/* 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 "mohawk/cstime_cases.h" #include "mohawk/cstime_ui.h" #include "common/textconsole.h" namespace Mohawk { CSTimeCase1::CSTimeCase1(MohawkEngine_CSTime *vm) : CSTimeCase(vm, 1) { } CSTimeCase1::~CSTimeCase1() { } bool CSTimeCase1::checkConvCondition(uint16 conditionId) { const Common::Array<CSTimeHotspot> &hotspots = getCurrScene()->getHotspots(); bool gotTorch = _vm->_haveInvItem[1]; // These are all for conversations in the first scene (with the boatman). switch (conditionId) { case 0: // Got the torch? return (gotTorch); case 1: // Is the bag still on land? return (hotspots[5].state == 1); case 2: // Is the bag on the boat, but player hasn't taken the torch? return (hotspots[5].state != 1 && !gotTorch); } return false; } bool CSTimeCase1::checkAmbientCondition(uint16 charId, uint16 ambientId) { return true; } bool CSTimeCase1::checkObjectCondition(uint16 objectId) { const Common::Array<CSTimeHotspot> &hotspots = getCurrScene()->getHotspots(); switch (_currScene) { case 1: switch (objectId) { case 1: // Hide bag on boat if it's not there. return (hotspots[5].state == 1); case 2: // Hide bag on land if it's not there. return (hotspots[5].state != 1); case 3: // Hide torch if it's been picked up. return (hotspots[4].state == 1); } break; case 2: // The first note piece. return !_vm->getInterface()->getCarmenNote()->havePiece(0); case 3: // The features representing different stages in the body sequence. if (objectId == 6 && _vm->_caseVariable[3] != 0) return false; else if (objectId == 7 && _vm->_caseVariable[3] != 1) return false; else if (objectId == 8 && _vm->_caseVariable[3] != 2) return false; else if (objectId > 8) return false; break; case 4: // The second note piece? if (objectId == 0) return (hotspots[0].state > 0); break; case 5: // The third note piece. if (objectId == 1) return !_vm->getInterface()->getCarmenNote()->havePiece(2); } return true; } void CSTimeCase1::selectHelpStrings() { CSTimeHelp *help = _vm->getInterface()->getHelp(); if (_currScene == 1) { if (_vm->_haveInvItem[1]) { // Got the torch, ready to leave. help->addQaR(15, 55); } else if (getCurrScene()->getHotspot(6).state == 1) { // Should get the torch. help->addQaR(13, 53); } else if (_conversations[0]->getAsked(2, 1)) { // Should move the bag. help->addQaR(12, 52); } else if (_conversations[0]->getAsked(0, 0) || _conversations[0]->getAsked(1, 0) || _conversations[0]->getAsked(2, 0)) { // Should keep talking to the boatman. help->addQaR(11, 51); } else { // Should talk to the boatman. help->addQaR(10, 50); } } else { if (!_conversations[1]->getAsked(2, 0)) { if (!_conversations[1]->getAsked(0, 0) && !_conversations[1]->getAsked(1, 0)) { // Should talk to Hatshepsut. help->addQaR(16, 56); } else { // Should ask Hatshepsut what to do. help->addQaR(17, 57); } } else if (!_conversations[2]->getAsked(0, 2) && !_vm->_caseVariable[1]) { // Haven't asked the head priest what to do, and we haven't dealt with the body. help->addQaR(18, 58); } if (!_vm->getInterface()->getCarmenNote()->havePiece(0)) { // Should get that note piece. help->addQaR(14, 54); } if (_currScene == 5) { if (!_vm->getInterface()->getCarmenNote()->havePiece(2)) { // Should get the last note piece. help->addQaR(28, 68); } else { // Should work out where that henchman is. help->addQaR(29, 69); } } else { if (_conversations[2]->getAsked(0, 2)) { if (!_vm->_caseVariable[1]) { // We haven't dealt with the body yet. help->addQaR(21, 61); } if (!_scenes[3]->_visitCount) { // We haven't checked out that dark tomb. help->addQaR(22, 62); } } else { if (_conversations[2]->getAsked(0, 0) || _conversations[2]->getAsked(1, 0) || _conversations[2]->getAsked(2, 0)) { // We should keep talking to the head priest. help->addQaR(20, 60); if (!_scenes[3]->_visitCount) { // We haven't checked out that dark tomb. help->addQaR(23, 63); } } else if (_scenes[2]->_visitCount) { // We've visited the tomb, but not talked to the head priest. help->addQaR(19, 59); } } if (_vm->_caseVariable[2] && !_vm->_caseVariable[1]) { // We're in the middle of the body sequence. help->addQaR(24, 64); } if (_scenes[3]->_visitCount) { if (_vm->_haveInvItem[1]) { // Need to light that torch. help->addQaR(25, 65); } else if (_vm->_haveInvItem[2] && !_vm->_caseVariable[2]) { // Need to start the body sequence. help->addQaR(27, 67); } } } } help->addQaR(99, 0); } void CSTimeCase1::handleConditionalEvent(const CSTimeEvent &event) { CSTimeEvent newEvent; switch (event.param2) { case 0: // Trying to enter the first room of the tomb. if (!_conversations[1]->getAsked(2, 0)) { // We need a plan first. _vm->addEvent(CSTimeEvent(kCSTimeEventCharStartFlapping, getCurrScene()->getHelperId(), 12352)); } else if (!_vm->getInterface()->getCarmenNote()->havePiece(0)) { // Shouldn't we take a look at that note? _vm->addEvent(CSTimeEvent(kCSTimeEventCharStartFlapping, getCurrScene()->getHelperId(), 10355)); } else { // Onward! _vm->addEvent(CSTimeEvent(kCSTimeEventNewScene, event.param1, 3)); _vm->addEvent(CSTimeEvent(kCSTimeEventCharStartFlapping, 1, 12551)); } break; case 1: // Poking at the jars. The response depends on whether the hieroglyphs on the tomb wall // have been seen yet or not. _vm->addEvent(CSTimeEvent(kCSTimeEventCharStartFlapping, getCurrScene()->getHelperId(), _vm->_caseVariable[2] ? 14304 : 14303)); break; case 2: // Leaving the dark tomb. if (!_vm->getInterface()->getCarmenNote()->havePiece(1)) { // Should probably get that note. _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventCharStartFlapping, 0, 16356)); } else { bool doAfter = true; if (_vm->_haveInvItem[1]) { // Still have the unlit torch. _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventCharStartFlapping, 1, 14553)); _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventSetInsertBefore, 0, 0xffff)); _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventCharStartFlapping, getCurrScene()->getHelperId(), 14356)); } else if (_vm->_caseVariable[4]) { // Let's start the mummy-making again! _vm->_caseVariable[4] = 0; _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventCharStartFlapping, 1, 14565)); _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventSetInsertBefore, 0, 0xffff)); } else if (_vm->_caseVariable[2] && !_vm->_caseVariable[6]) { // One-time remark after we saw the hieroglyphs. _vm->_caseVariable[6] = 1; _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventCharStartFlapping, getCurrScene()->getHelperId(), 14355)); _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventCharStartFlapping, 1, 14563)); _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventSetInsertBefore, 0, 0xffff)); } else doAfter = false; if (doAfter) { _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventInitScene, 0xffff, 0xffff)); _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventCharSetupRestPos, 1, 0xffff)); _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventSetInsertBefore, 0, 0xffff)); } // Move back to the main room. _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventNewScene, 0xffff, 3)); } break; case 3: // Body sequence logic. if (!_vm->_caseVariable[2]) { // We haven't seen the hieroglyphs yet. No guessing! _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventCharStartFlapping, getCurrScene()->getHelperId(), 14354)); break; } switch (event.param1) { case 1: // Second part. if (_vm->_caseVariable[3] == 1) { _vm->_caseVariable[3] = 2; // Yes, that was the right thing. _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventCharStartFlapping, getCurrScene()->getHelperId(), 14361)); _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventCharStartFlapping, 1, 14555)); _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventSetInsertBefore, 0, 0xffff)); // Update the features. _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventAddFeature, 0xffff, 8)); _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventAddFeature, 0xffff, event.param1)); _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventCharPlayNIS, 2, 1)); _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventDisableFeature, 2, 6)); } else if (_vm->_caseVariable[3] == 2) { // We've already done that part! _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventCharStartFlapping, getCurrScene()->getHelperId(), 14357)); _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventAddFeature, 0xffff, event.param1)); } else { incorrectBodySequence(4, 14559, event.param1); } break; case 2: // Third/final part. if (_vm->_caseVariable[3] == 2) { _vm->_caseVariable[1] = 1; // Move to the final room (we can't get here without having all the notes so far). _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventNewScene, 0xffff, 5)); // Yes, that was the right thing. We'll move onward now. _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventCharStartFlapping, 1, 14558)); _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventSetInsertBefore, 0, 0xffff)); _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventCharStartFlapping, 1, 14556)); _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventSetInsertBefore, 0, 0xffff)); // Update the features. _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventAddFeature, 0xffff, 9)); _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventAddFeature, 0xffff, event.param1)); } else { incorrectBodySequence(9, 14560, event.param1); } break; case 3: // First part. if (_vm->_caseVariable[3]) { // We've already done that part! _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventCharStartFlapping, getCurrScene()->getHelperId(), 14357)); _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventAddFeature, 0xffff, event.param1)); } else { _vm->_caseVariable[3] = 1; // Yes, that was the right thing. _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventCharStartFlapping, getCurrScene()->getHelperId(), 14360)); _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventCharStartFlapping, 1, 14554)); _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventSetInsertBefore, 0, 0xffff)); // Update the features. _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventAddFeature, 0xffff, event.param1)); _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventAddFeature, 0xffff, 7)); _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventCharPlayNIS, 2, 0)); _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventDisableFeature, 2, 6)); } break; case 4: if (_vm->_caseVariable[3] == 2) incorrectBodySequence(5, 14561, event.param1); else incorrectBodySequence(2, 14561, event.param1); break; case 5: if (_vm->_caseVariable[3] == 2) incorrectBodySequence(6, 14562, event.param1); else incorrectBodySequence(3, 14562, event.param1); break; } _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventDisableFeature, 0xffff, event.param1)); break; case 4: // Woven bag dragged. if (_conversations[0]->getAsked(2, 1)) { // We were asked to move it. if (event.param1 == 5) { // Yay, the player got it on the boat! // Congratulate the player and enable the torch. _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventCharStartFlapping, 2, 10551)); getCurrScene()->getHotspot(4).invObjId = 1; _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventEnableHotspot, 0xffff, 6)); _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventAddFeature, 0xffff, 2)); } else { assert(event.param1 < 7); // It didn't get dropped onto the boat, so we complain about it. newEvent.type = kCSTimeEventCharStartFlapping; // Does the Good Guide complain (if we gave it to her, or put it in the inventory)? newEvent.param1 = (event.param1 == 1 || event.param1 == 6) ? getCurrScene()->getHelperId() : 2; // Which string? static const uint16 strings[7] = { 30201, 30103, 30202, 30203, 30203, 0, 10352}; newEvent.param2 = strings[event.param1]; _vm->insertEventAtFront(newEvent); } } else { // We're just randomly moving the woven bag! _vm->addEvent(CSTimeEvent(kCSTimeEventCharStartFlapping, getCurrScene()->getHelperId(), 10351)); if (event.param1 == 5) { // This went onto the boat hotspot, so the bag was removed; put it back. _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventEnableHotspot, 0xffff, 5)); _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventAddFeature, 0xffff, 1)); } } break; case 5: // We're ready to shove off! _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventCharStartFlapping, getCurrScene()->getHelperId(), 10356)); break; case 6: // Trying to leave the first scene by walking. if (_vm->_haveInvItem[1]) { // If you have the torch, the Good Guide prods you to use the boat. _vm->addEvent(CSTimeEvent(kCSTimeEventCharStartFlapping, getCurrScene()->getHelperId(), 10305)); } else { // Otherwise, the boatman tells you that you can't leave yet. _vm->addEvent(CSTimeEvent(kCSTimeEventCharStartFlapping, 2, 10506)); } break; case 7: // Clicking on the woven bag. if (_conversations[0]->getAsked(2, 0)) { // If we were asked to move it, the Good Guide prods us to try dragging. _vm->addEvent(CSTimeEvent(kCSTimeEventCharStartFlapping, getCurrScene()->getHelperId(), 10306)); } else { // Otherwise, the boatman tells us what it is. _vm->addEvent(CSTimeEvent(kCSTimeEventCharStartFlapping, 2, 10502)); } break; case 8: // One-time-only reminder that you can re-ask questions. if (_vm->_caseVariable[7]) break; _vm->_caseVariable[7] = 1; _vm->addEvent(CSTimeEvent(kCSTimeEventCharStartFlapping, 0, 12359)); break; case 9: // Trying to give the torch to the Good Guide; you get a different message // depending on whether it's already in your inventory or not. _vm->addEvent(CSTimeEvent(kCSTimeEventCharStartFlapping, 0, _vm->_haveInvItem[1] ? 9906 : 30119)); break; default: error("unknown Conditional Event type %d for case 1", event.param2); } } void CSTimeCase1::incorrectBodySequence(uint16 stage, uint16 speech, uint16 feature) { // (This adds events backwards, so read from the bottom up.) // You did it wrong! Set the case variable for leaving the dark tomb, and get sent there. _vm->_caseVariable[4] = 1; _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventNewScene, 0xffff, 4)); CSTimeEvent event; event.type = kCSTimeEventCharStartFlapping; event.param1 = getCurrScene()->getHelperId(); if (!_vm->_caseVariable[5]) { // The first time, you get a nice "let's have another look" suggestion. event.param2 = 14353; _vm->_caseVariable[5] = 1; } else if (_vm->_rnd->getRandomBit()) { // Randomly repeat that suggestion... event.param2 = 14353; } else { // Or else something a little grumpier. event.param2 = 14358 + _vm->_rnd->getRandomBit(); } _vm->insertEventAtFront(event); // "What a mess!" _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventCharStartFlapping, 1, 14557)); _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventSetInsertBefore, 0, 0xffff)); _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventCharPlayNIS, 1, 1)); _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventSetInsertBefore, 0, 0xffff)); // Enable the head priest(?!). _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventCharSetState, 1, 1)); // Explain what went wrong. _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventCharStartFlapping, 1, speech)); _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventSetInsertBefore, 0, 0xffff)); _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventCharPlayNIS, 1, 0)); // Reset the features, with an animation if necessary. if (stage == 9) { _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventAddFeature, 0xffff, 9)); _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventAddFeature, 0xffff, feature)); } else { _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventAddFeature, 0xffff, stage + 8)); _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventAddFeature, 0xffff, feature)); _vm->insertEventAtFront(CSTimeEvent(kCSTimeEventCharPlayNIS, 2, 1)); event.type = kCSTimeEventDisableFeature; event.param1 = 2; if (_vm->_caseVariable[3] == 0) event.param2 = 6; else if (_vm->_caseVariable[3] == 1) event.param2 = 7; else event.param2 = 8; _vm->insertEventAtFront(event); } // And so, we're back to the beginning of the body sequence. _vm->_caseVariable[3] = 0; } } // End of namespace Mohawk