scummvm/engines/tsage/ringworld_scenes1.cpp

3303 lines
86 KiB
C++

/* 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 "tsage/ringworld_scenes1.h"
#include "tsage/scenes.h"
#include "tsage/tsage.h"
#include "tsage/staticres.h"
namespace tSage {
/*--------------------------------------------------------------------------
* Scene 10 - Kziniti Palace (Introduction)
*
*--------------------------------------------------------------------------*/
void Scene10::Action1::signal() {
Scene10 *scene = (Scene10 *)_globals->_sceneManager._scene;
switch (_actionIndex++) {
case 0:
setDelay(6);
break;
case 1:
_globals->_scenePalette.addRotation(240, 254, -1);
scene->_stripManager.start(10, this);
break;
case 2:
scene->_speakerSText.setTextPos(Common::Point(20, 20));
scene->_speakerSText._color1 = 10;
scene->_speakerSText._textWidth = 160;
scene->_stripManager.start(11, this, scene);
break;
case 3:
scene->_object2.hide();
scene->_object3.hide();
scene->_object3.setAction(NULL);
scene->_object4.animate(ANIM_MODE_5, this);
break;
case 4:
case 9:
scene->_object1.animate(ANIM_MODE_5, this);
break;
case 5:
scene->_object2.setStrip(3);
scene->_object2.setFrame(1);
scene->_object2.setPosition(Common::Point(240, 51));
scene->_object2.show();
scene->_object3.setStrip(6);
scene->_object3.setFrame(1);
scene->_object3.setPosition(Common::Point(200, 76));
scene->_object3._numFrames = 20;
scene->_object3.show();
scene->_stripManager.start(12, this, scene);
break;
case 6:
scene->_object2.hide();
scene->_object3.hide();
scene->_object1.animate(ANIM_MODE_6, this);
break;
case 7:
scene->_object3.show();
scene->_object3.setStrip2(5);
scene->_object3._numFrames = 10;
scene->_object3.setPosition(Common::Point(180, 87));
scene->_object3.setAction(&scene->_action2);
scene->_object2.setStrip(4);
scene->_object2.setFrame(1);
scene->_object2.setPosition(Common::Point(204, 59));
scene->_object2.show();
scene->_stripManager.start(13, this, scene);
break;
case 8:
scene->_object2.hide();
scene->_object3.hide();
scene->_object4.animate(ANIM_MODE_6, this);
break;
case 10:
_globals->_soundHandler.proc1(this);
break;
case 11:
_globals->_scenePalette.clearListeners();
_globals->_sceneManager.changeScene(15);
break;
}
}
void Scene10::Action2::signal() {
Scene10 *scene = (Scene10 *)_globals->_sceneManager._scene;
switch (_actionIndex++) {
case 0:
setDelay(_globals->_randomSource.getRandomNumber(179));
break;
case 1:
scene->_object3.setFrame(1);
scene->_object3.animate(ANIM_MODE_5, this);
_actionIndex = 0;
break;
}
}
/*--------------------------------------------------------------------------*/
void Scene10::postInit(SceneObjectList *OwnerList) {
loadScene(10);
setZoomPercents(0, 100, 200, 100);
_stripManager.addSpeaker(&_speakerSText);
_stripManager.addSpeaker(&_speakerQText);
_speakerSText._speakerName = "STEXT";
_speakerQText._speakerName = "QTEXT";
_speakerSText._hideObjects = false;
_speakerQText._hideObjects = false;
_speakerQText.setTextPos(Common::Point(140, 120));
_speakerQText._color1 = 4;
_speakerQText._textWidth = 160;
_speakerSText.setTextPos(Common::Point(20, 20));
_speakerSText._color1 = 7;
_speakerSText._textWidth = 320;
_stripManager.setCallback(this);
_object1.postInit();
_object1.setVisage(10);
_object1.setPosition(Common::Point(232, 90));
_object1.fixPriority(1);
_object2.postInit();
_object2.setVisage(10);
_object2.setStrip(4);
_object2.setFrame(1);
_object2.setPosition(Common::Point(204, 59));
_object2.fixPriority(198);
_object3.postInit();
_object3.setVisage(10);
_object3.setStrip2(5);
_object3.setPosition(Common::Point(180, 87));
_object3.fixPriority(196);
_object3.setAction(&_action2);
_object4.postInit();
_object4.setVisage(10);
_object4.setStrip(2);
_object4.setPosition(Common::Point(0, 209));
_object4.animate(ANIM_MODE_1, NULL);
_object5.postInit();
_object5.setVisage(11);
_object5.setPosition(Common::Point(107, 146));
_object5.animate(ANIM_MODE_2, NULL);
_object5._numFrames = 5;
_object6.postInit();
_object6.setVisage(11);
_object6.setStrip(2);
_object6.setPosition(Common::Point(287, 149));
_object6.animate(ANIM_MODE_2, NULL);
_object6._numFrames = 5;
_globals->_sceneManager._scene->_sceneBounds.contain(_globals->_sceneManager._scene->_backgroundBounds);
_globals->_sceneOffset.x = (_globals->_sceneManager._scene->_sceneBounds.left / 160) * 160;
setAction(&_action1);
_globals->_soundHandler.startSound(5);
}
void Scene10::stripCallback(int v) {
switch (v) {
case 1:
_object2.animate(ANIM_MODE_7, -1, NULL);
break;
case 2:
_object2.animate(ANIM_MODE_NONE);
break;
case 3:
_object2.animate(ANIM_MODE_7, -1, NULL);
_object3.animate(ANIM_MODE_5, NULL);
break;
default:
break;
}
}
/*--------------------------------------------------------------------------
* Scene 15 - Outer Space (Introduction)
*
*--------------------------------------------------------------------------*/
void Scene15::Action1::signal() {
Scene15 *scene = (Scene15 *)_globals->_sceneManager._scene;
switch (_actionIndex++) {
case 0:
setDelay(60);
break;
case 1:
SceneItem::display(15, 0, SET_Y, 20, SET_FONT, 2, SET_BG_COLOR, -1, SET_EXT_BGCOLOR, 7,
SET_WIDTH, 320, SET_KEEP_ONSCREEN, 1, LIST_END);
setDelay(300);
break;
case 2: {
SceneItem::display(15, 1, SET_Y, 20, SET_FONT, 2, SET_BG_COLOR, -1, SET_EXT_BGCOLOR, 7,
SET_WIDTH, 320, SET_KEEP_ONSCREEN, 1, LIST_END);
scene->_object1.postInit();
scene->_object1.setVisage(15);
scene->_object1.setPosition(Common::Point(160, -10));
scene->_object1.animate(ANIM_MODE_2, NULL);
Common::Point pt(160, 100);
NpcMover *mover = new NpcMover();
scene->_object1.addMover(mover, &pt, this);
scene->_soundHandler.startSound(7);
break;
}
case 3:
SceneItem::display(0, 0);
_globals->_sceneManager.changeScene(20);
break;
}
}
void Scene15::Action1::dispatch() {
Scene15 *scene = (Scene15 *)_globals->_sceneManager._scene;
if (scene->_object1._position.y < 100)
scene->_object1.changeZoom(100 - scene->_object1._position.y);
Action::dispatch();
}
/*--------------------------------------------------------------------------*/
void Scene15::postInit(SceneObjectList *OwnerList) {
loadScene(15);
Scene::postInit();
setZoomPercents(0, 100, 200, 100);
_globals->_soundHandler.startSound(6);
setAction(&_action1);
}
/*--------------------------------------------------------------------------
* Scene 20 - Cut-scenes where House Chmeee is in the distance
*
*--------------------------------------------------------------------------*/
void Scene20::Action1::signal() {
Scene20 *scene = (Scene20 *)_globals->_sceneManager._scene;
switch (_actionIndex++) {
case 0:
setDelay(120);
break;
case 1:
scene->_stripManager.start(20, this);
break;
case 2:
_globals->_soundHandler.proc1(this);
break;
case 3:
_globals->_sceneManager._fadeMode = FADEMODE_GRADUAL;
_globals->_sceneManager.changeScene(30); // First game scene
break;
default:
break;
}
}
void Scene20::Action2::signal() {
Scene20 *scene = (Scene20 *)_globals->_sceneManager._scene;
NpcMover *npcMover;
switch (_actionIndex++) {
case 0:
setDelay(10);
break;
case 1:
SceneItem::display(20, 1, SET_WIDTH, 200, SET_Y, 20, SET_X, 160, SET_KEEP_ONSCREEN, true,
SET_EXT_BGCOLOR, 4, LIST_END);
setDelay(120);
break;
case 2: {
NpcMover *mover = new NpcMover();
Common::Point pt(455, 77);
_globals->_player.addMover(mover, &pt, this);
ObjectMover2 *mover2 = new ObjectMover2();
scene->_SceneObjectExt.addMover(mover2, 5, 10, &_globals->_player);
ObjectMover2 *mover3 = new ObjectMover2();
scene->_sceneObject3.addMover(mover3, 10, 15, &_globals->_player);
break;
}
case 3: {
npcMover = new NpcMover();
Common::Point pt(557, 100);
_globals->_player.addMover(npcMover, &pt, this);
break;
}
case 4: {
npcMover = new NpcMover();
Common::Point pt(602, 90);
_globals->_player.addMover(npcMover, &pt, this);
break;
}
case 5: {
npcMover = new NpcMover();
Common::Point pt(618, 90);
_globals->_player.addMover(npcMover, &pt, this);
break;
}
case 6: {
npcMover = new NpcMover();
Common::Point pt(615, 81);
_globals->_player.addMover(npcMover, &pt, this);
break;
}
case 7: {
npcMover = new NpcMover();
Common::Point pt(588, 79);
_globals->_player.addMover(npcMover, &pt, this);
break;
}
case 8:
scene->_sound.proc4();
scene->_sound.proc1(this);
break;
case 9:
SceneItem::display(0, 0, LIST_END);
_globals->_sceneManager._fadeMode = FADEMODE_GRADUAL;
_globals->_sceneManager.changeScene(40);
break;
default:
break;
}
}
void Scene20::Action3::signal() {
Scene20 *scene = (Scene20 *)_globals->_sceneManager._scene;
NpcMover *npcMover;
switch (_actionIndex++) {
case 0:
setDelay(120);
break;
case 1: {
npcMover = new NpcMover();
Common::Point pt(615, 81);
_globals->_player.addMover(npcMover, &pt, this);
ObjectMover2 *mover1 = new ObjectMover2();
scene->_SceneObjectExt.addMover(mover1, 5, 10, &_globals->_player);
ObjectMover2 *mover2 = new ObjectMover2();
scene->_sceneObject3.addMover(mover2, 20, 25, &_globals->_player);
break;
}
case 2: {
npcMover = new NpcMover();
Common::Point pt(618, 90);
_globals->_player.addMover(npcMover, &pt, this);
break;
}
case 3: {
_globals->_player._moveDiff = Common::Point(10, 10);
scene->_SceneObjectExt._moveDiff = Common::Point(10, 10);
scene->_sceneObject3._moveDiff = Common::Point(10, 10);
npcMover = new NpcMover();
Common::Point pt(445, 132);
_globals->_player.addMover(npcMover, &pt, this);
break;
}
case 4: {
npcMover = new NpcMover();
Common::Point pt(151, 137);
_globals->_player.addMover(npcMover, &pt, this);
break;
}
case 5: {
npcMover = new NpcMover();
Common::Point pt(-15, 137);
_globals->_player.addMover(npcMover, &pt, this);
break;
}
case 6:
scene->_sound.startSound(60, this, 127);
_globals->_soundHandler.proc4();
break;
case 7:
_globals->_sceneManager._fadeMode = FADEMODE_GRADUAL;
_globals->_sceneManager.changeScene(90);
break;
default:
break;
}
}
void Scene20::Action4::signal() {
Scene20 *scene = (Scene20 *)_globals->_sceneManager._scene;
NpcMover *npcMover;
switch (_actionIndex++) {
case 0:
setDelay(60);
break;
case 1: {
npcMover = new NpcMover();
Common::Point pt(486, 134);
_globals->_player.addMover(npcMover, &pt, this);
ObjectMover2 *mover1 = new ObjectMover2();
scene->_SceneObjectExt.addMover(mover1, 20, 35, &_globals->_player);
break;
}
case 2: {
_globals->_player._moveDiff = Common::Point(12, 12);
scene->_SceneObjectExt._moveDiff = Common::Point(12, 12);
NpcMover *mover1 = new NpcMover();
Common::Point pt(486, 134);
scene->_sceneObject3.addMover(mover1, &pt, this);
NpcMover *mover2 = new NpcMover();
pt = Common::Point(-15, 134);
_globals->_player.addMover(mover2, &pt, NULL);
NpcMover *mover3 = new NpcMover();
pt = Common::Point(-15, 134);
scene->_SceneObjectExt.addMover(mover3, &pt, NULL);
break;
}
case 3: {
scene->_sceneObject3._moveDiff = Common::Point(20, 20);
npcMover = new NpcMover();
Common::Point pt(320, 134);
scene->_sceneObject3.addMover(npcMover, &pt, this);
break;
}
case 4: {
scene->_sound.startSound(28);
scene->_sceneObject4.postInit();
scene->_sceneObject4.setVisage(21);
scene->_sceneObject4.setStrip(3);
scene->_sceneObject4.setPosition(Common::Point(scene->_sceneObject3._position.x - 36,
scene->_sceneObject3._position.y - 1));
scene->_sceneObject4._moveDiff.x = 48;
ObjectMover3 *mover = new ObjectMover3();
scene->_sceneObject4.addMover(mover, &scene->_SceneObjectExt, 4, this);
break;
}
case 5: {
scene->_sound.startSound(42);
scene->_sceneObject4.remove();
scene->_SceneObjectExt.setVisage(21);
scene->_SceneObjectExt.setStrip(1);
scene->_SceneObjectExt.setFrame(1);
scene->_SceneObjectExt.animate(ANIM_MODE_5, NULL);
scene->_SceneObjectExt._moveDiff.x = 4;
NpcMover *mover1 = new NpcMover();
Common::Point pt(scene->_SceneObjectExt._position.x - 12, scene->_SceneObjectExt._position.y + 5);
scene->_SceneObjectExt.addMover(mover1, &pt, NULL);
scene->_sceneObject5.postInit();
scene->_sceneObject5.setVisage(21);
scene->_sceneObject5.setStrip(3);
scene->_sceneObject5.setPosition(Common::Point(scene->_sceneObject3._position.x - 36,
scene->_sceneObject3._position.y - 1));
scene->_sceneObject5._moveDiff.x = 48;
ObjectMover3 *mover = new ObjectMover3();
scene->_sceneObject5.addMover(mover, &_globals->_player, 4, this);
break;
}
case 6: {
scene->_sound.startSound(42);
scene->_SceneObjectExt.setStrip(2);
scene->_SceneObjectExt.animate(ANIM_MODE_2, NULL);
scene->_sceneObject5.remove();
_globals->_player.setVisage(21);
_globals->_player.setStrip(1);
_globals->_player.setFrame(1);
_globals->_player.animate(ANIM_MODE_5, this);
_globals->_player._moveDiff.x = 4;
npcMover = new NpcMover();
Common::Point pt(_globals->_player._position.x - 25, _globals->_player._position.y + 5);
_globals->_player.addMover(npcMover, &pt, this);
break;
}
case 7:
_globals->_player.setStrip(2);
_globals->_player.animate(ANIM_MODE_2, NULL);
scene->_sound.startSound(77, this, 127);
break;
case 8:
_globals->_game->endGame(20, 0);
break;
default:
break;
}
}
/*--------------------------------------------------------------------------*/
Scene20::Scene20() {
}
void Scene20::postInit(SceneObjectList *OwnerList) {
Scene::postInit();
setZoomPercents(0, 100, 200, 100);
_stripManager.addSpeaker(&_speakerQText);
_stripManager.addSpeaker(&_speakerGameText);
_speakerQText._npc = &_globals->_player;
if (_globals->_sceneManager._previousScene == 30) {
// Cut scene: Assassins are coming
_globals->_player.postInit();
_globals->_player.setVisage(20);
_globals->_player.setPosition(Common::Point(405, 69));
_globals->_player._moveDiff = Common::Point(10, 10);
_globals->_player.animate(ANIM_MODE_1, NULL);
_SceneObjectExt.postInit();
_SceneObjectExt.setVisage(20);
_SceneObjectExt.setPosition(Common::Point(400, 69));
_SceneObjectExt.animate(ANIM_MODE_1, NULL);
_sceneObject3.postInit();
_sceneObject3.setVisage(20);
_sceneObject3.setPosition(Common::Point(395, 69));
_sceneObject3.animate(ANIM_MODE_1, NULL);
_SceneObjectExt._moveDiff = Common::Point(10, 10);
_sceneObject3._moveDiff = Common::Point(10, 10);
_globals->_soundHandler.startSound(20);
_sound.startSound(21);
_sound.proc5(1);
setAction(&_action2);
_sceneBounds = Rect(320, 0, 640, 200);
} else if (_globals->_sceneManager._previousScene == 60) {
// Evasion
_sound.startSound(30);
_globals->_player.postInit();
_globals->_player.setVisage(20);
_globals->_player.setPosition(Common::Point(588, 79));
_globals->_player._moveDiff = Common::Point(5, 5);
_globals->_player.fixPriority(50);
_globals->_player.animate(ANIM_MODE_1, NULL);
_SceneObjectExt.postInit();
_SceneObjectExt.setVisage(20);
_SceneObjectExt.setPosition(Common::Point(583, 79));
_SceneObjectExt.animate(ANIM_MODE_1, NULL);
_sceneObject3.postInit();
_sceneObject3.setVisage(20);
_sceneObject3.setStrip2(2);
_sceneObject3.setPosition(Common::Point(595, 79));
_sceneObject3.animate(ANIM_MODE_1, NULL);
if ((_globals->getFlag(120) && _globals->getFlag(116)) ||
(_globals->getFlag(117) && _globals->getFlag(119))) {
// Successful evasion
setAction(&_action3);
} else if (_globals->getFlag(104)) {
_sceneMode = 21;
setAction(&_sequenceManager, this, 21, &_globals->_player, &_SceneObjectExt, NULL);
} else {
// Failed evasion
_sceneObject3._moveDiff = Common::Point(8, 8);
setAction(&_action4);
}
_sceneBounds.center(_globals->_player._position.x, _globals->_player._position.y);
} else {
// Intro: Quinn looking at the monaster
_globals->_player.postInit();
_globals->_player.setVisage(2640);
_globals->_player.animate(ANIM_MODE_NONE, NULL);
_globals->_player.setStrip2(1);
_globals->_player.setFrame2(4);
_globals->_player.fixPriority(200);
_globals->_player.setPosition(Common::Point(425, 233));
setAction(&_action1);
_speakerQText.setTextPos(Common::Point(350, 20));
_speakerQText._textWidth = 260;
_speakerGameText.setTextPos(Common::Point(350, 20));
_speakerGameText._textWidth = 260;
_globals->_soundHandler.startSound(8);
_sceneBounds = Rect(320, 0, 640, 200);
}
_globals->_player.disableControl();
loadScene(20);
}
void Scene20::signal() {
if (_sceneMode == 21)
_globals->_sceneManager.changeScene(90);
}
/*--------------------------------------------------------------------------
* Scene 30 - First game scene (Outside Ch'mee house)
*
*--------------------------------------------------------------------------*/
void Scene30::BeamObject::doAction(int action) {
if (action == OBJECT_SCANNER)
display2(30, 14);
else if (action == CURSOR_LOOK)
display2(30, 2);
else if (action == CURSOR_USE) {
Scene30 *parent = (Scene30 *)_globals->_sceneManager._scene;
parent->setAction(&parent->_beamAction);
} else
SceneObject::doAction(action);
}
void Scene30::DoorObject::doAction(int action) {
if (action == OBJECT_SCANNER)
display2(30, 13);
else if (action == CURSOR_LOOK)
display2(30, 1);
else if (action == CURSOR_USE)
display2(30, 7);
else
SceneObject::doAction(action);
}
void Scene30::BeamAction::signal() {
Scene30 *scene = (Scene30 *)_globals->_sceneManager._scene;
switch (_actionIndex++) {
case 0: {
// Disable control and move player to the doorway beam
_globals->_player.disableControl();
NpcMover *mover = new NpcMover();
Common::Point pt(114, 198);
_globals->_player.addMover(mover, &pt, this);
break;
}
case 1:
// Perform the animation of player raising hand
_globals->_player.setVisage(31);
_globals->_player.setStrip(1);
_globals->_player.setFrame(1);
_globals->_player.animate(ANIM_MODE_5, this);
break;
case 2:
// Hide the beam and lower the player's hand
scene->_sound.startSound(10, NULL, 127);
_globals->_player.animate(ANIM_MODE_6, this);
scene->_beam.remove();
break;
case 3: {
// Bring the Kzin to the doorway
_globals->_player.setVisage(0);
_globals->_player.animate(ANIM_MODE_1, NULL);
_globals->_player.setStrip(7);
scene->_kzin.postInit();
scene->_kzin.setVisage(2801);
scene->_kzin.animate(ANIM_MODE_1, NULL);
scene->_kzin.setObjectWrapper(new SceneObjectWrapper());
scene->_kzin.setPosition(Common::Point(334, 1));
NpcMover *mover = new NpcMover();
Common::Point pt(158, 170);
scene->_kzin.addMover(mover, &pt, this);
_globals->_sceneItems.push_front(&scene->_kzin);
break;
}
case 4:
// Open the door
scene->_sound.startSound(11, NULL, 127);
scene->_door.animate(ANIM_MODE_5, this);
break;
case 5:
// Run the Kzin's talk sequence
scene->_sound.startSound(13, NULL, 127);
_globals->_soundHandler.startSound(12, NULL, 127);
scene->_stripManager.start((scene->_sceneMode == 0) ? 30 : 37, this);
break;
case 6:
// Slight delay
setDelay(3);
break;
case 7:
// Re-activate player control
scene->_sceneMode = 31;
scene->_kzin.setAction(&scene->_kzinAction);
_globals->_player.enableControl();
// End this action
remove();
break;
default:
break;
}
}
void Scene30::KzinAction::signal() {
Scene30 *scene = (Scene30 *)_globals->_sceneManager._scene;
switch (_actionIndex++) {
case 0:
setDelay(1200);
break;
case 1:
_globals->_soundHandler.proc2(0);
_globals->_player.disableControl();
setAction(&scene->_sequenceManager, _globals->_sceneManager._scene, 31, &scene->_kzin, &scene->_door, NULL);
break;
case 2:
_globals->_player.enableControl();
remove();
break;
default:
break;
}
}
void Scene30::RingAction::signal() {
Scene30 *scene = (Scene30 *)_globals->_sceneManager._scene;
switch (_actionIndex++) {
case 0: {
_globals->_player.disableControl();
scene->_kzin.setAction(NULL);
NpcMover *mover = new NpcMover();
Common::Point pt(114, 198);
_globals->_player.addMover(mover, &pt, this);
break;
}
case 1:
_globals->_player.checkAngle(&scene->_kzin);
scene->_stripManager.start(32, this);
break;
case 2: {
_globals->_player.animate(ANIM_MODE_1, NULL);
NpcMover *mover = new NpcMover();
Common::Point pt(143, 177);
_globals->_player.addMover(mover, &pt, this);
break;
}
case 3:
scene->_sound.startSound(11, NULL, 127);
scene->_door.animate(ANIM_MODE_6, this);
break;
case 4: {
scene->_sound.startSound(13, NULL, 127);
NpcMover *kzinMover = new NpcMover();
Common::Point pt(354, 5);
scene->_kzin.addMover(kzinMover, &pt, this);
NpcMover *playerMover = new NpcMover();
pt = Common::Point(335, 36);
_globals->_player.addMover(playerMover, &pt, this);
break;
}
case 5:
break;
case 6:
_globals->_sceneManager.changeScene(20);
break;
default:
break;
}
}
void Scene30::TalkAction::signal() {
Scene30 *scene = (Scene30 *)_globals->_sceneManager._scene;
switch (_actionIndex++) {
case 0: {
_globals->_player.disableControl();
scene->_kzin.setAction(NULL);
NpcMover *mover = new NpcMover();
Common::Point pt(114, 198);
_globals->_player.addMover(mover, &pt, this);
break;
}
case 1:
_globals->_player.checkAngle(&scene->_kzin);
scene->_stripManager.start(34, this);
break;
case 2:
setDelay(5);
break;
case 3:
scene->_kzin.setAction(&scene->_kzinAction);
_globals->_player.enableControl();
remove();
break;
default:
break;
}
}
/*--------------------------------------------------------------------------*/
void Scene30::KzinObject::doAction(int action) {
Scene30 *scene = (Scene30 *)_globals->_sceneManager._scene;
switch (action) {
case OBJECT_STUNNER:
display2(30, 12);
break;
case OBJECT_SCANNER:
display2(30, 11);
break;
case OBJECT_RING:
RING_INVENTORY._ring._sceneNumber = 30;
scene->setAction(&scene->_ringAction);
break;
case CURSOR_LOOK:
display2(30, 6);
break;
case CURSOR_USE:
display2(30, 10);
break;
case CURSOR_TALK:
_globals->_player.disableControl();
scene->setAction(&scene->_talkAction);
break;
default:
SceneObject::doAction(action);
break;
}
}
/*--------------------------------------------------------------------------*/
Scene30::Scene30() :
_groundHotspot(9, OBJECT_SCANNER, 50, 17, CURSOR_LOOK, 30, 3, CURSOR_USE, 30, 8, LIST_END),
_wallsHotspot(8, OBJECT_SCANNER, 50, 13, CURSOR_LOOK, 30, 0, CURSOR_USE, 30, 7, LIST_END),
_courtyardHotspot(0, CURSOR_LOOK, 30, 4, LIST_END),
_treeHotspot(10, OBJECT_SCANNER, 40, 39, CURSOR_LOOK, 30, 5, CURSOR_USE, 30, 9, LIST_END) {
}
void Scene30::postInit(SceneObjectList *OwnerList) {
Scene::postInit();
setZoomPercents(0, 100, 200, 100);
// Add the speaker classes to the strip manager
_stripManager.addSpeaker(&_speakerQL);
_stripManager.addSpeaker(&_speakerSR);
_stripManager.addSpeaker(&_speakerSText);
_stripManager.addSpeaker(&_speakerQText);
_speakerSText._npc = &_kzin;
_speakerQText._npc = &_globals->_player;
// Setup player
_globals->_player.postInit();
_globals->_player.setVisage(0);
_globals->_player.animate(ANIM_MODE_1);
_globals->_player.setObjectWrapper(new SceneObjectWrapper());
_globals->_player.setStrip(7);
_globals->_player.setFrame(1);
_globals->_player.setPosition(Common::Point(114, 198));
_globals->_player.changeZoom(75);
_globals->_player.enableControl();
// Set up beam object
_beam.postInit();
_beam.setVisage(31);
_beam.setStrip(2);
_beam.setPosition(Common::Point(124, 178));
_beam.fixPriority(188);
// Set up door object
_door.postInit();
_door.setVisage(30);
_door.setPosition(Common::Point(150, 183));
// Final processing and add of scene items
_courtyardHotspot.setBounds(Rect(0, 0, 320, 200));
// Add the objects and hotspots to the scene
_globals->_sceneItems.addItems(&_beam, &_wallsHotspot, &_door, &_treeHotspot, &_groundHotspot,
&_courtyardHotspot, NULL);
// Load the scene data
loadScene(30);
_sceneMode = 0;
}
void Scene30::signal() {
if (_sceneMode == 31) {
// Re-activate beam if the Kzin goes back inside
_beam.postInit();
_beam.setVisage(31);
_beam.setStrip(2);
_beam.setPosition(Common::Point(124, 178));
_beam.fixPriority(188);
_globals->_sceneItems.push_front(&_beam);
_globals->_player.enableControl();
} else if (_sceneMode == 32) {
_globals->_player.disableControl();
_sceneMode = 31;
setAction(&_sequenceManager, _globals->_sceneManager._scene, 31, &_kzin, &_door, NULL);
}
}
/*--------------------------------------------------------------------------
* Scene 40 - Chmeee Home
*
*--------------------------------------------------------------------------*/
void Scene40::Action1::signal() {
Scene40 *scene = (Scene40 *)_globals->_sceneManager._scene;
switch (_actionIndex++) {
case 0:
setDelay(120);
break;
case 1:
_globals->_events.setCursor(CURSOR_WALK);
scene->_stripManager.start(40, this);
break;
case 2:
scene->_doorway.postInit();
scene->_doorway.setVisage(46);
scene->_doorway.setPosition(Common::Point(305, 61));
scene->_doorway.animate(ANIM_MODE_5, this);
scene->_soundHandler.startSound(25);
break;
case 3:
scene->_doorway.hide();
scene->_dyingKzin.setPosition(Common::Point(296, 62));
_globals->_player.animate(ANIM_MODE_5, NULL);
scene->_object1.setVisage(43);
scene->_object1.setStrip(3);
scene->_object1.animate(ANIM_MODE_5, NULL);
scene->_object2.hide();
scene->_object3.hide();
scene->_stripManager.start(45, this);
break;
case 4:
scene->_object2.remove();
scene->_object3.remove();
scene->_assassin.setVisage(42);
scene->_assassin.setStrip(2);
scene->_assassin.setFrame(1);
scene->_assassin.setPosition(Common::Point(13, 171));
scene->_assassin.animate(ANIM_MODE_5, this);
scene->_soundHandler.startSound(25);
break;
case 5:
scene->_doorway.show();
scene->_doorway.setVisage(42);
scene->_doorway.setStrip(3);
scene->_doorway.setFrame(1);
scene->_doorway.setPosition(Common::Point(41, 144));
scene->_assassin.animate(ANIM_MODE_6, NULL);
setDelay(6);
break;
case 6:
scene->_doorway.setPosition(Common::Point(178, 101));
setDelay(6);
break;
case 7:
scene->_doorway.setPosition(Common::Point(271, 69));
setDelay(6);
break;
case 8:
scene->_doorway.remove();
scene->_dyingKzin.animate(ANIM_MODE_5, this);
break;
case 9: {
scene->_dyingKzin.setStrip(1);
//Workaround: The original uses setFrame(1) but it's completely wrong.
scene->_dyingKzin.setFrame(2);
scene->_dyingKzin._moveDiff.y = 15;
scene->_dyingKzin.animate(ANIM_MODE_5, NULL);
Common::Point pt(223, 186);
NpcMover *mover = new NpcMover();
scene->_dyingKzin.addMover(mover, &pt, this);
break;
}
case 10: {
scene->_soundHandler.startSound(27);
Common::Point pt(223, 184);
NpcMover *mover = new NpcMover();
scene->_dyingKzin.addMover(mover, &pt, this);
break;
}
case 11: {
Common::Point pt(223, 186);
NpcMover *mover = new NpcMover();
scene->_dyingKzin.addMover(mover, &pt, this);
break;
}
case 12: {
_globals->_soundHandler.startSound(26);
_globals->_player._uiEnabled = true;
scene->_assassin.setVisage(42);
scene->_assassin.setPosition(Common::Point(4, 191));
scene->_assassin.setStrip(1);
scene->_assassin.animate(ANIM_MODE_1, NULL);
Common::Point pt(230, 187);
NpcMover *mover = new NpcMover();
scene->_assassin.addMover(mover, &pt, this);
break;
}
case 13:
setDelay(180);
break;
case 14:
scene->_assassin.setVisage(45);
scene->_assassin.setStrip(1);
scene->_assassin.setFrame(1);
scene->_assassin.animate(ANIM_MODE_5, this);
scene->_soundHandler.startSound(28);
break;
case 15:
_globals->_player.disableControl();
scene->_object1.setVisage(40);
scene->_object1.setStrip(4);
scene->_object1.setFrame(1);
scene->_object1.animate(ANIM_MODE_5, NULL);
_globals->_player.setVisage(40);
_globals->_player.setStrip(2);
_globals->_player.setFrame(1);
_globals->_player.animate(ANIM_MODE_5, this);
break;
case 16:
_globals->_soundHandler.startSound(77, this);
break;
case 17:
_globals->_game->endGame(40, 20);
remove();
break;
}
}
void Scene40::Action2::signal() {
Scene40 *scene = (Scene40 *)_globals->_sceneManager._scene;
switch (_actionIndex++) {
case 0:
_globals->_player.disableControl();
if (scene->_assassin._position.x < 229)
_actionIndex = 0;
setDelay(1);
break;
case 1:
scene->_assassin.animate(ANIM_MODE_NONE, NULL);
_globals->_player.setStrip(2);
_globals->_player.setFrame(1);
_globals->_player.animate(ANIM_MODE_5, this);
break;
case 2: {
scene->_soundHandler.startSound(28);
scene->_doorway.postInit();
scene->_doorway.setVisage(16);
scene->_doorway.setStrip2(6);
scene->_doorway.fixPriority(200);
scene->_doorway.setPosition(Common::Point(159, 191));
scene->_doorway._moveDiff = Common::Point(40, 40);
scene->_doorway._moveRate = 60;
scene->_doorway.animate(ANIM_MODE_5, NULL);
Common::Point pt(271, 165);
NpcMover *mover = new NpcMover();
scene->_doorway.addMover(mover, &pt, this);
break;
}
case 3:
scene->_doorway.remove();
scene->_assassin.setVisage(44);
scene->_assassin._frame = 1;
scene->_assassin.animate(ANIM_MODE_5, this);
scene->_soundHandler.startSound(29);
RING_INVENTORY._infoDisk._sceneNumber = 40;
break;
case 4:
_globals->_player.animate(ANIM_MODE_6, this);
break;
case 5: {
_globals->_player.setVisage(0);
_globals->_player.animate(ANIM_MODE_1, NULL);
_globals->_player.setStrip(1);
Common::Point pt(230, 195);
PlayerMover *mover = new PlayerMover();
_globals->_player.addMover(mover, &pt, this);
break;
}
case 6: {
_globals->_player.setStrip(7);
scene->_object1.setVisage(2806);
scene->_object1.animate(ANIM_MODE_1, NULL);
SceneObjectWrapper *wrapper = new SceneObjectWrapper();
scene->_object1.setObjectWrapper(wrapper);
Common::Point pt(200, 190);
NpcMover *mover = new NpcMover();
scene->_object1.addMover(mover, &pt, this);
break;
}
case 7:
scene->_stripManager.start(44, this);
break;
case 8: {
Common::Point pt(170, 260);
NpcMover *mover = new NpcMover();
scene->_object1.addMover(mover, &pt, this);
break;
}
case 9:
scene->_dyingKzin.setAction(&scene->_action7);
scene->_object1.remove();
_globals->_stripNum = 88;
_globals->_events.setCursor(CURSOR_WALK);
_globals->_player.enableControl();
scene->_assassin.setAction(&scene->_action8);
break;
}
}
void Scene40::Action3::signal() {
Scene40 *scene = (Scene40 *)_globals->_sceneManager._scene;
switch (_actionIndex++) {
case 0: {
_globals->_player.setAction(NULL);
_globals->_stripNum = 99;
_globals->_player.disableControl();
Common::Point pt(240, 195);
NpcMover *mover = new NpcMover();
_globals->_player.addMover(mover, &pt, this);
break;
}
case 1:
_globals->_player.setVisage(5010);
_globals->_player._strip = 2;
_globals->_player._frame = 1;
_globals->_player.animate(ANIM_MODE_4, 5, 1, this);
break;
case 2:
scene->_assassin.setStrip(2);
scene->_assassin.setFrame(1);
RING_INVENTORY._infoDisk._sceneNumber = 1;
_globals->_player.animate(ANIM_MODE_6, this);
break;
case 3:
_globals->_player.setVisage(0);
_globals->_player.animate(ANIM_MODE_1, NULL);
_globals->_player.setStrip(7);
_globals->_stripNum = 88;
_globals->_player.enableControl();
remove();
break;
}
}
void Scene40::Action4::signal() {
switch (_actionIndex++) {
case 0: {
Common::Point pt(178, 190);
NpcMover *mover = new NpcMover();
_globals->_player.addMover(mover, &pt, this);
break;
}
case 1:
_globals->_stripNum = 88;
_globals->_player.enableControl();
break;
}
}
void Scene40::Action5::signal() {
Scene40 *scene = (Scene40 *)_globals->_sceneManager._scene;
switch (_actionIndex++) {
case 0:
setDelay(_globals->_randomSource.getRandomNumber(119) + 120);
break;
case 1:
scene->_object2.animate(ANIM_MODE_8, 1, this);
_actionIndex = 0;
}
}
void Scene40::Action6::signal() {
Scene40 *scene = (Scene40 *)_globals->_sceneManager._scene;
switch (_actionIndex++) {
case 0: {
scene->_object1.postInit();
scene->_object1.setVisage(16);
scene->_object1.setStrip2(6);
scene->_object1._moveDiff = Common::Point(40, 40);
scene->_object1.setPosition(Common::Point(313, 53));
scene->_object1._moveRate = 60;
Common::Point pt(141, 194);
NpcMover *mover = new NpcMover();
scene->_object1.addMover(mover, &pt, NULL);
scene->_object1.animate(ANIM_MODE_5, NULL);
scene->_doorway.postInit();
scene->_doorway.setVisage(46);
scene->_doorway.setPosition(Common::Point(305, 61));
scene->_doorway.animate(ANIM_MODE_5, this);
scene->_soundHandler.startSound(25);
break;
}
case 1:
scene->_soundHandler.startSound(28);
scene->_doorway.setPosition(Common::Point(148, 74));
scene->_doorway.setFrame(1);
scene->_doorway.setStrip(2);
scene->_doorway.animate(ANIM_MODE_5, this);
break;
case 2:
remove();
break;
}
}
void Scene40::Action7::signal() {
Scene40 *scene = (Scene40 *)_globals->_sceneManager._scene;
switch (_actionIndex++) {
case 0:
// TODO: check if it's rand(500) or rand(499)+500
setDelay(_globals->_randomSource.getRandomNumber(500));
break;
case 1:
scene->_object7.postInit();
scene->_object7.setVisage(46);
if (_globals->_randomSource.getRandomNumber(32767) >= 16384) {
scene->_object7.setStrip(3);
scene->_object7.setPosition(Common::Point(15, 185));
} else {
scene->_object7.setPosition(Common::Point(305, 61));
scene->_object7.setFrame(15);
}
scene->_object7.animate(ANIM_MODE_5, this);
scene->_soundHandler.startSound(25);
break;
case 2:
scene->_object7.remove();
_actionIndex = 0;
setDelay(60);
break;
}
}
void Scene40::Action8::signal() {
Scene40 *scene = (Scene40 *)_globals->_sceneManager._scene;
switch (_actionIndex++) {
case 0:
setDelay(300);
break;
case 1:
_globals->_player.disableControl();
if ((_globals->_player._position.y >= 197) || (_globals->_player._visage)) {
_actionIndex = 1;
setDelay(30);
} else {
scene->_doorway.postInit();
scene->_doorway.setVisage(16);
scene->_doorway.setStrip2(6);
scene->_doorway.fixPriority(200);
scene->_doorway._moveRate = 60;
if (_globals->_player._position.x >= 145) {
scene->_doorway.fixPriority(-1);
scene->_doorway.setPosition(Common::Point(6, 157));
} else {
scene->_doorway.setPosition(Common::Point(313, 53));
}
scene->_doorway._moveDiff = Common::Point(40, 40);
Common::Point pt(_globals->_player._position.x, _globals->_player._position.y - 18);
NpcMover *mover = new NpcMover();
scene->_doorway.addMover(mover, &pt, this);
scene->_doorway.animate(ANIM_MODE_5, NULL);
}
break;
case 2:
scene->_doorway.remove();
_globals->_player.setVisage(40);
_globals->_player.setStrip(2);
_globals->_player.setFrame(1);
_globals->_player.animate(ANIM_MODE_5, this);
break;
case 3:
_globals->_soundHandler.startSound(77, this);
break;
case 4:
_globals->_game->endGame(40, 45);
remove();
break;
}
}
/*--------------------------------------------------------------------------*/
void Scene40::DyingKzin::doAction(int action) {
switch (action) {
case OBJECT_STUNNER:
SceneItem::display2(40, 44);
break;
case OBJECT_SCANNER:
SceneItem::display2(40, 43);
break;
case CURSOR_LOOK:
SceneItem::display2(40, 12);
break;
case CURSOR_USE:
SceneItem::display2(40, 18);
break;
default:
SceneHotspot::doAction(action);
break;
}
}
void Scene40::Assassin::doAction(int action) {
Scene40 *scene = (Scene40 *)_globals->_sceneManager._scene;
switch (action) {
case OBJECT_STUNNER:
if (scene->_assassin._visage == 44)
SceneItem::display2(40, 21);
else {
_globals->_player.disableControl();
Common::Point pt(230, 187);
NpcMover *mover = new NpcMover();
addMover(mover, &pt, NULL);
scene->setAction(&scene->_action2);
}
break;
case OBJECT_SCANNER:
SceneItem::display2(40, (scene->_assassin._visage == 44) ? 22 : 23);
break;
case CURSOR_LOOK:
if (scene->_assassin._visage != 44)
SceneItem::display2(40, 13);
else
SceneItem::display2(40, (RING_INVENTORY._infoDisk._sceneNumber == 1) ? 19 : 14);
break;
case CURSOR_USE:
if (scene->_assassin._visage != 44)
SceneItem::display2(40, 15);
else if (RING_INVENTORY._infoDisk._sceneNumber == 1)
SceneItem::display2(40, 19);
else {
_globals->_player.disableControl();
setAction(&scene->_action3);
}
break;
case CURSOR_TALK:
SceneItem::display2(40, 38);
break;
default:
SceneHotspot::doAction(action);
break;
}
}
/*--------------------------------------------------------------------------*/
void Scene40::Item2::doAction(int action) {
switch (action) {
case OBJECT_STUNNER:
SceneItem::display2(40, 35);
_globals->_events.setCursor(CURSOR_WALK);
break;
case OBJECT_SCANNER:
SceneItem::display2(40, 34);
break;
case CURSOR_LOOK:
SceneItem::display2(40, 8);
break;
case CURSOR_USE:
SceneItem::display2(40, 36);
break;
case CURSOR_TALK:
SceneItem::display2(40, 37);
break;
default:
SceneItem::doAction(action);
break;
}
}
void Scene40::Item6::doAction(int action) {
switch (action) {
case OBJECT_STUNNER:
SceneItem::display2(40, 25);
_globals->_events.setCursor(CURSOR_WALK);
break;
case OBJECT_SCANNER:
SceneItem::display2(40, 42);
break;
case CURSOR_LOOK:
SceneItem::display2(40, 6);
break;
case CURSOR_USE:
SceneItem::display2(40, 36);
break;
default:
SceneItem::doAction(action);
break;
}
}
/*--------------------------------------------------------------------------*/
Scene40::Scene40() :
_item1(2, OBJECT_SCANNER, 40, 24, OBJECT_STUNNER, 40, 25, CURSOR_LOOK, 40, 7, CURSOR_USE, 40, 16, LIST_END),
_item3(5, OBJECT_SCANNER, 40, 26, OBJECT_STUNNER, 40, 27, CURSOR_LOOK, 40, 9, CURSOR_USE, 40, 17, LIST_END),
_item4(6, OBJECT_SCANNER, 40, 31, OBJECT_STUNNER, 40, 32, CURSOR_LOOK, 40, 5, CURSOR_USE, 40, 33, LIST_END),
_item5(0, CURSOR_LOOK, 40, 11, LIST_END),
_item7(4, OBJECT_SCANNER, 40, 26, OBJECT_STUNNER, 40, 27, CURSOR_LOOK, 40, 9, CURSOR_USE, 40, 17, LIST_END),
_item8(8, OBJECT_SCANNER, 40, 39, OBJECT_STUNNER, 40, 40, CURSOR_LOOK, 40, 3, CURSOR_USE, 40, 41, LIST_END) {
}
void Scene40::postInit(SceneObjectList *OwnerList) {
loadScene(40);
Scene::postInit();
setZoomPercents(0, 100, 200, 100);
_globals->_stripNum = 99;
_stripManager.addSpeaker(&_speakerQR);
_stripManager.addSpeaker(&_speakerSL);
_stripManager.addSpeaker(&_speakerQText);
_stripManager.addSpeaker(&_speakerSText);
_stripManager.addSpeaker(&_speakerGameText);
_speakerGameText._color1 = 9;
_speakerGameText.setTextPos(Common::Point(160, 30));
_speakerQText._npc = &_globals->_player;
_speakerSText._npc = &_object1;
_globals->_player.postInit();
_globals->_player.setVisage(0);
_globals->_player.animate(ANIM_MODE_1, NULL);
_globals->_player.setObjectWrapper(new SceneObjectWrapper());
_globals->_player.setPosition(Common::Point(130, 220));
_globals->_player.disableControl();
if (_globals->_sceneManager._previousScene == 20) {
_globals->_soundHandler.startSound(24);
_globals->_player.setVisage(43);
_object1.postInit();
_object1.setVisage(41);
_object1.setPosition(Common::Point(105, 220));
_object2.postInit();
_object2.setVisage(41);
_object2.setStrip(6);
_object2.fixPriority(200);
_object2.setPosition(Common::Point(94, 189));
_object2.setAction(&_action5);
_object3.postInit();
_object3.setVisage(41);
_object3.setStrip(5);
_object3.fixPriority(205);
_object3.setPosition(Common::Point(110, 186));
_object3._numFrames = 2;
_object3.animate(ANIM_MODE_8, NULL, NULL);
_assassin.postInit();
_assassin.setPosition(Common::Point(-40, 191));
_globals->_sceneItems.push_back(&_assassin);
_dyingKzin.postInit();
_dyingKzin.setVisage(40);
_dyingKzin.setStrip(6);
_dyingKzin.setPosition(Common::Point(-90, 65));
_dyingKzin.fixPriority(170);
setAction(&_action1);
} else {
_doorway.postInit();
_doorway.setVisage(46);
_doorway.setPosition(Common::Point(148, 74));
_doorway.setStrip(2);
_doorway.setFrame(_doorway.getFrameCount());
_dyingKzin.postInit();
_dyingKzin.setVisage(40);
_dyingKzin.setPosition(Common::Point(205, 183));
_dyingKzin.fixPriority(170);
_dyingKzin._frame = 9;
_dyingKzin.setAction(&_action7);
_assassin.postInit();
_assassin.setVisage(44);
_assassin.setPosition(Common::Point(230, 187));
_assassin.setAction(&_action8);
if (RING_INVENTORY._infoDisk._sceneNumber == 40) {
_assassin.setStrip(1);
_assassin.setFrame(_assassin.getFrameCount());
} else {
_assassin.setStrip(2);
}
_globals->_sceneItems.push_back(&_assassin);
_globals->_player.setPosition(Common::Point(170, 220));
setAction(&_action4);
}
_item5.setBounds(Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT));
_item6._sceneRegionId = 3;
_item2._sceneRegionId = 7;
_globals->_sceneItems.addItems(&_dyingKzin, &_item8, &_item1, &_item2, &_item3, &_item4,
&_item6, &_item7, &_item5, NULL);
}
void Scene40::signal() {
if (_sceneMode == 41)
_globals->_sceneManager.changeScene(50);
}
void Scene40::dispatch() {
if ((_globals->_stripNum == 88) && (_globals->_player._position.y >= 197)) {
_globals->_player.disableControl();
_globals->_stripNum = 0;
_globals->_player.setAction(NULL);
_sceneMode = 41;
setAction(&_sequenceManager, this, 41, &_globals->_player, NULL);
if (_globals->_sceneManager._previousScene == 20) {
_dyingKzin.setAction(&_action6);
}
}
Scene::dispatch();
}
/*--------------------------------------------------------------------------
* Scene 50 - By Flycycles
*
*--------------------------------------------------------------------------*/
void Scene50::Action1::signal() {
Scene50 *scene = (Scene50 *)_globals->_sceneManager._scene;
switch (_actionIndex++) {
case 0:
setAction(&scene->_sequenceManager, this, 54, &_globals->_player, NULL);
break;
case 1:
_globals->_events.setCursor(CURSOR_WALK);
scene->_stripManager.start(63, this);
break;
case 2:
if (scene->_stripManager._field2E8 != 107) {
_globals->_player.enableControl();
remove();
} else {
Common::Point pt(282, 139);
NpcMover *mover = new NpcMover();
_globals->_player.addMover(mover, &pt, this);
}
break;
case 3:
_globals->_stripNum = -1;
_globals->_sceneManager.changeScene(60);
break;
}
}
void Scene50::Action2::signal() {
Scene50 *scene = (Scene50 *)_globals->_sceneManager._scene;
switch (_actionIndex++) {
case 0:
_globals->_player.disableControl();
scene->_stripManager.start(66, this);
break;
case 1: {
Common::Point pt(141, 142);
NpcMover *mover = new NpcMover();
_globals->_player.addMover(mover, &pt, this);
break;
}
case 2:
_globals->_sceneManager.changeScene(40);
remove();
break;
}
}
void Scene50::Action3::signal() {
switch (_actionIndex++) {
case 0: {
_globals->_player.disableControl();
Common::Point pt(136, 185);
NpcMover *mover = new NpcMover();
_globals->_player.addMover(mover, &pt, this);
break;
}
case 1:
_globals->_sceneManager.changeScene(60);
remove();
break;
}
}
/*--------------------------------------------------------------------------*/
void Scene50::Object1::doAction(int action) {
Scene50 *scene = (Scene50 *)_globals->_sceneManager._scene;
switch (action) {
case OBJECT_STUNNER:
SceneItem::display2(50, 20);
break;
case OBJECT_SCANNER:
SceneItem::display2(50, 19);
break;
case CURSOR_LOOK:
SceneItem::display2(50, 4);
break;
case CURSOR_USE:
SceneItem::display2(50, 21);
break;
case CURSOR_TALK:
_globals->_player.disableControl();
scene->_sceneMode = 52;
scene->setAction(&scene->_sequenceManager, scene, 52, NULL);
break;
default:
SceneHotspot::doAction(action);
break;
}
}
void Scene50::Object2::doAction(int action) {
Scene50 *scene = (Scene50 *)_globals->_sceneManager._scene;
switch (action) {
case OBJECT_STUNNER:
SceneItem::display2(50, 11);
break;
case OBJECT_SCANNER:
SceneItem::display2(50, 10);
break;
case CURSOR_LOOK:
SceneItem::display2(50, 1);
break;
case OBJECT_INFODISK:
case CURSOR_USE:
_globals->_stripNum = 50;
scene->setAction(&scene->_action3);
break;
default:
SceneHotspot::doAction(action);
break;
}
}
void Scene50::Object3::doAction(int action) {
Scene50 *scene = (Scene50 *)_globals->_sceneManager._scene;
switch (action) {
case OBJECT_STUNNER:
SceneItem::display2(50, 11);
break;
case OBJECT_SCANNER:
SceneItem::display2(50, 10);
break;
case CURSOR_LOOK:
SceneItem::display2(50, 1);
break;
case OBJECT_INFODISK:
case CURSOR_USE:
SceneItem::display2(50, 8);
break;
case CURSOR_TALK:
_globals->_player.disableControl();
scene->_sceneMode = 52;
scene->setAction(&scene->_sequenceManager, scene, 52, NULL);
break;
default:
SceneHotspot::doAction(action);
break;
}
}
void Scene50::Object4::doAction(int action) {
Scene50 *scene = (Scene50 *)_globals->_sceneManager._scene;
switch (action) {
case OBJECT_STUNNER:
SceneItem::display2(50, 11);
break;
case OBJECT_SCANNER:
SceneItem::display2(50, 10);
break;
case CURSOR_LOOK:
SceneItem::display2(50, 1);
break;
case OBJECT_INFODISK:
case CURSOR_USE:
_globals->_player.disableControl();
_globals->_stripNum = 0;
scene->_sceneMode = 51;
scene->setAction(&scene->_sequenceManager, scene, 51, &_globals->_player, NULL);
break;
default:
SceneHotspot::doAction(action);
break;
}
}
/*--------------------------------------------------------------------------*/
Scene50::Scene50() :
_item0(0, CURSOR_LOOK, 50, 3, LIST_END),
_item1(0, OBJECT_SCANNER, 50, 15, CURSOR_USE, 50, 16, CURSOR_LOOK, 50, 3, LIST_END),
_item2(0, CURSOR_LOOK, 50, 7, LIST_END),
_item3(8, OBJECT_STUNNER, 50, 14, OBJECT_SCANNER, 50, 13, CURSOR_LOOK, 50, 3, LIST_END),
_item4(9, OBJECT_SCANNER, 40, 39, OBJECT_STUNNER, 40, 40, CURSOR_USE, 40, 41, CURSOR_LOOK, 50, 5, LIST_END),
_item5(10, OBJECT_SCANNER, 50, 17, OBJECT_STUNNER, 50, 18, CURSOR_LOOK, 50, 6, CURSOR_USE, 30, 8, LIST_END) {
_doorwayRect = Rect(80, 108, 160, 112);
}
void Scene50::postInit(SceneObjectList *OwnerList) {
loadScene(50);
Scene::postInit();
setZoomPercents(0, 100, 200, 100);
_stripManager.addSpeaker(&_speakerQText);
_stripManager.addSpeaker(&_speakerSText);
_globals->_player.postInit();
_globals->_player.setVisage(0);
_globals->_player.animate(ANIM_MODE_1, NULL);
_globals->_player.setObjectWrapper(new SceneObjectWrapper());
_globals->_player._canWalk = false;
_globals->_player.changeZoom(75);
_globals->_player._moveDiff.y = 3;
if (_globals->_sceneManager._previousScene == 40) {
_globals->_player.setPosition(Common::Point(128, 123));
} else if (_globals->_stripNum == 50) {
_globals->_player.setPosition(Common::Point(136, 185));
} else {
_globals->_player.setPosition(Common::Point(270, 143));
}
_object2.postInit();
_object2.setVisage(2331);
_object2.setStrip(6);
_object2.setPosition(Common::Point(136, 192));
_object2.fixPriority(200);
_object3.postInit();
_object3.setVisage(2337);
_object3.setStrip(6);
_object3.setPosition(Common::Point(260, 180));
_object3.fixPriority(200);
_object4.postInit();
_object4.setVisage(2331);
_object4.setStrip(6);
_object4.setPosition(Common::Point(295, 144));
_object4.fixPriority(178);
_globals->_sceneItems.addItems(&_object2, &_object3, &_object4, NULL);
if (!_globals->getFlag(101)) {
_globals->_player.disableControl();
_globals->setFlag(101);
setAction(&_action1);
} else {
_globals->_player.enableControl();
if (_globals->_sceneManager._previousScene == 40) {
_globals->_player.disableControl();
_sceneMode = 54;
setAction(&_sequenceManager, this, 54, &_globals->_player, NULL);
}
}
_item0.setBounds(Rect(200, 0, 320, 200));
_globals->_sceneItems.addItems(&_item3, &_item4, &_item5, &_item0, NULL);
}
void Scene50::signal() {
switch (_sceneMode) {
case 51:
_globals->_sceneManager.changeScene(60);
break;
case 55:
_globals->_sceneManager.changeScene(40);
break;
case 52:
case 54:
_globals->_player.enableControl();
break;
}
}
void Scene50::dispatch() {
Scene::dispatch();
if ((_sceneMode != 55) && _doorwayRect.contains(_globals->_player._position)) {
// Player in house doorway, start player moving to within
_globals->_player.disableControl();
_sceneMode = 55;
Common::Point pt(89, 111);
NpcMover *mover = new NpcMover();
_globals->_player.addMover(mover, &pt, this);
}
}
/*--------------------------------------------------------------------------
* Scene 60 - Flycycle controls
*
*--------------------------------------------------------------------------*/
void Scene60::Action1::signal() {
Scene60 *scene = (Scene60 *)_globals->_sceneManager._scene;
switch (_actionIndex++) {
case 0:
setDelay(3);
break;
case 1:
scene->_floppyDrive.postInit();
scene->_floppyDrive.setVisage(60);
scene->_floppyDrive.setStrip(7);
scene->_floppyDrive.setPosition(Common::Point(136, 65));
scene->_floppyDrive.animate(ANIM_MODE_5, this);
scene->_soundHandler1.startSound(35);
break;
case 2:
scene->_redLights.postInit();
scene->_redLights.setVisage(60);
scene->_redLights.setPosition(Common::Point(199, 186));
scene->_redLights.animate(ANIM_MODE_8, 0, NULL);
scene->_redLights._numFrames = 5;
scene->_controlButton.animate(ANIM_MODE_2, NULL);
if (!_globals->getFlag(83)) {
scene->_message.postInit();
scene->_message.setVisage(60);
scene->_message.setStrip2(3);
scene->_message.setFrame(2);
scene->_message.setPosition(Common::Point(148, 85));
scene->_message.animate(ANIM_MODE_2, NULL);
scene->_message._numFrames = 5;
_globals->_sceneItems.push_front(&scene->_message);
scene->_soundHandler2.startSound(38);
}
_globals->_events.setCursor(CURSOR_USE);
break;
case 3:
scene->_soundHandler2.startSound(37);
scene->loadScene(65);
scene->_message.remove();
if (_globals->_sceneObjects->contains(&scene->_redLights))
scene->_redLights.remove();
scene->_controlButton.remove();
scene->_slaveButton.remove();
scene->_masterButton.remove();
scene->_item1.remove();
scene->_item2.remove();
scene->_nextButton.postInit();
scene->_nextButton.setVisage(65);
scene->_nextButton.setPosition(Common::Point(118, 197));
scene->_prevButton.postInit();
scene->_prevButton.setVisage(65);
scene->_prevButton.setStrip(2);
scene->_prevButton.setPosition(Common::Point(160, 197));
scene->_exitButton.postInit();
scene->_exitButton.setVisage(65);
scene->_exitButton.setStrip(3);
scene->_exitButton.setPosition(Common::Point(202, 197));
scene->_rose.postInit();
scene->_rose.setVisage(65);
scene->_rose.setStrip(4);
scene->_rose.setFrame(1);
scene->_rose.setPosition(Common::Point(145, 165));
_globals->_sceneItems.push_front(&scene->_nextButton);
_globals->_sceneItems.push_front(&scene->_prevButton);
_globals->_sceneItems.push_front(&scene->_exitButton);
setDelay(10);
_globals->_events.setCursor(CURSOR_USE);
break;
case 4:
_globals->setFlag(90);
// Deliberate fall-through
case 5:
case 6:
case 7:
SceneItem::display(60, _actionIndex - 4, SET_Y, 40, SET_X, 25, SET_FONT, 75,
SET_EXT_BGCOLOR, -1, SET_FG_COLOR, 34, SET_POS_MODE, 0,
SET_WIDTH, 280, SET_KEEP_ONSCREEN, 1, LIST_END);
_globals->_events.setCursor(CURSOR_USE);
break;
case 9:
_globals->_player._uiEnabled = false;
RING_INVENTORY._infoDisk._sceneNumber = 1;
if (_globals->_sceneObjects->contains(&scene->_message))
scene->_message.remove();
scene->_controlButton.animate(ANIM_MODE_NONE);
scene->_controlButton.setFrame(1);
scene->_redLights.remove();
scene->_floppyDrive.postInit();
scene->_floppyDrive.setVisage(60);
scene->_floppyDrive.setStrip(7);
scene->_floppyDrive.setPosition(Common::Point(136, 65));
scene->_floppyDrive.setFrame(scene->_floppyDrive.getFrameCount());
scene->_floppyDrive.animate(ANIM_MODE_6, this);
scene->_soundHandler1.startSound(35);
scene->_soundHandler3.proc3();
scene->_masterButton.setFrame(1);
scene->_masterButton._state = 0;
_globals->clearFlag(103);
_globals->clearFlag(!_globals->_stripNum ? 116 : 119);
break;
case 10:
setDelay(60);
break;
case 11:
_globals->_player._uiEnabled = true;
scene->_floppyDrive.remove();
remove();
break;
case 8:
default:
break;
}
}
void Scene60::Action2::signal() {
Scene60 *scene = (Scene60 *)_globals->_sceneManager._scene;
switch (_actionIndex++) {
case 0:
case 2:
setDelay(3);
break;
case 1:
scene->_stripManager.start(66, this);
break;
case 3:
_globals->_sceneManager.changeScene(50);
break;
}
}
/*--------------------------------------------------------------------------*/
void Scene60::PrevObject::doAction(int action) {
Scene60 *scene = (Scene60 *)_globals->_sceneManager._scene;
if (action == CURSOR_LOOK) {
SceneItem::display2(60, 16);
} else if (action == CURSOR_USE) {
animate(ANIM_MODE_8, 1, NULL);
if (scene->_action1.getActionIndex() > 5) {
scene->_soundHandler3.startSound(36);
scene->_action1.setActionIndex(scene->_action1.getActionIndex() - 2);
scene->_action1.setDelay(1);
}
} else {
SceneHotspot::doAction(action);
}
}
void Scene60::NextObject::doAction(int action) {
Scene60 *scene = (Scene60 *)_globals->_sceneManager._scene;
if (action == CURSOR_LOOK) {
SceneItem::display2(60, 17);
} else if (action == CURSOR_USE) {
animate(ANIM_MODE_8, 1, NULL);
if (scene->_action1.getActionIndex() < 8) {
scene->_soundHandler3.startSound(36);
scene->_action1.setDelay(1);
}
} else {
SceneHotspot::doAction(action);
}
}
void Scene60::ExitObject::doAction(int action) {
Scene60 *scene = (Scene60 *)_globals->_sceneManager._scene;
if (action == CURSOR_LOOK) {
SceneItem::display2(60, 18);
} else if (action == CURSOR_USE) {
scene->_soundHandler3.startSound(36);
animate(ANIM_MODE_8, 1, NULL);
scene->_nextButton.remove();
scene->_prevButton.remove();
scene->_exitButton.remove();
scene->_rose.remove();
SceneItem::display(0, 0);
scene->loadScene(60);
scene->_controlButton.postInit();
scene->_controlButton.setVisage(60);
scene->_controlButton.setStrip(5);
scene->_controlButton.setPosition(Common::Point(233, 143));
scene->_controlButton.animate(ANIM_MODE_2, NULL);
scene->_slaveButton.postInit();
scene->_slaveButton.setVisage(60);
scene->_slaveButton.setStrip(8);
scene->_slaveButton.setPosition(Common::Point(143, 125));
scene->_masterButton.postInit();
scene->_masterButton.setVisage(60);
scene->_masterButton.setStrip(8);
scene->_masterButton.setPosition(Common::Point(143, 105));
_globals->_sceneItems.push_front(&scene->_masterButton);
_globals->_sceneItems.push_front(&scene->_slaveButton);
scene->_redLights.postInit();
scene->_redLights.setVisage(60);
scene->_redLights.setPosition(Common::Point(199, 186));
scene->_redLights.animate(ANIM_MODE_8, 0, NULL);
scene->_redLights._numFrames = 5;
scene->_redLights.setAction(&scene->_sequenceManager, scene, 61, NULL);
if (scene->_slaveButton._state)
scene->_slaveButton.setFrame(2);
if (scene->_masterButton._state)
scene->_masterButton.setFrame(2);
_globals->_sceneItems.push_front(&scene->_item1);
_globals->_sceneItems.push_front(&scene->_controlButton);
_globals->_sceneItems.push_front(&scene->_slaveButton);
_globals->_sceneItems.push_front(&scene->_masterButton);
_globals->_sceneItems.push_back(&scene->_item2);
_globals->gfxManager()._font.setFontNumber(2);
_globals->_sceneText._fontNumber = 2;
scene->_action1.setActionIndex(2);
scene->_action1.setDelay(1);
scene->_sceneMode = 9999;
scene->signal();
} else {
SceneHotspot::doAction(action);
}
}
void Scene60::MessageObject::doAction(int action) {
Scene60 *scene = (Scene60 *)_globals->_sceneManager._scene;
if (action == CURSOR_LOOK) {
SceneItem::display2(60, 9);
} else if (action == CURSOR_USE) {
scene->_action1.setDelay(1);
_globals->setFlag(83);
} else {
SceneHotspot::doAction(action);
}
}
void Scene60::ControlObject::doAction(int action) {
Scene60 *scene = (Scene60 *)_globals->_sceneManager._scene;
if (action == CURSOR_LOOK) {
SceneItem::display2(60, 11);
} else if (action == CURSOR_USE) {
if (_animateMode == ANIM_MODE_NONE)
SceneItem::display2(60, 14);
else if (!scene->_slaveButton._state) {
_globals->_soundHandler.startSound(40);
_globals->_soundHandler.proc5(1);
_globals->_sceneManager.changeScene(20);
} else {
scene->_sceneMode = 15;
setAction(&scene->_sequenceManager, scene, 62, NULL);
}
} else {
SceneHotspot::doAction(action);
}
}
void Scene60::SlaveObject::doAction(int action) {
Scene60 *scene = (Scene60 *)_globals->_sceneManager._scene;
if (action == CURSOR_LOOK) {
SceneItem::display2(60, 8);
} else if (action == CURSOR_USE) {
if (scene->_masterButton._state)
scene->_sceneMode = 19;
else if (_state) {
scene->_soundHandler3.proc3();
animate(ANIM_MODE_6, NULL);
_globals->clearFlag(102);
_globals->clearFlag(!_globals->_stripNum ? 117 : 120);
_state = 0;
scene->_sceneMode = 9998;
} else {
scene->_soundHandler3.startSound(39);
_globals->setFlag(102);
_globals->setFlag(!_globals->_stripNum ? 117 : 120);
animate(ANIM_MODE_5, NULL);
_state = 1;
scene->_sceneMode = 9998;
}
setAction(&scene->_sequenceManager, scene, 62, NULL);
} else {
SceneHotspot::doAction(action);
}
}
void Scene60::MasterObject::doAction(int action) {
Scene60 *scene = (Scene60 *)_globals->_sceneManager._scene;
if (action == CURSOR_LOOK) {
SceneItem::display2(60, 7);
} else if (action == CURSOR_USE) {
if (!scene->_controlButton._animateMode)
scene->_sceneMode = 14;
else if (scene->_slaveButton._state)
scene->_sceneMode = 20;
else if (_state) {
scene->_soundHandler3.proc3();
animate(ANIM_MODE_6, NULL);
_state = 0;
_globals->clearFlag(103);
_globals->clearFlag(!_globals->_stripNum ? 116 : 119);
scene->_sceneMode = 9998;
} else {
scene->_soundHandler3.startSound(39);
animate(ANIM_MODE_5, NULL);
_state = 1;
_globals->setFlag(103);
_globals->setFlag(!_globals->_stripNum ? 116 : 119);
scene->_sceneMode = 9998;
}
setAction(&scene->_sequenceManager, scene, 62, NULL);
} else {
SceneHotspot::doAction(action);
}
}
void Scene60::FloppyDrive::doAction(int action) {
Scene60 *scene = (Scene60 *)_globals->_sceneManager._scene;
if (action == CURSOR_LOOK) {
SceneItem::display2(60, 13);
} else if (action == CURSOR_USE) {
_globals->setFlag(!_globals->_stripNum ? 118 : 121);
scene->setAction(&scene->_action1);
} else {
SceneHotspot::doAction(action);
}
}
/*--------------------------------------------------------------------------*/
void Scene60::Item1::doAction(int action) {
Scene60 *scene = (Scene60 *)_globals->_sceneManager._scene;
switch (action) {
case OBJECT_INFODISK:
RING_INVENTORY._infoDisk._sceneNumber = 60;
_globals->setFlag(!_globals->_stripNum ? 118 : 121);
scene->_sceneMode = 0;
scene->setAction(&scene->_action1);
break;
case CURSOR_LOOK:
SceneItem::display2(60, 10);
break;
case CURSOR_USE:
if (RING_INVENTORY._infoDisk._sceneNumber == 60) {
if (_globals->getFlag(118) && !_globals->_stripNum) {
_globals->clearFlag(118);
scene->setAction(&scene->_action1);
scene->_action1.setActionIndex(9);
scene->_action1.setDelay(1);
}
if (_globals->getFlag(121) && !_globals->_stripNum) {
_globals->clearFlag(121);
scene->setAction(&scene->_action1);
scene->_action1.setActionIndex(9);
scene->_action1.setDelay(1);
}
} else if (RING_INVENTORY._infoDisk._sceneNumber == 1) {
scene->_sceneMode = 0;
setAction(&scene->_sequenceManager, scene, 62, NULL);
} else {
scene->setAction(&scene->_action2);
}
default:
SceneHotspot::doAction(action);
break;
}
}
void Scene60::Item::doAction(int action) {
Scene60 *scene = (Scene60 *)_globals->_sceneManager._scene;
switch (action) {
case CURSOR_LOOK:
SceneItem::display2(60, _messageNum);
break;
case CURSOR_USE:
scene->_sceneMode = _sceneMode;
setAction(&scene->_sequenceManager, this, 62, NULL);
break;
default:
SceneItem::doAction(action);
break;
}
}
/*--------------------------------------------------------------------------*/
Scene60::Scene60() :
_item2(0, 12, 12),
_item3(8, 22, 23),
_item4(9, 24, 25),
_item5(10, 26, 27),
_item6(11, 28, 29) {
}
void Scene60::postInit(SceneObjectList *OwnerList) {
loadScene(60);
Scene::postInit();
_stripManager.addSpeaker(&_speakerQText);
_stripManager.addSpeaker(&_speakerSText);
_globals->_player._uiEnabled = true;
_globals->_events.setCursor(CURSOR_USE);
_slaveButton.postInit();
_slaveButton.setVisage(60);
_slaveButton.setStrip(8);
_slaveButton.setPosition(Common::Point(143, 125));
_slaveButton._state = 0;
_masterButton.postInit();
_masterButton.setVisage(60);
_masterButton.setStrip(8);
_masterButton.setPosition(Common::Point(143, 105));
_masterButton._state = 0;
_globals->_sceneItems.push_back(&_masterButton);
_globals->_sceneItems.push_back(&_slaveButton);
_controlButton.postInit();
_controlButton.setVisage(60);
_controlButton.setStrip(5);
_controlButton.setPosition(Common::Point(233, 143));
_globals->_sceneItems.push_back(&_controlButton);
if (_globals->_stripNum == -1) {
_globals->_stripNum = 0;
} else {
_globals->_player.disableControl();
_sceneMode = 9999;
setAction(&_sequenceManager, this, 61, NULL);
}
_item1.setBounds(Rect(130, 55, 174, 70));
_item2.setBounds(Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT));
if (_globals->_stripNum == 0) {
if (_globals->getFlag(117)) {
_slaveButton._state = 1;
_slaveButton.setFrame(2);
}
if (_globals->getFlag(116)) {
_masterButton._state = 1;
_masterButton.setFrame(2);
}
if (_globals->getFlag(118)) {
_controlButton.animate(ANIM_MODE_2, NULL);
_redLights.postInit();
_redLights.setVisage(60);
_redLights.setPosition(Common::Point(199, 186));
_redLights.animate(ANIM_MODE_8, 0, NULL);
_soundHandler1.startSound(35);
if (!_globals->getFlag(83)) {
_message.postInit();
_message.setVisage(60);
_message.setStrip2(3);
_message.setFrame(2);
_message.setPosition(Common::Point(148, 85));
_message.animate(ANIM_MODE_2, NULL);
_message._numFrames = 5;
_globals->_sceneItems.push_front(&_message);
_soundHandler2.startSound(38);
}
}
} else {
if (_globals->getFlag(120)) {
_slaveButton._state = 1;
_slaveButton.setFrame(2);
}
if (_globals->getFlag(119)) {
_masterButton._state = 1;
_masterButton.setFrame(2);
}
if (_globals->getFlag(121)) {
_controlButton.animate(ANIM_MODE_2, NULL);
_redLights.postInit();
_redLights.setVisage(60);
_redLights.setPosition(Common::Point(199, 186));
_redLights.animate(ANIM_MODE_8, 0, NULL);
_redLights._numFrames = 5;
_soundHandler1.startSound(35);
if (!_globals->getFlag(83)) {
_message.postInit();
_message.setVisage(60);
_message.setStrip2(3);
_message.setFrame(2);
_message.setPosition(Common::Point(148, 85));
_message.animate(ANIM_MODE_2, NULL);
_message._numFrames = 5;
_globals->_sceneItems.push_front(&_message);
_soundHandler2.startSound(38);
}
}
}
_globals->_sceneItems.addItems(&_item3, &_item4, &_item5, &_item6,
&_item1, &_item2, NULL);
}
void Scene60::signal() {
if (_sceneMode != 0) {
if (_sceneMode == 9998) {
_globals->_events.setCursor(CURSOR_USE);
} else if (_sceneMode == 9999) {
_globals->_player._uiEnabled = true;
_globals->_events.setCursor(CURSOR_USE);
_gfxButton.setText(EXIT_MSG);
_gfxButton._bounds.center(160, 193);
_gfxButton.draw();
_gfxButton._bounds.expandPanes();
} else {
SceneItem::display2(60, _sceneMode);
_globals->_events.setCursor(CURSOR_USE);
}
}
}
void Scene60::process(Event &event) {
Scene::process(event);
if (_screenNumber == 60) {
if (_gfxButton.process(event))
_globals->_sceneManager.changeScene(50);
}
}
/*--------------------------------------------------------------------------
* Scene 90 - Shipyard Entrance
*
*--------------------------------------------------------------------------*/
void Scene90::Action1::signal() {
Scene90 *scene = (Scene90 *)_globals->_sceneManager._scene;
switch (_actionIndex++) {
case 0:
setDelay(10);
break;
case 1:
_globals->_scenePalette.addRotation(64, 72, -1);
_globals->_events.setCursor(CURSOR_WALK);
scene->_stripManager.start(90, this);
break;
case 2:
setDelay(2);
break;
case 3: {
Common::Point pt(278, 191);
NpcMover *mover = new NpcMover();
scene->_object2.addMover(mover, &pt, this);
break;
}
case 4:
scene->_object2.setStrip(3);
setDelay(2);
break;
case 5:
scene->_soundHandler2.startSound(58);
if (scene->_stripManager._field2E8 == 220)
scene->_stripManager.start(91, this, scene);
else {
scene->_stripManager.start(_globals->getFlag(104) ? 93 : 92, this, scene);
_actionIndex = 7;
}
break;
case 6:
scene->_object2.animate(ANIM_MODE_NONE);
_globals->_player._uiEnabled = true;
break;
case 7:
scene->_object2.animate(ANIM_MODE_NONE);
_globals->_soundHandler.startSound(56);
scene->_object3.animate(ANIM_MODE_5, this);
break;
case 8: {
Common::Point pt(215, 127);
PlayerMover *mover = new PlayerMover();
scene->_object5.addMover(mover, &pt, this);
break;
}
case 9: {
Common::Point pt1(215, 127);
PlayerMover *mover1 = new PlayerMover();
scene->_object1.addMover(mover1, &pt1, this);
Common::Point pt2(86, 62);
PlayerMover *mover2 = new PlayerMover();
scene->_object5.addMover(mover2, &pt2, this);
break;
}
case 10: {
PlayerMover2 *mover = new PlayerMover2();
scene->_object1.addMover(mover, 10, 15, &scene->_object5);
if (!_globals->getFlag(104)) {
mover = new PlayerMover2();
scene->_object4.addMover(mover, 10, 15, &scene->_object1);
}
setDelay(60);
break;
}
case 11:
_globals->_soundHandler.startSound(57);
_globals->_soundHandler.startSound(68);
scene->_object3.animate(ANIM_MODE_6, NULL);
SceneItem::display(90, _globals->getFlag(104) ? 15 : 14,
SET_EXT_BGCOLOR, 13, SET_KEEP_ONSCREEN, -1, SET_X, 120, SET_Y, 20, LIST_END);
break;
case 12:
SceneItem::display(0, 0);
_globals->_scenePalette.clearListeners();
_globals->_sceneManager.changeScene(95);
break;
}
}
/*--------------------------------------------------------------------------*/
void Scene90::Object1::doAction(int action) {
Scene90 *scene = (Scene90 *)_globals->_sceneManager._scene;
switch (action) {
case CURSOR_LOOK:
SceneItem::display2(90, 7);
break;
case CURSOR_USE:
_globals->_player.disableControl();
scene->_sceneMode = 97;
setAction(&scene->_sequenceManager, scene, 97, this, NULL);
break;
default:
SceneHotspot::doAction(action);
break;
}
}
void Scene90::Object2::doAction(int action) {
Scene90 *scene = (Scene90 *)_globals->_sceneManager._scene;
switch (action) {
case OBJECT_STUNNER:
case CURSOR_USE:
_globals->_player.disableControl();
scene->_object6.postInit();
scene->_object6.setVisage(90);
scene->_object6.setStrip(6);
scene->_object6.setPosition(Common::Point(184, 210));
scene->_object6.hide();
scene->_sceneMode = 91;
scene->_soundHandler1.startSound(59);
scene->_soundHandler1.proc5(1);
scene->setAction(&scene->_sequenceManager, scene, 91, this, &scene->_object6, NULL);
break;
case CURSOR_LOOK:
SceneItem::display2(90, 8);
break;
case CURSOR_TALK:
_globals->_player.disableControl();
setAction(&scene->_sequenceManager, scene, 96, this, NULL);
break;
default:
SceneHotspot::doAction(action);
break;
}
}
/*--------------------------------------------------------------------------*/
Scene90::Scene90() :
_item1(0, CURSOR_LOOK, 90, 9, LIST_END),
_item2(0, CURSOR_LOOK, 90, 10, LIST_END),
_item3(0, CURSOR_LOOK, 90, 11, LIST_END),
_object3(OBJECT_STUNNER, 90, 13, CURSOR_LOOK, 90, 12, CURSOR_USE, 90, 16, LIST_END),
_object4(CURSOR_LOOK, 90, 17, LIST_END),
_object5(CURSOR_LOOK, 90, 18, CURSOR_USE, 90, 19, LIST_END) {
}
void Scene90::stripCallback(int v) {
Scene90 *scene = (Scene90 *)_globals->_sceneManager._scene;
if (v == 1)
scene->_object2.animate(ANIM_MODE_7, NULL);
else if (v == 2)
scene->_object2.animate(ANIM_MODE_NONE);
}
void Scene90::postInit(SceneObjectList *OwnerList) {
loadScene(90);
Scene::postInit();
setZoomPercents(70, 10, 180, 100);
_stripManager.addSpeaker(&_speakerSText);
_stripManager.addSpeaker(&_speakerQText);
_stripManager.addSpeaker(&_speakerMText);
_stripManager.addSpeaker(&_speakerQL);
_stripManager.addSpeaker(&_speakerSR);
_speakerMText._npc = &_object2;
_speakerQText._textWidth = 160;
_speakerQText._npc = &_object5;
_speakerSText._npc = &_object1;
_object5.postInit();
_object5.setVisage(2333);
_object5.setObjectWrapper(new SceneObjectWrapper());
_object5._strip = 7;
_object5._moveDiff = Common::Point(22, 22);
_object5.setPosition(Common::Point(151, 177));
_object5.changeZoom(-1);
_globals->_sceneItems.push_back(&_object5);
_object1.postInit();
_object1.setVisage(2337);
_object1.setObjectWrapper(new SceneObjectWrapper());
_object1._strip = 4;
_object1._moveDiff = Common::Point(20, 20);
_object1.setPosition(Common::Point(212, 183));
_object1.changeZoom(-1);
_globals->_sceneItems.push_back(&_object1);
if (!_globals->getFlag(104)) {
_object4.postInit();
_object4.setVisage(2331);
_object4.setObjectWrapper(new SceneObjectWrapper());
_object4._strip = 4;
_object4._moveDiff = Common::Point(20, 20);
_object4.setPosition(Common::Point(251, 207));
_object4.changeZoom(-1);
_globals->_sceneItems.push_back(&_object4);
}
_object2.postInit();
_object2.setVisage(90);
_object2.animate(ANIM_MODE_1, NULL);
_object2.setPosition(Common::Point(315, 185));
_object2._strip = 2;
_globals->_sceneItems.push_back(&_object2);
_object3.postInit();
_object3.setVisage(90);
_object3.animate(ANIM_MODE_1, NULL);
_object3.setPosition(Common::Point(196, 181));
_object3.fixPriority(175);
_globals->_sceneItems.push_back(&_object3);
_globals->_player.disableControl();
_globals->_soundHandler.startSound(55);
_soundHandler1.startSound(52);
_soundHandler1.proc5(1);
setAction(&_action1);
_item3.setBounds(Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT));
_item1.setBounds(Rect(271, 65, 271, 186));
_item2.setBounds(Rect(0, 17, 124, 77));
_globals->_sceneItems.addItems(&_item1, &_item2, &_item3, NULL);
}
void Scene90::signal() {
switch (_sceneMode) {
case 91:
_sceneMode = 92;
_globals->_soundHandler.startSound(77, this);
break;
case 92:
_globals->_scenePalette.clearListeners();
_globals->_game->endGame(90, 6);
break;
case 96:
_globals->_player.enableControl();
break;
case 97:
_stripManager._field2E8 = 0;
_action1.setActionIndex(5);
_action1.setDelay(1);
break;
default:
break;
}
}
/*--------------------------------------------------------------------------
* Scene 95 - Ship Close-up
*
*--------------------------------------------------------------------------*/
void Scene95::Action1::signal() {
Scene95 *scene = (Scene95 *)_globals->_sceneManager._scene;
switch (_actionIndex++) {
case 0:
_state = 6;
setDelay(60);
break;
case 1:
if (_state) {
SceneItem::display(95, _state % 2, SET_FONT, 2,
SET_EXT_BGCOLOR, -1, SET_EXT_BGCOLOR, 20,
SET_WIDTH, 200, SET_KEEP_ONSCREEN, 1, SET_TEXT_MODE, 1, LIST_END);
--_state;
_actionIndex = 1;
}
setDelay(60);
break;
case 2: {
scene->_soundHandler.startSound(66);
scene->_object3._numFrames = 5;
scene->_object3.animate(ANIM_MODE_5, NULL);
SceneItem::display(0, 0);
Common::Point pt1(5, 198);
NpcMover *mover1 = new NpcMover();
_globals->_player.addMover(mover1, &pt1, this);
Common::Point pt2(9, 190);
NpcMover *mover2 = new NpcMover();
scene->_object1.addMover(mover2, &pt2, NULL);
break;
}
case 3: {
scene->_soundHandler.startSound(21);
Common::Point pt1(235, 72);
PlayerMover *mover1 = new PlayerMover();
_globals->_player.addMover(mover1, &pt1, NULL);
Common::Point pt2(235, 72);
PlayerMover *mover2 = new PlayerMover();
scene->_object1.addMover(mover2, &pt2, NULL);
SceneItem::display(95, 2, SET_Y, 45, SET_FONT, 2,
SET_BG_COLOR, -1, SET_EXT_BGCOLOR, 13, SET_WIDTH, 200,
SET_KEEP_ONSCREEN, 1, LIST_END);
setDelay(240);
break;
}
case 4:
scene->_object3.remove();
SceneItem::display(95, 3, SET_Y, 45, SET_FONT, 2,
SET_BG_COLOR, -1, SET_EXT_BGCOLOR, 35, SET_WIDTH, 200,
SET_KEEP_ONSCREEN, 1, LIST_END);
setDelay(240);
break;
case 5:
SceneItem::display(95, 4, SET_Y, 45, SET_FONT, 2,
SET_BG_COLOR, -1, SET_EXT_BGCOLOR, 35, SET_WIDTH, 200,
SET_KEEP_ONSCREEN, 1, LIST_END);
setDelay(240);
break;
case 6:
setDelay(20);
break;
case 7: {
SceneItem::display(0, 0);
_globals->_player.setVisage(92);
_globals->_player.setPosition(Common::Point(-25, 200));
scene->_object1.setVisage(91);
scene->_object1.setPosition(Common::Point(-22, 220));
scene->_soundHandler.startSound(21);
Common::Point pt1(5, 198);
NpcMover *mover1 = new NpcMover();
_globals->_player.addMover(mover1, &pt1, this);
Common::Point pt2(9, 190);
NpcMover *mover2 = new NpcMover();
scene->_object1.addMover(mover2, &pt2, NULL);
break;
}
case 8: {
Common::Point pt1(108, 112);
PlayerMover *mover1 = new PlayerMover();
_globals->_player.addMover(mover1, &pt1, this);
Common::Point pt2(108, 112);
PlayerMover *mover2 = new PlayerMover();
scene->_object1.addMover(mover2, &pt2, NULL);
break;
}
case 9:
_globals->_sceneManager.changeScene(2300);
break;
}
}
/*--------------------------------------------------------------------------*/
Scene95::Scene95() {
}
void Scene95::postInit(SceneObjectList *OwnerList) {
loadScene(95);
Scene::postInit();
setZoomPercents(100, 10, 200, 100);
_globals->_player.postInit();
_globals->_player.setVisage(2337);
_globals->_player.setObjectWrapper(new SceneObjectWrapper());
_globals->_player._strip = 4;
_globals->_player._moveDiff = Common::Point(30, 30);
_globals->_player.setPosition(Common::Point(-35, 200));
_globals->_player.changeZoom(-1);
_globals->_player.disableControl();
_object1.postInit();
_object1.setVisage(2333);
_object1.setPosition(Common::Point(-22, 220));
_object1.animate(ANIM_MODE_1, NULL);
_object1.setObjectWrapper(new SceneObjectWrapper());
_object1._moveDiff = Common::Point(30, 30);
_object1.changeZoom(-1);
_object3.postInit();
_object3.setVisage(96);
_object3.setPosition(Common::Point(29, 198));
_soundHandler.startSound(67);
setAction(&_action1);
}
/*--------------------------------------------------------------------------
* Scene 6100 - Sunflower navigation sequence
*
*--------------------------------------------------------------------------*/
void Scene6100::Action1::signal() {
Scene6100 *scene = (Scene6100 *)_globals->_sceneManager._scene;
switch (_actionIndex++) {
case 0:
scene->showMessage(SCENE6100_CAREFUL, 13, this);
break;
case 1:
scene->showMessage(SCENE6100_TOUGHER, 35, this);
break;
case 2:
scene->showMessage(NULL, 0, NULL);
remove();
break;
}
}
void Scene6100::Action2::signal() {
Scene6100 *scene = (Scene6100 *)_globals->_sceneManager._scene;
switch (_actionIndex++) {
case 0:
scene->showMessage(SCENE6100_ONE_MORE_HIT, 13, this);
break;
case 1:
scene->showMessage(SCENE6100_DOING_BEST, 35, this);
break;
case 2:
scene->showMessage(NULL, 0, NULL);
remove();
break;
}
}
void Scene6100::Action3::signal() {
Scene6100 *scene = (Scene6100 *)_globals->_sceneManager._scene;
switch (_actionIndex++) {
case 0:
scene->_speed = 0;
setDelay(60);
break;
case 1:
_globals->_scenePalette.clearListeners();
scene->_fadePercent = 100;
_globals->_scenePalette.refresh();
scene->loadScene(9997);
scene->_object1.hide();
scene->_object2.hide();
scene->_object3.hide();
scene->_sunflower1.hide();
scene->_sunflower2.hide();
scene->_sunflower3.hide();
scene->_rocks.hide();
scene->_sceneText.hide();
_globals->_events.setCursor(CURSOR_WALK);
scene->_stripManager.start(8120, this);
break;
case 2:
scene->showMessage(SCENE6100_REPAIR, 7, this);
break;
case 3:
scene->showMessage(NULL, 0, NULL);
_globals->_events.setCursor(CURSOR_WALK);
scene->_stripManager.start(8130, this);
break;
case 4:
_globals->setFlag(76);
_globals->_sceneManager.changeScene(
(scene->_stripManager._field2E8 == 135) ? 6100 : 2320);
remove();
break;
}
}
void Scene6100::Action4::signal() {
Scene6100 *scene = (Scene6100 *)_globals->_sceneManager._scene;
switch (_actionIndex++) {
case 0:
scene->showMessage(SCENE6100_ROCKY_AREA, 13, this);
break;
case 1:
scene->showMessage(SCENE6100_REPLY, 35, this);
break;
case 2:
scene->showMessage(NULL, 0, NULL);
remove();
break;
}
}
void Scene6100::Action5::dispatch() {
Scene6100 *scene = (Scene6100 *)_globals->_sceneManager._scene;
FloatSet zeroSet;
const double MULTIPLY_FACTOR = 0.01744; // 2 * pi / 360
if (scene->_turnAmount) {
scene->_angle = (scene->_turnAmount + scene->_angle) % 360;
for (int objIndex = 1; objIndex <= 3; ++objIndex) {
SceneObject *obj = &scene->_object1;
if (objIndex == 2) obj = &scene->_object2;
if (objIndex == 3) obj = &scene->_object3;
obj->_position.x += scene->_turnAmount * 2;
if (obj->_position.x >= 320)
obj->_position.x -= 480;
if (obj->_position.x < -160)
obj->_position.x += 480;
}
}
scene->_object1._flags |= OBJFLAG_PANES;
scene->_object2._flags |= OBJFLAG_PANES;
scene->_object3._flags |= OBJFLAG_PANES;
double distance = scene->_speed;
double angle = (double)scene->_angle * MULTIPLY_FACTOR;
scene->_probe._floats._float1 += sin(angle) * distance;
scene->_probe._floats._float2 += cos(angle) * distance;
for (int idx = 0; idx < 4; ++idx) {
FloatSet tempSet = scene->_objList[idx]->_floats;
tempSet.add(-scene->_probe._floats._float1, -scene->_probe._floats._float2,
-scene->_probe._floats._float3);
tempSet.proc1(scene->_angle * MULTIPLY_FACTOR);
double sqrtVal = tempSet.sqrt(zeroSet);
if (sqrtVal != 0.0) {
scene->_objList[idx]->_position.y = static_cast<int>(13800.0 / sqrtVal + 62.0);
}
scene->_objList[idx]->_position.x = static_cast<int>(
160.0 - (330.0 / (tempSet._float2 + 330.0) * tempSet._float1));
scene->_objList[idx]->dispatch();
if (tempSet._float2 < 0) {
scene->_objList[idx]->_position.y = 300;
if (idx != 3) {
scene->_objList[idx]->_floats._float1 =
_globals->_randomSource.getRandomNumber(199);
scene->_objList[idx]->_floats._float2 =
_globals->_randomSource.getRandomNumber(999) + 750.0;
scene->_objList[idx]->_floats.proc1(
-(scene->_turnAmount * 10 + scene->_angle) * MULTIPLY_FACTOR);
scene->_objList[idx]->_floats.add(scene->_probe._floats._float1,
scene->_probe._floats._float2, scene->_probe._floats._float3);
}
}
if (idx == 3) {
scene->_rocksCheck = (ABS((int)tempSet._float1) < 100) && (tempSet._float2 > 0);
}
scene->_objList[idx]->_flags |= OBJFLAG_PANES;
if ((idx != 3) && (scene->_fadePercent == 100) &&
(tempSet.sqrt(zeroSet) < 150.0)) {
switch (scene->_hitCount++) {
case 1:
scene->_soundHandler.startSound(233);
scene->showMessage(NULL, 0, NULL);
if (!_globals->getFlag(76))
scene->_probe.setAction(&scene->_action2);
break;
case 2:
scene->_soundHandler.startSound(234);
scene->showMessage(NULL, 0, NULL);
if (!_globals->getFlag(76))
scene->_probe.setAction(NULL);
scene->setAction(&scene->_action3);
break;
default:
scene->_soundHandler.startSound(233);
scene->showMessage(NULL, 0, NULL);
if (!_globals->getFlag(76))
scene->_probe.setAction(&scene->_action1);
break;
}
_globals->_scenePalette.clearListeners();
scene->_fadePercent = 0;
}
}
}
void Scene6100::GetBoxAction::signal() {
Scene6100 *scene = (Scene6100 *)_globals->_sceneManager._scene;
switch (_actionIndex++) {
case 0: {
scene->_turnAmount = 0;
Common::Point pt(scene->_rocks._position.x, scene->_rocks._position.y + 10);
ProbeMover *mover = new ProbeMover();
scene->_probe.addMover(mover, &pt, NULL);
scene->_probe.show();
break;
}
case 1: {
scene->showMessage(SCENE6100_TAKE_CONTROLS, 35, this);
_globals->_scenePalette.clearListeners();
Common::Point pt(scene->_rocks._position.x, scene->_rocks._position.y - 10);
NpcMover *mover = new NpcMover();
scene->_probe.addMover(mover, &pt, NULL);
break;
}
case 2:
scene->_probe._percent = 4;
scene->showMessage(SCENE6100_SURPRISE, 13, this);
break;
case 3:
scene->showMessage(SCENE6100_SWEAT, 35, this);
break;
case 4:
scene->showMessage(SCENE6100_VERY_WELL, 13, this);
break;
case 5:
scene->showMessage(NULL, 0, NULL);
_globals->_sceneManager.changeScene(2320);
remove();
}
}
void Scene6100::GetBoxAction::dispatch() {
Scene6100 *scene = (Scene6100 *)_globals->_sceneManager._scene;
if (!scene->_probe._mover && (scene->_getBoxAction._actionIndex >= 1)) {
if (scene->_getBoxAction._actionIndex == 1) {
scene->_speed = 0;
scene->_getBoxAction.signal();
}
if (scene->_probe._percent > 4)
// Handle the probe disappearing into the rocks
scene->_probe._percent = scene->_probe._percent * 7 / 8;
scene->_probe._flags |= OBJFLAG_PANES;
}
Action::dispatch();
}
void Scene6100::Action7::signal() {
switch (_actionIndex++) {
case 0:
setDelay(30);
break;
case 1:
setDelay(90);
break;
case 2:
_globals->_sceneManager.changeScene(2100);
remove();
break;
}
}
/*--------------------------------------------------------------------------*/
void Scene6100::ProbeMover::dispatch() {
Scene6100 *scene = (Scene6100 *)_globals->_sceneManager._scene;
if (!dontMove()) {
if (scene->_speed > 0) {
scene->_action5.dispatch();
scene->_speed = (scene->_speed * 4) / 5;
}
}
NpcMover::dispatch();
}
/*--------------------------------------------------------------------------*/
void Scene6100::Item1::doAction(int action) {
SceneItem::display2(4000, 0);
}
/*--------------------------------------------------------------------------*/
void Scene6100::postInit(SceneObjectList *OwnerList) {
loadScene(6100);
Scene::postInit();
setZoomPercents(62, 2, 200, 425);
_globals->_sceneHandler._delayTicks = 8;
_globals->_player.disableControl();
_globals->_events.setCursor(CURSOR_WALK);
_stripManager.addSpeaker(&_speakerQR);
_stripManager.addSpeaker(&_speakerSL);
_object1.postInit();
_object1.setVisage(6100);
_object1._frame = 1;
_object1._strip = 4;
_object1.setPosition(Common::Point(0, 60));
_object1.fixPriority(1);
_object2.postInit();
_object2.setVisage(6100);
_object2._frame = 1;
_object2._strip = 4;
_object2.setPosition(Common::Point(160, 60));
_object2.fixPriority(1);
_object3.postInit();
_object3.setVisage(6100);
_object3._frame = 1;
_object3._strip = 4;
_object3.setPosition(Common::Point(320, 60));
_object3.fixPriority(1);
_rocks.postInit();
_rocks.setVisage(6100);
_rocks._frame = 1;
_rocks._strip = 3;
_rocks.setPosition(Common::Point(320, 0));
_rocks.fixPriority(2);
_rocks.changeZoom(-1);
_rocks._floats._float1 = 320.0;
_rocks._floats._float2 = 25000.0;
_rocks._floats._float3 = 0.0;
_probe.postInit();
_probe._moveDiff = Common::Point(15, 15);
_probe.setVisage(6100);
_probe._frame = 1;
_probe._strip = 5;
_probe.setPosition(Common::Point(160, 260));
_probe.fixPriority(3);
_probe._floats._float1 = 320.0;
_probe._floats._float2 = 0.0;
_probe._floats._float3 = 0.0;
_probe.hide();
_objList[0] = &_sunflower1;
_objList[1] = &_sunflower2;
_objList[2] = &_sunflower3;
_objList[3] = &_rocks;
int baseVal = 2000;
for (int idx = 0; idx < 3; ++idx) {
_objList[idx]->_floats._float1 = _globals->_randomSource.getRandomNumber(999);
_objList[idx]->_floats._float2 = baseVal;
_objList[idx]->_floats._float3 = 0.0;
baseVal += _globals->_randomSource.getRandomNumber(499);
_objList[idx]->postInit();
_objList[idx]->setVisage(6100);
_objList[idx]->_frame = 1;
_objList[idx]->_strip = 2;
_objList[idx]->setPosition(Common::Point(
_globals->_randomSource.getRandomNumber(319), 60));
_objList[idx]->fixPriority(1);
_objList[idx]->changeZoom(-1);
}
_speed = 30;
_fadePercent = 100;
_rocksCheck = false;
_hitCount = 0;
_turnAmount = 0;
_angle = 0;
_msgActive = false;
setAction(&_action5);
_globals->_scenePalette.addRotation(96, 143, -1);
if (!_globals->getFlag(76))
_probe.setAction(&_action4);
_globals->_soundHandler.startSound(231);
}
void Scene6100::remove() {
_globals->_player.disableControl();
_globals->_scenePalette.clearListeners();
Scene::remove();
}
void Scene6100::process(Event &event) {
Scene::process(event);
if (event.eventType == EVENT_KEYPRESS) {
// Handle incremental turning speeds with arrow keys
if ((event.kbd.keycode == Common::KEYCODE_LEFT) || (event.kbd.keycode == Common::KEYCODE_KP4)) {
_turnAmount = MIN(_turnAmount + 1, 8);
} else if ((event.kbd.keycode == Common::KEYCODE_RIGHT) || (event.kbd.keycode == Common::KEYCODE_KP6)) {
_turnAmount = MAX(_turnAmount - 1, -8);
}
}
if (_probe._action)
_probe._action->process(event);
}
void Scene6100::dispatch() {
Scene::dispatch();
if (_probe._action)
_probe._action->dispatch();
// Handle mouse controlling the turning
int changeAmount = (_globals->_events._mousePos.x - 160) / -20;
_turnAmount += (changeAmount - _turnAmount) / 2;
if (_fadePercent < 100) {
_fadePercent += 10;
if (_fadePercent >= 100) {
_globals->_scenePalette.addRotation(96, 143, -1);
_fadePercent = 100;
}
byte adjustData[] = {0xff, 0xff, 0xff, 0};
_globals->_scenePalette.fade(adjustData, false, _fadePercent);
}
if (_action != &_action3) {
// Display the distance remaining to the target
int distance = (int)_probe._floats.sqrt(_rocks._floats);
Common::String s = Common::String::format("%06d", distance);
_sceneText.setPosition(Common::Point(24, 160));
_sceneText._fontNumber = 0;
_sceneText._color1 = 35;
_sceneText.setup(s);
}
if (_rocksCheck && (_action == &_action5)) {
// Check whether the probe is close enough to the rocks
double distance = _probe._floats.sqrt(_rocks._floats);
if ((distance >= 300.0) && (distance <= 500.0))
setAction(&_getBoxAction);
}
}
void Scene6100::showMessage(const Common::String &msg, int color, Action *action) {
if (_msgActive) {
_msgActive = false;
_speaker1.removeText();
}
if (!msg.empty()) {
_msgActive = true;
_speaker1._textPos.x = 20;
_speaker1._textWidth = 280;
_speaker1._color1 = color;
_speaker1._action = action;
_speaker1.setText(msg);
}
}
} // End of namespace tSage