scummvm/engines/mohawk/cstime_cases.cpp

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/* 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.
*
* $URL$
* $Id$
*
*/
#include "mohawk/cstime_cases.h"
#include "mohawk/cstime_ui.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() {
if (_currScene == 1) {
if (_vm->_haveInvItem[1]) {
// Got the torch, ready to leave.
// FIXME
} else {
// Still don't have the torch.
// FIXME
}
} else {
// FIXME
}
// FIXME
}
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, 2, 6));
_vm->insertEventAtFront(CSTimeEvent(kCSTimeEventAddFeature, 2, 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