, 90); break; case 90: _game._player._stepEnabled = true; break; default: break; } } else if (_action.isAction(VERB_EXIT, NOUN_PANEL)) { _scene->_nextSceneId = 801; _globals[kBetweenRooms] = true; } else return; _action._inProgress = false; } /*------------------------------------------------------------------------*/ Scene810::Scene810(MADSEngine *vm) : Scene8xx(vm) { _moveAllowed = false; } void Scene810::synchronize(Common::Serializer &s) { Scene8xx::synchronize(s); s.syncAsByte(_moveAllowed); } void Scene810::setup() { setPlayerSpritesPrefix(); setAAName(); } void Scene810::enter() { _scene->_userInterface.setup(kInputLimitedSentences); _game._player._visible = false; _game._player._stepEnabled = false; _scene->loadAnimation(Resources::formatName(810, 'a', -1, EXT_AA, "")); _moveAllowed = true; sceneEntrySound(); } void Scene810::step() { if ((_scene->_activeAnimation->getCurrentFrame() == 200) && _moveAllowed) { _scene->_sequences.addTimer(100, 70); _moveAllowed = false; } if (_game._trigger == 70) _scene->_nextSceneId = 804; } /*------------------------------------------------------------------------*/ } // End of namespace Nebular } // End of namespace MADS