scummvm/engines/tsage/ringworld2/ringworld2_vampire.cpp

1822 lines
45 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/ringworld2/ringworld2_vampire.h"
namespace TsAGE {
namespace Ringworld2 {
/*--------------------------------------------------------------------------
* Scene 1950 - Flup Tube Corridor Maze
*
*--------------------------------------------------------------------------*/
Scene1950::KeypadWindow::KeypadWindow() {
_buttonIndex = 0;
}
void Scene1950::KeypadWindow::synchronize(Serializer &s) {
SceneArea::synchronize(s);
s.syncAsSint16LE(_buttonIndex);
}
Scene1950::KeypadWindow::KeypadButton::KeypadButton() {
_buttonIndex = 0;
_pressed = false;
_toggled = false;
}
void Scene1950::KeypadWindow::KeypadButton::synchronize(Serializer &s) {
SceneActor::synchronize(s);
s.syncAsSint16LE(_buttonIndex);
s.syncAsSint16LE(_pressed);
s.syncAsSint16LE(_toggled);
}
void Scene1950::KeypadWindow::KeypadButton::init(int indx) {
Scene1950 *scene = (Scene1950 *)R2_GLOBALS._sceneManager._scene;
_buttonIndex = indx;
_pressed = false;
_toggled = false;
postInit();
setup(1971, 2, 1);
fixPriority(249);
setPosition(Common::Point(((_buttonIndex % 4) * 22) + 127, ((_buttonIndex / 4) * 19) + 71));
scene->_sceneAreas.push_front(this);
}
void Scene1950::KeypadWindow::KeypadButton::process(Event &event) {
if ((event.eventType == EVENT_BUTTON_DOWN) && (R2_GLOBALS._events.getCursor() == CURSOR_USE)
&& (_bounds.contains(event.mousePos)) && !_pressed) {
R2_GLOBALS._sound2.play(227);
if (!_toggled) {
setFrame(2);
_toggled = true;
} else {
setFrame(1);
_toggled = false;
}
_pressed = true;
event.handled = true;
}
if ((event.eventType == EVENT_BUTTON_UP) && _pressed) {
_pressed = false;
event.handled = true;
Scene1950 *scene = (Scene1950 *)R2_GLOBALS._sceneManager._scene;
scene->doButtonPress(_buttonIndex);
}
}
bool Scene1950::KeypadWindow::KeypadButton::startAction(CursorType action, Event &event) {
if (action == CURSOR_USE)
return false;
return SceneActor::startAction(action, event);
}
void Scene1950::KeypadWindow::remove() {
Scene1950 *scene = (Scene1950 *)R2_GLOBALS._sceneManager._scene;
for (_buttonIndex = 0; _buttonIndex < 16; ++_buttonIndex) {
scene->_sceneAreas.remove(&_buttons[_buttonIndex]);
_buttons[_buttonIndex].remove();
}
ModalWindow::remove();
if (!R2_GLOBALS.getFlag(37))
R2_GLOBALS._sound2.play(278);
R2_GLOBALS._player.disableControl(CURSOR_WALK);
scene->_eastExit._enabled = true;
if (!R2_GLOBALS.getFlag(37)) {
if (R2_GLOBALS.getFlag(36)) {
scene->_sceneMode = 1964;
scene->setAction(&scene->_sequenceManager, scene, 1964, &R2_GLOBALS._player, NULL);
} else {
scene->_sceneMode = 1965;
scene->setAction(&scene->_sequenceManager, scene, 1965, &R2_GLOBALS._player, NULL);
}
}
}
void Scene1950::KeypadWindow::setup2(int visage, int stripFrameNum, int frameNum, int posX, int posY) {
Scene1950 *scene = (Scene1950 *)R2_GLOBALS._sceneManager._scene;
if (R2_GLOBALS._player._mover)
R2_GLOBALS._player.addMover(NULL);
R2_GLOBALS._player._canWalk = false;
ModalWindow::setup2(visage, stripFrameNum, frameNum, posX, posY);
_object1.fixPriority(248);
scene->_eastExit._enabled = false;
setup3(1950, 27, 28, 27);
for (_buttonIndex = 0; _buttonIndex < 16; _buttonIndex++)
_buttons[_buttonIndex].init(_buttonIndex);
}
void Scene1950::KeypadWindow::setup3(int resNum, int lookLineNum, int talkLineNum, int useLineNum) {
// Copy of Scene1200::LaserPanel::proc13()
_areaActor.setDetails(resNum, lookLineNum, talkLineNum, useLineNum, 2, (SceneItem *) NULL);
}
/*--------------------------------------------------------------------------*/
bool Scene1950::Keypad::startAction(CursorType action, Event &event) {
if ((action != CURSOR_USE) || (R2_GLOBALS.getFlag(37)))
return SceneHotspot::startAction(action, event);
Scene1950 *scene = (Scene1950 *)R2_GLOBALS._sceneManager._scene;
R2_GLOBALS._player.disableControl();
if (R2_GLOBALS.getFlag(36)) {
scene->_sceneMode = 1962;
scene->setAction(&scene->_sequenceManager, scene, 1962, &R2_GLOBALS._player, NULL);
} else {
scene->_sceneMode = 1963;
scene->setAction(&scene->_sequenceManager, scene, 1963, &R2_GLOBALS._player, NULL);
}
return true;
}
bool Scene1950::Door::startAction(CursorType action, Event &event) {
if (action != R2_SCRITH_KEY)
return SceneActor::startAction(action, event);
Scene1950 *scene = (Scene1950 *)R2_GLOBALS._sceneManager._scene;
R2_GLOBALS._player.disableControl();
R2_INVENTORY.setObjectScene(R2_SCRITH_KEY, 0);
scene->_sceneMode = 1958;
scene->setAction(&scene->_sequenceManager, scene, 1958, &R2_GLOBALS._player, &scene->_door, NULL);
return true;
}
bool Scene1950::Scrolls::startAction(CursorType action, Event &event) {
if ((action != CURSOR_USE) || (R2_INVENTORY.getObjectScene(R2_ANCIENT_SCROLLS) != 1950))
return SceneActor::startAction(action, event);
Scene1950 *scene = (Scene1950 *)R2_GLOBALS._sceneManager._scene;
R2_GLOBALS._player.disableControl();
scene->_sceneMode = 1968;
scene->setAction(&scene->_sequenceManager, scene, 1968, &R2_GLOBALS._player, NULL);
return true;
}
bool Scene1950::Gem::startAction(CursorType action, Event &event) {
if ((action != CURSOR_USE) || (!R2_GLOBALS.getFlag(37)))
return SceneActor::startAction(action, event);
Scene1950 *scene = (Scene1950 *)R2_GLOBALS._sceneManager._scene;
R2_GLOBALS._player.disableControl();
scene->_sceneMode = 1967;
scene->setAction(&scene->_sequenceManager, scene, 1967, &R2_GLOBALS._player, NULL);
return true;
}
/*--------------------------------------------------------------------------*/
Scene1950::Vampire::Vampire() {
_deadPosition = Common::Point(0, 0);
_deltaX = 0;
_deltaY = 0;
_vampireMode = 0;
}
void Scene1950::Vampire::synchronize(Serializer &s) {
SceneActor::synchronize(s);
s.syncAsSint16LE(_deadPosition.x);
s.syncAsSint16LE(_deadPosition.y);
s.syncAsSint16LE(_deltaX);
s.syncAsSint16LE(_deltaY);
s.syncAsSint16LE(_vampireMode);
}
void Scene1950::Vampire::signal() {
Scene1950 *scene = (Scene1950 *)R2_GLOBALS._sceneManager._scene;
switch (_vampireMode) {
case 19: {
_vampireMode = 0;
setVisage(1960);
if (R2_GLOBALS._flubMazeEntryDirection == 3)
setStrip(2);
else
setStrip(1);
NpcMover *mover = new NpcMover();
addMover(mover, &scene->_vampireDestPos, scene);
}
break;
case 20: {
// Non fatal shot
_vampireMode = 19;
R2_GLOBALS._player.setVisage(22);
if (R2_GLOBALS._flubMazeEntryDirection == 3)
R2_GLOBALS._player.setStrip(1);
else
R2_GLOBALS._player.setStrip(2);
R2_GLOBALS._player.animate(ANIM_MODE_1, NULL);
R2_GLOBALS._vampireData[scene->_vampireIndex - 1]._shotsRequired--;
if (R2_GLOBALS._flubMazeEntryDirection == 3)
_deadPosition.x = _position.x + 10;
else
_deadPosition.x = _position.x - 10;
_deadPosition.y = _position.y - 4;
setVisage(1961);
if (R2_GLOBALS._flubMazeEntryDirection == 3)
setStrip(2);
else
setStrip(1);
animate(ANIM_MODE_2, NULL);
Common::Point pt = _deadPosition;
PlayerMover *mover = new PlayerMover();
addMover(mover, &pt, this);
R2_GLOBALS._player.enableControl();
}
break;
case 21: {
// Fatal shot
R2_GLOBALS._player.setVisage(22);
if (R2_GLOBALS._flubMazeEntryDirection == 3)
R2_GLOBALS._player.setStrip(1);
else
R2_GLOBALS._player.setStrip(2);
R2_GLOBALS._player.animate(ANIM_MODE_1, NULL);
setVisage(1961);
if (R2_GLOBALS._flubMazeEntryDirection == 3)
setStrip(4);
else
setStrip(3);
setDetails(1950, 15, -1, 17, 2, (SceneItem *) NULL);
addMover(NULL);
_numFrames = 8;
R2_GLOBALS._sound2.play(226);
animate(ANIM_MODE_5, NULL);
fixPriority(10);
R2_GLOBALS._vampireData[scene->_vampireIndex - 1]._isAlive = false;
R2_GLOBALS._vampireData[scene->_vampireIndex - 1]._shotsRequired--;
R2_GLOBALS._vampireData[scene->_vampireIndex - 1]._position = _position;
_deltaX = (_position.x - R2_GLOBALS._player._position.x) / 2;
_deltaY = (_position.y - R2_GLOBALS._player._position.y) / 2;
byte vampireCount = 0;
for (byte i = 0; i < 18; ++i) {
if (!R2_GLOBALS._vampireData[i]._isAlive)
++vampireCount;
}
if (vampireCount == 18) {
R2_GLOBALS.setFlag(36);
_vampireMode = 23;
Common::Point pt(R2_GLOBALS._player._position.x + _deltaX, R2_GLOBALS._player._position.y + _deltaY);
NpcMover *mover = new NpcMover();
R2_GLOBALS._player.addMover(mover, &pt, this);
} else if (vampireCount == 1) {
_vampireMode = 22;
Common::Point pt(R2_GLOBALS._player._position.x + _deltaX, R2_GLOBALS._player._position.y + _deltaY);
NpcMover *mover = new NpcMover();
R2_GLOBALS._player.addMover(mover, &pt, this);
} else {
R2_GLOBALS._player.enableControl(CURSOR_WALK);
}
if (R2_GLOBALS._flubMazeEntryDirection == 3)
scene->_eastExit._enabled = true;
else
scene->_westExit._enabled = true;
scene->_vampireActive = false;
}
break;
case 22:
SceneItem::display(1950, 18, 0, 280, 1, 160, 9, 1, 2, 20, 7, 7, LIST_END);
R2_GLOBALS._player.enableControl(CURSOR_WALK);
break;
case 23:
SceneItem::display(1950, 25, 0, 280, 1, 160, 9, 1, 2, 20, 7, 7, LIST_END);
scene->_sceneMode = R2_GLOBALS._flubMazeEntryDirection;
scene->setAction(&scene->_sequenceManager, scene, 1960, &R2_GLOBALS._player, NULL);
break;
default:
break;
}
}
bool Scene1950::Vampire::startAction(CursorType action, Event &event) {
Scene1950 *scene = (Scene1950 *)R2_GLOBALS._sceneManager._scene;
if (!R2_GLOBALS._vampireData[scene->_vampireIndex - 1]._isAlive ||
(action != R2_PHOTON_STUNNER))
return SceneActor::startAction(action, event);
R2_GLOBALS._player.disableControl();
if (R2_GLOBALS._vampireData[scene->_vampireIndex - 1]._shotsRequired <= 1)
_vampireMode = 21;
else
_vampireMode = 20;
R2_GLOBALS._player.setVisage(25);
if (R2_GLOBALS._flubMazeEntryDirection == 3)
R2_GLOBALS._player.setStrip(2);
else
R2_GLOBALS._player.setStrip(1);
R2_GLOBALS._player.animate(ANIM_MODE_5, this);
R2_GLOBALS._sound3.play(99);
return true;
}
/*--------------------------------------------------------------------------*/
void Scene1950::NorthExit::changeScene() {
Scene1950 *scene = (Scene1950 *)R2_GLOBALS._sceneManager._scene;
_enabled = false;
R2_GLOBALS._player.disableControl(CURSOR_WALK);
R2_GLOBALS._flubMazeEntryDirection = 1;
scene->_sceneMode = 11;
Common::Point pt(160, 127);
PlayerMover *mover = new PlayerMover();
R2_GLOBALS._player.addMover(mover, &pt, scene);
}
void Scene1950::UpExit::changeScene() {
Scene1950 *scene = (Scene1950 *)R2_GLOBALS._sceneManager._scene;
_enabled = false;
R2_GLOBALS._player.disableControl(CURSOR_WALK);
R2_GLOBALS._flubMazeEntryDirection = 2;
scene->_sceneMode = 12;
if (!scene->_upExitStyle) {
if (R2_GLOBALS.getFlag(36))
scene->setAction(&scene->_sequenceManager, scene, 1953, &R2_GLOBALS._player, NULL);
else
scene->setAction(&scene->_sequenceManager, scene, 1970, &R2_GLOBALS._player, NULL);
} else {
if (R2_GLOBALS.getFlag(36))
scene->setAction(&scene->_sequenceManager, scene, 1952, &R2_GLOBALS._player, NULL);
else
scene->setAction(&scene->_sequenceManager, scene, 1969, &R2_GLOBALS._player, NULL);
}
}
void Scene1950::EastExit::changeScene() {
Scene1950 *scene = (Scene1950 *)R2_GLOBALS._sceneManager._scene;
_enabled = false;
R2_GLOBALS._player.disableControl(CURSOR_WALK);
R2_GLOBALS._flubMazeEntryDirection = 3;
scene->_sceneMode = 13;
if (scene->_vampireActive)
R2_GLOBALS._player.animate(ANIM_MODE_9);
Common::Point pt(340, 160);
NpcMover *mover = new NpcMover();
R2_GLOBALS._player.addMover(mover, &pt, scene);
}
void Scene1950::DownExit::changeScene() {
Scene1950 *scene = (Scene1950 *)R2_GLOBALS._sceneManager._scene;
_enabled = false;
R2_GLOBALS._player.disableControl(CURSOR_WALK);
R2_GLOBALS._flubMazeEntryDirection = 4;
scene->_sceneMode = 14;
if (R2_GLOBALS.getFlag(36))
scene->setAction(&scene->_sequenceManager, scene, 1956, &R2_GLOBALS._player, NULL);
else
scene->setAction(&scene->_sequenceManager, scene, 1973, &R2_GLOBALS._player, NULL);
}
void Scene1950::SouthExit::changeScene() {
Scene1950 *scene = (Scene1950 *)R2_GLOBALS._sceneManager._scene;
_enabled = false;
R2_GLOBALS._player.disableControl(CURSOR_WALK);
R2_GLOBALS._flubMazeEntryDirection = 5;
scene->_sceneMode = 15;
Common::Point pt(160, 213);
NpcMover *mover = new NpcMover();
R2_GLOBALS._player.addMover(mover, &pt, scene);
}
void Scene1950::WestExit::changeScene() {
Scene1950 *scene = (Scene1950 *)R2_GLOBALS._sceneManager._scene;
_enabled = false;
R2_GLOBALS._player.disableControl(CURSOR_WALK);
R2_GLOBALS._flubMazeEntryDirection = 6;
if (R2_GLOBALS._flubMazeArea == 2) {
// In the very first corridor area after the Scrith Door
if ((R2_GLOBALS.getFlag(36)) && (R2_INVENTORY.getObjectScene(R2_SAPPHIRE_BLUE) == 2) && (R2_INVENTORY.getObjectScene(R2_ANCIENT_SCROLLS) == 2)) {
scene->_sceneMode = 1961;
Common::Point pt(-20, 160);
NpcMover *mover = new NpcMover();
R2_GLOBALS._player.addMover(mover, &pt, scene);
} else {
if (!R2_GLOBALS.getFlag(36))
SceneItem::display(1950, 33, 0, 280, 1, 160, 9, 1, 2, 20, 7, 7, LIST_END);
if ((R2_INVENTORY.getObjectScene(R2_SAPPHIRE_BLUE) == 1950) || (R2_INVENTORY.getObjectScene(R2_ANCIENT_SCROLLS) == 1950))
SceneItem::display(1950, 34, 0, 280, 1, 160, 9, 1, 2, 20, 7, 7, LIST_END);
scene->_sceneMode = 0;
Common::Point pt(30, 160);
NpcMover *mover = new NpcMover();
R2_GLOBALS._player.addMover(mover, &pt, scene);
}
} else {
if (scene->_vampireActive)
R2_GLOBALS._player.animate(ANIM_MODE_9);
scene->_sceneMode = 16;
Common::Point pt(-20, 160);
NpcMover *mover = new NpcMover();
R2_GLOBALS._player.addMover(mover, &pt, scene);
}
}
void Scene1950::ShaftExit::changeScene() {
Scene1950 *scene = (Scene1950 *)R2_GLOBALS._sceneManager._scene;
_enabled = false;
R2_GLOBALS._player.disableControl(CURSOR_WALK);
R2_GLOBALS._flubMazeEntryDirection = 0;
scene->_sceneMode = 1951;
scene->setAction(&scene->_sequenceManager, scene, 1951, &R2_GLOBALS._player, NULL);
}
void Scene1950::DoorExit::changeScene() {
Scene1950 *scene = (Scene1950 *)R2_GLOBALS._sceneManager._scene;
_enabled = false;
R2_GLOBALS._player.disableControl(CURSOR_WALK);
R2_GLOBALS._flubMazeEntryDirection = 3;
if (R2_GLOBALS._player._visage == 22) {
scene->_sceneMode = 1975;
scene->setAction(&scene->_sequenceManager, scene, 1975, &R2_GLOBALS._player, NULL);
} else {
SceneItem::display(1950, 22, 0, 280, 1, 160, 9, 1, 2, 20, 7, 7, LIST_END);
R2_GLOBALS._flubMazeEntryDirection = 0;
scene->_sceneMode = 0;
Common::Point pt(250, 150);
NpcMover *mover = new NpcMover();
R2_GLOBALS._player.addMover(mover, &pt, scene);
_enabled = true;
}
}
/*--------------------------------------------------------------------------*/
Scene1950::Scene1950() {
_upExitStyle = false;
_removeFlag = false;
_vampireActive = false;
_vampireDestPos = Common::Point(0, 0);
_vampireIndex = 0;
}
void Scene1950::synchronize(Serializer &s) {
SceneExt::synchronize(s);
s.syncAsSint16LE(_upExitStyle);
s.syncAsSint16LE(_removeFlag);
s.syncAsSint16LE(_vampireActive);
s.syncAsSint16LE(_vampireDestPos.x);
s.syncAsSint16LE(_vampireDestPos.y);
s.syncAsSint16LE(_vampireIndex);
}
void Scene1950::initArea() {
_northExit._enabled = false;
_upExit._enabled = false;
_eastExit._enabled = false;
_downExit._enabled = false;
_southExit._enabled = false;
_westExit._enabled = false;
_shaftExit._enabled = false;
_doorExit._enabled = false;
_northExit._insideArea = false;
_upExit._insideArea = false;
_eastExit._insideArea = false;
_downExit._insideArea = false;
_southExit._insideArea = false;
_westExit._insideArea = false;
_shaftExit._insideArea = false;
_doorExit._insideArea = false;
_northExit._moving = false;
_upExit._moving = false;
_eastExit._moving = false;
_downExit._moving = false;
_southExit._moving = false;
_westExit._moving = false;
_shaftExit._moving = false;
_doorExit._moving = false;
_upExitStyle = false;
switch (R2_GLOBALS._flubMazeArea - 1) {
case 0:
loadScene(1948);
break;
case 1:
// No break on purpose
case 8:
// No break on purpose
case 10:
// No break on purpose
case 12:
// No break on purpose
case 16:
// No break on purpose
case 19:
// No break on purpose
case 23:
// No break on purpose
case 30:
// No break on purpose
case 44:
// No break on purpose
case 72:
// No break on purpose
case 74:
// No break on purpose
case 86:
// No break on purpose
case 96:
// No break on purpose
case 103:
loadScene(1950);
break;
case 2:
// No break on purpose
case 29:
loadScene(1965);
break;
case 3:
// No break on purpose
case 9:
// No break on purpose
case 11:
// No break on purpose
case 15:
// No break on purpose
case 24:
// No break on purpose
case 39:
// No break on purpose
case 45:
// No break on purpose
case 71:
// No break on purpose
case 73:
// No break on purpose
case 75:
// No break on purpose
case 79:
// No break on purpose
case 85:
// No break on purpose
case 87:
// No break on purpose
case 95:
loadScene(1955);
break;
case 4:
// No break on purpose
case 6:
// No break on purpose
case 13:
// No break on purpose
case 27:
// No break on purpose
case 41:
// No break on purpose
case 48:
// No break on purpose
case 50:
// No break on purpose
case 54:
// No break on purpose
case 76:
// No break on purpose
case 80:
// No break on purpose
case 90:
// No break on purpose
case 104:
loadScene(1975);
break;
case 5:
// No break on purpose
case 7:
// No break on purpose
case 14:
// No break on purpose
case 28:
// No break on purpose
case 32:
// No break on purpose
case 47:
// No break on purpose
case 53:
loadScene(1997);
break;
case 17:
// No break on purpose
case 20:
// No break on purpose
case 25:
// No break on purpose
case 31:
// No break on purpose
case 33:
// No break on purpose
case 46:
loadScene(1995);
break;
case 18:
// No break on purpose
case 22:
// No break on purpose
case 26:
// No break on purpose
case 36:
// No break on purpose
case 38:
// No break on purpose
case 43:
// No break on purpose
case 51:
// No break on purpose
case 70:
// No break on purpose
case 78:
// No break on purpose
case 84:
// No break on purpose
case 89:
// No break on purpose
case 101:
loadScene(1970);
break;
case 21:
// No break on purpose
case 34:
// No break on purpose
case 57:
// No break on purpose
case 58:
// No break on purpose
case 59:
// No break on purpose
case 62:
// No break on purpose
case 65:
loadScene(1980);
break;
case 35:
// No break on purpose
case 61:
// No break on purpose
case 77:
// No break on purpose
case 83:
loadScene(1982);
break;
case 37:
// No break on purpose
case 52:
// No break on purpose
case 82:
// No break on purpose
case 88:
// No break on purpose
case 92:
// No break on purpose
case 97:
// No break on purpose
case 100:
loadScene(1962);
break;
case 40:
// No break on purpose
case 102:
loadScene(1960);
break;
case 42:
// No break on purpose
case 55:
// No break on purpose
case 60:
// No break on purpose
case 66:
// No break on purpose
case 68:
// No break on purpose
case 69:
// No break on purpose
case 93:
// No break on purpose
case 98:
loadScene(1990);
break;
case 49:
// No break on purpose
case 81:
// No break on purpose
case 91:
// No break on purpose
case 94:
// No break on purpose
case 99:
loadScene(1967);
break;
case 56:
// No break on purpose
case 63:
// No break on purpose
case 64:
// No break on purpose
case 67:
loadScene(1985);
_upExitStyle = true;
break;
default:
break;
}
if (R2_GLOBALS._flubMazeArea != 1)
R2_GLOBALS._walkRegions.load(1950);
switch (R2_GLOBALS._flubMazeArea - 1) {
case 0:
_shaftExit._enabled = true;
if ((R2_INVENTORY.getObjectScene(R2_SCRITH_KEY) == 0) && (R2_INVENTORY.getObjectScene(R2_SAPPHIRE_BLUE) == 1950))
_doorExit._enabled = true;
R2_GLOBALS._walkRegions.disableRegion(2);
R2_GLOBALS._walkRegions.disableRegion(3);
R2_GLOBALS._walkRegions.disableRegion(4);
R2_GLOBALS._walkRegions.disableRegion(5);
R2_GLOBALS._walkRegions.disableRegion(6);
break;
case 1:
// No break on purpose
case 2:
// No break on purpose
case 3:
// No break on purpose
case 8:
// No break on purpose
case 9:
// No break on purpose
case 10:
// No break on purpose
case 11:
// No break on purpose
case 12:
// No break on purpose
case 15:
// No break on purpose
case 16:
// No break on purpose
case 19:
// No break on purpose
case 23:
// No break on purpose
case 24:
// No break on purpose
case 29:
// No break on purpose
case 30:
// No break on purpose
case 39:
// No break on purpose
case 40:
// No break on purpose
case 44:
// No break on purpose
case 45:
// No break on purpose
case 71:
// No break on purpose
case 72:
// No break on purpose
case 73:
// No break on purpose
case 74:
// No break on purpose
case 75:
// No break on purpose
case 79:
// No break on purpose
case 85:
// No break on purpose
case 86:
// No break on purpose
case 87:
// No break on purpose
case 95:
// No break on purpose
case 96:
// No break on purpose
case 102:
// No break on purpose
case 103:
_eastExit._enabled = true;
_westExit._enabled = true;
break;
case 4:
// No break on purpose
case 6:
// No break on purpose
case 13:
// No break on purpose
case 17:
// No break on purpose
case 20:
// No break on purpose
case 25:
// No break on purpose
case 27:
// No break on purpose
case 31:
// No break on purpose
case 33:
// No break on purpose
case 37:
// No break on purpose
case 41:
// No break on purpose
case 46:
// No break on purpose
case 48:
// No break on purpose
case 50:
// No break on purpose
case 52:
// No break on purpose
case 54:
// No break on purpose
case 76:
// No break on purpose
case 80:
// No break on purpose
case 82:
// No break on purpose
case 88:
// No break on purpose
case 90:
// No break on purpose
case 92:
// No break on purpose
case 97:
// No break on purpose
case 100:
// No break on purpose
case 104:
_westExit._enabled = true;
R2_GLOBALS._walkRegions.disableRegion(6);
R2_GLOBALS._walkRegions.disableRegion(9);
break;
case 5:
// No break on purpose
case 7:
// No break on purpose
case 14:
// No break on purpose
case 18:
// No break on purpose
case 22:
// No break on purpose
case 26:
// No break on purpose
case 28:
// No break on purpose
case 32:
// No break on purpose
case 36:
// No break on purpose
case 38:
// No break on purpose
case 43:
// No break on purpose
case 47:
// No break on purpose
case 49:
// No break on purpose
case 51:
// No break on purpose
case 53:
// No break on purpose
case 70:
// No break on purpose
case 78:
// No break on purpose
case 81:
// No break on purpose
case 84:
// No break on purpose
case 89:
// No break on purpose
case 91:
// No break on purpose
case 94:
// No break on purpose
case 99:
// No break on purpose
case 101:
_eastExit._enabled = true;
R2_GLOBALS._walkRegions.disableRegion(1);
R2_GLOBALS._walkRegions.disableRegion(7);
R2_GLOBALS._walkRegions.disableRegion(13);
break;
default:
R2_GLOBALS._walkRegions.disableRegion(1);
R2_GLOBALS._walkRegions.disableRegion(6);
R2_GLOBALS._walkRegions.disableRegion(7);
R2_GLOBALS._walkRegions.disableRegion(9);
R2_GLOBALS._walkRegions.disableRegion(13);
break;
}
_northDoorway.remove();
_northDoorway.removeObject();
_southDoorway.remove();
switch (R2_GLOBALS._flubMazeArea - 4) {
case 0:
// No break on purpose
case 3:
// No break on purpose
case 16:
// No break on purpose
case 22:
// No break on purpose
case 24:
// No break on purpose
case 32:
// No break on purpose
case 33:
// No break on purpose
case 45:
// No break on purpose
case 46:
// No break on purpose
case 48:
// No break on purpose
case 51:
// No break on purpose
case 56:
// No break on purpose
case 59:
// No break on purpose
case 67:
// No break on purpose
case 68:
// No break on purpose
case 70:
// No break on purpose
case 73:
// No break on purpose
case 82:
// No break on purpose
case 90:
_northExit._enabled = true;
_northDoorway.setup(1950, (R2_GLOBALS._flubMazeArea % 2) + 1, 1, 160, 137, 25);
//visage,strip,frame,px,py,priority,effect
_southDoorway.postInit();
_southDoorway.setVisage(1950);
_southDoorway.setStrip((((R2_GLOBALS._flubMazeArea - 1) / 35) % 2) + 1);
_southDoorway.setFrame(2);
_southDoorway.setPosition(Common::Point(160, 167));
_southDoorway.fixPriority(220);
R2_GLOBALS._walkRegions.disableRegion(3);
R2_GLOBALS._walkRegions.disableRegion(4);
break;
case 7:
// No break on purpose
case 10:
// No break on purpose
case 23:
// No break on purpose
case 29:
// No break on purpose
case 31:
// No break on purpose
case 39:
// No break on purpose
case 40:
// No break on purpose
case 52:
// No break on purpose
case 53:
// No break on purpose
case 55:
// No break on purpose
case 63:
// No break on purpose
case 65:
// No break on purpose
case 66:
// No break on purpose
case 75:
// No break on purpose
case 77:
// No break on purpose
case 81:
// No break on purpose
case 87:
// No break on purpose
case 89:
// No break on purpose
case 97:
_southExit._enabled = true;
_southDoorway.postInit();
_southDoorway.setVisage(1950);
_southDoorway.setStrip((((R2_GLOBALS._flubMazeArea - 1) / 35) % 2) + 1);
_southDoorway.setFrame(3);
_southDoorway.setPosition(Common::Point(160, 167));
_southDoorway.fixPriority(220);
break;
case 58:
// No break on purpose
case 74:
// No break on purpose
case 80:
_northExit._enabled = true;
_southExit._enabled = true;
_northDoorway.setup(1950, (R2_GLOBALS._flubMazeArea % 2) + 1, 1, 160, 137, 25);
_southDoorway.postInit();
_southDoorway.setVisage(1950);
_southDoorway.setStrip((((R2_GLOBALS._flubMazeArea - 1) / 35) % 2) + 1);
_southDoorway.setFrame(3);
_southDoorway.setPosition(Common::Point(160, 167));
_southDoorway.fixPriority(220);
R2_GLOBALS._walkRegions.disableRegion(3);
R2_GLOBALS._walkRegions.disableRegion(4);
break;
default:
_southDoorway.postInit();
_southDoorway.setVisage(1950);
_southDoorway.setStrip(((R2_GLOBALS._flubMazeArea - 1) / 35) % 2 + 1);
_southDoorway.setFrame(2);
_southDoorway.setPosition(Common::Point(160, 167));
_southDoorway.fixPriority(220);
break;
}
switch (R2_GLOBALS._flubMazeArea - 3) {
case 0:
// No break on purpose
case 3:
// No break on purpose
case 5:
// No break on purpose
case 12:
// No break on purpose
case 15:
// No break on purpose
case 18:
// No break on purpose
case 19:
// No break on purpose
case 23:
// No break on purpose
case 26:
// No break on purpose
case 27:
// No break on purpose
case 29:
// No break on purpose
case 30:
// No break on purpose
case 31:
// No break on purpose
case 32:
// No break on purpose
case 44:
// No break on purpose
case 45:
// No break on purpose
case 51:
// No break on purpose
case 55:
// No break on purpose
case 56:
// No break on purpose
case 57:
// No break on purpose
case 60:
// No break on purpose
case 63:
_upExit._enabled = true;
break;
case 54:
// No break on purpose
case 61:
// No break on purpose
case 62:
// No break on purpose
case 65:
_upExit._enabled = true;
// No break on purpose
case 35:
// No break on purpose
case 38:
// No break on purpose
case 40:
// No break on purpose
case 47:
// No break on purpose
case 50:
// No break on purpose
case 53:
// No break on purpose
case 58:
// No break on purpose
case 64:
// No break on purpose
case 66:
// No break on purpose
case 67:
// No break on purpose
case 79:
// No break on purpose
case 80:
// No break on purpose
case 86:
// No break on purpose
case 89:
// No break on purpose
case 90:
// No break on purpose
case 91:
// No break on purpose
case 92:
// No break on purpose
case 95:
// No break on purpose
case 96:
// No break on purpose
case 97:
// No break on purpose
case 98:
// No break on purpose
case 100:
_downExit._enabled = true;
R2_GLOBALS._walkRegions.disableRegion(4);
R2_GLOBALS._walkRegions.disableRegion(5);
R2_GLOBALS._walkRegions.disableRegion(6);
R2_GLOBALS._walkRegions.disableRegion(10);
R2_GLOBALS._walkRegions.disableRegion(11);
default:
break;
}
R2_GLOBALS._uiElements.draw();
}
void Scene1950::enterArea() {
R2_GLOBALS._player.disableControl();
R2_GLOBALS._player.animate(ANIM_MODE_1, NULL);
_vampire.remove();
_door.remove();
_scrolls.remove();
_vampireActive = false;
_vampireIndex = 0;
// Certain areas have a vampire in them
switch (R2_GLOBALS._flubMazeArea) {
case 10:
_vampireIndex = 1;
break;
case 13:
_vampireIndex = 2;
break;
case 16:
_vampireIndex = 3;
break;
case 17:
_vampireIndex = 4;
break;
case 24:
_vampireIndex = 5;
break;
case 25:
_vampireIndex = 6;
break;
case 31:
_vampireIndex = 7;
break;
case 40:
_vampireIndex = 8;
break;
case 45:
_vampireIndex = 9;
break;
case 46:
_vampireIndex = 10;
break;
case 73:
_vampireIndex = 11;
break;
case 75:
_vampireIndex = 12;
break;
case 80:
_vampireIndex = 13;
break;
case 87:
_vampireIndex = 14;
break;
case 88:
_vampireIndex = 15;
break;
case 96:
_vampireIndex = 16;
break;
case 97:
_vampireIndex = 17;
break;
case 104:
_vampireIndex = 18;
break;
default:
break;
}
if (_vampireIndex != 0) {
_vampire.postInit();
_vampire._numFrames = 6;
_vampire._moveRate = 6;
_vampire._moveDiff = Common::Point(3, 2);
_vampire._effect = EFFECT_SHADED;
if (!R2_GLOBALS._vampireData[_vampireIndex - 1]._isAlive) {
// Show vampire ashes
_vampire.setPosition(Common::Point(R2_GLOBALS._vampireData[_vampireIndex - 1]._position));
_vampire.animate(ANIM_MODE_NONE, NULL);
_vampire.addMover(NULL);
_vampire.setVisage(1961);
_vampire.setStrip(4);
_vampire.setFrame(10);
_vampire.fixPriority(10);
_vampire.setDetails(1950, 15, -1, 17, 2, (SceneItem *) NULL);
} else {
// Start the vampire
_vampire.setVisage(1960);
_vampire.setPosition(Common::Point(160, 130));
_vampire.animate(ANIM_MODE_2, NULL);
_vampire.setDetails(1950, 12, -1, 14, 2, (SceneItem *) NULL);
_vampireActive = true;
}
}
if ((R2_GLOBALS._flubMazeArea == 1) && (R2_INVENTORY.getObjectScene(R2_SCRITH_KEY) != 0)) {
// Show doorway at the right hand side of the very first flub corridor
_door.postInit();
_door.setVisage(1948);
_door.setStrip(3);
_door.setPosition(Common::Point(278, 155));
_door.fixPriority(100);
_door.setDetails(1950, 19, 20, 23, 2, (SceneItem *) NULL);
}
if (R2_GLOBALS._flubMazeArea == 102) {
R2_GLOBALS._walkRegions.load(1951);
R2_GLOBALS._walkRegions.disableRegion(1);
R2_GLOBALS._walkRegions.disableRegion(5);
R2_GLOBALS._walkRegions.disableRegion(6);
R2_GLOBALS._walkRegions.disableRegion(7);
_cube.postInit();
_cube.setVisage(1970);
_cube.setStrip(1);
if (R2_GLOBALS.getFlag(37))
_cube.setFrame(3);
else
_cube.setFrame(1);
_cube.setPosition(Common::Point(193, 158));
_cube.setDetails(1950, 3, 4, 5, 2, (SceneItem *) NULL);
_pulsingLights.postInit();
_pulsingLights.setVisage(1970);
_pulsingLights.setStrip(3);
_pulsingLights.animate(ANIM_MODE_2, NULL);
_pulsingLights._numFrames = 6;
_pulsingLights.setPosition(Common::Point(194, 158));
_pulsingLights.fixPriority(159);
_keypad.setDetails(Rect(188, 124, 199, 133), 1950, 27, 28, -1, 2, NULL);
if (R2_INVENTORY.getObjectScene(R2_SAPPHIRE_BLUE) == 1950) {
_gem.postInit();
_gem.setVisage(1970);
_gem.setStrip(1);
_gem.setFrame(2);
_gem.fixPriority(160);
}
if (R2_GLOBALS.getFlag(37)) {
_gem.setPosition(Common::Point(192, 118));
_gem.setDetails(1950, 9, 4, -1, 2, (SceneItem *) NULL);
} else {
_containmentField.postInit();
_containmentField.setVisage(1970);
_containmentField.setStrip(4);
_containmentField._numFrames = 4;
_containmentField.animate(ANIM_MODE_8, 0, NULL);
_containmentField.setPosition(Common::Point(192, 121));
_containmentField.fixPriority(159);
_containmentField.setDetails(1950, 6, 7, 8, 2, (SceneItem *) NULL);
_gem.setPosition(Common::Point(192, 109));
_gem.setDetails(1950, 9, 7, 8, 2, (SceneItem *) NULL);
}
_scrolls.postInit();
_scrolls.setVisage(1972);
_scrolls.setStrip(1);
_scrolls.setPosition(Common::Point(76, 94));
_scrolls.fixPriority(25);
_scrolls.setDetails(1950, 30, -1, -1, 2, (SceneItem *) NULL);
if (R2_INVENTORY.getObjectScene(R2_ANCIENT_SCROLLS) == 2)
_scrolls.setFrame(2);
else
_scrolls.setFrame(1);
_removeFlag = true;
} else if (_removeFlag) {
_cube.remove();
_containmentField.remove();
_gem.remove();
_pulsingLights.remove();
_scrolls.remove();
R2_GLOBALS._sceneItems.remove(&_background);
_background.setDetails(Rect(0, 0, 320, 200), 1950, 0, 1, 2, 2, NULL);
_removeFlag = false;
}
switch (R2_GLOBALS._flubMazeEntryDirection) {
case 0:
_sceneMode = 1950;
if (R2_INVENTORY.getObjectScene(R2_SCRITH_KEY) == 0)
// The original uses CURSOR_ARROW. CURSOR_WALK is much more coherent
R2_GLOBALS._player.enableControl(CURSOR_WALK);
else
setAction(&_sequenceManager, this, 1950, &R2_GLOBALS._player, NULL);
break;
case 1: {
_sceneMode = R2_GLOBALS._flubMazeEntryDirection;
R2_GLOBALS._player.setPosition(Common::Point(160, 213));
Common::Point pt(160, 160);
NpcMover *mover = new NpcMover();
R2_GLOBALS._player.addMover(mover, &pt, this);
}
break;
case 2:
_sceneMode = R2_GLOBALS._flubMazeEntryDirection;
if (R2_GLOBALS.getFlag(36))
setAction(&_sequenceManager, this, 1957, &R2_GLOBALS._player, NULL);
else
setAction(&_sequenceManager, this, 1974, &R2_GLOBALS._player, NULL);
break;
case 3:
// Entering from the left
if (!_vampireActive) {
_sceneMode = R2_GLOBALS._flubMazeEntryDirection;
R2_GLOBALS._player.setPosition(Common::Point(-20, 160));
Common::Point pt(30, 160);
NpcMover *mover = new NpcMover();
R2_GLOBALS._player.addMover(mover, &pt, this);
} else {
_sceneMode = 18;
_eastExit._enabled = false;
_vampireDestPos = Common::Point(60, 152);
R2_GLOBALS._player.enableControl(CURSOR_USE);
R2_GLOBALS._player._canWalk = false;
_vampire.setStrip(2);
NpcMover *mover = new NpcMover();
_vampire.addMover(mover, &_vampireDestPos, this);
R2_GLOBALS._player.setPosition(Common::Point(-20, 160));
Common::Point pt2(30, 160);
NpcMover *mover2 = new NpcMover();
R2_GLOBALS._player.addMover(mover2, &pt2, NULL);
}
break;
case 4:
_sceneMode = R2_GLOBALS._flubMazeEntryDirection;
if (!_upExitStyle) {
if (R2_GLOBALS.getFlag(36))
setAction(&_sequenceManager, this, 1955, &R2_GLOBALS._player, NULL);
else
setAction(&_sequenceManager, this, 1972, &R2_GLOBALS._player, NULL);
} else {
if (R2_GLOBALS.getFlag(36))
setAction(&_sequenceManager, this, 1954, &R2_GLOBALS._player, NULL);
else
setAction(&_sequenceManager, this, 1971, &R2_GLOBALS._player, NULL);
}
break;
case 5: {
_sceneMode = R2_GLOBALS._flubMazeEntryDirection;
R2_GLOBALS._player.setPosition(Common::Point(160, 127));
Common::Point pt(160, 160);
NpcMover *mover = new NpcMover();
R2_GLOBALS._player.addMover(mover, &pt, this);
}
break;
case 6:
// Entering from the right
if (!_vampireActive) {
_sceneMode = R2_GLOBALS._flubMazeEntryDirection;
if (R2_GLOBALS._flubMazeArea == 1) {
setAction(&_sequenceManager, this, 1961, &R2_GLOBALS._player, NULL);
} else {
R2_GLOBALS._player.setPosition(Common::Point(340, 160));
Common::Point pt(289, 160);
NpcMover *mover = new NpcMover();
R2_GLOBALS._player.addMover(mover, &pt, this);
}
} else {
_sceneMode = 17;
_westExit._enabled = false;
_vampireDestPos = Common::Point(259, 152);
R2_GLOBALS._player.enableControl(CURSOR_USE);
R2_GLOBALS._player._canWalk = false;
_vampire.setStrip(1);
NpcMover *mover = new NpcMover();
_vampire.addMover(mover, &_vampireDestPos, this);
R2_GLOBALS._player.setPosition(Common::Point(340, 160));
Common::Point pt2(289, 160);
NpcMover *mover2 = new NpcMover();
R2_GLOBALS._player.addMover(mover2, &pt2, NULL);
}
break;
default:
break;
}
}
void Scene1950::doButtonPress(int indx) {
Scene1950 *scene = (Scene1950 *)R2_GLOBALS._sceneManager._scene;
R2_GLOBALS._player.disableControl();
int prevIndex = indx - 1;
if ((indx / 4) == (prevIndex / 4)) {
if (prevIndex < 0)
prevIndex = 3;
} else {
prevIndex += 4;
}
assert(prevIndex >= 0 && prevIndex < 16);
if (!_KeypadWindow._buttons[prevIndex]._toggled) {
_KeypadWindow._buttons[prevIndex].setFrame(2);
_KeypadWindow._buttons[prevIndex]._toggled = true;
} else {
_KeypadWindow._buttons[prevIndex].setFrame(1);
_KeypadWindow._buttons[prevIndex]._toggled = false;
}
prevIndex = indx + 1;
if ((indx / 4) == (prevIndex / 4)) {
if (prevIndex > 15)
prevIndex = 12;
} else {
prevIndex -= 4;
}
assert(prevIndex >= 0 && prevIndex < 16);
if (!_KeypadWindow._buttons[prevIndex]._toggled) {
_KeypadWindow._buttons[prevIndex].setFrame(2);
_KeypadWindow._buttons[prevIndex]._toggled = true;
} else {
_KeypadWindow._buttons[prevIndex].setFrame(1);
_KeypadWindow._buttons[prevIndex]._toggled = false;
}
prevIndex = indx - 4;
if (prevIndex < 0)
prevIndex += 16;
assert(prevIndex >= 0 && prevIndex < 16);
if (!_KeypadWindow._buttons[prevIndex]._toggled) {
_KeypadWindow._buttons[prevIndex].setFrame(2);
_KeypadWindow._buttons[prevIndex]._toggled = true;
} else {
_KeypadWindow._buttons[prevIndex].setFrame(1);
_KeypadWindow._buttons[prevIndex]._toggled = false;
}
prevIndex = indx + 4;
if (prevIndex > 15)
prevIndex -= 16;
assert(prevIndex >= 0 && prevIndex < 16);
if (!_KeypadWindow._buttons[prevIndex]._toggled) {
_KeypadWindow._buttons[prevIndex].setFrame(2);
_KeypadWindow._buttons[prevIndex]._toggled = true;
} else {
_KeypadWindow._buttons[prevIndex].setFrame(1);
_KeypadWindow._buttons[prevIndex]._toggled = false;
}
// Check whether all the buttons are highlighted
int cpt = 0;
for (prevIndex = 0; prevIndex < 16; prevIndex++) {
if (_KeypadWindow._buttons[prevIndex]._toggled)
++cpt;
}
if (cpt != 16) {
R2_GLOBALS._player.enableControl();
R2_GLOBALS._player._canWalk = false;
} else {
R2_GLOBALS.setFlag(37);
_sceneMode = 24;
setAction(&_sequenceManager, scene, 1976, NULL);
}
}
void Scene1950::postInit(SceneObjectList *OwnerList) {
_upExitStyle = false;
_removeFlag = false;
_vampireActive = false;
_vampireIndex = 0;
if (R2_GLOBALS._sceneManager._previousScene == 300)
R2_GLOBALS._flubMazeArea = 103;
initArea();
SceneExt::postInit();
R2_GLOBALS._sound1.play(105);
_northExit.setDetails(Rect(130, 46, 189, 135), SHADECURSOR_UP, 1950);
_northExit.setDest(Common::Point(160, 145));
_upExit.setDetails(Rect(208, 0, 255, 73), EXITCURSOR_N, 1950);
_upExit.setDest(Common::Point(200, 151));
_eastExit.setDetails(Rect(305, 95, 320, 147), EXITCURSOR_E, 1950);
_eastExit.setDest(Common::Point(312, 160));
_downExit.setDetails(Rect(208, 99, 255, 143), EXITCURSOR_S, 1950);
_downExit.setDest(Common::Point(200, 151));
_southExit.setDetails(Rect(113, 154, 206, 168), SHADECURSOR_DOWN, 1950);
_southExit.setDest(Common::Point(160, 165));
_westExit.setDetails(Rect(0, 95, 14, 147), EXITCURSOR_W, 1950);
_westExit.setDest(Common::Point(7, 160));
_shaftExit.setDetails(Rect(72, 54, 120, 128), EXITCURSOR_NW, 1950);
_shaftExit.setDest(Common::Point(120, 140));
_doorExit.setDetails(Rect(258, 60, 300, 145), EXITCURSOR_NE, 1950);
_doorExit.setDest(Common::Point(268, 149));
R2_GLOBALS._player.postInit();
if ( (R2_INVENTORY.getObjectScene(R2_TANNER_MASK) == 0) && (R2_INVENTORY.getObjectScene(R2_PURE_GRAIN_ALCOHOL) == 0)
&& (R2_INVENTORY.getObjectScene(R2_SOAKED_FACEMASK) == 0) && (!R2_GLOBALS.getFlag(36)) )
R2_GLOBALS._player.setVisage(22);
else
R2_GLOBALS._player.setVisage(20);
R2_GLOBALS._player._moveDiff = Common::Point(5, 3);
_background.setDetails(Rect(0, 0, 320, 200), 1950, 0, 1, 2, 1, NULL);
enterArea();
}
void Scene1950::remove() {
R2_GLOBALS._sound1.stop();
R2_GLOBALS._sound2.fadeOut2(NULL);
SceneExt::remove();
}
void Scene1950::signal() {
switch (_sceneMode) {
case 11:
R2_GLOBALS._flubMazeArea += 7;
initArea();
enterArea();
break;
case 12:
// Moving up a ladder within the Flub maze
R2_GLOBALS._flubMazeArea += 35;
initArea();
enterArea();
break;
case 1975:
SceneItem::display(1950, 21, SET_WIDTH, 280, SET_X, 160, SET_POS_MODE, 1,
SET_Y, 20, SET_EXT_BGCOLOR, 7, LIST_END);
// No break on purpose
case 13:
// Moving east within the Flub maze
++R2_GLOBALS._flubMazeArea;
initArea();
enterArea();
break;
case 14:
// Moving down a ladder within the Flub maze
R2_GLOBALS._flubMazeArea -= 35;
initArea();
enterArea();
break;
case 15:
R2_GLOBALS._flubMazeArea -= 7;
initArea();
enterArea();
break;
case 16:
// Moving west within the Flub maze
// No break on purpose
case 1961:
--R2_GLOBALS._flubMazeArea;
initArea();
enterArea();
break;
case 17: {
_sceneMode = 13;
R2_GLOBALS._flubMazeEntryDirection = 3;
_vampireActive = false;
R2_GLOBALS._player.disableControl(CURSOR_WALK);
R2_GLOBALS._player._canWalk = true;
R2_GLOBALS._player.setVisage(22);
R2_GLOBALS._player.animate(ANIM_MODE_9);
Common::Point pt(340, 160);
NpcMover *mover = new NpcMover();
R2_GLOBALS._player.addMover(mover, &pt, this);
Common::Point pt2(289, 160);
NpcMover *mover2 = new NpcMover();
_vampire.addMover(mover2, &pt2, NULL);
}
break;
case 18: {
_sceneMode = 16;
R2_GLOBALS._flubMazeEntryDirection = 6;
_vampireActive = false;
R2_GLOBALS._player.disableControl(CURSOR_WALK);
R2_GLOBALS._player._canWalk = true;
R2_GLOBALS._player.setVisage(22);
R2_GLOBALS._player.animate(ANIM_MODE_9);
Common::Point pt(-20, 160);
NpcMover *mover = new NpcMover();
R2_GLOBALS._player.addMover(mover, &pt, this);
Common::Point pt2(30, 160);
NpcMover *mover2 = new NpcMover();
_vampire.addMover(mover2, &pt2, NULL);
}
break;
case 24:
_KeypadWindow.remove();
_sceneMode = 1966;
_cube.setFrame(3);
setAction(&_sequenceManager, this, 1966, &_containmentField, &_gem, NULL);
break;
case 1951:
R2_GLOBALS._sound1.fadeOut2(NULL);
R2_GLOBALS._sceneManager.changeScene(1945);
break;
case 1958:
SceneItem::display(1950, 24, 0, 280, 1, 160, 9, 1, 2, 20, 7, 7, LIST_END);
R2_GLOBALS._player.enableControl(CURSOR_WALK);
_doorExit._enabled = true;
break;
case 1959:
R2_INVENTORY.setObjectScene(R2_SOAKED_FACEMASK, 0);
R2_GLOBALS._player.enableControl(CURSOR_WALK);
_doorExit._enabled = true;
break;
case 1962:
// No break on purpose
case 1963:
R2_GLOBALS._player.enableControl();
_KeypadWindow.setup2(1971, 1, 1, 160, 135);
break;
case 1964:
// No break on purpose
case 1965:
if (!R2_GLOBALS.getFlag(37))
SceneItem::display(1950, 26, 0, 280, 1, 160, 9, 1, 2, 20, 7, 7, LIST_END);
R2_GLOBALS._player.enableControl();
break;
case 1966:
_containmentField.remove();
if (R2_GLOBALS.getFlag(36)) {
_sceneMode = 1964;
setAction(&_sequenceManager, this, 1964, &R2_GLOBALS._player, NULL);
} else {
_sceneMode = 1965;
setAction(&_sequenceManager, this, 1965, &R2_GLOBALS._player, NULL);
}
_gem.setDetails(1950, 9, -1, -1, 2, (SceneItem *) NULL);
break;
case 1967: {
_sceneMode = 0;
R2_INVENTORY.setObjectScene(R2_SAPPHIRE_BLUE, 2);
_gem.remove();
if (R2_GLOBALS.getFlag(36))
R2_GLOBALS._player.setVisage(20);
else
R2_GLOBALS._player.setVisage(22);
R2_GLOBALS._player.animate(ANIM_MODE_1, NULL);
// This is a hack to work around a pathfinding issue. original destination is (218, 165)
Common::Point pt(128, 165);
NpcMover *mover = new NpcMover();
R2_GLOBALS._player.addMover(mover, &pt, this);
}
break;
case 1968:
R2_GLOBALS._player.enableControl();
R2_INVENTORY.setObjectScene(R2_ANCIENT_SCROLLS, 2);
_scrolls.setFrame(2);
if (R2_GLOBALS.getFlag(36))
R2_GLOBALS._player.setVisage(20);
else
R2_GLOBALS._player.setVisage(22);
R2_GLOBALS._player.animate(ANIM_MODE_1, NULL);
break;
default:
R2_GLOBALS._player.enableControl(CURSOR_WALK);
break;
}
}
void Scene1950::process(Event &event) {
if ( (event.eventType == EVENT_BUTTON_DOWN)
&& (R2_GLOBALS._player._uiEnabled)
&& (R2_GLOBALS._events.getCursor() == R2_SOAKED_FACEMASK)
&& (R2_GLOBALS._player._bounds.contains(event.mousePos))
&& (R2_INVENTORY.getObjectScene(R2_SCRITH_KEY) == 0)) {
event.handled = true;
R2_GLOBALS._player.disableControl();
_shaftExit._enabled = false;
_doorExit._enabled = false;
_sceneMode = 1959;
setAction(&_sequenceManager, this, 1959, &R2_GLOBALS._player, NULL);
}
Scene::process(event);
}
} // End of namespace Ringworld2
} // End of namespace TsAGE